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1 #include <float.h>
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2 #include "object.h"
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3 #include "opengl.h"
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4 #include "unistate.h"
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5 #include "logger.h"
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6
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7 using namespace goatgfx;
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8
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9 static void destroy_all_rec(XFormNode *node);
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10 static void get_all_meshes_rec(XFormNode *node, std::list<Mesh*> *reslist);
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11
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12 DrawMode Object::draw_mode = DRAW_DEFAULT;
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13
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14 Object::Object()
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15 {
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16 mesh = 0;
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17 }
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18
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19 void Object::destroy_all()
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20 {
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21 destroy_all_rec(this);
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22 }
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23
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24 static void destroy_all_rec(XFormNode *node)
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25 {
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26 if(!node) {
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27 return;
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28 }
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29
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30 for(int i=0; i<node->get_children_count(); i++) {
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31 destroy_all_rec(node->get_child(i));
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32 }
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33 delete node;
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34 }
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35
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36 void Object::set_mesh(Mesh *m)
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37 {
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38 mesh = m;
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39 }
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40
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41 Mesh *Object::get_mesh()
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42 {
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43 return mesh;
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44 }
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45
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46 const Mesh *Object::get_mesh() const
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47 {
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48 return mesh;
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49 }
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50
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51 std::list<Mesh*> Object::get_all_meshes()
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52 {
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53 std::list<Mesh*> meshes;
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54 get_all_meshes_rec(this, &meshes);
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55 return meshes;
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56 }
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57
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58 std::list<const Mesh*> Object::get_all_meshes() const
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59 {
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60 std::list<const Mesh*> meshes;
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61 get_all_meshes_rec((Object*)this, (std::list<Mesh*>*)&meshes);
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62 return meshes;
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63 }
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64
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65 static void get_all_meshes_rec(XFormNode *node, std::list<Mesh*> *reslist)
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66 {
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67 if(!node) {
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68 return;
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69 }
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70
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71 Object *obj = dynamic_cast<Object*>(node);
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72 if(obj) {
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73 Mesh *mesh = obj->get_mesh();
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74 if(mesh) {
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75 reslist->push_back(mesh);
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76 }
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77 }
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78
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79 for(int i=0; i<node->get_children_count(); i++) {
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80 get_all_meshes_rec(node->get_child(i), reslist);
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81 }
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82 }
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83
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84 AABox Object::get_aabbox() const
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85 {
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86 AABox box;
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87
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88 if(mesh) {
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89 box = mesh->get_aabbox();
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90 } else {
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91 box.min = Vector3(FLT_MAX, FLT_MAX, FLT_MAX);
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92 box.max = -box.min;
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93 }
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94
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95 int num_children = get_children_count();
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96 for(int i=0; i<num_children; i++) {
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97 const Object *obj = dynamic_cast<const Object*>(get_child(i));
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98 if(obj) {
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99 AABox child_box = obj->get_aabbox();
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100 box.set_union(&box, &child_box);
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101 }
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102 }
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103 return box;
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104 }
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105
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106 Sphere Object::get_bsphere() const
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107 {
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108 Sphere sph;
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109 bool valid = false;
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110
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111 if(mesh) {
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112 sph = mesh->get_bsphere();
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113 valid = true;
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114 } else {
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115 sph.radius = 0.0;
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116 }
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117
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118 int num_children = get_children_count();
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119 for(int i=0; i<num_children; i++) {
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120 const Object *obj = dynamic_cast<const Object*>(get_child(i));
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121 if(obj) {
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122 Sphere child_sph = obj->get_bsphere();
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123 if(valid) {
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124 sph.set_union(&sph, &child_sph);
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125 } else {
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126 sph = child_sph;
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127 valid = true;
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128 }
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129 }
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130 }
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131
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132 return sph;
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133 }
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134
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135 /*static const char *attr_name[] = {
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136 "attr_vertex",
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137 "attr_normal",
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138 "attr_tangent",
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139 "attr_texcoord",
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140 "attr_boneweights",
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141 "attr_boneidx"
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142 };*/
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143
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144 void Object::draw(long msec) const
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145 {
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146 Matrix4x4 xform;
