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path: root/src/rollback_interface.cpp
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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "rollback_interface.h"
#include <sstream>
#include "util/serialize.h"
#include "util/string.h"
#include "util/numeric.h"
#include "util/basic_macros.h"
#include "map.h"
#include "gamedef.h"
#include "nodedef.h"
#include "nodemetadata.h"
#include "exceptions.h"
#include "log.h"
#include "inventorymanager.h"
#include "inventory.h"
#include "mapblock.h"


RollbackNode::RollbackNode(Map *map, v3s16 p, IGameDef *gamedef)
{
	const NodeDefManager *ndef = gamedef->ndef();
	MapNode n = map->getNode(p);
	name = ndef->get(n).name;
	param1 = n.param1;
	param2 = n.param2;
	NodeMetadata *metap = map->getNodeMetadata(p);
	if (metap) {
		std::ostringstream os(std::ios::binary);
		metap->serialize(os, 1); // FIXME: version bump??
		meta = os.str();
	}
}


std::string RollbackAction::toString() const
{
	std::ostringstream os(std::ios::binary);
	switch (type) {
	case TYPE_SET_NODE:
		os << "set_node " << PP(p);
		os << ": (" << serializeJsonString(n_old.name);
		os << ", " << itos(n_old.param1);
		os << ", " << itos(n_old.param2);
		os << ", " << serializeJsonString(n_old.meta);
		os << ") -> (" << serializeJsonString(n_new.name);
		os << ", " << itos(n_new.param1);
		os << ", " << itos(n_new.param2);
		os << ", " << serializeJsonString(n_new.meta);
		os << ')';
	case TYPE_MODIFY_INVENTORY_STACK:
		os << "modify_inventory_stack (";
		os << serializeJsonString(inventory_location);
		os << ", " << serializeJsonString(inventory_list);
		os << ", " << inventory_index;
		os << ", " << (inventory_add ? "add" : "remove");
		os << ", " << serializeJsonString(inventory_stack.getItemString());
		os << ')';
	default:
		return "<unknown action>";
	}
	return os.str();
}


bool RollbackAction::isImportant(IGameDef *gamedef) const
{
	if (type != TYPE_SET_NODE)
		return true;
	// If names differ, action is always important
	if(n_old.name != n_new.name)
		return true;
	// If metadata differs, action is always important
	if(n_old.meta != n_new.meta)
		return true;
	const NodeDefManager *ndef = gamedef->ndef();
	// Both are of the same name, so a single definition is needed
	const ContentFeatures &def = ndef->get(n_old.name);
	// If the type is flowing liquid, action is not important
	if (def.liquid_type == LIQUID_FLOWING)
		return false;
	// Otherwise action is important
	return true;
}


bool RollbackAction::getPosition(v3s16 *dst) const
{
	switch (type) {
	case TYPE_SET_NODE:
		if (dst) *dst = p;
		return true;
	case TYPE_MODIFY_INVENTORY_STACK: {
		InventoryLocation loc;
		loc.deSerialize(inventory_location);
		if (loc.type != InventoryLocation::NODEMETA) {
			return false;
		}
		if (dst) *dst = loc.p;
		return true; }
	default:
		return false;
	}
}


bool RollbackAction::applyRevert(Map *map, InventoryManager *imgr, IGameDef *gamedef) const
{
	try {
		switch (type) {
		case TYPE_NOTHING:
			return true;
		case TYPE_SET_NODE: {
			const NodeDefManager *ndef = gamedef->ndef();
			// Make sure position is loaded from disk
			map->emergeBlock(getContainerPos(p, MAP_BLOCKSIZE), false);
			// Check current node
			MapNode current_node = map->getNode(p);
			std::string current_name = ndef->get(current_node).name;
			// If current node not the new node, it's bad
			if (current_name != n_new.name) {
				return false;
			}
			// Create rollback node
			content_t id = CONTENT_IGNORE;
			if (!ndef->getId(n_old.name, id)) {
				// The old node is not registered
				return false;
			}
			MapNode n(id, n_old.param1, n_old.param2);
			// Set rollback node
			try {
				if (!map->addNodeWithEvent(p, n)) {
					infostream << "RollbackAction::applyRevert(): "
						<< "AddNodeWithEvent failed at "
						<< PP(p) << " for " << n_old.name
						<< std::endl;
					return false;
				}
				if (n_old.meta.empty()) {
					map->removeNodeMetadata(p);
				} else {
					NodeMetadata *meta = map->getNodeMetadata(p);
					if (!meta) {
						meta = new NodeMetadata(gamedef->idef());
						if (!map->setNodeMetadata(p, meta)) {
							delete meta;
							infostream << "RollbackAction::applyRevert(): "
								<< "setNodeMetadata failed at "
								<< PP(p) << " for " << n_old.name
								<< std::endl;
							return false;
						}
					}
					std::istringstream is(n_old.meta, std::ios::binary);
					meta->deSerialize(is, 1); // FIXME: version bump??
