open_toontown_panda3d/panda/src/egg/eggPrimitive.cxx

1166 lines
34 KiB
C++

/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file eggPrimitive.cxx
* @author drose
* @date 1999-01-16
*/
#include "eggPrimitive.h"
#include "eggVertexPool.h"
#include "eggMiscFuncs.h"
#include "eggTextureCollection.h"
#include "lexerDefs.h"
#include "config_egg.h"
#include "indent.h"
#include "vector_int.h"
TypeHandle EggPrimitive::_type_handle;
/**
* Walks back up the hierarchy, looking for an EggGroup or EggPrimitive or
* some such object at this level or above this primitive that has an
* alpha_mode other than AM_unspecified. Returns a valid EggRenderMode
* pointer if one is found, or NULL otherwise.
*/
EggRenderMode *EggPrimitive::
determine_alpha_mode() {
if (get_alpha_mode() != AM_unspecified) {
return this;
}
EggRenderMode *result = EggNode::determine_alpha_mode();
if (result == (EggRenderMode *)NULL) {
int num_textures = get_num_textures();
for (int i = 0; i < num_textures && result == (EggRenderMode *)NULL; i++) {
EggTexture *egg_tex = get_texture(i);
// We only want to consider the alpha mode on those textures that can
// affect the transparency of the polygon. This mostly depends on the
// envtype flag.
if (egg_tex->affects_polygon_alpha()) {
// This texture might affect the polygon alpha, so it gets to decide
// the polygon transparency mode.
if (egg_tex->get_alpha_mode() != AM_unspecified) {
result = get_texture(i);
}
}
}
}
return result;
}
/**
* Walks back up the hierarchy, looking for an EggGroup or EggPrimitive or
* some such object at this level or above this node that has a
* depth_write_mode other than DWM_unspecified. Returns a valid EggRenderMode
* pointer if one is found, or NULL otherwise.
*/
EggRenderMode *EggPrimitive::
determine_depth_write_mode() {
if (get_depth_write_mode() != DWM_unspecified) {
return this;
}
EggRenderMode *result = EggNode::determine_depth_write_mode();
if (result == (EggRenderMode *)NULL) {
int num_textures = get_num_textures();
for (int i = 0; i < num_textures && result == (EggRenderMode *)NULL; i++) {
if (get_texture(i)->get_depth_write_mode() != DWM_unspecified) {
result = get_texture(i);
}
}
}
return result;
}
/**
* Walks back up the hierarchy, looking for an EggGroup or EggPrimitive or
* some such object at this level or above this node that has a
* depth_test_mode other than DTM_unspecified. Returns a valid EggRenderMode
* pointer if one is found, or NULL otherwise.
*/
EggRenderMode *EggPrimitive::
determine_depth_test_mode() {
if (get_depth_test_mode() != DTM_unspecified) {
return this;
}
EggRenderMode *result = EggNode::determine_depth_test_mode();
if (result == (EggRenderMode *)NULL) {
int num_textures = get_num_textures();
for (int i = 0; i < num_textures && result == (EggRenderMode *)NULL; i++) {
if (get_texture(i)->get_depth_test_mode() != DTM_unspecified) {
result = get_texture(i);
}
}
}
return result;
}
/**
* Walks back up the hierarchy, looking for an EggGroup or EggPrimitive or
* some such object at this level or above this node that has a
* visibility_mode other than VM_unspecified. Returns a valid EggRenderMode
* pointer if one is found, or NULL otherwise.
*/
EggRenderMode *EggPrimitive::
determine_visibility_mode() {
if (get_visibility_mode() != VM_unspecified) {
return this;
}
EggRenderMode *result = EggNode::determine_visibility_mode();
if (result == (EggRenderMode *)NULL) {
int num_textures = get_num_textures();
for (int i = 0; i < num_textures && result == (EggRenderMode *)NULL; i++) {
if (get_texture(i)->get_visibility_mode() != VM_unspecified) {
result = get_texture(i);
}
}
}
return result;
}
/**
* Walks back up the hierarchy, looking for an EggGroup or EggPrimitive or
* some such object at this level or above this primitive that has a
* depth_offset specified. Returns a valid EggRenderMode pointer if one is
* found, or NULL otherwise.
