blender/source/gameengine/Rasterizer/RAS_MeshObject.cpp
Benoit Bolsee d11a5bbef2 BGE: Support mesh modifiers in the game engine.
Realtime modifiers applied on mesh objects will be supported in 
the game engine with the following limitations:

- Only real time modifiers are supported (basically all of them!)
- Virtual modifiers resulting from parenting are not supported: 
  armature, curve, lattice. You can still use these modifiers 
  (armature is really not recommended) but in non parent mode. 
  The BGE has it's own parenting capability for armature.
- Modifiers are computed on the host (using blender modifier
  stack).
- Modifiers are statically evaluated: any possible time dependency
  in the modifiers is not supported (don't know enough about
  modifiers to be more specific).
- Modifiers are reevaluated if the underlying mesh is deformed
  due to shape action or armature action. Beware that this is 
  very CPU intensive; modifiers should really be used for static
  objects only.
- Physics is still based on the original mesh: if you have a 
  mirror modifier, the physic shape will be limited to one half
  of the resulting object. Therefore, the modifiers should 
  preferably be used on graphic objects.
- Scripts have no access to the modified mesh. 
- Modifiers that are based on objects interaction (boolean,..)
  will not be dependent on the objects position in the GE.
  What you see in the 3D view is what you get in the GE regardless
  on the object position, velocity, etc.

Besides that, the feature is compatible with all the BGE features
that affect meshes: armature action, shape action, relace mesh, 
VideoTexture, add object, dupligroup.

Known problems:
- This feature is a bit hacky: the BGE uses the derived mesh draw 
  functions to display the object. This drawing method is a
  bit slow and is not 100% compatible with the BGE. There may
  be some problems in multi-texture mode: the multi-texture
  coordinates are not sent to the GPU. 
  Texface and GLSL on the other hand should be fully supported.
- Culling is still based on the extend of the original mesh. 
  If you have a modifer that extends the size of the mesh, 
  the object may disappear while still in the view frustrum.
- Derived mesh is not shared between replicas.
  The derived mesh is allocated and computed for each object
  with modifiers, regardless if they are static replicas.
- Display list are not created on objects with modifiers.
  
I should be able to fix the above problems before release.
However, the feature is already useful for game development.
Once you are ready to release the game, you can apply the modifiers
to get back display list support and mesh sharing capability.

MSVC, scons, Cmake, makefile updated.