				}
				// Inform other things that the meta data has changed
				MapEditEvent event;
				event.type = MEET_BLOCK_NODE_METADATA_CHANGED;
				event.p = p;
				map->dispatchEvent(event);
			} catch (InvalidPositionException &e) {
				infostream << "RollbackAction::applyRevert(): "
					<< "InvalidPositionException: " << e.what()
					<< std::endl;
				return false;
			}
			// Success
			return true; }
		case TYPE_MODIFY_INVENTORY_STACK: {
			InventoryLocation loc;
			loc.deSerialize(inventory_location);
			Inventory *inv = imgr->getInventory(loc);
			if (!inv) {
				infostream << "RollbackAction::applyRevert(): Could not get "
					"inventory at " << inventory_location << std::endl;
				return false;
			}
			InventoryList *list = inv->getList(inventory_list);
			if (!list) {
				infostream << "RollbackAction::applyRevert(): Could not get "
					"inventory list \"" << inventory_list << "\" in "
					<< inventory_location << std::endl;
				return false;
			}
			if (list->getSize() <= inventory_index) {
				infostream << "RollbackAction::applyRevert(): List index "
					<< inventory_index << " too large in "
					<< "inventory list \"" << inventory_list << "\" in "
					<< inventory_location << std::endl;
				return false;
			}

			// If item was added, take away item, otherwise add removed item
			if (inventory_add) {
				// Silently ignore different current item
				if (list->getItem(inventory_index).name !=
						gamedef->idef()->getAlias(inventory_stack.name))
					return false;
				list->takeItem(inventory_index, inventory_stack.count);
			} else {
				list->addItem(inventory_index, inventory_stack);
			}
			// Inventory was modified; send to clients
			imgr->setInventoryModified(loc);
			return true; }
		default:
			errorstream << "RollbackAction::applyRevert(): type not handled"
				<< std::endl;
			return false;
		}
	} catch(SerializationError &e) {
		errorstream << "RollbackAction::applyRevert(): n_old.name=" << n_old.name
				<< ", SerializationError: " << e.what() << std::endl;
	}
	return false;
}

pan> "irrMap.h" #include <iostream> #include <IAnimatedMesh.h> #include <SAnimatedMesh.h> // In Irrlicht 1.8 the signature of ITexture::lock was changed from // (bool, u32) to (E_TEXTURE_LOCK_MODE, u32). #if IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 7 #define MY_ETLM_READ_ONLY true #else #define MY_ETLM_READ_ONLY video::ETLM_READ_ONLY #endif scene::IAnimatedMesh* createCubeMesh(v3f scale) { video::SColor c(255,255,255,255); video::S3DVertex vertices[24] = { // Up video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1), video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0), video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0), video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1), // Down video::S3DVertex(-0.5,-0.5,-0.5, 0,-1,0, c, 0,0), video::S3DVertex(+0.5,-0.5,-0.5, 0,-1,0, c, 1,0), video::S3DVertex(+0.5,-0.5,+0.5, 0,-1,0, c, 1,1), video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1), // Right video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1), video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0), video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0), video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1), // Left