blender/source/gameengine/Rasterizer/RAS_MeshObject.h
2002-12-27 13:11:01 +00:00

231 lines
5.5 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/BL DUAL LICENSE BLOCK *****
*/
#ifndef __RAS_MESHOBJECT
#define __RAS_MESHOBJECT
#ifdef WIN32
// disable the STL warnings ("debug information length > 255")
#pragma warning (disable:4786)
#endif
#include <vector>
#include <set>
#include "RAS_Polygon.h"
#include "MT_Transform.h"
#include "GEN_HashedPtr.h"
class KX_ArrayOptimizer
{
public:
KX_ArrayOptimizer(int index)
: m_index1(index)
{};
virtual ~KX_ArrayOptimizer();
vector<KX_VertexArray*> m_VertexArrayCache1;
vector<int> m_TriangleArrayCount;
vector<KX_IndexArray*> m_IndexArrayCache1;
/**
order in which they are stored into the mesh
*/
int m_index1;
};
struct RAS_TriangleIndex
{
public:
int m_index[3];
bool m_collider;
};
class RAS_MatArrayIndex
{
public:
int m_arrayindex1;
int m_matid;
int m_array;
int m_index;
inline bool Less(const RAS_MatArrayIndex& lhs) const {
bool result =
( (m_matid < lhs.m_matid) ||
((m_matid == lhs.m_matid)&&(m_array < lhs.m_array)) ||
((m_matid == lhs.m_matid) && (m_array == lhs.m_array) &&
(m_index < lhs.m_index))
);
return result;
}
};
inline bool operator <( const RAS_MatArrayIndex& rhs,const RAS_MatArrayIndex& lhs)
{
return ( rhs.Less(lhs));
}
class RAS_MeshObject
{
enum { BUCKET_MAX_INDICES = 2048 };//2048};//8192};
enum { BUCKET_MAX_TRIANGLES = 1024 };
// GEN_Map<class RAS_IPolyMaterial,KX_ArrayOptimizer*> m_matVertexArrayS;
//vector<class RAS_IPolyMaterial*,KX_ArrayOptimizer> m_vertexArrays;
virtual KX_ArrayOptimizer* GetArrayOptimizer(RAS_IPolyMaterial* polymat);
//vector<RAS_Polygon*> m_polygons;
unsigned int m_debugcolor;
bool m_bModified;
int m_lightlayer;
vector<class RAS_Polygon*> m_Polygons;
STR_String m_name;
static STR_String s_emptyname;
protected:
GEN_Map<class RAS_IPolyMaterial,KX_ArrayOptimizer*> m_matVertexArrayS;
typedef set<class RAS_MaterialBucket*> BucketMaterialSet;
BucketMaterialSet m_materials;
public:
// for now, meshes need to be in a certain layer (to avoid sorting on lights in realtime)
RAS_MeshObject(int lightlayer);
virtual ~RAS_MeshObject();
vector<RAS_IPolyMaterial*> m_sortedMaterials;
vector<vector<RAS_MatArrayIndex> > m_xyz_index_to_vertex_index_mapping;
vector<RAS_TriangleIndex > m_triangle_indices;
int GetLightLayer();
int NumMaterials();
const STR_String& GetMaterialName(int matid);
RAS_MaterialBucket* GetMaterialBucket(int matid);
const STR_String& GetTextureName(int matid);
virtual void AddPolygon(RAS_Polygon* poly);
void UpdateMaterialList();
int NumPolygons();
RAS_Polygon* GetPolygon(int num);
virtual void Bucketize(
double* oglmatrix,
void* clientobj,
bool useObjectColor,
const MT_Vector4& rgbavec
);
void RemoveFromBuckets(
double* oglmatrix,
void* clientobj
);
void MarkVisible(
double* oglmatrix,
void* clientobj,
bool visible,
bool useObjectColor,
const MT_Vector4& rgbavec
);
void DebugColor(unsigned int abgr);
void SchedulePolygons(
int drawingmode,
class RAS_IRasterizer* rasty
);
void ClearArrayData();
set<RAS_MaterialBucket*>::iterator GetFirstMaterial();
set<RAS_MaterialBucket*>::iterator GetLastMaterial();
virtual RAS_TexVert* GetVertex(
short array,
short index,
RAS_IPolyMaterial* polymat
);
virtual int FindVertexArray(
int numverts,
RAS_IPolyMaterial* polymat
);
void SchedulePoly(
const KX_VertexIndex& idx,
int numverts,
RAS_IPolyMaterial* mat
);
void ScheduleWireframePoly(
const KX_VertexIndex& idx,
int numverts,
int edgecode,
RAS_IPolyMaterial* mat
);
// find (and share) or add vertices
// for some speedup, only the last 20 added vertices are searched for equality
virtual int FindOrAddVertex(
int vtxarray,
const MT_Point3& xyz,
const MT_Point2& uv,
const unsigned int rgbacolor,
const MT_Vector3& normal,
RAS_IPolyMaterial* mat,
int orgindex
);
const vecVertexArray& GetVertexCache (RAS_IPolyMaterial* mat);
int GetVertexArrayLength(RAS_IPolyMaterial* mat);
RAS_TexVert* GetVertex(
int matid,
int index
);
const vecIndexArrays& GetIndexCache (RAS_IPolyMaterial* mat);
void SetName(STR_String name);
const STR_String& GetName();
};
#endif //__RAS_MESHOBJECT