*/
EggRenderMode *EggPrimitive::
determine_depth_offset() {
if (has_depth_offset()) {
return this;
}
EggRenderMode *result = EggNode::determine_depth_offset();
if (result == (EggRenderMode *)NULL) {
int num_textures = get_num_textures();
for (int i = 0; i < num_textures && result == (EggRenderMode *)NULL; i++) {
if (get_texture(i)->has_depth_offset()) {
result = get_texture(i);
}
}
}
return result;
}
/**
* Walks back up the hierarchy, looking for an EggGroup or EggPrimitive or
* some such object at this level or above this primitive that has a
* draw_order specified. Returns a valid EggRenderMode pointer if one is
* found, or NULL otherwise.
*/
EggRenderMode *EggPrimitive::
determine_draw_order() {
if (has_draw_order()) {
return this;
}
EggRenderMode *result = EggNode::determine_draw_order();
if (result == (EggRenderMode *)NULL) {
int num_textures = get_num_textures();
for (int i = 0; i < num_textures && result == (EggRenderMode *)NULL; i++) {
if (get_texture(i)->has_draw_order()) {
result = get_texture(i);
}
}
}
return result;
}
/**
* Walks back up the hierarchy, looking for an EggGroup or EggPrimitive or
* some such object at this level or above this primitive that has a bin
* specified. Returns a valid EggRenderMode pointer if one is found, or NULL
* otherwise.
*/
EggRenderMode *EggPrimitive::
determine_bin() {
if (has_bin()) {
return this;
}
EggRenderMode *result = EggNode::determine_bin();
if (result == (EggRenderMode *)NULL) {
int num_textures = get_num_textures();
for (int i = 0; i < num_textures && result == (EggRenderMode *)NULL; i++) {
if (get_texture(i)->has_bin()) {
result = get_texture(i);
}
}
}
return result;
}
/**
* Returns the shading properties apparent on this particular primitive. This
* returns S_per_vertex if the vertices have colors or normals (and they are
* not all the same values), or for a simple primitive, S_overall otherwise.
* A composite primitive may also return S_per_face if the individual
* component primitives have colors or normals that are not all the same
* values.
*
* To get the most accurate results, you should call clear_shading() on all
* connected primitives (or on all primitives in the egg file), followed by
* get_shading() on each primitive. You may find it easiest to call these
* methods on the EggData root node (they are defined on EggGroupNode).
*/
EggPrimitive::Shading EggPrimitive::
get_shading() const {
if (empty()) {
return S_overall;
}
if (has_vertex_normal()) {
// Check if the vertices all have the same normal.
const EggAttributes *first_vertex = get_vertex(0);
if (!first_vertex->has_normal()) {
first_vertex = this;
}
for (int i = 1; i < get_num_vertices(); i++) {
const EggAttributes *vertex = get_vertex(i);
if (!vertex->has_normal()) {
vertex = this;
}
if (!vertex->matches_normal(*first_vertex)) {
return S_per_vertex;
}
}
}
if (has_vertex_color()) {
// Check if the vertices all have the same color.
const EggAttributes *first_vertex = get_vertex(0);
if (!first_vertex->has_color()) {
first_vertex = this;
}
for (int i = 1; i < get_num_vertices(); i++) {
const EggAttributes *vertex = get_vertex(i);
if (!vertex->has_color()) {
vertex = this;
}
if (!vertex->matches_color(*first_vertex)) {
return S_per_vertex;
}
}
}
return S_overall;
}
/**
* Copies the rendering attributes from the indicated primitive.
*/
void EggPrimitive::
copy_attributes(const EggAttributes &other) {
EggAttributes::operator = (other);
}
/**
* Copies the rendering attributes from the indicated primitive.
*/
void EggPrimitive::
copy_attributes(const EggPrimitive &other) {
EggAttributes::operator = (other);
_textures = other._textures;
set_material(other.get_material());
set_bface_flag(other.get_bface_flag());
}
/**
* Returns true if any vertex on the primitive has a specific normal set,
* false otherwise.