video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1), video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1), video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0), video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0), // Back video::S3DVertex(-0.5,-0.5,+0.5, 0,0,1, c, 1,1), video::S3DVertex(+0.5,-0.5,+0.5, 0,0,1, c, 0,1), video::S3DVertex(+0.5,+0.5,+0.5, 0,0,1, c, 0,0), video::S3DVertex(-0.5,+0.5,+0.5, 0,0,1, c, 1,0), // Front video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1), video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0), video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0), video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1), }; u16 indices[6] = {0,1,2,2,3,0}; scene::SMesh *mesh = new scene::SMesh(); for (u32 i=0; i<6; ++i) { scene::IMeshBuffer *buf = new scene::SMeshBuffer(); buf->append(vertices + 4 * i, 4, indices, 6); // Set default material buf->getMaterial().setFlag(video::EMF_LIGHTING, false); buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false); buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; // Add mesh buffer to mesh mesh->addMeshBuffer(buf); buf->drop(); } scene::SAnimatedMesh *anim_mesh = new scene::SAnimatedMesh(mesh); mesh->drop(); scaleMesh(anim_mesh, scale); // also recalculates bounding box return anim_mesh; } void scaleMesh(scene::IMesh *mesh, v3f scale) { if(mesh == NULL) return; core::aabbox3d<f32> bbox; bbox.reset(0,0,0); u16 mc = mesh->getMeshBufferCount(); for(u16 j=0; j<mc; j++) { scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices(); u16 vc = buf->getVertexCount(); for(u16 i=0; i<vc; i++) { vertices[i].Pos *= scale; } buf->recalculateBoundingBox(); // calculate total bounding box if(j == 0) bbox = buf->getBoundingBox(); else bbox.addInternalBox(buf->getBoundingBox()); } mesh->setBoundingBox(bbox); } void translateMesh(scene::IMesh *mesh, v3f vec) { if(mesh == NULL) return; core::aabbox3d<f32> bbox; bbox.reset(0,0,0); u16 mc = mesh->getMeshBufferCount(); for(u16 j=0; j<mc; j++) { scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices(); u16 vc = buf->getVertexCount(); for(u16 i=0; i<vc; i++) { vertices[i].Pos += vec; } buf->recalculateBoundingBox(); // calculate total bounding box if(j == 0) bbox = buf->getBoundingBox(); else bbox.addInternalBox(buf->getBoundingBox()); } mesh->setBoundingBox(bbox); } void setMeshColor(scene::IMesh *mesh, const video::SColor &color) { if(mesh == NULL) return; u16 mc = mesh->getMeshBufferCount(); for(u16 j=0; j<mc; j++) { scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices(); u16 vc = buf->getVertexCount(); for(u16 i=0; i<vc; i++) { vertices[i].Color = color; } } } void setMeshColorByNormalXYZ(scene::IMesh *mesh, const video::SColor &colorX, const video::SColor &colorY, const video::SColor &colorZ) { if(mesh == NULL) return; u16 mc = mesh->getMeshBufferCount(); for(u16 j=0; j<mc; j++) { scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices(); u16 vc = buf->getVertexCount(); for(u16 i=0; i<vc; i++) { f32 x = fabs(vertices[i].Normal.X); f32 y = fabs(vertices[i].Normal.Y); f32 z = fabs(vertices[i].Normal.Z); if(x >= y && x >= z) vertices[i].Color = colorX; else if(y >= z) vertices[i].Color = colorY; else vertices[i].Color = colorZ; } } } void rotateMeshXYby (scene::IMesh *mesh, f64 degrees) { u16 mc = mesh->getMeshBufferCount(); for(u16 j = 0; j < mc; j++) { scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices(); u16 vc = buf->getVertexCount(); for(u16 i = 0; i < vc; i++) { vertices[i].Pos.rotateXYBy(degrees); } } } void rotateMeshXZby (scene::IMesh *mesh, f64 degrees) { u16 mc = mesh->getMeshBufferCount(); for(u16 j = 0; j < mc; j++) { scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices(); u16 vc = buf->getVertexCount(); for(u16 i = 0; i < vc; i++) { vertices[i].Pos.rotateXZBy(degrees); } } } void rotateMeshYZby (scene::IMesh *mesh, f64 degrees) { u16 mc = mesh->getMeshBufferCount(); for(u16 j = 0; j < mc; j++) { scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices(); u16 vc = buf->getVertexCount(); for(u16 i = 0; i < vc; i++) { vertices[i].Pos.rotateYZBy(degrees); } } } void rotateMeshBy6dFacedir(scene::IMesh *mesh, int facedir) { int axisdir = facedir>>2; facedir &= 0x03; u16 mc = mesh->getMeshBufferCount(); for(u16 j = 0; j < mc; j++) { scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices(); u16 vc = buf->getVertexCount(); for(u16 i=0; i<vc; i++) { switch (axisdir) { case 0: if(facedir == 1) vertices[i].Pos.rotateXZBy(-90); else if(facedir == 2) vertices[i].Pos.rotateXZBy(180); else if(facedir == 3) vertices[i].Pos.rotateXZBy(90); break; case 1: // z+ vertices[i].Pos.rotateYZBy(90); if(facedir == 1) vertices[i].Pos.rotateXYBy(90); else if(facedir == 2) vertices[i].Pos.rotateXYBy(180); else if(facedir == 3) vertices[i].Pos.rotateXYBy(-90); break; case 2: //z- vertices[i].Pos.rotateYZBy(-90); if(facedir == 1) vertices[i].Pos.rotateXYBy(-90); else if(facedir == 2) vertices[i].Pos.rotateXYBy(180); else if(facedir == 3) vertices[i].Pos.rotateXYBy(90); break; case 3: //x+ vertices[i].Pos.rotateXYBy(-90); if(facedir == 1) vertices[i].Pos.rotateYZBy(90); else if(facedir == 2) vertices[i].Pos.rotateYZBy(180); else if(facedir == 3) vertices[i].Pos.rotateYZBy(-90); break; case 4: //x- vertices[i].Pos.rotateXYBy(90); if(facedir == 1) vertices[i].Pos.rotateYZBy(-90); else if(facedir == 2) vertices[i].Pos.rotateYZBy(180); else if(facedir == 3) vertices[i].Pos.rotateYZBy(90); break; case 5: vertices[i].Pos.rotateXYBy(-180); if(facedir == 1) vertices[i].Pos.rotateXZBy(90); else if(facedir == 2) vertices[i].Pos.rotateXZBy(180); else if(facedir == 3) vertices[i].Pos.rotateXZBy(-90); break; default: break; } } } } void recalculateBoundingBox(scene::IMesh *src_mesh) { core::aabbox3d<f32> bbox; bbox.reset(0,0,0); for(u16 j = 0; j < src_mesh->getMeshBufferCount(); j++) { scene::IMeshBuffer *buf = src_mesh->getMeshBuffer(j); buf->recalculateBoundingBox(); if(j == 0) bbox = buf->getBoundingBox(); else bbox.addInternalBox(buf->getBoundingBox()); } src_mesh->setBoundingBox(bbox); } scene::IMesh* cloneMesh(scene::IMesh *src_mesh) { scene::SMesh* dst_mesh = new scene::SMesh(); for(u16 j = 0; j < src_mesh->getMeshBufferCount(); j++) { scene::IMeshBuffer *buf = src_mesh->getMeshBuffer(j); video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices(); u16 *indices = (u16*)buf->getIndices(); scene::SMeshBuffer *temp_buf = new scene::SMeshBuffer(); temp_buf->append(vertices, buf->getVertexCount(), indices, buf->getIndexCount()); dst_mesh->addMeshBuffer(temp_buf); temp_buf->drop(); } return dst_mesh; } scene::IMesh* convertNodeboxNodeToMesh(ContentFeatures *f) { scene::SMesh* dst_mesh = new scene::SMesh(); for (u16 j = 0; j < 6; j++) { scene::IMeshBuffer *buf = new