This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/gameengine/Rasterizer/RAS_TexVert.cpp
Campbell Barton ce3aabb4e7 Rewind own commit that aimed to make converting meshes faster at startup.
Some files probably need to have UV's welded so better do this even though it seems inefficient.
2009-04-26 21:23:59 +00:00

148 lines
3.7 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_TexVert.h"
#include "MT_Matrix4x4.h"
RAS_TexVert::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)
{
xyz.getValue(m_localxyz);
uv.getValue(m_uv1);
uv2.getValue(m_uv2);
SetRGBA(rgba);
SetNormal(normal);
tangent.getValue(m_tangent);
m_flag = (flat)? FLAT: 0;
m_origindex = origindex;
m_unit = 2;
m_softBodyIndex = -1;
}
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]*255.0f);
colp[1] = (unsigned char) (rgba[1]*255.0f);
colp[2] = (unsigned char) (rgba[2]*255.0f);
colp[3] = (unsigned char) (rgba[3]*255.0f);
}
void RAS_TexVert::SetXYZ(const MT_Point3& xyz)
{
xyz.getValue(m_localxyz);
}
void RAS_TexVert::SetXYZ(const float *xyz)
{
m_localxyz[0]= xyz[0]; m_localxyz[1]= xyz[1]; m_localxyz[2]= xyz[2];
}
void RAS_TexVert::SetUV(const MT_Point2& uv)
{
uv.getValue(m_uv1);
}
void RAS_TexVert::SetUV2(const MT_Point2& uv)
{
uv.getValue(m_uv2);
}
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<=MAX_UNIT?u: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)
{
return (m_flag == other->m_flag &&
m_rgba == other->m_rgba &&
MT_fuzzyEqual(MT_Vector3(m_normal), MT_Vector3(other->m_normal)) &&
MT_fuzzyEqual(MT_Vector3(m_tangent), MT_Vector3(other->m_tangent)) &&
MT_fuzzyEqual(MT_Vector2(m_uv1), MT_Vector2(other->m_uv1)) &&
MT_fuzzyEqual(MT_Vector2(m_uv2), MT_Vector2(other->m_uv2)) /* &&
MT_fuzzyEqual(MT_Vector3(m_localxyz), MT_Vector3(other->m_localxyz))*/) ;
/* dont bother comparing m_localxyz since we know there from the same vert */
}
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());
}