*
* If you call unify_attributes() first, this will also return false even if
* all the vertices were set to the same value (since unify_attributes()
* removes redundant vertex properties).
*/
bool EggPrimitive::
has_vertex_normal() const {
Vertices::const_iterator vi;
for (vi = _vertices.begin(); vi != _vertices.end(); ++vi) {
if ((*vi)->has_normal()) {
return true;
}
}
return false;
}
/**
* Returns true if any vertex on the primitive has a specific color set, false
* otherwise.
*
* If you call unify_attributes() first, this will also return false even if
* all the vertices were set to the same value (since unify_attributes()
* removes redundant vertex properties).
*/
bool EggPrimitive::
has_vertex_color() const {
Vertices::const_iterator vi;
for (vi = _vertices.begin(); vi != _vertices.end(); ++vi) {
if ((*vi)->has_color()) {
return true;
}
}
return false;
}
/**
* If the shading property is S_per_vertex, ensures that all vertices have a
* normal and a color, and the overall primitive does not.
*
* If the shading property is S_per_face, and this is a composite primitive,
* ensures that all components have a normal and a color, and the vertices and
* overall primitive do not. (If this is a simple primitive, S_per_face works
* the same as S_overall, below).
*
* If the shading property is S_overall, ensures that no vertices or
* components have a normal or a color, and the overall primitive does (if any
* exists at all).
*
* After this call, either the primitive will have normals or its vertices
* will, but not both. Ditto for colors.
*
* This may create redundant vertices in the vertex pool.
*/
void EggPrimitive::
unify_attributes(EggPrimitive::Shading shading) {
if (shading == S_unknown) {
shading = get_shading();
}
// Does the primitive have an explicit color?
if (!has_color() && shading != S_overall) {
if (shading != S_per_vertex) {
// If there is no color set, first we check the vertices. If the
// vertices have a color, we inherit the color from there.
iterator pi;
for (pi = begin(); pi != end() && !has_color(); ++pi) {
EggVertex *vertex = (*pi);
if (vertex->has_color()) {
set_color(vertex->get_color());
}
}
}
if (!has_color()) {
// If we still don't have a color, the implicit color is white.
set_color(LColor(1.0f, 1.0f, 1.0f, 1.0f));
}
}
switch (shading) {
case S_per_vertex:
// Propagate everything to the vertices.
{
iterator pi;
for (pi = begin(); pi != end(); ++pi) {
EggVertex *orig_vertex = (*pi);
PT(EggVertex) vertex = new EggVertex(*orig_vertex);
if (!vertex->has_normal() && has_normal()) {
vertex->copy_normal(*this);
}
if (!vertex->has_color() && has_color()) {
vertex->copy_color(*this);
}
EggVertexPool *vertex_pool = orig_vertex->get_pool();
nassertv(vertex_pool != (EggVertexPool *)NULL);
vertex = vertex_pool->create_unique_vertex(*vertex);
vertex->copy_grefs_from(*orig_vertex);
replace(pi, vertex);
}
clear_normal();
clear_color();
}
break;
case S_per_face:
case S_overall:
// Remove everything from the vertices.
{
iterator pi;
for (pi = begin(); pi != end(); ++pi) {
EggVertex *orig_vertex = (*pi);
PT(EggVertex) vertex = new EggVertex(*orig_vertex);
if (vertex->has_normal()) {
if (!has_normal()) {
copy_normal(*vertex);
}
vertex->clear_normal();
}
if (vertex->has_color()) {
if (!has_color()) {
copy_color(*vertex);
}
vertex->clear_color();
}
EggVertexPool *vertex_pool = orig_vertex->get_pool();
nassertv(vertex_pool != (EggVertexPool *)NULL);
vertex = vertex_pool->create_unique_vertex(*vertex);
vertex->copy_grefs_from(*orig_vertex);
replace(pi, vertex);
}
}
break;
case S_unknown:
break;
}
if (!has_color() && shading == S_overall) {
set_color(LColor(1.0f, 1.0f, 1.0f, 1.0f));
}
}
/**
* Sets the last vertex of the triangle (or each component) to the primitive
* normal and/or color, if the primitive is flat-shaded. This reflects the
* OpenGL convention of storing flat-shaded properties on the last vertex,
* although it is not usually a convention in Egg.
