vrshoot

annotate src/object.cc @ 2:334d17aed7de

visual studio project files
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 02 Feb 2014 18:36:38 +0200
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nuclear@0 1 #include <float.h>
nuclear@0 2 #include "object.h"
nuclear@0 3 #include "opengl.h"
nuclear@0 4 #include "shader.h"
nuclear@0 5 #include "unistate.h"
nuclear@0 6 #include "logger.h"
nuclear@0 7
nuclear@0 8 static void destroy_all_rec(XFormNode *node);
nuclear@0 9 static void get_all_meshes_rec(XFormNode *node, std::list<Mesh*> *reslist);
nuclear@0 10
nuclear@0 11 DrawMode Object::draw_mode = DRAW_DEFAULT;
nuclear@0 12
nuclear@0 13 Object::Object()
nuclear@0 14 {
nuclear@0 15 type = NODE_OBJECT;
nuclear@0 16 mesh = 0;
nuclear@0 17 }
nuclear@0 18
nuclear@0 19 void Object::destroy_all()
nuclear@0 20 {
nuclear@0 21 destroy_all_rec(this);
nuclear@0 22 }
nuclear@0 23
nuclear@0 24 static void destroy_all_rec(XFormNode *node)
nuclear@0 25 {
nuclear@0 26 if(!node) {
nuclear@0 27 return;
nuclear@0 28 }
nuclear@0 29
nuclear@0 30 for(int i=0; i<node->get_children_count(); i++) {
nuclear@0 31 destroy_all_rec(node->get_child(i));
nuclear@0 32 }
nuclear@0 33 delete node;
nuclear@0 34 }
nuclear@0 35
nuclear@0 36 void Object::set_mesh(Mesh *m)
nuclear@0 37 {
nuclear@0 38 mesh = m;
nuclear@0 39 }
nuclear@0 40
nuclear@0 41 Mesh *Object::get_mesh()
nuclear@0 42 {
nuclear@0 43 return mesh;
nuclear@0 44 }
nuclear@0 45
nuclear@0 46 const Mesh *Object::get_mesh() const
nuclear@0 47 {
nuclear@0 48 return mesh;
nuclear@0 49 }
nuclear@0 50
nuclear@0 51 std::list<Mesh*> Object::get_all_meshes()
nuclear@0 52 {
nuclear@0 53 std::list<Mesh*> meshes;
nuclear@0 54 get_all_meshes_rec(this, &meshes);
nuclear@0 55 return meshes;
nuclear@0 56 }
nuclear@0 57
nuclear@0 58 std::list<const Mesh*> Object::get_all_meshes() const
nuclear@0 59 {
nuclear@0 60 std::list<const Mesh*> meshes;
nuclear@0 61 get_all_meshes_rec((Object*)this, (std::list<Mesh*>*)&meshes);
nuclear@0 62 return meshes;
nuclear@0 63 }
nuclear@0 64
nuclear@0 65 static void get_all_meshes_rec(XFormNode *node, std::list<Mesh*> *reslist)
nuclear@0 66 {
nuclear@0 67 if(!node) {
nuclear@0 68 return;
nuclear@0 69 }
nuclear@0 70
nuclear@0 71 if(node->get_type() == NODE_OBJECT) {
nuclear@0 72 Object *obj = (Object*)node;
nuclear@0 73 if(obj) {
nuclear@0 74 Mesh *mesh = obj->get_mesh();
nuclear@0 75 if(mesh) {
nuclear@0 76 reslist->push_back(mesh);
nuclear@0 77 }
nuclear@0 78 }
nuclear@0 79 }
nuclear@0 80
nuclear@0 81 for(int i=0; i<node->get_children_count(); i++) {
nuclear@0 82 get_all_meshes_rec(node->get_child(i), reslist);
nuclear@0 83 }
nuclear@0 84 }
nuclear@0 85
nuclear@0 86 long Object::count_polys() const
nuclear@0 87 {
nuclear@0 88 long poly_count = mesh ? mesh->get_poly_count() : 0;
nuclear@0 89
nuclear@0 90 int nchildren = get_children_count();
nuclear@0 91 for(int i=0; i<nchildren; i++) {
nuclear@0 92 const XFormNode *child = get_child(i);
nuclear@0 93 if(child->get_type() == NODE_OBJECT) {
nuclear@0 94 poly_count += ((const Object*)child)->count_polys();
nuclear@0 95 }
nuclear@0 96 }
nuclear@0 97 return poly_count;
nuclear@0 98 }
nuclear@0 99
nuclear@0 100 AABox Object::get_aabbox() const
nuclear@0 101 {
nuclear@0 102 AABox box;
nuclear@0 103
nuclear@0 104 if(mesh) {
nuclear@0 105 box = mesh->get_aabbox();
nuclear@0 106 } else {
nuclear@0 107 box.min = Vector3(FLT_MAX, FLT_MAX, FLT_MAX);
nuclear@0 108 box.max = -box.min;
nuclear@0 109 }
nuclear@0 110
nuclear@0 111 int num_children = get_children_count();
