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#include "UnityPrefix.h"
#include "ExtractDataFromMesh.h"
#include "Runtime/Filters/Mesh/LodMesh.h"
#include "Runtime/Math/Vector3.h"
#include "Runtime/Misc/MeshWelding.h"
#include "Runtime/Graphics/TriStripper.h"
///@TODO: Use dynamic_array temp allocator
// Extracts unique welded vertices & triangle array indexing into the welded vertices.
bool ExtractDataFromMesh (Mesh& mesh, dynamic_array<Vector3f>& vertices, dynamic_array<UInt16>& triangles, dynamic_array<UInt16>& remap)
{
int vertexCount = mesh.GetVertexCount();
if (vertexCount == 0)
return false;
if (!mesh.HasVertexData())
{
ErrorStringObject("CollisionMeshData couldn't be created because the mesh has been marked as non-accessible", &mesh);
return false;
}
vertices.resize_uninitialized(vertexCount);
mesh.ExtractVertexArray(&vertices[0]);
triangles.clear();
for (unsigned submesh=0; submesh<mesh.GetSubMeshCount(); submesh++)
{
if (submesh >= mesh.GetSubMeshCount())
{
ErrorString("Failed getting triangles. Submesh index is out of bounds.");
return false;
}
UInt16* indices = mesh.GetSubMeshBuffer16(submesh);
SubMesh& sm = mesh.GetSubMeshFast(submesh);
if (sm.topology == kPrimitiveTriangleStripDeprecated)
{
const UInt32 startIndex = triangles.size();
int triCount = CountTrianglesInStrip (indices, sm.indexCount);
triangles.resize_uninitialized((triCount * 3) + startIndex);
Destripify(indices, sm.indexCount, triangles.begin() + startIndex, triCount);
}
else if (sm.topology == kPrimitiveTriangles)
{
triangles.insert(triangles.end(), indices, indices + sm.indexCount);
}
else
{
ErrorString("Failed to extract collision data: non-triangle mesh.");
return false;
}
}
WeldVertexArray(vertices, triangles, remap);
return true;
}
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