blender/source/gameengine/Rasterizer/RAS_MeshObject.h

182 lines
4.7 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 RAS_MeshObject.h
* \ingroup bgerast
*/
#ifndef __RAS_MESHOBJECT_H__
#define __RAS_MESHOBJECT_H__
#if defined(WIN32) && !defined(FREE_WINDOWS)
// disable the STL warnings ("debug information length > 255")
#pragma warning (disable:4786)
#endif
#include <vector>
#include <set>
#include <list>
#include "RAS_Polygon.h"
#include "RAS_MaterialBucket.h"
#include "MT_Transform.h"
#include "CTR_HashedPtr.h"
struct Mesh;
class RAS_Deformer;
/* RAS_MeshObject is a mesh used for rendering. It stores polygons,
* but the actual vertices and index arrays are stored in material
* buckets, referenced by the list of RAS_MeshMaterials. */
class RAS_MeshObject
{
private:
/* unsigned int m_debugcolor; */ /* UNUSED */
bool m_bModified;
bool m_bMeshModified;
STR_String m_name;
static STR_String s_emptyname;
vector<class RAS_Polygon*> m_Polygons;
/* polygon sorting */
struct polygonSlot;
struct backtofront;
struct fronttoback;
protected:
vector<int> m_cacheWeightIndex;
list<RAS_MeshMaterial> m_materials;
Mesh* m_mesh;
public:
// for now, meshes need to be in a certain layer (to avoid sorting on lights in realtime)
RAS_MeshObject(Mesh* mesh);
virtual ~RAS_MeshObject();
// for shape keys,
void CheckWeightCache(struct Object* obj);
/* materials */
int NumMaterials();
const STR_String& GetMaterialName(unsigned int matid);
const STR_String& GetTextureName(unsigned int matid);
RAS_MeshMaterial* GetMeshMaterial(unsigned int matid);
RAS_MeshMaterial* GetMeshMaterial(RAS_IPolyMaterial *mat);
int GetMaterialId(RAS_IPolyMaterial *mat);
list<RAS_MeshMaterial>::iterator GetFirstMaterial();
list<RAS_MeshMaterial>::iterator GetLastMaterial();
//unsigned int GetLightLayer();
/* name */
void SetName(const char *name);
STR_String& GetName();
/* modification state */
bool MeshModified();
void SetMeshModified(bool v){m_bMeshModified = v;}
/* original blender mesh */
Mesh* GetMesh() { return m_mesh; }
/* mesh construction */
virtual RAS_Polygon* AddPolygon(RAS_MaterialBucket *bucket, int numverts);
virtual void 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 rgbacolor,
const MT_Vector3& normal,
bool flat,
int origindex);
void SchedulePolygons(int drawingmode);
/* vertex and polygon acces */
int NumVertices(RAS_IPolyMaterial* mat);
RAS_TexVert* GetVertex(unsigned int matid, unsigned int index);
const float* GetVertexLocation(unsigned int orig_index);
int NumPolygons();
RAS_Polygon* GetPolygon(int num) const;
/* buckets */
virtual void AddMeshUser(void *clientobj, SG_QList *head, RAS_Deformer* deformer);
void RemoveFromBuckets(void *clientobj);
void EndConversion() {
#if 0
m_sharedvertex_map.clear(); // SharedVertex
vector<vector<SharedVertex> > shared_null(0);
shared_null.swap( m_sharedvertex_map ); /* really free the memory */
#endif
}
/* colors */
void DebugColor(unsigned int abgr);
void SetVertexColor(RAS_IPolyMaterial* mat,MT_Vector4 rgba);
/* polygon sorting by Z for alpha */
void SortPolygons(RAS_MeshSlot& ms, const MT_Transform &transform);
bool HasColliderPolygon() {
int numpolys= NumPolygons();
for (int p=0; p<numpolys; p++)
if (m_Polygons[p]->IsCollider())
return true;
return false;
}
/* for construction to find shared vertices */
struct SharedVertex {
RAS_DisplayArray *m_darray;
int m_offset;
};
vector<vector<SharedVertex> > m_sharedvertex_map;
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:RAS_MeshObject")
#endif
};
#endif //__RAS_MESHOBJECT_H__