blender/source/gameengine/Converter/BL_SkinMeshObject.h
Kester Maddock baa2f99f07 Port Python updates from Tuhopuu2:
getType/setType to action/sound actuator (sgefant)
Use a more generic python -> math conversion.
2004-07-17 05:28:23 +00:00

180 lines
5.2 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 __BL_SKINMESHOBJECT
#define __BL_SKINMESHOBJECT
#ifdef WIN32
#pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning
#endif //WIN32
#include "RAS_MeshObject.h"
#include "RAS_Deformer.h"
#include "RAS_IPolygonMaterial.h"
#include "BL_MeshDeformer.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
typedef vector<struct MVert*> BL_MVertArray;
typedef vector<struct MDeformVert*> BL_DeformVertArray;
typedef vector<class BL_TexVert> BL_VertexArray;
typedef vector<vector<struct MDeformVert*>*> vecMDVertArray;
typedef vector<vector<class BL_TexVert>*> vecBVertexArray;
class BL_SkinArrayOptimizer : public KX_ArrayOptimizer
{
public:
BL_SkinArrayOptimizer(int index)
:KX_ArrayOptimizer (index) {};
virtual ~BL_SkinArrayOptimizer(){
for (vector<KX_IndexArray*>::iterator itv = m_MvertArrayCache1.begin();
!(itv == m_MvertArrayCache1.end());itv++)
{
delete (*itv);
}
for (vector<BL_DeformVertArray*>::iterator itd = m_DvertArrayCache1.begin();
!(itd == m_DvertArrayCache1.end());itd++)
{
delete (*itd);
}
for (vector<KX_IndexArray*>::iterator iti = m_DIndexArrayCache1.begin();
!(iti == m_DIndexArrayCache1.end());iti++)
{
delete (*iti);
}
m_MvertArrayCache1.clear();
m_DvertArrayCache1.clear();
m_DIndexArrayCache1.clear();
};
vector<KX_IndexArray*> m_MvertArrayCache1;
vector<BL_DeformVertArray*> m_DvertArrayCache1;
vector<KX_IndexArray*> m_DIndexArrayCache1;
};
class BL_SkinMeshObject : public RAS_MeshObject
{
// enum { BUCKET_MAX_INDICES = 16384};//2048};//8192};
// enum { BUCKET_MAX_TRIANGLES = 4096};
KX_ArrayOptimizer* GetArrayOptimizer(RAS_IPolyMaterial* polymat)
{
KX_ArrayOptimizer** aop = (m_matVertexArrayS[*polymat]);
if (aop)
return *aop;
int numelements = m_matVertexArrayS.size();
m_sortedMaterials.push_back(polymat);
BL_SkinArrayOptimizer* ao = new BL_SkinArrayOptimizer(numelements);
m_matVertexArrayS.insert(*polymat,ao);
return ao;
}
protected:
public:
void Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec);
// void Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec,class RAS_BucketManager* bucketmgr);
int FindVertexArray(int numverts,RAS_IPolyMaterial* polymat);
BL_SkinMeshObject(int lightlayer) : RAS_MeshObject (lightlayer)
{ m_class = 1;};
virtual ~BL_SkinMeshObject(){
};
const vecIndexArrays& GetDIndexCache (RAS_IPolyMaterial* mat)
{
BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]);
return ao->m_DIndexArrayCache1;
}
const vecMDVertArray& GetDVertCache (RAS_IPolyMaterial* mat)
{
BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]);
return ao->m_DvertArrayCache1;
}
const vecIndexArrays& GetMVertCache (RAS_IPolyMaterial* mat)
{
BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]);
return ao->m_MvertArrayCache1;
}
void AddPolygon(RAS_Polygon* poly);
int FindOrAddDeform(unsigned int vtxarray, unsigned int mv, struct MDeformVert *dv, RAS_IPolyMaterial* mat);
int FindOrAddVertex(int vtxarray,const MT_Point3& xyz,
const MT_Point2& uv,
const unsigned int rgbacolor,
const MT_Vector3& normal, int defnr, bool flat, RAS_IPolyMaterial* mat)
{
RAS_TexVert tempvert(xyz,uv,rgbacolor,normal,flat ? TV_CALCFACENORMAL : 0);
// KX_ArrayOptimizer* ao = GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]);
BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]);
int numverts = ao->m_VertexArrayCache1[vtxarray]->size();//m_VertexArrayCount[vtxarray];
int index=-1;
for (int i=0;i<numverts;i++)
{
const RAS_TexVert& vtx = (*ao->m_VertexArrayCache1[vtxarray])[i];
if (tempvert.closeTo(&vtx))
{
index = i;
break;
}
}
if (index >= 0)
return index;
// no vertex found, add one
ao->m_VertexArrayCache1[vtxarray]->push_back(tempvert);
ao->m_DIndexArrayCache1[vtxarray]->push_back(defnr);
return numverts;
}
};
#endif