Enjoy
/benoit
2009-04-21 11:01:09 +00:00

525 lines
12 KiB
C++

/**
* $Id$
* ***** 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., 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 LICENSE BLOCK *****
*/
#include "RAS_MeshObject.h"
#include "RAS_IRasterizer.h"
#include "MT_MinMax.h"
#include "MT_Point3.h"
#include <algorithm>
/* polygon sorting */
struct RAS_MeshObject::polygonSlot
{
float m_z;
int m_index[4];
polygonSlot() {}
/* pnorm is the normal from the plane equation that the distance from is
* used to sort again. */
void get(const RAS_TexVert *vertexarray, const unsigned short *indexarray,
int offset, int nvert, const MT_Vector3& pnorm)
{
MT_Vector3 center(0, 0, 0);
int i;
for(i=0; i<nvert; i++) {
m_index[i] = indexarray[offset+i];
center += vertexarray[m_index[i]].getXYZ();
}
/* note we don't divide center by the number of vertices, since all
* polygons have the same number of vertices, and that we leave out
* the 4-th component of the plane equation since it is constant. */
m_z = MT_dot(pnorm, center);
}
void set(unsigned short *indexarray, int offset, int nvert)
{
int i;
for(i=0; i<nvert; i++)
indexarray[offset+i] = m_index[i];
}
};
struct RAS_MeshObject::backtofront
{
bool operator()(const polygonSlot &a, const polygonSlot &b) const
{
return a.m_z < b.m_z;
}
};
struct RAS_MeshObject::fronttoback
{
bool operator()(const polygonSlot &a, const polygonSlot &b) const
{
return a.m_z > b.m_z;
}
};
/* mesh object */
STR_String RAS_MeshObject::s_emptyname = "";
RAS_MeshObject::RAS_MeshObject(Mesh* mesh, int lightlayer)
: m_lightlayer(lightlayer),
m_bModified(true),
m_bMeshModified(true),
m_mesh(mesh),
m_bDeformed(false)
{
}
RAS_MeshObject::~RAS_MeshObject()
{
vector<RAS_Polygon*>::iterator it;
for(it=m_Polygons.begin(); it!=m_Polygons.end(); it++)
delete (*it);
}
bool RAS_MeshObject::MeshModified()
{
return m_bMeshModified;
}
unsigned int RAS_MeshObject::GetLightLayer()
{
return m_lightlayer;
}
int RAS_MeshObject::NumMaterials()
{
return m_materials.size();
}
const STR_String& RAS_MeshObject::GetMaterialName(unsigned int matid)
{
RAS_MeshMaterial* mmat = GetMeshMaterial(matid);
if(mmat)
return mmat->m_bucket->GetPolyMaterial()->GetMaterialName();
return s_emptyname;
}
RAS_MeshMaterial* RAS_MeshObject::GetMeshMaterial(unsigned int matid)
{
if (m_materials.size() > 0 && (matid < m_materials.size()))
{
list<RAS_MeshMaterial>::iterator it = m_materials.begin();
while (matid--) ++it;
return &*it;
}
return NULL;
}
int RAS_MeshObject::NumPolygons()
{
return m_Polygons.size();
}
RAS_Polygon* RAS_MeshObject::GetPolygon(int num) const
{
return m_Polygons[num];
}
list<RAS_MeshMaterial>::iterator GetFirstMaterial();
list<RAS_MeshMaterial>::iterator GetLastMaterial();
list<RAS_MeshMaterial>::iterator RAS_MeshObject::GetFirstMaterial()
{
return m_materials.begin();
}
list<RAS_MeshMaterial>::iterator RAS_MeshObject::GetLastMaterial()
{
return m_materials.end();
}
void RAS_MeshObject::SetName(STR_String name)
{
m_name = name;
}
const STR_String& RAS_MeshObject::GetName()
{
return m_name;
}
const STR_String& RAS_MeshObject::GetTextureName(unsigned int matid)
{
RAS_MeshMaterial* mmat = GetMeshMaterial(matid);
if(mmat)
return mmat->m_bucket->GetPolyMaterial()->GetTextureName();
return s_emptyname;
}
RAS_MeshMaterial *RAS_MeshObject::GetMeshMaterial(RAS_IPolyMaterial *mat)
{
list<RAS_MeshMaterial>::iterator mit;
/* find a mesh material */
for(mit = m_materials.begin(); mit != m_materials.end(); mit++)
if(mit->m_bucket->GetPolyMaterial() == mat)
return &*mit;
return NULL;
