blender/source/gameengine/Rasterizer/RAS_Polygon.h

88 lines
2.1 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 *****
*/
#ifndef __RAS_POLYGON
#define __RAS_POLYGON
#include "RAS_TexVert.h"
#include "RAS_MaterialBucket.h"
#include <vector>
using namespace std;
/* polygon flags */
class RAS_Polygon
{
/* location */
RAS_MaterialBucket* m_bucket;
RAS_DisplayArray* m_darray;
unsigned short m_offset[4];
unsigned short m_numvert;
/* flags */
#if 1
unsigned short m_polyflags;
#else
unsigned char m_edgecode;
unsigned char m_polyflags;
#endif
public:
enum {
VISIBLE = 1,
COLLIDER = 2
};
RAS_Polygon(RAS_MaterialBucket* bucket, RAS_DisplayArray* darray, int numvert);
virtual ~RAS_Polygon() {};
int VertexCount();
RAS_TexVert* GetVertex(int i);
void SetVertexOffset(int i, unsigned short offset);
int GetVertexOffset(int i);
// each bit is for a visible edge, starting with bit 1 for the first edge, bit 2 for second etc.
// - Not used yet!
/* int GetEdgeCode();
void SetEdgeCode(int edgecode); */
bool IsVisible();
void SetVisible(bool visible);
bool IsCollider();
void SetCollider(bool collider);
RAS_MaterialBucket* GetMaterial();
RAS_DisplayArray* GetDisplayArray();
};
#endif