Improve const correctness in Mesh and SkinnedMesh api

#2467i
This commit is contained in:
Wojtek Figat
2024-04-22 18:56:54 +02:00
parent 3ecbbcd0a0
commit 96f628429c
5 changed files with 47 additions and 49 deletions

View File

@@ -24,7 +24,7 @@
namespace
{
template<typename IndexType>
bool UpdateMesh(Mesh* mesh, uint32 vertexCount, uint32 triangleCount, Float3* vertices, IndexType* triangles, Float3* normals, Float3* tangents, Float2* uvs, Color32* colors)
bool UpdateMesh(Mesh* mesh, uint32 vertexCount, uint32 triangleCount, const Float3* vertices, const IndexType* triangles, const Float3* normals, const Float3* tangents, const Float2* uvs, const Color32* colors)
{
auto model = mesh->GetModel();
CHECK_RETURN(model && model->IsVirtual(), true);
@@ -63,40 +63,39 @@ namespace
const auto t = Float1010102(Float3::UnitX);
for (uint32 i = 0; i < vertexCount; i++)
{
vb1[i].Normal = n;
vb1[i].Tangent = t;
vb1.Get()[i].Normal = n;
vb1.Get()[i].Tangent = t;
}
}
if (uvs)
{
for (uint32 i = 0; i < vertexCount; i++)
vb1[i].TexCoord = Half2(uvs[i]);
vb1.Get()[i].TexCoord = Half2(uvs[i]);
}
else
{
auto v = Half2::Zero;
for (uint32 i = 0; i < vertexCount; i++)
vb1[i].TexCoord = v;
vb1.Get()[i].TexCoord = v;
}
{
auto v = Half2::Zero;
for (uint32 i = 0; i < vertexCount; i++)
vb1[i].LightmapUVs = v;
vb1.Get()[i].LightmapUVs = v;
}
if (colors)
{
vb2.Resize(vertexCount);
for (uint32 i = 0; i < vertexCount; i++)
vb2[i].Color = colors[i];
vb2.Get()[i].Color = colors[i];
}
return mesh->UpdateMesh(vertexCount, triangleCount, (VB0ElementType*)vertices, vb1.Get(), vb2.HasItems() ? vb2.Get() : nullptr, triangles);
}
#if !COMPILE_WITHOUT_CSHARP
template<typename IndexType>
bool UpdateMesh(Mesh* mesh, uint32 vertexCount, uint32 triangleCount, MArray* verticesObj, MArray* trianglesObj, MArray* normalsObj, MArray* tangentsObj, MArray* uvObj, MArray* colorsObj)
bool UpdateMesh(Mesh* mesh, uint32 vertexCount, uint32 triangleCount, const MArray* verticesObj, const MArray* trianglesObj, const MArray* normalsObj, const MArray* tangentsObj, const MArray* uvObj, const MArray* colorsObj)
{
ASSERT((uint32)MCore::Array::GetLength(verticesObj) >= vertexCount);
ASSERT((uint32)MCore::Array::GetLength(trianglesObj) / 3 >= triangleCount);
@@ -110,7 +109,7 @@ namespace
}
template<typename IndexType>
bool UpdateTriangles(Mesh* mesh, int32 triangleCount, MArray* trianglesObj)
bool UpdateTriangles(Mesh* mesh, int32 triangleCount, const MArray* trianglesObj)
{
const auto model = mesh->GetModel();
ASSERT(model && model->IsVirtual() && trianglesObj);
@@ -121,7 +120,6 @@ namespace
return mesh->UpdateTriangles(triangleCount, ib);
}
#endif
}
@@ -130,7 +128,7 @@ bool Mesh::HasVertexColors() const
return _vertexBuffers[2] != nullptr && _vertexBuffers[2]->IsAllocated();
}
bool Mesh::UpdateMesh(uint32 vertexCount, uint32 triangleCount, VB0ElementType* vb0, VB1ElementType* vb1, VB2ElementType* vb2, void* ib, bool use16BitIndices)
bool Mesh::UpdateMesh(uint32 vertexCount, uint32 triangleCount, const VB0ElementType* vb0, const VB1ElementType* vb1, const VB2ElementType* vb2, const void* ib, bool use16BitIndices)
{
auto model = (Model*)_model;
@@ -145,7 +143,7 @@ bool Mesh::UpdateMesh(uint32 vertexCount, uint32 triangleCount, VB0ElementType*
// Calculate mesh bounds
BoundingBox bounds;
BoundingBox::FromPoints((Float3*)vb0, vertexCount, bounds);
BoundingBox::FromPoints((const Float3*)vb0, vertexCount, bounds);
SetBounds(bounds);