*
* This may introduce redundant vertices to the vertex pool.
*/
void EggPrimitive::
apply_last_attribute() {
if (!empty()) {
do_apply_flat_attribute(size() - 1, this);
}
}
/**
* Sets the first vertex of the triangle (or each component) to the primitive
* normal and/or color, if the primitive is flat-shaded. This reflects the
* DirectX convention of storing flat-shaded properties on the first vertex,
* although it is not usually a convention in Egg.
*
* This may introduce redundant vertices to the vertex pool.
*/
void EggPrimitive::
apply_first_attribute() {
if (!empty()) {
do_apply_flat_attribute(0, this);
}
}
/**
* Intended as a followup to apply_last_attribute(), this also sets an
* attribute on the first vertices of the primitive, if they don't already
* have an attribute set, just so they end up with *something*.
*/
void EggPrimitive::
post_apply_flat_attribute() {
if (!empty()) {
for (int i = 0; i < (int)size(); i++) {
EggVertex *vertex = get_vertex(i);
// Use set_normal() instead of copy_normal(), to avoid getting the
// morphs--we don't want them here, since we're just putting a bogus
// value on the normal anyway.
if (has_normal() && !vertex->has_normal()) {
vertex->set_normal(get_normal());
}
if (has_color() && !vertex->has_color()) {
vertex->set_color(get_color());
}
}
}
}
/**
* Reverses the ordering of the vertices in this primitive, if appropriate, in
* order to change the direction the polygon appears to be facing. Does not
* adjust the surface normal, if any.
*/
void EggPrimitive::
reverse_vertex_ordering() {
// This really only makes sense for polygons. Lights don't care about
// vertex ordering, and NURBS surfaces have to do a bit more work in
// addition to this.
reverse(_vertices.begin(), _vertices.end());
}
/**
* Cleans up modeling errors in whatever context this makes sense. For
* instance, for a polygon, this calls remove_doubled_verts(true). For a
* point, it calls remove_nonunique_verts(). Returns true if the primitive is
* valid, or false if it is degenerate.
*/
bool EggPrimitive::
cleanup() {
return !empty();
}
/**
* Certain kinds of primitives, particularly polygons, don't like to have the
* same vertex repeated consecutively. Unfortunately, some modeling programs
* (like MultiGen) make this an easy mistake to make.
*
* It's handy to have a function to remove these redundant vertices. If
* closed is true, it also checks that the first and last vertices are not the
* same.
*
* This function identifies repeated vertices by position only; it does not
* consider any other properties, such as color or UV, significant in
* differentiating vertices.
*/
void EggPrimitive::
remove_doubled_verts(bool closed) {
if (!_vertices.empty()) {
Vertices new_vertices;
Vertices::iterator vi, vlast;
vi = _vertices.begin();
new_vertices.push_back(*vi);
int num_removed = 0;
vlast = vi;
++vi;
while (vi != _vertices.end()) {
if ((*vi)->get_pos4() != (*vlast)->get_pos4()) {
new_vertices.push_back(*vi);
} else {
prepare_remove_vertex(*vi, vi - _vertices.begin() - num_removed,
_vertices.size() - num_removed);
num_removed++;
}
vlast = vi;
++vi;
}
_vertices.swap(new_vertices);
}
if (closed) {
// Then, if this is a polygon (which will be closed anyway), remove the
// vertex from the end if it's a repeat of the beginning.
while (_vertices.size() > 1 &&
_vertices.back()->get_pos4() == _vertices.front()->get_pos4()) {
prepare_remove_vertex(_vertices.back(), _vertices.size() - 1,
_vertices.size());
_vertices.pop_back();
}
}
}
/**
* Removes any multiple appearances of the same vertex from the primitive.
* This primarily makes sense for a point primitive, which is really a
* collection of points and which doesn't make sense to include the same point
* twice, in any order.