scene::SMeshBuffer(); buf->getMaterial().setFlag(video::EMF_LIGHTING, false); buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false); dst_mesh->addMeshBuffer(buf); buf->drop(); } video::SColor c(255,255,255,255); std::vector<aabb3f> boxes = f->node_box.fixed; for(std::vector<aabb3f>::iterator i = boxes.begin(); i != boxes.end(); i++) { aabb3f box = *i; f32 temp; if (box.MinEdge.X > box.MaxEdge.X) { temp=box.MinEdge.X; box.MinEdge.X=box.MaxEdge.X; box.MaxEdge.X=temp; } if (box.MinEdge.Y > box.MaxEdge.Y) { temp=box.MinEdge.Y; box.MinEdge.Y=box.MaxEdge.Y; box.MaxEdge.Y=temp; } if (box.MinEdge.Z > box.MaxEdge.Z) { temp=box.MinEdge.Z; box.MinEdge.Z=box.MaxEdge.Z; box.MaxEdge.Z=temp; } // Compute texture coords f32 tx1 = (box.MinEdge.X/BS)+0.5; f32 ty1 = (box.MinEdge.Y/BS)+0.5; f32 tz1 = (box.MinEdge.Z/BS)+0.5; f32 tx2 = (box.MaxEdge.X/BS)+0.5; f32 ty2 = (box.MaxEdge.Y/BS)+0.5; f32 tz2 = (box.MaxEdge.Z/BS)+0.5; f32 txc[24] = { // up tx1, 1-tz2, tx2, 1-tz1, // down tx1, tz1, tx2, tz2, // right tz1, 1-ty2, tz2, 1-ty1, // left 1-tz2, 1-ty2, 1-tz1, 1-ty1, // back 1-tx2, 1-ty2, 1-tx1, 1-ty1, // front tx1, 1-ty2, tx2, 1-ty1, }; v3f min = box.MinEdge; v3f max = box.MaxEdge; video::S3DVertex vertices[24] = { // up video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]), video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]), video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]), video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]), // down video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]), video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]), video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]), video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]), // right video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c, txc[ 8],txc[9]), video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]), video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]), video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]), // left video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c, txc[12],txc[13]), video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]), video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]), video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]), // back video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[16],txc[17]), video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[18],txc[17]), video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[18],txc[19]), video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[16],txc[19]), // front video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[20],txc[21]), video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[22],txc[21]), video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[22],txc[23]), video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]), }; u16 indices[] = {0,1,2,2,3,0}; for(u16 j = 0; j < 24; j += 4) { scene::IMeshBuffer *buf = dst_mesh->getMeshBuffer(j / 4); buf->append(vertices + j, 4, indices, 6); } } return dst_mesh; } struct vcache { core::array<u32> tris; float score; s16 cachepos; u16 NumActiveTris; }; struct tcache { u16 ind[3]; float score; bool drawn; }; const u16 cachesize = 32; float FindVertexScore(vcache *v) { const float CacheDecayPower = 1.5f; const float LastTriScore = 0.75f; const float ValenceBoostScale = 2.0f; const float ValenceBoostPower = 0.5f; const float MaxSizeVertexCache = 32.0f; if (v->NumActiveTris == 0) { // No tri needs this vertex! return -1.0f; } float Score = 0.0f; int CachePosition = v->cachepos; if (CachePosition < 0) { // Vertex is not in FIFO cache - no score. } else { if (CachePosition < 3) { // This vertex was used in the last triangle, // so it has a fixed score. Score = LastTriScore; } else { // Points for being high in the cache. const float Scaler = 1.0f / (MaxSizeVertexCache - 3); Score = 1.0f - (CachePosition - 3) * Scaler; Score = powf(Score, CacheDecayPower); } } // Bonus points for having a low number of tris still to // use the vert, so we get rid of lone verts quickly. float ValenceBoost = powf(v->NumActiveTris, -ValenceBoostPower); Score += ValenceBoostScale * ValenceBoost; return Score; } /* A specialized LRU cache for the Forsyth algorithm. */ class f_lru { public: f_lru(vcache *v, tcache *t): vc(v), tc(t) { for (u16 i = 0; i < cachesize; i++) { cache[i] = -1; } } // Adds this vertex index and returns the highest-scoring triangle index u32 add(u16 vert, bool updatetris = false) { bool found = false; // Mark existing pos as empty for (u16 i = 0; i < cachesize; i++) { if (cache[i] == vert) { // Move everything down for (u16 j = i; j; j--) { cache[j] = cache[j - 1]; } found = true; break; } } if (!found) { if (cache[cachesize-1] != -1) vc[cache[cachesize-1]].cachepos = -1; // Move everything down for (u16 i = cachesize - 1; i; i--) { cache[i] = cache[i - 1]; } } cache[0] = vert; u32 highest = 0; float hiscore = 0; if (updatetris) { // Update cache positions for (u16 i = 0; i < cachesize; i++) { if (cache[i] == -1) break; vc[cache[i]].cachepos = i; vc[cache[i]].score = FindVertexScore(&vc[cache[i]]); } // Update triangle scores for (u16 i = 0; i < cachesize; i++) { if (cache[i] == -1) break; const u16 trisize = vc[cache[i]].tris.size(); for (u16 t = 0; t < trisize; t++) { tcache *tri = &tc[vc[cache[i]].tris[t]]; tri->score = vc[tri->ind[0]].score + vc[tri->ind[1]].score + vc[tri->ind[2]].score; if (tri->score > hiscore) { hiscore = tri->score; highest = vc[cache[i]].tris[t]; } } } } return highest; } private: s32 cache[cachesize]; vcache *vc; tcache *tc; }; /** Vertex cache optimization according to the Forsyth paper: http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html The function is thread-safe (read: you can optimize several meshes in different threads) \param mesh Source mesh for the operation. */ scene::IMesh* createForsythOptimizedMesh(const scene::IMesh *mesh) { if (!mesh) return 0; scene::SMesh *newmesh = new scene::SMesh(); newmesh->BoundingBox = mesh->getBoundingBox(); const u32 mbcount = mesh->getMeshBufferCount(); for (u32 b = 0; b < mbcount; ++b) { const scene::IMeshBuffer *mb = mesh->getMeshBuffer(b); if (mb->getIndexType() != video::EIT_16BIT) { //os::Printer::log("Cannot optimize a mesh with 32bit indices", ELL_ERROR); newmesh->drop(); return 0; } const u32 icount = mb->getIndexCount(); const u32 tcount = icount / 3; const u32 vcount = mb->getVertexCount(); const u16 *ind = mb->getIndices(); vcache *vc = new vcache[vcount]; tcache *tc = new tcache[tcount]; f_lru lru(vc, tc); // init for (u16 i = 0; i < vcount; i++) { vc[i].score = 0; vc[i].cachepos = -1; vc[i].NumActiveTris = 0; } // First pass: count how many times a vert is used for (u32 i = 0; i < icount; i += 3) { vc[ind[i]].NumActiveTris++; vc[ind[i + 