forked from bartvdbraak/blender
becd467be8
rayCast(to,from,dist,prop,face,xray,poly): The face paremeter determines the orientation of the normal: 0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside) 1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect) The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray. The prop and xray parameters interact as follow: prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray. prop off, xray on : idem. prop on, xray off: return closest hit if it matches prop, no hit otherwise. prop on, xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray. if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit. if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element. The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc. Attributes (read-only): matname: The name of polygon material, empty if no material. material: The material of the polygon texture: The texture name of the polygon. matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex use this to retrieve vertex proxy from mesh proxy visible: visible state of the polygon: 1=visible, 0=invisible collide: collide state of the polygon: 1=receives collision, 0=collision free. Methods: getMaterialName(): Returns the polygon material name with MA prefix getMaterial(): Returns the polygon material getTextureName(): Returns the polygon texture name getMaterialIndex(): Returns the material bucket index of the polygon. getNumVertex(): Returns the number of vertex of the polygon. isVisible(): Returns whether the polygon is visible or not isCollider(): Returns whether the polygon is receives collision or not getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex getMesh(): Returns a mesh proxy New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects: getNumPolygons(): Returns the number of polygon in the mesh. getPolygon(index): Gets the specified polygon from the mesh. More details in PyDoc.
178 lines
3.9 KiB
C++
178 lines
3.9 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef __GPC_RENDERTOOLS_H
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#define __GPC_RENDERTOOLS_H
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#ifdef WIN32
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#include <windows.h>
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#endif // WIN32
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#include "GL/glew.h"
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#include "RAS_IRenderTools.h"
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#include "BMF_Api.h"
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struct KX_ClientObjectInfo;
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class KX_RayCast;
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class GPC_RenderTools : public RAS_IRenderTools
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{
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public:
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GPC_RenderTools();
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virtual ~GPC_RenderTools();
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virtual void EndFrame(RAS_IRasterizer* rasty);
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virtual void BeginFrame(RAS_IRasterizer* rasty);
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void DisableOpenGLLights()
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{
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glDisable(GL_LIGHTING);
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glDisable(GL_COLOR_MATERIAL);
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}
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void EnableOpenGLLights();
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int ProcessLighting(int layer);
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void Perspective(int a, int width, int height, float mat[4][4], float viewmat[4][4])
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{
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if(a== 0)
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{
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glMatrixMode(GL_PROJECTION);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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}
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else
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{
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if(a== 1)
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{
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glMatrixMode(GL_PROJECTION);
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glMatrixMode(GL_MODELVIEW);
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}
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}
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}
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/**
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* @attention mode is ignored here
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*/
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virtual void RenderText2D(
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RAS_TEXT_RENDER_MODE mode,
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const char* text,
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int xco,
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int yco,
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int width,
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int height);
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/**
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* Renders text into a (series of) polygon(s), using a texture font,
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* Each character consists of one polygon (one quad or two triangles)
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*/
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virtual void RenderText(
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int mode,
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RAS_IPolyMaterial* polymat,
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float v1[3],
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float v2[3],
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float v3[3],
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float v4[3]);
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void Render(RAS_IRasterizer* rasty,double* oglmatrix,int objectdrawmode)
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{
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glPopMatrix();
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glPushMatrix();
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glMultMatrixd(oglmatrix);
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}
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void applyTransform(RAS_IRasterizer* rasty, double* oglmatrix, int objectdrawmode);
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virtual void PushMatrix()
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{
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glPushMatrix();
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}
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virtual void PopMatrix()
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{
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glPopMatrix();
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}
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virtual class RAS_IPolyMaterial* CreateBlenderPolyMaterial(
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const STR_String &texname,
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bool ba,
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const STR_String& matname,
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int tile,
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int tilexrep,int tileyrep,
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int mode,
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bool transparant,
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bool zsort,
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int lightlayer,
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bool bIsTriangle,
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void* clientobject,
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void* tface);
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int applyLights(int objectlayer);
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bool RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data);
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bool NeedRayCast(KX_ClientObjectInfo* client) { return true; }
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virtual void MotionBlur(RAS_IRasterizer* rasterizer);
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virtual void Update2DFilter(vector<STR_String>& propNames, void* gameObj, RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text);
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virtual void Render2DFilters(RAS_ICanvas* canvas);
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virtual void SetClientObject(void* obj);
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protected:
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/**
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* Copied from KX_BlenderGL.cpp in KX_blenderhook
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*/
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void BL_RenderText(
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int mode,
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const char* textstr,
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int textlen,
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struct MTFace* tface,
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unsigned int* col,
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float v1[3],float v2[3],float v3[3],float v4[3]);
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void BL_spack(unsigned int ucol)
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{
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char *cp = (char *)&ucol;
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glColor3ub(cp[3], cp[2], cp[1]);
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}
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BMF_Font* m_font;
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static unsigned int m_numgllights;
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};
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#endif // __GPC_RENDERTOOLS_H
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