nuclear@0 112 for(int i=0; i<num_children; i++) {
nuclear@0 113 const Object *obj = dynamic_cast<const Object*>(get_child(i));
nuclear@0 114 if(obj) {
nuclear@0 115 AABox child_box = obj->get_aabbox();
nuclear@0 116 box.set_union(&box, &child_box);
nuclear@0 117 }
nuclear@0 118 }
nuclear@0 119 return box;
nuclear@0 120 }
nuclear@0 121
nuclear@0 122 Sphere Object::get_bsphere() const
nuclear@0 123 {
nuclear@0 124 Sphere sph;
nuclear@0 125 bool valid = false;
nuclear@0 126
nuclear@0 127 if(mesh) {
nuclear@0 128 sph = mesh->get_bsphere();
nuclear@0 129 valid = true;
nuclear@0 130 } else {
nuclear@0 131 sph.radius = 0.0;
nuclear@0 132 }
nuclear@0 133
nuclear@0 134 int num_children = get_children_count();
nuclear@0 135 for(int i=0; i<num_children; i++) {
nuclear@0 136 // TODO: this is wrong
nuclear@0 137 const Object *obj = dynamic_cast<const Object*>(get_child(i));
nuclear@0 138 if(obj) {
nuclear@0 139 Sphere child_sph = obj->get_bsphere();
nuclear@0 140 if(valid) {
nuclear@0 141 sph.set_union(&sph, &child_sph);
nuclear@0 142 } else {
nuclear@0 143 sph = child_sph;
nuclear@0 144 valid = true;
nuclear@0 145 }
nuclear@0 146 }
nuclear@0 147 }
nuclear@0 148
nuclear@0 149 return sph;
nuclear@0 150 }
nuclear@0 151
nuclear@0 152 void Object::apply_xform(long msec)
nuclear@0 153 {
nuclear@0 154 std::list<XFormNode*> nodelist = get_all_nodes(NODE_OBJECT);
nuclear@0 155
nuclear@0 156 std::list<XFormNode*>::iterator it = nodelist.begin();
nuclear@0 157 while(it != nodelist.end()) {
nuclear@0 158 Object *obj = (Object*)*it++;
nuclear@0 159
nuclear@0 160 Mesh *mesh = obj->get_mesh();
nuclear@0 161 if(mesh) {
nuclear@0 162 Matrix4x4 xform;
nuclear@0 163 obj->get_xform(msec, &xform);
nuclear@0 164 mesh->apply_xform(xform);
nuclear@0 165 }
nuclear@0 166 }
nuclear@0 167
nuclear@0 168 // go through the list a second time and clear the transformations
nuclear@0 169 it = nodelist.begin();
nuclear@0 170 while(it != nodelist.end()) {
nuclear@0 171 Object *obj = (Object*)*it++;
nuclear@0 172
nuclear@0 173 obj->clear_xform();
nuclear@0 174 }
nuclear@0 175 }
nuclear@0 176
nuclear@0 177 /*static const char *attr_name[] = {
nuclear@0 178 "attr_vertex",
nuclear@0 179 "attr_normal",
nuclear@0 180 "attr_tangent",
nuclear@0 181 "attr_texcoord",
nuclear@0 182 "attr_boneweights",
nuclear@0 183 "attr_boneidx"
nuclear@0 184 };*/
nuclear@0 185
nuclear@0 186 void Object::draw(long msec) const
nuclear@0 187 {
nuclear@0 188 Matrix4x4 xform;
nuclear@0 189 get_xform(msec, &xform);
nuclear@0 190
nuclear@0 191 set_world_matrix(xform);
nuclear@0 192
nuclear@0 193 if(mesh) {
nuclear@0 194 /*unsigned int prog = sdrprog;
nuclear@0 195
nuclear@0 196 if(mesh->get_bones_count() > 0) {
nuclear@0 197 prog = sdrprog_skin;
nuclear@0 198 }
nuclear@0 199
nuclear@0 200 glUseProgram(prog);
nuclear@0 201 // get all the attribute locations
nuclear@0 202 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 203 int loc = glGetAttribLocation(prog, attr_name[i]);
nuclear@0 204 if(loc != -1) {
nuclear@0 205 Mesh::set_attrib_location(i, loc);
nuclear@0 206 }
nuclear@0 207 }
nuclear@0 208
nuclear@0 209 setup_bones(msec);
nuclear@0 210
nuclear@0 211 glUseProgram(prog);*/
nuclear@0 212
nuclear@0 213 #ifndef GL_ES_VERSION_2_0
nuclear@0 214 if(!get_current_shader()) {
nuclear@0 215 setup_gl_matrices();
nuclear@0 216 }
nuclear@0 217 #endif
nuclear@0 218
nuclear@0 219 material.setup();
nuclear@0 220 setup_unistate(); // set all state uniforms
nuclear@0 221
nuclear@0 222 switch(Object::draw_mode) {
