vrshoot
diff src/object.cc @ 0:b2f14e535253
initial commit
author | John Tsiombikas <nuclear@member.fsf.org> |
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date | Sat, 01 Feb 2014 19:58:19 +0200 |
parents | |
children |
line diff
1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/src/object.cc Sat Feb 01 19:58:19 2014 +0200 1.3 @@ -0,0 +1,332 @@ 1.4 +#include <float.h> 1.5 +#include "object.h" 1.6 +#include "opengl.h" 1.7 +#include "shader.h" 1.8 +#include "unistate.h" 1.9 +#include "logger.h" 1.10 + 1.11 +static void destroy_all_rec(XFormNode *node); 1.12 +static void get_all_meshes_rec(XFormNode *node, std::list<Mesh*> *reslist); 1.13 + 1.14 +DrawMode Object::draw_mode = DRAW_DEFAULT; 1.15 + 1.16 +Object::Object() 1.17 +{ 1.18 + type = NODE_OBJECT; 1.19 + mesh = 0; 1.20 +} 1.21 + 1.22 +void Object::destroy_all() 1.23 +{ 1.24 + destroy_all_rec(this); 1.25 +} 1.26 + 1.27 +static void destroy_all_rec(XFormNode *node) 1.28 +{ 1.29 + if(!node) { 1.30 + return; 1.31 + } 1.32 + 1.33 + for(int i=0; i<node->get_children_count(); i++) { 1.34 + destroy_all_rec(node->get_child(i)); 1.35 + } 1.36 + delete node; 1.37 +} 1.38 + 1.39 +void Object::set_mesh(Mesh *m) 1.40 +{ 1.41 + mesh = m; 1.42 +} 1.43 + 1.44 +Mesh *Object::get_mesh() 1.45 +{ 1.46 + return mesh; 1.47 +} 1.48 + 1.49 +const Mesh *Object::get_mesh() const 1.50 +{ 1.51 + return mesh; 1.52 +} 1.53 + 1.54 +std::list<Mesh*> Object::get_all_meshes() 1.55 +{ 1.56 + std::list<Mesh*> meshes; 1.57 + get_all_meshes_rec(this, &meshes); 1.58 + return meshes; 1.59 +} 1.60 + 1.61 +std::list<const Mesh*> Object::get_all_meshes() const 1.62 +{ 1.63 + std::list<const Mesh*> meshes; 1.64 + get_all_meshes_rec((Object*)this, (std::list<Mesh*>*)&meshes); 1.65 + return meshes; 1.66 +} 1.67 + 1.68 +static void get_all_meshes_rec(XFormNode *node, std::list<Mesh*> *reslist) 1.69 +{ 1.70 + if(!node) { 1.71 + return; 1.72 + } 1.73 + 1.74 + if(node->get_type() == NODE_OBJECT) { 1.75 + Object *obj = (Object*)node; 1.76 + if(obj) { 1.77 + Mesh *mesh = obj->get_mesh(); 1.78 + if(mesh) { 1.79 + reslist->push_back(mesh); 1.80 + } 1.81 + } 1.82 + } 1.83 + 1.84 + for(int i=0; i<node->get_children_count(); i++) { 1.85 + get_all_meshes_rec(node->get_child(i), reslist); 1.86 + } 1.87 +} 1.88 + 1.89 +long Object::count_polys() const 1.90 +{ 1.91 + long poly_count = mesh ? mesh->get_poly_count() : 0; 1.92 + 1.93 + int nchildren = get_children_count(); 1.94 + for(int i=0; i<nchildren; i++) { 1.95 + const XFormNode *child = get_child(i); 1.96 + if(child->get_type() == NODE_OBJECT) { 1.97 + poly_count += ((const Object*)child)->count_polys(); 1.98 + } 1.99 + } 1.100 + return poly_count; 1.101 +} 1.102 + 1.103 +AABox Object::get_aabbox() const 1.104 +{ 1.105 + AABox box; 1.106 + 1.107 + if(mesh) { 1.108 + box = mesh->get_aabbox(); 1.109 + } else { 1.110 + box.min = Vector3(FLT_MAX, FLT_MAX, FLT_MAX); 