forked from bartvdbraak/blender
cb12337363
anything, only contained a hash map and functions to pass command line args to the game engine. Moved those to container and BlenderRoutines modules.
186 lines
4.7 KiB
C++
186 lines
4.7 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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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/** \file RAS_MeshObject.h
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* \ingroup bgerast
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*/
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#ifndef __RAS_MESHOBJECT
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#define __RAS_MESHOBJECT
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#if defined(WIN32) && !defined(FREE_WINDOWS)
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// disable the STL warnings ("debug information length > 255")
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#pragma warning (disable:4786)
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#endif
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#include <vector>
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#include <set>
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#include <list>
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#include "RAS_Polygon.h"
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#include "RAS_MaterialBucket.h"
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#include "MT_Transform.h"
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#include "CTR_HashedPtr.h"
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struct Mesh;
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class RAS_Deformer;
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/* RAS_MeshObject is a mesh used for rendering. It stores polygons,
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* but the actual vertices and index arrays are stored in material
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* buckets, referenced by the list of RAS_MeshMaterials. */
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class RAS_MeshObject
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{
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private:
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unsigned int m_debugcolor;
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bool m_bModified;
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bool m_bMeshModified;
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STR_String m_name;
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static STR_String s_emptyname;
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vector<class RAS_Polygon*> m_Polygons;
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/* polygon sorting */
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struct polygonSlot;
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struct backtofront;
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struct fronttoback;
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protected:
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vector<int> m_cacheWeightIndex;
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list<RAS_MeshMaterial> m_materials;
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Mesh* m_mesh;
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public:
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// for now, meshes need to be in a certain layer (to avoid sorting on lights in realtime)
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RAS_MeshObject(Mesh* mesh);
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virtual ~RAS_MeshObject();
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// for shape keys,
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void CheckWeightCache(struct Object* obj);
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/* materials */
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int NumMaterials();
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const STR_String& GetMaterialName(unsigned int matid);
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const STR_String& GetTextureName(unsigned int matid);
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RAS_MeshMaterial* GetMeshMaterial(unsigned int matid);
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RAS_MeshMaterial* GetMeshMaterial(RAS_IPolyMaterial *mat);
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int GetMaterialId(RAS_IPolyMaterial *mat);
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list<RAS_MeshMaterial>::iterator GetFirstMaterial();
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list<RAS_MeshMaterial>::iterator GetLastMaterial();
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//unsigned int GetLightLayer();
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/* name */
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void SetName(const char *name);
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STR_String& GetName();
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/* modification state */
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bool MeshModified();
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void SetMeshModified(bool v){m_bMeshModified = v;}
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/* original blender mesh */
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Mesh* GetMesh() { return m_mesh; }
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/* mesh construction */
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virtual RAS_Polygon* AddPolygon(RAS_MaterialBucket *bucket, int numverts);
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virtual void AddVertex(RAS_Polygon *poly, int i,
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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 rgbacolor,
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const MT_Vector3& normal,
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bool flat,
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int origindex);
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void SchedulePolygons(int drawingmode);
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/* vertex and polygon acces */
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int NumVertices(RAS_IPolyMaterial* mat);
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RAS_TexVert* GetVertex(unsigned int matid, unsigned int index);
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const float* GetVertexLocation(unsigned int orig_index);
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int NumPolygons();
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RAS_Polygon* GetPolygon(int num) const;
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/* buckets */
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virtual void AddMeshUser(void *clientobj, SG_QList *head, RAS_Deformer* deformer);
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void RemoveFromBuckets(void *clientobj);
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void EndConversion() {
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#if 0
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m_sharedvertex_map.clear(); // SharedVertex
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vector<vector<SharedVertex> > shared_null(0);
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shared_null.swap( m_sharedvertex_map ); /* really free the memory */
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#endif
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}
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/* colors */
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void DebugColor(unsigned int abgr);
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void SetVertexColor(RAS_IPolyMaterial* mat,MT_Vector4 rgba);
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/* polygon sorting by Z for alpha */
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void SortPolygons(RAS_MeshSlot& ms, const MT_Transform &transform);
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bool HasColliderPolygon() {
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int numpolys= NumPolygons();
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for (int p=0; p<numpolys; p++)
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if (m_Polygons[p]->IsCollider())
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return true;
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return false;
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}
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/* for construction to find shared vertices */
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struct SharedVertex {
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RAS_DisplayArray *m_darray;
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int m_offset;
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};
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vector<vector<SharedVertex> > m_sharedvertex_map;
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#ifdef WITH_CXX_GUARDEDALLOC
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public:
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void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:RAS_MeshObject"); }
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void operator delete( void *mem ) { MEM_freeN(mem); }
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#endif
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};
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#endif //__RAS_MESHOBJECT
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