1]].NumActiveTris++; vc[ind[i + 2]].NumActiveTris++; const u32 tri_ind = i/3; tc[tri_ind].ind[0] = ind[i]; tc[tri_ind].ind[1] = ind[i + 1]; tc[tri_ind].ind[2] = ind[i + 2]; } // Second pass: list of each triangle for (u32 i = 0; i < tcount; i++) { vc[tc[i].ind[0]].tris.push_back(i); vc[tc[i].ind[1]].tris.push_back(i); vc[tc[i].ind[2]].tris.push_back(i); tc[i].drawn = false; } // Give initial scores for (u16 i = 0; i < vcount; i++) { vc[i].score = FindVertexScore(&vc[i]); } for (u32 i = 0; i < tcount; i++) { tc[i].score = vc[tc[i].ind[0]].score + vc[tc[i].ind[1]].score + vc[tc[i].ind[2]].score; } switch(mb->getVertexType()) { case video::EVT_STANDARD: { video::S3DVertex *v = (video::S3DVertex *) mb->getVertices(); scene::SMeshBuffer *buf = new scene::SMeshBuffer(); buf->Material = mb->getMaterial(); buf->Vertices.reallocate(vcount); buf->Indices.reallocate(icount); core::map<const video::S3DVertex, const u16> sind; // search index for fast operation typedef core::map<const video::S3DVertex, const u16>::Node snode; // Main algorithm u32 highest = 0; u32 drawcalls = 0; for (;;) { if (tc[highest].drawn) { bool found = false; float hiscore = 0; for (u32 t = 0; t < tcount; t++) { if (!tc[t].drawn) { if (tc[t].score > hiscore) { highest = t; hiscore = tc[t].score; found = true; } } } if (!found) break; } // Output the best triangle u16 newind = buf->Vertices.size(); snode *s = sind.find(v[tc[highest].ind[0]]); if (!s) { buf->Vertices.push_back(v[tc[highest].ind[0]]); buf->Indices.push_back(newind); sind.insert(v[tc[highest].ind[0]], newind); newind++; } else { buf->Indices.push_back(s->getValue()); } s = sind.find(v[tc[highest].ind[1]]); if (!s) { buf->Vertices.push_back(v[tc[highest].ind[1]]); buf->Indices.push_back(newind); sind.insert(v[tc[highest].ind[1]], newind); newind++; } else { buf->Indices.push_back(s->getValue()); } s = sind.find(v[tc[highest].ind[2]]); if (!s) { buf->Vertices.push_back(v[tc[highest].ind[2]]); buf->Indices.push_back(newind); sind.insert(v[tc[highest].ind[2]], newind); } else { buf->Indices.push_back(s->getValue()); } vc[tc[highest].ind[0]].NumActiveTris--; vc[tc[highest].ind[1]].NumActiveTris--; vc[tc[highest].ind[2]].NumActiveTris--; tc[highest].drawn = true; for (u16 j = 0; j < 3; j++) { vcache *vert = &vc[tc[highest].ind[j]]; for (u16 t = 0; t < vert->tris.size(); t++) { if (highest == vert->tris[t]) { vert->tris.erase(t); break; } } } lru.add(tc[highest].ind[0]); lru.add(tc[highest].ind[1]); highest = lru.add(tc[highest].ind[2], true); drawcalls++; } buf->setBoundingBox(mb->getBoundingBox()); newmesh->addMeshBuffer(buf); buf->drop(); } break; case video::EVT_2TCOORDS: { video::S3DVertex2TCoords *v = (video::S3DVertex2TCoords *) mb->getVertices(); scene::SMeshBufferLightMap *buf = new scene::SMeshBufferLightMap(); buf->Material = mb->getMaterial(); buf->Vertices.reallocate(vcount); buf->Indices.reallocate(icount); core::map<const video::S3DVertex2TCoords, const u16> sind; // search index for fast operation typedef core::map<const video::S3DVertex2TCoords, const u16>::Node snode; // Main algorithm u32 highest = 0; u32 drawcalls = 0; for (;;) { if (tc[highest].drawn) { bool found = false; float hiscore = 0; for (u32 t = 0; t < tcount; t++) { if (!tc[t].drawn) { if (tc[t].score > hiscore) { highest = t; hiscore = tc[t].score; found = true; } } } if (!found) break; } // Output the best