1.111 + box.max = -box.min; 1.112 + } 1.113 + 1.114 + int num_children = get_children_count(); 1.115 + for(int i=0; i<num_children; i++) { 1.116 + const Object *obj = dynamic_cast<const Object*>(get_child(i)); 1.117 + if(obj) { 1.118 + AABox child_box = obj->get_aabbox(); 1.119 + box.set_union(&box, &child_box); 1.120 + } 1.121 + } 1.122 + return box; 1.123 +} 1.124 + 1.125 +Sphere Object::get_bsphere() const 1.126 +{ 1.127 + Sphere sph; 1.128 + bool valid = false; 1.129 + 1.130 + if(mesh) { 1.131 + sph = mesh->get_bsphere(); 1.132 + valid = true; 1.133 + } else { 1.134 + sph.radius = 0.0; 1.135 + } 1.136 + 1.137 + int num_children = get_children_count(); 1.138 + for(int i=0; i<num_children; i++) { 1.139 + // TODO: this is wrong 1.140 + const Object *obj = dynamic_cast<const Object*>(get_child(i)); 1.141 + if(obj) { 1.142 + Sphere child_sph = obj->get_bsphere(); 1.143 + if(valid) { 1.144 + sph.set_union(&sph, &child_sph); 1.145 + } else { 1.146 + sph = child_sph; 1.147 + valid = true; 1.148 + } 1.149 + } 1.150 + } 1.151 + 1.152 + return sph; 1.153 +} 1.154 + 1.155 +void Object::apply_xform(long msec) 1.156 +{ 1.157 + std::list<XFormNode*> nodelist = get_all_nodes(NODE_OBJECT); 1.158 + 1.159 + std::list<XFormNode*>::iterator it = nodelist.begin(); 1.160 + while(it != nodelist.end()) { 1.161 + Object *obj = (Object*)*it++; 1.162 + 1.163 + Mesh *mesh = obj->get_mesh(); 1.164 + if(mesh) { 1.165 + Matrix4x4 xform; 1.166 + obj->get_xform(msec, &xform); 1.167 + mesh->apply_xform(xform); 1.168 + } 1.169 + } 1.170 + 1.171 + // go through the list a second time and clear the transformations 1.172 + it = nodelist.begin(); 1.173 + while(it != nodelist.end()) { 1.174 + Object *obj = (Object*)*it++; 1.175 + 1.176 + obj->clear_xform(); 1.177 + } 1.178 +} 1.179 + 1.180 +/*static const char *attr_name[] = { 1.181 + "attr_vertex", 1.182 + "attr_normal", 1.183 + "attr_tangent", 1.184 + "attr_texcoord", 1.185 + "attr_boneweights", 1.186 + "attr_boneidx" 1.187 +};*/ 1.188 + 1.189 +void Object::draw(long msec) const 1.190 +{ 1.191 + Matrix4x4 xform; 1.192 + get_xform(msec, &xform); 1.193 + 1.194 + set_world_matrix(xform); 1.195 + 1.196 + if(mesh) { 1.197 + /*unsigned int prog = sdrprog; 1.198 + 1.199 + if(mesh->get_bones_count() > 0) { 1.200 + prog = sdrprog_skin; 1.201 + } 1.202 + 1.203 + glUseProgram(prog); 1.204 + // get all the attribute locations 1.205 + for(int i=0; i<NUM_MESH_ATTR; i++) { 1.206 + int loc = glGetAttribLocation(prog, attr_name[i]); 1.207 + if(loc != -1) { 1.208 + Mesh::set_attrib_location(i, loc); 1.209 + } 1.210 + } 1.211 + 1.212 + setup_bones(msec); 1.213 + 1.214 + glUseProgram(prog);*/ 1.215 + 1.216 +#ifndef GL_ES_VERSION_2_0 1.217 + if(!get_current_shader()) { 1.218 + setup_gl_matrices(); 1.219 + } 1.220 +#endif 1.221 + 1.222 + material.setup(); 1.223 + setup_unistate(); // set all state uniforms 1.224 + 1.225 + switch(Object::draw_mode) { 1.226 + case DRAW_WIREFRAME: 1.227 + mesh->draw_wire(); 1.228 + break; 1.229 + 1.230 + case DRAW_VERTICES: 1.231 + mesh->draw_vertices(); 1.232 + break; 1.233 + 1.234 + case DRAW_DEFAULT: 1.235 + default: 1.236 + mesh->draw(); 1.237 + } 1.238 + } 1.239 + 1.240 + int num_children = get_children_count(); 1.241 + for(int i=0; i<num_children; i++) { 1.242 + const XFormNode *c = get_child(i); 1.243 + c->draw(msec); 1.244 + } 1.245 +} 1.246 + 1.247 + 1.248 +bool Object::intersect(const Ray &inray, HitPoint *hit) const 1.249 +{ 1.250 + Ray ray = inray; 1.251 + Matrix4x4 xform, inv_xform; 1.252 + get_xform(ray.time, &xform/*, &inv_xform*/); 1.253 + ray.transform(xform.inverse()); // TODO find out what's wrong with get_xform's inv_xform and use that 1.254 + 1.255 + HitPoint nearest_hit; 1.256 + nearest_hit.dist = FLT_MAX; 1.257 + nearest_hit.obj = 0; 1.258 + 1.259 + if(mesh) { 1.260 + if(mesh->intersect(ray, hit ? &nearest_hit : 0)) { 1.261 + if(!hit) { 1.262 + return true; 1.263 + } 1.264 + 1.265 + if(Mesh::get_intersect_mode() & ISECT_FACE) { 1.266 + Triangle *face = (Triangle*)nearest_hit.obj; 1.267 + face->transform(xform); 1.268 + } else if(Mesh::get_intersect_mode() & ISECT_VERTICES) { 1.269 + Vector3 *v = (Vector3*)nearest_hit.obj; 1.270 + v->transform(xform); 1.271 + } else { 1.272 + nearest_hit.obj = this; 1.273 + } 1.274 + } 1.275 + } 1.276 + 1.277 + int num_children = get_children_count(); 1.278 + for(int i=0; i<num_children; i++) { 1.279 + const Object *obj = dynamic_cast<const Object*>(get_child(i)); 1.280 + 1.281 + HitPoint chit; 1.282 + if(obj && obj->intersect(inray, hit ? &chit : 0)) { 1.283 + if(!hit) { 1.284 + return true; 1.285 + } 1.286 + 1.287 + if(chit.dist < nearest_hit.dist) { 1.288 + nearest_hit = chit; 1.289 + } 1.290 + } 1.291 + } 1.292 + 1.293 + if(nearest_hit.obj) { 1.294 + if(hit) { 1.295 + *hit = nearest_hit; 1.296 + } 1.297 + return true; 1.298 + } 1.299 + return false; 1.300 +} 1.301 + 1.302 + 1.303 +bool Object::setup_bones(long msec) const 1.304 +{ 1.305 + int num_bones; 1.306 + if(!mesh || !(num_bones = mesh->get_bones_count())) { 1.307 + return false; 1.308 + } 1.309 + 1.310 + /*char uniname[32]; 1.311 + 1.312 + for(int i=0; i<num_bones; i++) { 1.313 + const XFormNode *bone = mesh->get_bone(i); 1.314 + 1.315 + Matrix4x4 xform; 1.316 + bone->get_xform(msec, &xform); 1.317 + 1.318 + xform = xform * bone->get_bone_matrix(); 1.319 + 1.320 + sprintf(uniname, "bone_xform[%d]", i); 1.321 + int loc = glGetUniformLocation(sdrprog_skin, uniname); 1.322 + if(loc == -1) { 1.323 + return false; 1.324 + } 1.325 + glUniformMatrix4fv(loc, 1, GL_TRUE, xform[0]); 1.326 + }*/ 1.327 + return true; 1.328 +} 1.329 + 1.330 +DrawMode Object::set_draw_mode(DrawMode mode) 1.331 +{ 1.332 + DrawMode prev = Object::draw_mode; 1.333 + Object::draw_mode = mode; 1.334 + return prev; 1.335 +}