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void CTriangleSelector32bit::updateFromMesh(const IMesh* mesh) const
{
if (!mesh)
return;
bool skinnnedMesh = mesh->getMeshType() == EAMT_SKINNED;
u32 meshBuffers = mesh->getMeshBufferCount();
u32 triangleCount = 0;
BoundingBox.reset(0.f, 0.f, 0.f);
for (u32 i = 0; i < meshBuffers; ++i)
{
IMeshBuffer* buf = mesh->getMeshBuffer(i);
u32 idxCnt = buf->getIndexCount();
if (buf->getIndexType() == video::EIT_16BIT)
{
const u16* indices = buf->getIndices();
if ( skinnnedMesh )
{
const core::matrix4& bufferTransform = ((scene::SSkinMeshBuffer*)buf)->Transformation;
for (u32 index = 0; index < idxCnt; index += 3)
{
core::triangle3df& tri = Triangles[triangleCount++];
bufferTransform.transformVect(tri.pointA, buf->getPosition(indices[index + 0]));
bufferTransform.transformVect(tri.pointB, buf->getPosition(indices[index + 1]));
bufferTransform.transformVect(tri.pointC, buf->getPosition(indices[index + 2]));
BoundingBox.addInternalPoint(tri.pointA);
BoundingBox.addInternalPoint(tri.pointB);
BoundingBox.addInternalPoint(tri.pointC);
}
}
else
{
for (u32 index = 0; index < idxCnt; index += 3)
{
core::triangle3df& tri = Triangles[triangleCount++];
tri.pointA = buf->getPosition(indices[index + 0]);
tri.pointB = buf->getPosition(indices[index + 1]);
tri.pointC = buf->getPosition(indices[index + 2]);
BoundingBox.addInternalPoint(tri.pointA);
BoundingBox.addInternalPoint(tri.pointB);
BoundingBox.addInternalPoint(tri.pointC);
}
}
}
else if (buf->getIndexType() == video::EIT_32BIT)
{
const u32* indices = (u32*)buf->getIndices();
if ( skinnnedMesh )
{
const core::matrix4& bufferTransform = ((scene::SSkinMeshBuffer*)buf)->Transformation;
for (u32 index = 0; index < idxCnt; index += 3)
{
core::triangle3df& tri = Triangles[triangleCount++];
bufferTransform.transformVect(tri.pointA, buf->getPosition(indices[index + 0]));
bufferTransform.transformVect(tri.pointB, buf->getPosition(indices[index + 1]));
bufferTransform.transformVect(tri.pointC, buf->getPosition(indices[index + 2]));
BoundingBox.addInternalPoint(tri.pointA);
BoundingBox.addInternalPoint(tri.pointB);
BoundingBox.addInternalPoint(tri.pointC);
}
}
else
{
for (u32 index = 0; index < idxCnt; index += 3)
{
core::triangle3df& tri = Triangles[triangleCount++];
tri.pointA = buf->getPosition(indices[index + 0]);
tri.pointB = buf->getPosition(indices[index + 1]);
tri.pointC = buf->getPosition(indices[index + 2]);
BoundingBox.addInternalPoint(tri.pointA);
BoundingBox.addInternalPoint(tri.pointB);
BoundingBox.addInternalPoint(tri.pointC);
}
}
}
}
}