forked from bartvdbraak/blender
a1bef84ea8
Added Bullet/Gimpact concave collision detection to Blender. If your build system isn't updated yet, please add extern/bullet2/src/BulletCollision/Gimpact/* This allows moving/dynamic concave triangle meshes (decomposing meshes into compound convex shapes, and using 'compound' shapes is still preferred)
143 lines
3.5 KiB
C++
143 lines
3.5 KiB
C++
/**
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* $Id$
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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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#include "RAS_TexVert.h"
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#include "MT_Matrix4x4.h"
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RAS_TexVert::RAS_TexVert(const MT_Point3& xyz,
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const MT_Point2& uv,
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const MT_Point2& uv2,
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const MT_Vector4& tangent,
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const unsigned int rgba,
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const MT_Vector3& normal,
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const bool flat,
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const unsigned int origindex)
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{
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xyz.getValue(m_localxyz);
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uv.getValue(m_uv1);
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uv2.getValue(m_uv2);
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SetRGBA(rgba);
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SetNormal(normal);
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tangent.getValue(m_tangent);
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m_flag = (flat)? FLAT: 0;
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m_origindex = origindex;
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m_unit = 2;
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m_softBodyIndex = -1;
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}
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const MT_Point3& RAS_TexVert::xyz()
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{
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g_pt3.setValue(m_localxyz);
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return g_pt3;
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}
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void RAS_TexVert::SetRGBA(const MT_Vector4& rgba)
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{
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unsigned char *colp = (unsigned char*) &m_rgba;
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colp[0] = (unsigned char) (rgba[0]*255.0);
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colp[1] = (unsigned char) (rgba[1]*255.0);
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colp[2] = (unsigned char) (rgba[2]*255.0);
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colp[3] = (unsigned char) (rgba[3]*255.0);
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}
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void RAS_TexVert::SetXYZ(const MT_Point3& xyz)
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{
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xyz.getValue(m_localxyz);
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}
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void RAS_TexVert::SetUV(const MT_Point2& uv)
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{
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uv.getValue(m_uv1);
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}
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void RAS_TexVert::SetUV2(const MT_Point2& uv)
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{
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uv.getValue(m_uv2);
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}
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void RAS_TexVert::SetRGBA(const unsigned int rgba)
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{
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m_rgba = rgba;
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}
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void RAS_TexVert::SetFlag(const short flag)
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{
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m_flag = flag;
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}
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void RAS_TexVert::SetUnit(const unsigned int u)
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{
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m_unit = u<=MAX_UNIT?u:MAX_UNIT;
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}
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void RAS_TexVert::SetNormal(const MT_Vector3& normal)
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{
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normal.getValue(m_normal);
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}
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void RAS_TexVert::SetTangent(const MT_Vector3& tangent)
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{
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tangent.getValue(m_tangent);
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}
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// compare two vertices, and return TRUE if both are almost identical (they can be shared)
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bool RAS_TexVert::closeTo(const RAS_TexVert* other)
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{
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return (m_flag == other->m_flag &&
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m_rgba == other->m_rgba &&
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MT_fuzzyEqual(MT_Vector3(m_normal), MT_Vector3(other->m_normal)) &&
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MT_fuzzyEqual(MT_Vector3(m_tangent), MT_Vector3(other->m_tangent)) &&
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MT_fuzzyEqual(MT_Vector2(m_uv1), MT_Vector2(other->m_uv1)) &&
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MT_fuzzyEqual(MT_Vector2(m_uv2), MT_Vector2(other->m_uv2)) && // p --
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MT_fuzzyEqual(MT_Vector3(m_localxyz), MT_Vector3(other->m_localxyz))) ;
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}
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short RAS_TexVert::getFlag() const
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{
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return m_flag;
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}
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unsigned int RAS_TexVert::getUnit() const
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{
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return m_unit;
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}
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void RAS_TexVert::Transform(const MT_Matrix4x4& mat, const MT_Matrix4x4& nmat)
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{
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SetXYZ((mat*MT_Vector4(m_localxyz[0], m_localxyz[1], m_localxyz[2], 1.0)).getValue());
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SetNormal((nmat*MT_Vector4(m_normal[0], m_normal[1], m_normal[2], 1.0)).getValue());
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SetTangent((nmat*MT_Vector4(m_tangent[0], m_tangent[1], m_tangent[2], 1.0)).getValue());
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}
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