conworlds

annotate src/object.cc @ 17:c814f77d177e

moved to SDL2
author John Tsiombikas <nuclear@member.fsf.org>
date Mon, 25 Aug 2014 22:02:08 +0300
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children
rev   line source
nuclear@13 1 #include <float.h>
nuclear@13 2 #include "object.h"
nuclear@13 3 #include "opengl.h"
nuclear@13 4 #include "unistate.h"
nuclear@13 5 #include "logger.h"
nuclear@13 6
nuclear@13 7
nuclear@13 8 static void destroy_all_rec(XFormNode *node);
nuclear@13 9 static void get_all_meshes_rec(XFormNode *node, std::list<Mesh*> *reslist);
nuclear@13 10
nuclear@13 11 DrawMode Object::draw_mode = DRAW_DEFAULT;
nuclear@13 12
nuclear@13 13 Object::Object()
nuclear@13 14 {
nuclear@13 15 mesh = 0;
nuclear@13 16 }
nuclear@13 17
nuclear@13 18 void Object::destroy_all()
nuclear@13 19 {
nuclear@13 20 destroy_all_rec(this);
nuclear@13 21 }
nuclear@13 22
nuclear@13 23 static void destroy_all_rec(XFormNode *node)
nuclear@13 24 {
nuclear@13 25 if(!node) {
nuclear@13 26 return;
nuclear@13 27 }
nuclear@13 28
nuclear@13 29 for(int i=0; i<node->get_children_count(); i++) {
nuclear@13 30 destroy_all_rec(node->get_child(i));
nuclear@13 31 }
nuclear@13 32 delete node;
nuclear@13 33 }
nuclear@13 34
nuclear@13 35 void Object::set_mesh(Mesh *m)
nuclear@13 36 {
nuclear@13 37 mesh = m;
nuclear@13 38 }
nuclear@13 39
nuclear@13 40 Mesh *Object::get_mesh()
nuclear@13 41 {
nuclear@13 42 return mesh;
nuclear@13 43 }
nuclear@13 44
nuclear@13 45 const Mesh *Object::get_mesh() const
nuclear@13 46 {
nuclear@13 47 return mesh;
nuclear@13 48 }
nuclear@13 49
nuclear@13 50 std::list<Mesh*> Object::get_all_meshes()
nuclear@13 51 {
nuclear@13 52 std::list<Mesh*> meshes;
nuclear@13 53 get_all_meshes_rec(this, &meshes);
nuclear@13 54 return meshes;
nuclear@13 55 }
nuclear@13 56
nuclear@13 57 std::list<const Mesh*> Object::get_all_meshes() const
nuclear@13 58 {
nuclear@13 59 std::list<const Mesh*> meshes;
nuclear@13 60 get_all_meshes_rec((Object*)this, (std::list<Mesh*>*)&meshes);
nuclear@13 61 return meshes;
nuclear@13 62 }
nuclear@13 63
nuclear@13 64 static void get_all_meshes_rec(XFormNode *node, std::list<Mesh*> *reslist)
nuclear@13 65 {
nuclear@13 66 if(!node) {
nuclear@13 67 return;
nuclear@13 68 }
nuclear@13 69
nuclear@13 70 Object *obj = dynamic_cast<Object*>(node);
nuclear@13 71 if(obj) {
nuclear@13 72 Mesh *mesh = obj->get_mesh();
nuclear@13 73 if(mesh) {
nuclear@13 74 reslist->push_back(mesh);
nuclear@13 75 }
nuclear@13 76 }
nuclear@13 77
nuclear@13 78 for(int i=0; i<node->get_children_count(); i++) {
nuclear@13 79 get_all_meshes_rec(node->get_child(i), reslist);
nuclear@13 80 }
nuclear@13 81 }
nuclear@13 82
nuclear@13 83 AABox Object::get_aabbox() const
nuclear@13 84 {
nuclear@13 85 AABox box;
nuclear@13 86
nuclear@13 87 if(mesh) {
nuclear@13 88 box = mesh->get_aabbox();
nuclear@13 89 } else {
nuclear@13 90 box.min = Vector3(FLT_MAX, FLT_MAX, FLT_MAX);
nuclear@13 91 box.max = -box.min;
nuclear@13 92 }
nuclear@13 93
nuclear@13 94 int num_children = get_children_count();
nuclear@13 95 for(int i=0; i<num_children; i++) {