// Send event (actors using this model can update bounds, etc.)
@@ -155,17 +153,17 @@ bool Mesh::UpdateMesh(uint32 vertexCount, uint32 triangleCount, VB0ElementType*
return failed;
}
bool Mesh::UpdateMesh(uint32 vertexCount, uint32 triangleCount, Float3* vertices, uint16* triangles, Float3* normals, Float3* tangents, Float2* uvs, Color32* colors)
bool Mesh::UpdateMesh(uint32 vertexCount, uint32 triangleCount, const Float3* vertices, const uint16* triangles, const Float3* normals, const Float3* tangents, const Float2* uvs, const Color32* colors)
{
return ::UpdateMesh<uint16>(this, vertexCount, triangleCount, vertices, triangles, normals, tangents, uvs, colors);
}
bool Mesh::UpdateMesh(uint32 vertexCount, uint32 triangleCount, Float3* vertices, uint32* triangles, Float3* normals, Float3* tangents, Float2* uvs, Color32* colors)
bool Mesh::UpdateMesh(uint32 vertexCount, uint32 triangleCount, const Float3* vertices, const uint32* triangles, const Float3* normals, const Float3* tangents, const Float2* uvs, const Color32* colors)
{
return ::UpdateMesh<uint32>(this, vertexCount, triangleCount, vertices, triangles, normals, tangents, uvs, colors);
}
bool Mesh::UpdateTriangles(uint32 triangleCount, void* ib, bool use16BitIndices)
bool Mesh::UpdateTriangles(uint32 triangleCount, const void* ib, bool use16BitIndices)
{
// Cache data
uint32 indicesCount = triangleCount * 3;
@@ -217,7 +215,7 @@ Mesh::~Mesh()
SAFE_DELETE_GPU_RESOURCE(_indexBuffer);
}
bool Mesh::Load(uint32 vertices, uint32 triangles, void* vb0, void* vb1, void* vb2, void* ib, bool use16BitIndexBuffer)
bool Mesh::Load(uint32 vertices, uint32 triangles, const void* vb0, const void* vb1, const void* vb2, const void* ib, bool use16BitIndexBuffer)
{
// Cache data
uint32 indicesCount = triangles * 3;
@@ -697,22 +695,22 @@ ScriptingObject* Mesh::GetParentModel()
#if !COMPILE_WITHOUT_CSHARP
bool Mesh::UpdateMeshUInt(int32 vertexCount, int32 triangleCount, MArray* verticesObj, MArray* trianglesObj, MArray* normalsObj, MArray* tangentsObj, MArray* uvObj, MArray* colorsObj)
bool Mesh::UpdateMeshUInt(int32 vertexCount, int32 triangleCount, const MArray* verticesObj, const MArray* trianglesObj, const MArray* normalsObj, const MArray* tangentsObj, const MArray* uvObj, const MArray* colorsObj)
{
return ::UpdateMesh<uint32>(this, (uint32)vertexCount, (uint32)triangleCount, verticesObj, trianglesObj, normalsObj, tangentsObj, uvObj, colorsObj);
}
bool Mesh::UpdateMeshUShort(int32 vertexCount, int32 triangleCount, MArray* verticesObj, MArray* trianglesObj, MArray* normalsObj, MArray* tangentsObj, MArray* uvObj, MArray* colorsObj)
bool Mesh::UpdateMeshUShort(int32 vertexCount, int32 triangleCount, const MArray* verticesObj, const MArray* trianglesObj, const MArray* normalsObj, const MArray* tangentsObj, const MArray* uvObj, const MArray* colorsObj)
{
return ::UpdateMesh<uint16>(this, (uint32)vertexCount, (uint32)triangleCount, verticesObj, trianglesObj, normalsObj, tangentsObj, uvObj, colorsObj);
}
bool Mesh::UpdateTrianglesUInt(int32 triangleCount, MArray* trianglesObj)
bool Mesh::UpdateTrianglesUInt(int32 triangleCount, const MArray* trianglesObj)
{
return ::UpdateTriangles<uint32>(this, triangleCount, trianglesObj);
}
bool Mesh::UpdateTrianglesUShort(int32 triangleCount, MArray* trianglesObj)
bool Mesh::UpdateTrianglesUShort(int32 triangleCount, const MArray* trianglesObj)
{
return ::UpdateTriangles<uint16>(this, triangleCount, trianglesObj);
}