blender/source/gameengine/Rasterizer/RAS_TexVert.h
Erwin Coumans 718e2bf74f improved game soft bodies, works for objects that are using 'set smooth'
use shape matching by default for game soft bodies
store soft body index for game vertices
2008-09-25 03:02:30 +00:00

140 lines
3.2 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 *****
*/
#ifndef __RAS_TEXVERT
#define __RAS_TEXVERT
#include "MT_Point3.h"
#include "MT_Point2.h"
#include "MT_Transform.h"
static MT_Point3 g_pt3;
static MT_Point2 g_pt2;
class RAS_TexVert
{
float m_localxyz[3]; // 3*4 = 12
float m_uv1[2]; // 2*4 = 8
float m_uv2[2]; // 2*4 = 8
unsigned int m_rgba; // 4
float m_tangent[4]; // 4*4 = 16
float m_normal[3]; // 3*4 = 12
short m_flag; // 2
short m_softBodyIndex; //2
unsigned int m_unit; // 4
unsigned int m_origindex; // 4
//---------
// 56+6+8+2=72
// 32 bytes total size, fits nice = 56 = not fit nice.
public:
enum {
FLAT = 1,
SECOND_UV = 2,
MAX_UNIT = 8
};
short getFlag() const;
unsigned int getUnit() const;
RAS_TexVert()// :m_xyz(0,0,0),m_uv(0,0),m_rgba(0)
{}
RAS_TexVert(const MT_Point3& xyz,
const MT_Point2& uv,
const MT_Point2& uv2,
const MT_Vector4& tangent,
const unsigned int rgba,
const MT_Vector3& normal,
const bool flat,
const unsigned int origindex);
~RAS_TexVert() {};
const float* getUV1 () const {
return m_uv1;
};
const float* getUV2 () const {
return m_uv2;
};
const float* getXYZ() const {
return m_localxyz;
};
const float* getNormal() const {
return m_normal;
}
short int getSoftBodyIndex() const
{
return m_softBodyIndex;
}
void setSoftBodyIndex(short int sbIndex)
{
m_softBodyIndex = sbIndex;
}
const float* getTangent() const {
return m_tangent;
}
const unsigned char* getRGBA() const {
return (unsigned char *) &m_rgba;
}
const unsigned int getOrigIndex() const {
return m_origindex;
}
void SetXYZ(const MT_Point3& xyz);
void SetUV(const MT_Point2& uv);
void SetUV2(const MT_Point2& uv);
void SetRGBA(const unsigned int rgba);
void SetNormal(const MT_Vector3& normal);
void SetTangent(const MT_Vector3& tangent);
void SetFlag(const short flag);
void SetUnit(const unsigned u);
void SetRGBA(const MT_Vector4& rgba);
const MT_Point3& xyz();
void Transform(const class MT_Matrix4x4& mat,
const class MT_Matrix4x4& nmat);
// compare two vertices, to test if they can be shared, used for
// splitting up based on uv's, colors, etc
bool closeTo(const RAS_TexVert* other);
};
#endif //__RAS_TEXVERT