}
int RAS_MeshObject::GetMaterialId(RAS_IPolyMaterial *mat)
{
list<RAS_MeshMaterial>::iterator mit;
int imat;
/* find a mesh material */
for(imat=0, mit = m_materials.begin(); mit != m_materials.end(); mit++, imat++)
if(mit->m_bucket->GetPolyMaterial() == mat)
return imat;
return -1;
}
RAS_Polygon* RAS_MeshObject::AddPolygon(RAS_MaterialBucket *bucket, int numverts)
{
RAS_MeshMaterial *mmat;
RAS_Polygon *poly;
RAS_MeshSlot *slot;
/* find a mesh material */
mmat = GetMeshMaterial(bucket->GetPolyMaterial());
/* none found, create a new one */
if(!mmat) {
RAS_MeshMaterial meshmat;
meshmat.m_bucket = bucket;
meshmat.m_baseslot = meshmat.m_bucket->AddMesh(numverts);
m_materials.push_back(meshmat);
mmat = &m_materials.back();
}
/* add it to the bucket, this also adds new display arrays */
slot = mmat->m_baseslot;
slot->AddPolygon(numverts);
/* create a new polygon */
RAS_DisplayArray *darray = slot->CurrentDisplayArray();
poly = new RAS_Polygon(bucket, darray, numverts);
m_Polygons.push_back(poly);
return poly;
}
void RAS_MeshObject::DebugColor(unsigned int abgr)
{
/*int numpolys = NumPolygons();
for (int i=0;i<numpolys;i++) {
RAS_Polygon* poly = m_polygons[i];
for (int v=0;v<poly->VertexCount();v++)
RAS_TexVert* vtx = poly->GetVertex(v)->setDebugRGBA(abgr);
}
*/
/* m_debugcolor = abgr; */
}
void RAS_MeshObject::SetVertexColor(RAS_IPolyMaterial* mat,MT_Vector4 rgba)
{
RAS_MeshMaterial *mmat = GetMeshMaterial(mat);
RAS_MeshSlot *slot = mmat->m_baseslot;
RAS_MeshSlot::iterator it;
size_t i;
for(slot->begin(it); !slot->end(it); slot->next(it))
for(i=it.startvertex; i<it.endvertex; i++)
it.vertex[i].SetRGBA(rgba);
}
void RAS_MeshObject::AddVertex(RAS_Polygon *poly, int i,
const MT_Point3& xyz,
const MT_Point2& uv,
const MT_Point2& uv2,
const MT_Vector4& tangent,
const unsigned int rgba,
const MT_Vector3& normal,
bool flat,
int origindex)
{
RAS_TexVert texvert(xyz, uv, uv2, tangent, rgba, normal, flat, origindex);
RAS_MeshMaterial *mmat;
RAS_DisplayArray *darray;
RAS_MeshSlot *slot;
int offset;
mmat = GetMeshMaterial(poly->GetMaterial()->GetPolyMaterial());
slot = mmat->m_baseslot;
darray = slot->CurrentDisplayArray();
if(!flat) {
/* find vertices shared between faces, with the restriction
* that they exist in the same display array, and have the
* same uv coordinate etc */
vector<SharedVertex>& sharedmap = m_sharedvertex_map[origindex];
vector<SharedVertex>::iterator it;
for(it = sharedmap.begin(); it != sharedmap.end(); it++)
{
if(it->m_darray != darray)
continue;
if(!it->m_darray->m_vertex[it->m_offset].closeTo(&texvert))
continue;
/* found one, add it and we're done */
if(poly->IsVisible())
slot->AddPolygonVertex(it->m_offset);
poly->SetVertexOffset(i, it->m_offset);
return;
}
}
/* no shared vertex found, add a new one */
offset = slot->AddVertex(texvert);
if(poly->IsVisible())
slot->AddPolygonVertex(offset);
poly->SetVertexOffset(i, offset);
if(!flat) {
SharedVertex shared;
shared.m_darray = darray;
shared.m_offset = offset;
m_sharedvertex_map[origindex].push_back(shared);
}
}
int RAS_MeshObject::NumVertices(RAS_IPolyMaterial* mat)
{
RAS_MeshMaterial *mmat;
RAS_MeshSlot *slot;
RAS_MeshSlot::iterator it;
size_t len = 0;
mmat = GetMeshMaterial(mat);
slot = mmat->m_baseslot;
for(slot->begin(it); !slot->end(it); slot->next(it))
len += it.endvertex - it.startvertex;
return len;
}
RAS_TexVert* RAS_MeshObject::GetVertex(unsigned int matid,
unsigned int index)
{
RAS_MeshMaterial *mmat;
RAS_MeshSlot *slot;
RAS_MeshSlot::iterator it;
size_t len;
mmat = GetMeshMaterial(matid);