*/
void EggPrimitive::
remove_nonunique_verts() {
Vertices::iterator vi, vj;
Vertices new_vertices;
int num_removed = 0;
pset<EggVertex *> unique_vertices;
for (vi = _vertices.begin(); vi != _vertices.end(); ++vi) {
bool inserted = unique_vertices.insert(*vi).second;
if (inserted) {
new_vertices.push_back(*vi);
} else {
prepare_remove_vertex(*vi, vi - _vertices.begin() - num_removed,
_vertices.size() - num_removed);
num_removed++;
}
}
_vertices.swap(new_vertices);
}
/**
* Returns true if there are any primitives (e.g. polygons) defined within
* this group or below, false otherwise.
*/
bool EggPrimitive::
has_primitives() const {
return true;
}
/**
* Returns true if there are any primitives (e.g. polygons) defined within
* this group or below, but the search does not include nested joints.
*/
bool EggPrimitive::
joint_has_primitives() const {
return true;
}
/**
* Returns true if any of the primitives (e.g. polygons) defined within this
* group or below have either face or vertex normals defined, false otherwise.
*/
bool EggPrimitive::
has_normals() const {
if (has_normal()) {
return true;
}
const_iterator vi;
for (vi = begin(); vi != end(); ++vi) {
if ((*vi)->has_normal()) {
return true;
}
}
return false;
}
/**
* Part of the implementaion of the EggPrimitive as an STL container. Most of
* the rest of these functions are inline and declared in EggPrimitive.I.
*/
EggPrimitive::iterator EggPrimitive::
erase(iterator first, iterator last) {
iterator i;
int num_removed = 0;
for (i = first; i != last; ++i) {
prepare_remove_vertex(*i, first - _vertices.begin(),
_vertices.size() - num_removed);
num_removed++;
}
iterator result = _vertices.erase((Vertices::iterator &)first,
(Vertices::iterator &)last);
test_vref_integrity();
return result;
}
/**
* Returns the iterator pointing to the indicated vertex, or end() if the
* vertex is not part of the primitive.
*/
EggPrimitive::iterator EggPrimitive::
find(EggVertex *vertex) {
PT_EggVertex vpt = vertex;
return ::find(begin(), end(), vpt);
}
/**
* Adds the indicated vertex to the end of the primitive's list of vertices,
* and returns it.
*/
EggVertex *EggPrimitive::
add_vertex(EggVertex *vertex) {
prepare_add_vertex(vertex, _vertices.size(), _vertices.size() + 1);
_vertices.push_back(vertex);
vertex->test_pref_integrity();
test_vref_integrity();
return vertex;
}
/**
* Removes the indicated vertex from the primitive and returns it. If the
* vertex was not already in the primitive, does nothing and returns NULL.
*/
EggVertex *EggPrimitive::
remove_vertex(EggVertex *vertex) {
PT_EggVertex vpt = vertex;
iterator i = ::find(begin(), end(), vpt);
if (i == end()) {
return PT_EggVertex();
} else {
// erase() calls prepare_remove_vertex().
erase(i);
vertex->test_pref_integrity();
test_vref_integrity();
return vertex;
}
}
/**
* Removes the indicated vertex from the primitive.
*/
void EggPrimitive::
remove_vertex(size_t index) {
nassertv(index < size());
iterator i = begin() + index;
// erase() calls prepare_remove_vertex().
erase(i);
test_vref_integrity();
}
/**
* Replaces the current primitive's list of vertices with a copy of the list
* of vertices on the other primitive.
*/
void EggPrimitive::
copy_vertices(const EggPrimitive &other) {
clear();
_vertices.reserve(other.size());
iterator vi;
for (vi = other.begin(); vi != other.end(); ++vi) {
add_vertex(*vi);
}
test_vref_integrity();
other.test_vref_integrity();
}
#ifdef _DEBUG
/**
* Verifies that each vertex in the primitive exists and that it knows it is
* referenced by the primitive.