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147 get_xform(msec, &xform);
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148
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149 set_world_matrix(xform);
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150
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151 if(mesh) {
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152 /*unsigned int prog = sdrprog;
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153
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154 if(mesh->get_bones_count() > 0) {
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155 prog = sdrprog_skin;
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156 }
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157
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158 glUseProgram(prog);
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159 // get all the attribute locations
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160 for(int i=0; i<NUM_MESH_ATTR; i++) {
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161 int loc = glGetAttribLocation(prog, attr_name[i]);
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162 if(loc != -1) {
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163 Mesh::set_attrib_location(i, loc);
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164 }
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165 }
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166
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167 setup_bones(msec);
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168
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169 glUseProgram(prog);*/
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170
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171 material.setup();
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172 setup_unistate(); // set all state uniforms
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173
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174 switch(Object::draw_mode) {
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175 case DRAW_WIREFRAME:
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176 mesh->draw_wire();
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177 break;
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178
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179 case DRAW_VERTICES:
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180 mesh->draw_vertices();
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181 break;
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182
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183 case DRAW_DEFAULT:
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184 default:
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185 mesh->draw();
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186 }
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187 }
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188
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189 int num_children = get_children_count();
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190 for(int i=0; i<num_children; i++) {
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191 const Object *obj = dynamic_cast<const Object*>(get_child(i));
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192 if(obj) {
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193 obj->draw(msec);
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194 }
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195 }
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196 }
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197
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198
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199 bool Object::intersect(const Ray &inray, HitPoint *hit) const
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200 {
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201 Ray ray = inray;
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202 Matrix4x4 xform, inv_xform;
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203 get_xform(ray.time, &xform/*, &inv_xform*/);
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204 ray.transform(xform.inverse()); // TODO find out what's wrong with get_xform's inv_xform and use that
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205
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206 HitPoint nearest_hit;
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207 nearest_hit.dist = FLT_MAX;
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208 nearest_hit.obj = 0;
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209
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210 if(mesh) {
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211 if(mesh->intersect(ray, hit ? &nearest_hit : 0)) {
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212 if(!hit) {
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213 return true;
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214 }
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215
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216 if(Mesh::get_intersect_mode() & ISECT_FACE) {
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217 Triangle *face = (Triangle*)nearest_hit.obj;
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218 face->transform(xform);
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219 } else if(Mesh::get_intersect_mode() & ISECT_VERTICES) {
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220 Vector3 *v = (Vector3*)nearest_hit.obj;
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221 v->transform(xform);
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222 } else {
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223 nearest_hit.obj = this;
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224 }
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225 }
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226 }
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227
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228 int num_children = get_children_count();
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229 for(int i=0; i<num_children; i++) {
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230 const Object *obj = dynamic_cast<const Object*>(get_child(i));
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231
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232 HitPoint chit;
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233 if(obj && obj->intersect(inray, hit ? &chit : 0)) {
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234 if(!hit) {
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235 return true;
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236 }
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237
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238 if(chit.dist < nearest_hit.dist) {
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239 nearest_hit = chit;
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240 }
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241 }
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242 }
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243
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244 if(nearest_hit.obj) {
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245 if(hit) {
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246 *hit = nearest_hit;
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247 }
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248 return true;
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249 }
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250 return false;
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251 }
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252
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253
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254 bool Object::setup_bones(long msec) const
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255 {
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256 int num_bones;
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257 if(!mesh || !(num_bones = mesh->get_bones_count())) {
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258 return false;
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259 }
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260
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261 /*char uniname[32];
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262
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263 for(int i=0; i<num_bones; i++) {
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264 const XFormNode *bone = mesh->get_bone(i);
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265
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266 Matrix4x4 xform;
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267 bone->get_xform(msec, &xform);
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268
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269 xform = xform * bone->get_bone_matrix();
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270
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271 sprintf(uniname, "bone_xform[%d]", i);
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272 int loc = glGetUniformLocation(sdrprog_skin, uniname);
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273 if(loc == -1) {
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274 return false;
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275 }
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276 glUniformMatrix4fv(loc, 1, GL_TRUE, xform[0]);
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277 }*/
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278 return true;
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279 }
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280
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281 DrawMode Object::set_draw_mode(DrawMode mode)
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282 {
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283 DrawMode prev = Object::draw_mode;
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284 Object::draw_mode = mode;
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285 return prev;
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286 }
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