blender/source/gameengine/Rasterizer/RAS_Polygon.cpp
Campbell Barton ddc2dbc2a4 style cleanup
2012-10-22 08:15:51 +00:00

138 lines
3.0 KiB
C++

/*
* ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 *****
*/
/** \file gameengine/Rasterizer/RAS_Polygon.cpp
* \ingroup bgerast
*/
#ifdef _MSC_VER
# pragma warning (disable:4786)
#endif
#include "RAS_Polygon.h"
#include "RAS_MeshObject.h" /* only for GetVertexOffsetAbs */
RAS_Polygon::RAS_Polygon(RAS_MaterialBucket* bucket, RAS_DisplayArray *darray, int numvert)
{
m_bucket = bucket;
m_darray = darray;
m_offset[0] = m_offset[1] = m_offset[2] = m_offset[3] = 0;
m_numvert = numvert;
// m_edgecode = 255;
m_polyflags = 0;
}
int RAS_Polygon::VertexCount()
{
return m_numvert;
}
void RAS_Polygon::SetVertexOffset(int i, unsigned short offset)
{
m_offset[i] = offset;
}
RAS_TexVert *RAS_Polygon::GetVertex(int i)
{
return &m_darray->m_vertex[m_offset[i]];
}
int RAS_Polygon::GetVertexOffset(int i)
{
return m_offset[i];
}
int RAS_Polygon::GetVertexOffsetAbs(RAS_MeshObject *mesh, int i)
{
/* hack that only works because there can only ever be 2 different
* GetDisplayArray's per mesh. if this uses a different display array to the first
* then its indices are offset.
* if support for edges is added back this would need to be changed. */
RAS_DisplayArray* darray= mesh->GetPolygon(0)->GetDisplayArray();
if (m_darray != darray)
return m_offset[i] + darray->m_vertex.size();
return m_offset[i];
}
/*
int RAS_Polygon::GetEdgeCode()
{
return m_edgecode;
}
void RAS_Polygon::SetEdgeCode(int edgecode)
{
m_edgecode = edgecode;
}*/
bool RAS_Polygon::IsVisible()
{
return (m_polyflags & VISIBLE) != 0;
}
void RAS_Polygon::SetVisible(bool visible)
{
if (visible) m_polyflags |= VISIBLE;
else m_polyflags &= ~VISIBLE;
}
bool RAS_Polygon::IsCollider()
{
return (m_polyflags & COLLIDER) != 0;
}
void RAS_Polygon::SetCollider(bool visible)
{
if (visible) m_polyflags |= COLLIDER;
else m_polyflags &= ~COLLIDER;
}
bool RAS_Polygon::IsTwoside()
{
return (m_polyflags & TWOSIDE) != 0;
}
void RAS_Polygon::SetTwoside(bool twoside)
{
if (twoside) m_polyflags |= TWOSIDE;
else m_polyflags &= ~TWOSIDE;
}
RAS_MaterialBucket* RAS_Polygon::GetMaterial()
{
return m_bucket;
}
RAS_DisplayArray* RAS_Polygon::GetDisplayArray()
{
return m_darray;
}