blender/source/gameengine/Rasterizer/RAS_TexVert.cpp

165 lines
4.2 KiB
C++

/*
* ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 *****
*/
/** \file gameengine/Rasterizer/RAS_TexVert.cpp
* \ingroup bgerast
*/
#include "RAS_TexVert.h"
#include "MT_Matrix4x4.h"
#include "BLI_math.h"
RAS_TexVert::RAS_TexVert(const MT_Point3& xyz,
const MT_Point2 uvs[MAX_UNIT],
const MT_Vector4& tangent,
const unsigned int rgba,
const MT_Vector3& normal,
const bool flat,
const unsigned int origindex)
{
xyz.getValue(m_localxyz);
SetRGBA(rgba);
SetNormal(normal);
tangent.getValue(m_tangent);
m_flag = (flat) ? FLAT: 0;
m_origindex = origindex;
m_unit = 2;
m_softBodyIndex = -1;
for (int i = 0; i < MAX_UNIT; ++i)
{
uvs[i].getValue(m_uvs[i]);
}
}
const MT_Point3& RAS_TexVert::xyz()
{
g_pt3.setValue(m_localxyz);
return g_pt3;
}
void RAS_TexVert::SetRGBA(const MT_Vector4& rgba)
{
unsigned char *colp = (unsigned char*) &m_rgba;
colp[0] = (unsigned char) (rgba[0] * 255.0);
colp[1] = (unsigned char) (rgba[1] * 255.0);
colp[2] = (unsigned char) (rgba[2] * 255.0);
colp[3] = (unsigned char) (rgba[3] * 255.0);
}
void RAS_TexVert::SetXYZ(const MT_Point3& xyz)
{
xyz.getValue(m_localxyz);
}
void RAS_TexVert::SetXYZ(const float xyz[3])
{
copy_v3_v3(m_localxyz, xyz);
}
void RAS_TexVert::SetUV(int index, const MT_Point2& uv)
{
uv.getValue(m_uvs[index]);
}
void RAS_TexVert::SetUV(int index, const float uv[2])
{
copy_v2_v2(m_uvs[index], uv);
}
void RAS_TexVert::SetRGBA(const unsigned int rgba)
{
m_rgba = rgba;
}
void RAS_TexVert::SetFlag(const short flag)
{
m_flag = flag;
}
void RAS_TexVert::SetUnit(const unsigned int u)
{
m_unit = (u <= (unsigned int) MAX_UNIT) ? u: (unsigned int)MAX_UNIT;
}
void RAS_TexVert::SetNormal(const MT_Vector3& normal)
{
normal.getValue(m_normal);
}
void RAS_TexVert::SetTangent(const MT_Vector3& tangent)
{
tangent.getValue(m_tangent);
}
// compare two vertices, and return true if both are almost identical (they can be shared)
bool RAS_TexVert::closeTo(const RAS_TexVert* other)
{
const float eps = FLT_EPSILON;
for (int i = 0; i < MAX_UNIT; i++) {
if (!compare_v2v2(m_uvs[i], other->m_uvs[i], eps)) {
return false;
}
}
return (/* m_flag == other->m_flag && */
/* at the moment the face only stores the smooth/flat setting so don't bother comparing it */
(m_rgba == other->m_rgba) &&
compare_v3v3(m_normal, other->m_normal, eps) &&
compare_v3v3(m_tangent, other->m_tangent, eps)
/* don't bother comparing m_localxyz since we know there from the same vert */
/* && compare_v3v3(m_localxyz, other->m_localxyz, eps))*/
);
}
short RAS_TexVert::getFlag() const
{
return m_flag;
}
unsigned int RAS_TexVert::getUnit() const
{
return m_unit;
}
void RAS_TexVert::Transform(const MT_Matrix4x4& mat, const MT_Matrix4x4& nmat)
{
SetXYZ((mat * MT_Vector4(m_localxyz[0], m_localxyz[1], m_localxyz[2], 1.0)).getValue());
SetNormal((nmat * MT_Vector4(m_normal[0], m_normal[1], m_normal[2], 1.0)).getValue());
SetTangent((nmat * MT_Vector4(m_tangent[0], m_tangent[1], m_tangent[2], 1.0)).getValue());
}
void RAS_TexVert::TransformUV(int index, const MT_Matrix4x4& mat)
{
SetUV(index, (mat * MT_Vector4(m_uvs[index][0], m_uvs[index][1], 0.0, 1.0)).getValue());
}