dynamic mesh functions
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@@ -24,30 +24,22 @@ class DynamicMesh : public Mesh {
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explicit DynamicMesh(const DynamicMesh& mesh);
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~DynamicMesh();
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const u8& isMother() const { return _isMother; }
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/** Get position from translation matrix */
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Vec4* getPosition() {
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return reinterpret_cast<Vec4*>(&translation.data[3 * 4]);
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}
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void setPosition(const Vec4& v) {
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TYRA_ASSERT(v.w == 1.0F, "Vec4 must be homogeneous");
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reinterpret_cast<Vec4*>(&translation.data[3 * 4])->set(v);
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}
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/** Returns material, which is a mesh "subgroup". */
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DynamicMeshMaterial* getMaterial(const u32& i) const { return materials[i]; }
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DynamicMeshMaterial** getMaterials() { return materials; }
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const u32& getMaterialsCount() const { return materialsCount; }
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const DynamicMeshAnimState& getAnimState() const { return animState; }
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/** Count of all vertices. */
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u32 getVertexCount() { return frames[0]->getVertexCount(); }
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inline u32 getVertexCount() { return frames[0]->getVertexCount(); }
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/** Returns single frame. */
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DynamicMeshFrame* getFrame(const u32& i) const { return frames[i]; }
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DynamicMeshFrame* getFrame(const u32& i) { return frames[i]; }
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DynamicMeshFrame** getFrames() { return frames; }
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/** Count of frames. Static object (not animated) will have only 1 frame. */
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const u32& getFramesCount() const { return framesCount; }
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@@ -62,22 +54,11 @@ class DynamicMesh : public Mesh {
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const u32& getStayAnimationFrame() const { return animState.stayFrame; }
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M4x4 getModelMatrix() const;
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// /**
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// * Returns material, which is a mesh "subgroup".
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// * NULL if not found.
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// */
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// DynamicMeshMaterial* getMaterialById(const u32& t_id) const;
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/** @returns bounding box object of current frame. */
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const BBox& getCurrentBoundingBox() const {
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return frames[animState.currentFrame]->getBBox();
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}
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/** Check if are there any frames */
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u8 isDataLoaded() const { return framesCount > 0; }
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/** Loop in one frame */
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void playAnimation(const u32& t_frame) { playAnimation(t_frame, t_frame); }
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@@ -102,7 +83,6 @@ class DynamicMesh : public Mesh {
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private:
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void initMesh();
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DynamicMeshAnimState animState;
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u8 _isMother;
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u32 framesCount, materialsCount;
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DynamicMeshFrame** frames;
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DynamicMeshMaterial** materials;
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@@ -17,7 +17,7 @@ namespace Tyra {
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class Mesh {
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public:
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explicit Mesh();
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Mesh(const u8& isMother);
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~Mesh();
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/** Translation matrix */
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@@ -29,9 +29,22 @@ class Mesh {
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/** Scale matrix */
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M4x4 scale;
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const u32& getId() const { return id; }
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inline const u32& getId() const { return id; }
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inline const u8& isMother() const { return _isMother; }
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M4x4 getModelMatrix() const;
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/** Get position from translation matrix */
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inline Vec4* getPosition() {
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return reinterpret_cast<Vec4*>(&translation.data[3 * 4]);
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}
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inline void setPosition(const Vec4& v) {
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TYRA_ASSERT(v.w == 1.0F, "Vec4 must be homogeneous");
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reinterpret_cast<Vec4*>(&translation.data[3 * 4])->set(v);
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}
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protected:
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u8 _isMother;
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u32 id;
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};
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@@ -15,7 +15,7 @@
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namespace Tyra {
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DynamicMesh::DynamicMesh(const MeshBuilderData& data) {
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DynamicMesh::DynamicMesh(const MeshBuilderData& data) : Mesh(true) {
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framesCount = data.framesCount;
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TYRA_ASSERT(framesCount > 0, "Frames count must be greater than 0");
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@@ -32,14 +32,10 @@ DynamicMesh::DynamicMesh(const MeshBuilderData& data) {
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materials[i] = new DynamicMeshMaterial(data, i);
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}
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translation.translate(Vec4(0.0F, 0.0F, 0.0F, 1.0F));
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initMesh();
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_isMother = true;
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}
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DynamicMesh::DynamicMesh(const DynamicMesh& mesh) {
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DynamicMesh::DynamicMesh(const DynamicMesh& mesh) : Mesh(false) {
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framesCount = mesh.framesCount;
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materialsCount = mesh.materialsCount;
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@@ -53,11 +49,7 @@ DynamicMesh::DynamicMesh(const DynamicMesh& mesh) {
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materials[i] = new DynamicMeshMaterial(*mesh.materials[i]);
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}
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translation.translate(Vec4(0.0F, 0.0F, 0.0F, 1.0F));
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initMesh();
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_isMother = false;
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}
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DynamicMesh::~DynamicMesh() {
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@@ -73,10 +65,6 @@ DynamicMesh::~DynamicMesh() {
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}
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}
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M4x4 DynamicMesh::getModelMatrix() const {
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return translation * rotation * scale;
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}
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void DynamicMesh::initMesh() {
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animState.startFrame = 0;
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animState.endFrame = 0;
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@@ -13,7 +13,13 @@
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namespace Tyra {
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Mesh::Mesh() { id = rand() % 1000000; }
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Mesh::Mesh(const u8& isMother) {
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id = rand() % 1000000;
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_isMother = isMother;
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translation.translate(Vec4(0.0F, 0.0F, 0.0F, 1.0F));
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}
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M4x4 Mesh::getModelMatrix() const { return translation * rotation * scale; }
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Mesh::~Mesh() {}
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