Use a better compare function for RAS_IPolygonMaterial

Fix sharing verticies - must test pos, normal, uv & colour before sharing (not just index)
This commit is contained in:
Kester Maddock 2004-05-04 13:17:46 +00:00
parent f03fa79d28
commit 648c21947c
3 changed files with 54 additions and 28 deletions

@ -81,17 +81,44 @@ bool RAS_IPolyMaterial::Equals(const RAS_IPolyMaterial& lhs) const
bool RAS_IPolyMaterial::Less(const RAS_IPolyMaterial& rhs) const
{
return (
this->m_materialname < rhs.m_materialname ||
this->m_texturename < rhs.m_texturename ||
this->m_lightlayer < rhs.m_lightlayer ||
this->m_tile < rhs.m_tile ||
this->m_tilexrep < rhs.m_tilexrep ||
this->m_tileyrep < rhs.m_tileyrep ||
this->m_transparant < rhs.m_transparant ||
this->m_drawingmode < rhs.m_drawingmode ||
this->m_bIsTriangle < rhs.m_bIsTriangle
);
/**
* @warning STL requires lhs.Less(rhs) == rhs.Less(lhs) implies lhs.Equals(rhs).
* This function *must* return different values for lhs.Less(rhs) and rhs.Less(lhs) if
* !lhs.Equals(rhs) !!
*/
if (m_materialname.hash() < rhs.m_materialname.hash())
return true;
if (m_materialname.hash() > rhs.m_materialname.hash() ||
m_texturename.hash() > rhs.m_texturename.hash())
return false;
if (m_texturename.hash() < rhs.m_texturename.hash() ||
m_lightlayer < rhs.m_lightlayer)
return true;
if (m_lightlayer > rhs.m_lightlayer ||
m_bIsTriangle > rhs.m_bIsTriangle)
return false;
if (m_bIsTriangle < rhs.m_bIsTriangle ||
m_drawingmode < rhs.m_drawingmode)
return true;
if (m_drawingmode > rhs.m_drawingmode ||
m_transparant > !rhs.m_transparant)
return false;
if (m_transparant < rhs.m_transparant ||
m_tileyrep < rhs.m_tileyrep)
return true;
if (m_tileyrep > rhs.m_tileyrep ||
m_tilexrep > rhs.m_tilexrep)
return false;
return (m_tilexrep < rhs.m_tilexrep ||
m_tile < rhs.m_tile);
}
int RAS_IPolyMaterial::GetLightLayer()

@ -132,14 +132,14 @@ RAS_Polygon* RAS_MeshObject::GetPolygon(int num)
set<RAS_MaterialBucket*>::iterator RAS_MeshObject::GetFirstMaterial()
RAS_MaterialBucket::Set::iterator RAS_MeshObject::GetFirstMaterial()
{
return m_materials.begin();
}
set<RAS_MaterialBucket*>::iterator RAS_MeshObject::GetLastMaterial()
RAS_MaterialBucket::Set::iterator RAS_MeshObject::GetLastMaterial()
{
return m_materials.end();
}
@ -260,36 +260,33 @@ int RAS_MeshObject::FindOrAddVertex(int vtxarray,
KX_ArrayOptimizer* ao = GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]);
int numverts = ao->m_VertexArrayCache1[vtxarray]->size();//m_VertexArrayCount[vtxarray];
RAS_TexVert newvert(xyz,uv,rgbacolor,newnormal, 0);
#define KX_FIND_SHARED_VERTICES
#ifdef KX_FIND_SHARED_VERTICES
std::vector<RAS_MatArrayIndex>::iterator it = m_xyz_index_to_vertex_index_mapping[orgindex].begin();
int index=-1;
while (index < 0 && !(it == m_xyz_index_to_vertex_index_mapping[orgindex].end()))
for (std::vector<RAS_MatArrayIndex>::iterator it = m_xyz_index_to_vertex_index_mapping[orgindex].begin();
it != m_xyz_index_to_vertex_index_mapping[orgindex].end();
it++)
{
if ((*it).m_arrayindex1 == ao->m_index1 &&
((*it).m_array == vtxarray) &&
(*(RAS_IPolyMaterial*) (*it).m_matid) == *mat
(*it).m_array == vtxarray &&
*(*it).m_matid == *mat &&
(*ao->m_VertexArrayCache1[vtxarray])[(*it).m_index].closeTo(&newvert)
)
{
return (*it).m_index;
}
it++;
}
if (index >= 0)
return index;
#endif // KX_FIND_SHARED_VERTICES
// no vertex found, add one
ao->m_VertexArrayCache1[vtxarray]->push_back(RAS_TexVert (xyz,uv,rgbacolor,newnormal, 0));
ao->m_VertexArrayCache1[vtxarray]->push_back(newvert);
// printf("(%f,%f,%f) ",xyz[0],xyz[1],xyz[2]);
RAS_MatArrayIndex idx;
idx.m_arrayindex1 = ao->m_index1;
idx.m_array = vtxarray;
idx.m_index = numverts;
idx.m_matid = (int) mat;
idx.m_matid = mat;
m_xyz_index_to_vertex_index_mapping[orgindex].push_back(idx);
return numverts;

@ -89,10 +89,11 @@ class RAS_MatArrayIndex
public:
int m_arrayindex1;
int m_matid;
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) ||
@ -104,13 +105,14 @@ public:
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.