blender/source/gameengine/Rasterizer/RAS_MeshObject.h
Kester Maddock 46fbe6b01e Fix for bugs: 1788 (forces) and 1799 (python delattr on game objects)
Use Polytope collision for faster mesh intersection tests, so SOLID can actually use that qhull lib now.
2004-11-22 10:19:19 +00:00

261 lines
6.2 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL LICENSE BLOCK *****
*/
#ifndef __RAS_MESHOBJECT
#define __RAS_MESHOBJECT
#ifdef WIN32
// disable the STL warnings ("debug information length > 255")
#pragma warning (disable:4786)
#endif
#include <vector>
#include <set>
#include "RAS_Polygon.h"
#include "RAS_MaterialBucket.h"
#include "MT_Transform.h"
#include "GEN_HashedPtr.h"
/**
* This class holds an array of vertices and indicies.
*/
class KX_ArrayOptimizer
{
public:
KX_ArrayOptimizer(int index)
: m_index1(index)
{};
virtual ~KX_ArrayOptimizer();
vector<KX_VertexArray*> m_VertexArrayCache1;
vector<int> m_TriangleArrayCount;
vector<KX_IndexArray*> m_IndexArrayCache1;
/**
order in which they are stored into the mesh
*/
int m_index1;
};
/**
* This struct holds a triangle.
*/
struct RAS_TriangleIndex
{
public:
int m_index[3];
int m_array;
RAS_IPolyMaterial* m_matid;
bool m_collider;
};
/**
* This class looks horribly broken. Only m_matid is used, and
* m_matid is a (int) RAS_IPolyMaterial*.
* --> m_matid == lhs.m_matid should be *m_matid == *lhs.m_matid
*/
class RAS_MatArrayIndex
{
public:
int m_arrayindex1;
RAS_IPolyMaterial* m_matid;
int m_array;
int m_index;
/*
inline bool Less(const RAS_MatArrayIndex& lhs) const {
bool result =
( (m_matid < lhs.m_matid) ||
((m_matid == lhs.m_matid)&&(m_array < lhs.m_array)) ||
((m_matid == lhs.m_matid) && (m_array == lhs.m_array) &&
(m_index < lhs.m_index))
);
return result;
}
*/
};
/*
inline bool operator <( const RAS_MatArrayIndex& rhs,const RAS_MatArrayIndex& lhs)
{
return ( rhs.Less(lhs));
}*/
/**
* RAS_MeshObject stores mesh data for the renderer.
*/
class RAS_MeshObject
{
// GEN_Map<class RAS_IPolyMaterial,KX_ArrayOptimizer*> m_matVertexArrayS;
//vector<class RAS_IPolyMaterial*,KX_ArrayOptimizer> m_vertexArrays;
virtual KX_ArrayOptimizer* GetArrayOptimizer(RAS_IPolyMaterial* polymat);
//vector<RAS_Polygon*> m_polygons;
unsigned int m_debugcolor;
bool m_bModified;
int m_lightlayer;
vector<class RAS_Polygon*> m_Polygons;
STR_String m_name;
static STR_String s_emptyname;
bool m_zsort;
struct polygonSlot;
struct backtofront;
struct fronttoback;
protected:
enum { BUCKET_MAX_INDICES = 65535 };//2048};//8192};
enum { BUCKET_MAX_TRIANGLES = 65535 };
GEN_Map<class RAS_IPolyMaterial,KX_ArrayOptimizer*> m_matVertexArrayS;
RAS_MaterialBucket::Set m_materials;
public:
// for now, meshes need to be in a certain layer (to avoid sorting on lights in realtime)
RAS_MeshObject(int lightlayer);
virtual ~RAS_MeshObject();
vector<RAS_IPolyMaterial*> m_sortedMaterials;
vector<vector<RAS_MatArrayIndex> > m_xyz_index_to_vertex_index_mapping;
vector<RAS_TriangleIndex > m_triangle_indices;
int m_class;
unsigned int GetLightLayer();
int NumMaterials();
const STR_String& GetMaterialName(unsigned int matid);
RAS_MaterialBucket* GetMaterialBucket(unsigned int matid);
const STR_String& GetTextureName(unsigned int matid);
virtual void AddPolygon(RAS_Polygon* poly);
void UpdateMaterialList();
int NumPolygons();
RAS_Polygon* GetPolygon(int num);
virtual void Bucketize(
double* oglmatrix,
void* clientobj,
bool useObjectColor,
const MT_Vector4& rgbavec
);
void RemoveFromBuckets(
double* oglmatrix,
void* clientobj
);
void MarkVisible(
double* oglmatrix,
void* clientobj,
bool visible,
bool useObjectColor,
const MT_Vector4& rgbavec
);
void DebugColor(unsigned int abgr);
/**
* Sorts the polygons by their transformed z values.
*/
void SortPolygons(const MT_Transform &transform);
void SchedulePolygons(
const MT_Transform &transform,
int drawingmode
);
void ClearArrayData();
RAS_MaterialBucket::Set::iterator GetFirstMaterial();
RAS_MaterialBucket::Set::iterator GetLastMaterial();
virtual RAS_TexVert* GetVertex(
short array,
unsigned int index,
RAS_IPolyMaterial* polymat
);
virtual int FindVertexArray(
int numverts,
RAS_IPolyMaterial* polymat
);
void SchedulePoly(
const KX_VertexIndex& idx,
int numverts,
RAS_IPolyMaterial* mat
);
void ScheduleWireframePoly(
const KX_VertexIndex& idx,
int numverts,
int edgecode,
RAS_IPolyMaterial* mat
);
// find (and share) or add vertices
// for some speedup, only the last 20 added vertices are searched for equality
virtual int FindOrAddVertex(
int vtxarray,
const MT_Point3& xyz,
const MT_Point2& uv,
const unsigned int rgbacolor,
const MT_Vector3& normal,
RAS_IPolyMaterial* mat,
int orgindex
);
const vecVertexArray& GetVertexCache (RAS_IPolyMaterial* mat);
int GetVertexArrayLength(RAS_IPolyMaterial* mat);
RAS_TexVert* GetVertex(
unsigned int matid,
unsigned int index
);
const vecIndexArrays& GetIndexCache (RAS_IPolyMaterial* mat);
void SetName(STR_String name);
const STR_String& GetName();
};
#endif //__RAS_MESHOBJECT