triangle u16 newind = buf->Vertices.size(); snode *s = sind.find(v[tc[highest].ind[0]]); if (!s) { buf->Vertices.push_back(v[tc[highest].ind[0]]); buf->Indices.push_back(newind); sind.insert(v[tc[highest].ind[0]], newind); newind++; } else { buf->Indices.push_back(s->getValue()); } s = sind.find(v[tc[highest].ind[1]]); if (!s) { buf->Vertices.push_back(v[tc[highest].ind[1]]); buf->Indices.push_back(newind); sind.insert(v[tc[highest].ind[1]], newind); newind++; } else { buf->Indices.push_back(s->getValue()); } s = sind.find(v[tc[highest].ind[2]]); if (!s) { buf->Vertices.push_back(v[tc[highest].ind[2]]); buf->Indices.push_back(newind); sind.insert(v[tc[highest].ind[2]], newind); } else { buf->Indices.push_back(s->getValue()); } vc[tc[highest].ind[0]].NumActiveTris--; vc[tc[highest].ind[1]].NumActiveTris--; vc[tc[highest].ind[2]].NumActiveTris--; tc[highest].drawn = true; for (u16 j = 0; j < 3; j++) { vcache *vert = &vc[tc[highest].ind[j]]; for (u16 t = 0; t < vert->tris.size(); t++) { if (highest == vert->tris[t]) { vert->tris.erase(t); break; } } } lru.add(tc[highest].ind[0]); lru.add(tc[highest].ind[1]); highest = lru.add(tc[highest].ind[2]); drawcalls++; } buf->setBoundingBox(mb->getBoundingBox()); newmesh->addMeshBuffer(buf); buf->drop(); } break; case video::EVT_TANGENTS: { video::S3DVertexTangents *v = (video::S3DVertexTangents *) mb->getVertices(); scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents(); buf->Material = mb->getMaterial(); buf->Vertices.reallocate(vcount); buf->Indices.reallocate(icount); core::map<const video::S3DVertexTangents, const u16> sind; // search index for fast operation typedef core::map<const video::S3DVertexTangents, const u16>::Node snode; // Main algorithm u32 highest = 0; u32 drawcalls = 0; for (;;) { if (tc[highest].drawn) { bool found = false; float hiscore = 0; for (u32 t = 0; t < tcount; t++) { if (!tc[t].drawn) { if (tc[t].score > hiscore) { highest = t; hiscore = tc[t].score; found = true; } } } if (!found) break; } // Output the best triangle u16 newind = buf->Vertices.size(); snode *s = sind.find(v[tc[highest].ind[0]]); if (!s) { buf->Vertices.push_back(v[tc[highest].ind[0]]); buf->Indices.push_back(newind); sind.insert(v[tc[highest].ind[0]], newind); newind++; } else { buf->Indices.push_back(s->getValue()); } s = sind.find(v[tc[highest].ind[1]]); if (!s) { buf->Vertices.push_back(v[tc[highest].ind[1]]); buf->Indices.push_back(newind); sind.insert(v[tc[highest].ind[1]], newind); newind++; } else { buf->Indices.push_back(s->getValue()); } s = sind.find(v[tc[highest].ind[2]]); if (!s) { buf->Vertices.push_back(v[tc[highest].ind[2]]); buf->Indices.push_back(newind); sind.insert(v[tc[highest].ind[2]], newind); } else { buf->Indices.push_back(s->getValue()); } vc[tc[highest].ind[0]].NumActiveTris--; vc[tc[highest].ind[1]].NumActiveTris--; vc[tc[highest].ind[2]].NumActiveTris--; tc[highest].drawn = true; for (u16 j = 0; j < 3; j++) { vcache *vert = &vc[tc[highest].ind[j]]; for (u16 t = 0; t < vert->tris.size(); t++) { if (highest == vert->tris[t]) { vert->tris.erase(t); break; } } } lru.add(tc[highest].ind[0]); lru.add(tc[highest].ind[1]); highest = lru.add(tc[highest].ind[2]); drawcalls++; } buf->setBoundingBox(mb->getBoundingBox()); newmesh->addMeshBuffer(buf); buf->drop(); } break; } delete [] vc; delete [] tc; } // for each meshbuffer return newmesh; }