nuclear@13 96 const Object *obj = dynamic_cast<const Object*>(get_child(i));
nuclear@13 97 if(obj) {
nuclear@13 98 AABox child_box = obj->get_aabbox();
nuclear@13 99 box.set_union(&box, &child_box);
nuclear@13 100 }
nuclear@13 101 }
nuclear@13 102 return box;
nuclear@13 103 }
nuclear@13 104
nuclear@13 105 Sphere Object::get_bsphere() const
nuclear@13 106 {
nuclear@13 107 Sphere sph;
nuclear@13 108 bool valid = false;
nuclear@13 109
nuclear@13 110 if(mesh) {
nuclear@13 111 sph = mesh->get_bsphere();
nuclear@13 112 valid = true;
nuclear@13 113 } else {
nuclear@13 114 sph.radius = 0.0;
nuclear@13 115 }
nuclear@13 116
nuclear@13 117 int num_children = get_children_count();
nuclear@13 118 for(int i=0; i<num_children; i++) {
nuclear@13 119 const Object *obj = dynamic_cast<const Object*>(get_child(i));
nuclear@13 120 if(obj) {
nuclear@13 121 Sphere child_sph = obj->get_bsphere();
nuclear@13 122 if(valid) {
nuclear@13 123 sph.set_union(&sph, &child_sph);
nuclear@13 124 } else {
nuclear@13 125 sph = child_sph;
nuclear@13 126 valid = true;
nuclear@13 127 }
nuclear@13 128 }
nuclear@13 129 }
nuclear@13 130
nuclear@13 131 return sph;
nuclear@13 132 }
nuclear@13 133
nuclear@13 134 /*static const char *attr_name[] = {
nuclear@13 135 "attr_vertex",
nuclear@13 136 "attr_normal",
nuclear@13 137 "attr_tangent",
nuclear@13 138 "attr_texcoord",
nuclear@13 139 "attr_boneweights",
nuclear@13 140 "attr_boneidx"
nuclear@13 141 };*/
nuclear@13 142
nuclear@13 143 void Object::draw(long msec) const
nuclear@13 144 {
nuclear@13 145 Matrix4x4 xform;
nuclear@13 146 get_xform(msec, &xform);
nuclear@13 147
nuclear@13 148 set_world_matrix(xform);
nuclear@13 149
nuclear@13 150 if(mesh) {
nuclear@13 151 /*unsigned int prog = sdrprog;
nuclear@13 152
nuclear@13 153 if(mesh->get_bones_count() > 0) {
nuclear@13 154 prog = sdrprog_skin;
nuclear@13 155 }
nuclear@13 156
nuclear@13 157 glUseProgram(prog);
nuclear@13 158 // get all the attribute locations
nuclear@13 159 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@13 160 int loc = glGetAttribLocation(prog, attr_name[i]);
nuclear@13 161 if(loc != -1) {
nuclear@13 162 Mesh::set_attrib_location(i, loc);
nuclear@13 163 }
nuclear@13 164 }
nuclear@13 165
nuclear@13 166 setup_bones(msec);
nuclear@13 167
nuclear@13 168 glUseProgram(prog);*/
nuclear@13 169
nuclear@13 170 material.setup();
nuclear@13 171 setup_unistate(); // set all state uniforms
nuclear@13 172
nuclear@13 173 switch(Object::draw_mode) {
nuclear@13 174 case DRAW_WIREFRAME:
nuclear@13 175 mesh->draw_wire();
nuclear@13 176 break;
nuclear@13 177
nuclear@13 178 case DRAW_VERTICES:
nuclear@13 179 mesh->draw_vertices();
nuclear@13 180 break;
nuclear@13 181
nuclear@13 182 case DRAW_DEFAULT:
nuclear@13 183 default:
nuclear@13 184 mesh->draw();
nuclear@13 185 }
nuclear@13 186 }
nuclear@13 187
nuclear@13 188 int num_children = get_children_count();
nuclear@13 189 for(int i=0; i<num_children; i++) {
nuclear@13 190 const Object *obj = dynamic_cast<const Object*>(get_child(i));
nuclear@13 191 if(obj) {
nuclear@13 192 obj->draw(msec);
nuclear@13 193 }
