blender/source/gameengine/Rasterizer/RAS_TexVert.cpp
Campbell Barton c77af31166 Minor speedups for the BGE
* Where possible use vec.setValue(x,y,z) to assign values to a vector instead of vec= MT_Vector3(x,y,z), for MT_Point and MT_Matrix types too.
* Comparing TexVerts was creating 10 MT_Vector types - instead compare as floats.
* Added SG_Spatial::SetWorldFromLocalTransform() since the local transform is use for world transform in some cases.
* removed some unneeded vars from UpdateChildCoordinates functions 
* Py API - Mouse, Ray, Radar sensors - use PyObjectFrom(vec) rather then filling the lists in each function. Use METH_NOARGS for get*() functions.
2009-02-25 06:43:03 +00:00

149 lines
3.7 KiB
C++

/**
* $Id$
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "RAS_TexVert.h"
#include "MT_Matrix4x4.h"
RAS_TexVert::RAS_TexVert(const MT_Point3& xyz,
const MT_Point2& uv,
const MT_Point2& uv2,
const MT_Vector4& tangent,
const unsigned int rgba,
const MT_Vector3& normal,
const bool flat,
const unsigned int origindex)
{
xyz.getValue(m_localxyz);
uv.getValue(m_uv1);
uv2.getValue(m_uv2);
SetRGBA(rgba);
SetNormal(normal);
tangent.getValue(m_tangent);
m_flag = (flat)? FLAT: 0;
m_origindex = origindex;
m_unit = 2;
m_softBodyIndex = -1;
}
const MT_Point3& RAS_TexVert::xyz()
{
g_pt3.setValue(m_localxyz);
return g_pt3;
}
void RAS_TexVert::SetRGBA(const MT_Vector4& rgba)
{
unsigned char *colp = (unsigned char*) &m_rgba;
colp[0] = (unsigned char) (rgba[0]*255.0f);
colp[1] = (unsigned char) (rgba[1]*255.0f);
colp[2] = (unsigned char) (rgba[2]*255.0f);
colp[3] = (unsigned char) (rgba[3]*255.0f);
}
void RAS_TexVert::SetXYZ(const MT_Point3& xyz)
{
xyz.getValue(m_localxyz);
}
void RAS_TexVert::SetXYZ(const float *xyz)
{
m_localxyz[0]= xyz[0]; m_localxyz[1]= xyz[1]; m_localxyz[2]= xyz[2];
}
void RAS_TexVert::SetUV(const MT_Point2& uv)
{
uv.getValue(m_uv1);
}
void RAS_TexVert::SetUV2(const MT_Point2& uv)
{
uv.getValue(m_uv2);
}
void RAS_TexVert::SetRGBA(const unsigned int rgba)
{
m_rgba = rgba;
}
void RAS_TexVert::SetFlag(const short flag)
{
m_flag = flag;
}
void RAS_TexVert::SetUnit(const unsigned int u)
{
m_unit = u<=MAX_UNIT?u:MAX_UNIT;
}
void RAS_TexVert::SetNormal(const MT_Vector3& normal)
{
normal.getValue(m_normal);
}
void RAS_TexVert::SetTangent(const MT_Vector3& tangent)
{
tangent.getValue(m_tangent);
}
// compare two vertices, and return TRUE if both are almost identical (they can be shared)
#define _VEC_EQUAL3(_v1, _v2) (_v1[0]==_v2[0] && _v1[1]==_v2[1] && _v1[2]==_v2[2])
#define _VEC_EQUAL2(_v1, _v2) (_v1[0]==_v2[0] && _v1[1]==_v2[1])
bool RAS_TexVert::closeTo(const RAS_TexVert* other)
{
return (m_flag == other->m_flag &&
m_rgba == other->m_rgba &&
_VEC_EQUAL3(m_normal, other->m_normal) &&
_VEC_EQUAL3(m_tangent, other->m_tangent) &&
_VEC_EQUAL2(m_uv1, other->m_uv1) &&
_VEC_EQUAL2(m_uv2, other->m_uv2) // p --
/* we know the verts must be shared so dont need to check this */
/*&& FAST_MT_fuzzyEqual3(m_localxyz, other->m_localxyz)*/) ;
}
short RAS_TexVert::getFlag() const
{
return m_flag;
}
unsigned int RAS_TexVert::getUnit() const
{
return m_unit;
}
void RAS_TexVert::Transform(const MT_Matrix4x4& mat, const MT_Matrix4x4& nmat)
{
SetXYZ((mat*MT_Vector4(m_localxyz[0], m_localxyz[1], m_localxyz[2], 1.0)).getValue());
SetNormal((nmat*MT_Vector4(m_normal[0], m_normal[1], m_normal[2], 1.0)).getValue());
SetTangent((nmat*MT_Vector4(m_tangent[0], m_tangent[1], m_tangent[2], 1.0)).getValue());
}