nuclear@0 223 case DRAW_WIREFRAME:
nuclear@0 224 mesh->draw_wire();
nuclear@0 225 break;
nuclear@0 226
nuclear@0 227 case DRAW_VERTICES:
nuclear@0 228 mesh->draw_vertices();
nuclear@0 229 break;
nuclear@0 230
nuclear@0 231 case DRAW_DEFAULT:
nuclear@0 232 default:
nuclear@0 233 mesh->draw();
nuclear@0 234 }
nuclear@0 235 }
nuclear@0 236
nuclear@0 237 int num_children = get_children_count();
nuclear@0 238 for(int i=0; i<num_children; i++) {
nuclear@0 239 const XFormNode *c = get_child(i);
nuclear@0 240 c->draw(msec);
nuclear@0 241 }
nuclear@0 242 }
nuclear@0 243
nuclear@0 244
nuclear@0 245 bool Object::intersect(const Ray &inray, HitPoint *hit) const
nuclear@0 246 {
nuclear@0 247 Ray ray = inray;
nuclear@0 248 Matrix4x4 xform, inv_xform;
nuclear@0 249 get_xform(ray.time, &xform/*, &inv_xform*/);
nuclear@0 250 ray.transform(xform.inverse()); // TODO find out what's wrong with get_xform's inv_xform and use that
nuclear@0 251
nuclear@0 252 HitPoint nearest_hit;
nuclear@0 253 nearest_hit.dist = FLT_MAX;
nuclear@0 254 nearest_hit.obj = 0;
nuclear@0 255
nuclear@0 256 if(mesh) {
nuclear@0 257 if(mesh->intersect(ray, hit ? &nearest_hit : 0)) {
nuclear@0 258 if(!hit) {
nuclear@0 259 return true;
nuclear@0 260 }
nuclear@0 261
nuclear@0 262 if(Mesh::get_intersect_mode() & ISECT_FACE) {
nuclear@0 263 Triangle *face = (Triangle*)nearest_hit.obj;
nuclear@0 264 face->transform(xform);
nuclear@0 265 } else if(Mesh::get_intersect_mode() & ISECT_VERTICES) {
nuclear@0 266 Vector3 *v = (Vector3*)nearest_hit.obj;
nuclear@0 267 v->transform(xform);
nuclear@0 268 } else {
nuclear@0 269 nearest_hit.obj = this;
nuclear@0 270 }
nuclear@0 271 }
nuclear@0 272 }
nuclear@0 273
nuclear@0 274 int num_children = get_children_count();
nuclear@0 275 for(int i=0; i<num_children; i++) {
nuclear@0 276 const Object *obj = dynamic_cast<const Object*>(get_child(i));
nuclear@0 277
nuclear@0 278 HitPoint chit;
nuclear@0 279 if(obj && obj->intersect(inray, hit ? &chit : 0)) {
nuclear@0 280 if(!hit) {
nuclear@0 281 return true;
nuclear@0 282 }
nuclear@0 283
nuclear@0 284 if(chit.dist < nearest_hit.dist) {
nuclear@0 285 nearest_hit = chit;
nuclear@0 286 }
nuclear@0 287 }
nuclear@0 288 }
nuclear@0 289
nuclear@0 290 if(nearest_hit.obj) {
nuclear@0 291 if(hit) {
nuclear@0 292 *hit = nearest_hit;
nuclear@0 293 }
nuclear@0 294 return true;
nuclear@0 295 }
nuclear@0 296 return false;
nuclear@0 297 }
nuclear@0 298
nuclear@0 299
nuclear@0 300 bool Object::setup_bones(long msec) const
nuclear@0 301 {
nuclear@0 302 int num_bones;
nuclear@0 303 if(!mesh || !(num_bones = mesh->get_bones_count())) {
nuclear@0 304 return false;
nuclear@0 305 }
nuclear@0 306
nuclear@0 307 /*char uniname[32];
nuclear@0 308
nuclear@0 309 for(int i=0; i<num_bones; i++) {
nuclear@0 310 const XFormNode *bone = mesh->get_bone(i);
nuclear@0 311
nuclear@0 312 Matrix4x4 xform;
nuclear@0 313 bone->get_xform(msec, &xform);
nuclear@0 314
nuclear@0 315 xform = xform * bone->get_bone_matrix();
nuclear@0 316
nuclear@0 317 sprintf(uniname, "bone_xform[%d]", i);
nuclear@0 318 int loc = glGetUniformLocation(sdrprog_skin, uniname);
nuclear@0 319 if(loc == -1) {
nuclear@0 320 return false;
nuclear@0 321 }
nuclear@0 322 glUniformMatrix4fv(loc, 1, GL_TRUE, xform[0]);
nuclear@0 323 }*/
nuclear@0 324 return true;
nuclear@0 325 }
nuclear@0 326
nuclear@0 327 DrawMode Object::set_draw_mode(DrawMode mode)
nuclear@0 328 {
nuclear@0 329 DrawMode prev = Object::draw_mode;
nuclear@0 330 Object::draw_mode = mode;
nuclear@0 331 return prev;
nuclear@0 332 }