nuclear@13 194 }
nuclear@13 195 }
nuclear@13 196
nuclear@13 197
nuclear@13 198 bool Object::intersect(const Ray &inray, HitPoint *hit) const
nuclear@13 199 {
nuclear@13 200 Ray ray = inray;
nuclear@13 201 Matrix4x4 xform, inv_xform;
nuclear@13 202 get_xform(ray.time, &xform/*, &inv_xform*/);
nuclear@13 203 ray.transform(xform.inverse()); // TODO find out what's wrong with get_xform's inv_xform and use that
nuclear@13 204
nuclear@13 205 HitPoint nearest_hit;
nuclear@13 206 nearest_hit.dist = FLT_MAX;
nuclear@13 207 nearest_hit.obj = 0;
nuclear@13 208
nuclear@13 209 if(mesh) {
nuclear@13 210 if(mesh->intersect(ray, hit ? &nearest_hit : 0)) {
nuclear@13 211 if(!hit) {
nuclear@13 212 return true;
nuclear@13 213 }
nuclear@13 214
nuclear@13 215 if(Mesh::get_intersect_mode() & ISECT_FACE) {
nuclear@13 216 Triangle *face = (Triangle*)nearest_hit.obj;
nuclear@13 217 face->transform(xform);
nuclear@13 218 } else if(Mesh::get_intersect_mode() & ISECT_VERTICES) {
nuclear@13 219 Vector3 *v = (Vector3*)nearest_hit.obj;
nuclear@13 220 v->transform(xform);
nuclear@13 221 } else {
nuclear@13 222 nearest_hit.obj = this;
nuclear@13 223 }
nuclear@13 224 }
nuclear@13 225 }
nuclear@13 226
nuclear@13 227 int num_children = get_children_count();
nuclear@13 228 for(int i=0; i<num_children; i++) {
nuclear@13 229 const Object *obj = dynamic_cast<const Object*>(get_child(i));
nuclear@13 230
nuclear@13 231 HitPoint chit;
nuclear@13 232 if(obj && obj->intersect(inray, hit ? &chit : 0)) {
nuclear@13 233 if(!hit) {
nuclear@13 234 return true;
nuclear@13 235 }
nuclear@13 236
nuclear@13 237 if(chit.dist < nearest_hit.dist) {
nuclear@13 238 nearest_hit = chit;
nuclear@13 239 }
nuclear@13 240 }
nuclear@13 241 }
nuclear@13 242
nuclear@13 243 if(nearest_hit.obj) {
nuclear@13 244 if(hit) {
nuclear@13 245 *hit = nearest_hit;
nuclear@13 246 }
nuclear@13 247 return true;
nuclear@13 248 }
nuclear@13 249 return false;
nuclear@13 250 }
nuclear@13 251
nuclear@13 252
nuclear@13 253 bool Object::setup_bones(long msec) const
nuclear@13 254 {
nuclear@13 255 int num_bones;
nuclear@13 256 if(!mesh || !(num_bones = mesh->get_bones_count())) {
nuclear@13 257 return false;
nuclear@13 258 }
nuclear@13 259
nuclear@13 260 /*char uniname[32];
nuclear@13 261
nuclear@13 262 for(int i=0; i<num_bones; i++) {
nuclear@13 263 const XFormNode *bone = mesh->get_bone(i);
nuclear@13 264
nuclear@13 265 Matrix4x4 xform;
nuclear@13 266 bone->get_xform(msec, &xform);
nuclear@13 267
nuclear@13 268 xform = xform * bone->get_bone_matrix();
nuclear@13 269
nuclear@13 270 sprintf(uniname, "bone_xform[%d]", i);
nuclear@13 271 int loc = glGetUniformLocation(sdrprog_skin, uniname);
nuclear@13 272 if(loc == -1) {
nuclear@13 273 return false;
nuclear@13 274 }
nuclear@13 275 glUniformMatrix4fv(loc, 1, GL_TRUE, xform[0]);
nuclear@13 276 }*/
nuclear@13 277 return true;
nuclear@13 278 }
nuclear@13 279
nuclear@13 280 DrawMode Object::set_draw_mode(DrawMode mode)
nuclear@13 281 {
nuclear@13 282 DrawMode prev = Object::draw_mode;
nuclear@13 283 Object::draw_mode = mode;
nuclear@13 284 return prev;
nuclear@13 285 }