if(!mmat)
return NULL;
slot = mmat->m_baseslot;
len = 0;
for(slot->begin(it); !slot->end(it); slot->next(it)) {
if(index >= len + it.endvertex - it.startvertex)
len += it.endvertex - it.startvertex;
else
return &it.vertex[index - len];
}
return NULL;
}
void RAS_MeshObject::AddMeshUser(void *clientobj)
{
list<RAS_MeshMaterial>::iterator it;
for(it = m_materials.begin();it!=m_materials.end();++it) {
/* always copy from the base slot, which is never removed
* since new objects can be created with the same mesh data */
RAS_MeshSlot *ms = it->m_bucket->CopyMesh(it->m_baseslot);
ms->m_clientObj = clientobj;
it->m_slots.insert(clientobj, ms);
}
}
void RAS_MeshObject::UpdateBuckets(void* clientobj,
double* oglmatrix,
bool useObjectColor,
const MT_Vector4& rgbavec,
bool visible,
bool culled)
{
list<RAS_MeshMaterial>::iterator it;
for(it = m_materials.begin();it!=m_materials.end();++it) {
RAS_MeshSlot **msp = it->m_slots[clientobj];
if(!msp)
continue;
RAS_MeshSlot *ms = *msp;
ms->m_mesh = this;
ms->m_OpenGLMatrix = oglmatrix;
ms->m_bObjectColor = useObjectColor;
ms->m_RGBAcolor = rgbavec;
ms->m_bVisible = visible;
ms->m_bCulled = culled || !visible;
/* split if necessary */
#ifdef USE_SPLIT
ms->Split();
#endif
}
}
void RAS_MeshObject::RemoveFromBuckets(void *clientobj)
{
list<RAS_MeshMaterial>::iterator it;
for(it = m_materials.begin();it!=m_materials.end();++it) {
RAS_MeshSlot **msp = it->m_slots[clientobj];
if(!msp)
continue;
RAS_MeshSlot *ms = *msp;
it->m_bucket->RemoveMesh(ms);
it->m_slots.remove(clientobj);
}
}
//void RAS_MeshObject::Transform(const MT_Transform& trans)
//{
//m_trans.translate(MT_Vector3(0,0,1));//.operator *=(trans);
// for (int i=0;i<m_Polygons.size();i++)
// {
// m_Polygons[i]->Transform(trans);
// }
//}
/*
void RAS_MeshObject::RelativeTransform(const MT_Vector3& vec)
{
for (int i=0;i<m_Polygons.size();i++)
{
m_Polygons[i]->RelativeTransform(vec);
}
}
*/
void RAS_MeshObject::SortPolygons(RAS_MeshSlot& ms, const MT_Transform &transform)
{
// Limitations: sorting is quite simple, and handles many
// cases wrong, partially due to polygons being sorted per
// bucket.
//
// a) mixed triangles/quads are sorted wrong
// b) mixed materials are sorted wrong
// c) more than 65k faces are sorted wrong
// d) intersecting objects are sorted wrong
// e) intersecting polygons are sorted wrong
//
// a) can be solved by making all faces either triangles or quads
// if they need to be z-sorted. c) could be solved by allowing
// larger buckets, b) and d) cannot be solved easily if we want
// to avoid excessive state changes while drawing. e) would
// require splitting polygons.
RAS_MeshSlot::iterator it;
size_t j;
for(ms.begin(it); !ms.end(it); ms.next(it)) {
unsigned int nvert = (int)it.array->m_type;
unsigned int totpoly = it.totindex/nvert;
if(totpoly <= 1)
continue;
if(it.array->m_type == RAS_DisplayArray::LINE)
continue;
// Extract camera Z plane...
const MT_Vector3 pnorm(transform.getBasis()[2]);
// unneeded: const MT_Scalar pval = transform.getOrigin()[2];
vector<polygonSlot> slots(totpoly);
/* get indices and z into temporary array */
for(j=0; j<totpoly; j++)
slots[j].get(it.vertex, it.index, j*nvert, nvert, pnorm);
/* sort (stable_sort might be better, if flickering happens?) */
std::sort(slots.begin(), slots.end(), backtofront());
/* get indices from temporary array again */
for(j=0; j<totpoly; j++)
slots[j].set(it.index, j*nvert, nvert);
}
}
void RAS_MeshObject::SchedulePolygons(int drawingmode)
{
if (m_bModified)
{
m_bModified = false;
m_bMeshModified = true;
}
}