*/
void EggPrimitive::
test_vref_integrity() const {
test_ref_count_integrity();
if ((int)size() <= egg_test_vref_integrity) {
// First, we need to know how many times each vertex appears. Usually,
// this will be only one, but it's possible for a vertex to appear more
// than once.
typedef pmap<const EggVertex *, int> VertexCount;
VertexCount _count;
// Now count up the vertices.
iterator vi;
for (vi = begin(); vi != end(); ++vi) {
const EggVertex *vert = *vi;
vert->test_ref_count_integrity();
VertexCount::iterator vci = _count.find(vert);
if (vci == _count.end()) {
_count[vert] = 1;
} else {
(*vci).second++;
}
}
// Ok, now walk through the vertices found and make sure the vertex has
// the proper number of entries of this primitive in its pref.
VertexCount::iterator vci;
for (vci = _count.begin(); vci != _count.end(); ++vci) {
const EggVertex *vert = (*vci).first;
int count = (*vci).second;
int vert_count = vert->has_pref(this);
nassertv(count == vert_count);
}
}
}
#endif // _DEBUG
/**
* Marks the vertex as belonging to the primitive. This is an internal
* function called by the STL-like functions push_back() and insert(), in
* preparation for actually adding the vertex.
*
* i indicates the new position of the vertex in the list; n indicates the new
* number of vertices after the operation has completed.
*/
void EggPrimitive::
prepare_add_vertex(EggVertex *vertex, int i, int n) {
// We can't test integrity within this function, because it might be called
// when the primitive is in an incomplete state.
// The vertex must have the same vertex pool as the vertices already added.
nassertv(empty() || vertex->get_pool() == get_pool());
// Since a given vertex might appear more than once in a particular
// primitive, we can't conclude anything about data integrity by inspecting
// the return value of insert(). (In fact, the vertex's pref is a multiset,
// so the insert() will always succeed.)
vertex->_pref.insert(this);
}
/**
* Marks the vertex as removed from the primitive. This is an internal
* function called by the STL-like functions pop_back() and erase(), in
* preparation for actually doing the removal.
*
* i indicates the former position of the vertex in the list; n indicates the
* current number of vertices before the operation has completed.
*
* It is an error to attempt to remove a vertex that is not already a vertex
* of this primitive.
*/
void EggPrimitive::
prepare_remove_vertex(EggVertex *vertex, int i, int n) {
// We can't test integrity within this function, because it might be called
// when the primitive is in an incomplete state.
// Now we must remove the primitive from the vertex's pref. We can't just
// use the simple erase() function, since that will remove all instances of
// this primitive from the pref; instead, we must find one instance and
// remove that.
EggVertex::PrimitiveRef::iterator pri = vertex->_pref.find(this);
// We should have found the primitive in the vertex's pref. If we did not,
// something's out of sync internally.
nassertv(pri != vertex->_pref.end());
vertex->_pref.erase(pri);
}
/**
* Writes the attributes and the vertices referenced by the primitive to the
* indicated output stream in Egg format.
*/
void EggPrimitive::
write_body(ostream &out, int indent_level) const {
test_vref_integrity();
EggAttributes::write(out, indent_level);
EggRenderMode::write(out, indent_level);
int num_textures = get_num_textures();
for (int i = 0; i < num_textures; i++) {
EggTexture *texture = get_texture(i);
indent(out, indent_level) << "<TRef> { ";
enquote_string(out, texture->get_name())
<< " }\n";
}
if (has_material()) {
EggMaterial *material = get_material();
indent(out, indent_level) << "<MRef> { ";
enquote_string(out, material->get_name())
<< " }\n";
}
if (get_bface_flag()) {
indent(out, indent_level) << "<BFace> { 1 }\n";
}
if (!empty()) {
EggVertexPool *pool = get_pool();
// Make sure the vertices belong to some vertex pool.
nassertv(pool != NULL);
// Make sure the vertex pool is named.
nassertv(pool->has_name());
if ((int)size() < 10) {
// A simple primitive gets all its vertex indices written on one line.
indent(out, indent_level) << "<VertexRef> {";
const_iterator i;
for (i = begin(); i != end(); ++i) {
EggVertex *vert = *i;
vert->test_pref_integrity();
// Make sure each vertex belongs to the same pool.
nassertv(vert->get_pool() == pool);
out << " " << vert->get_index();
}
out << " <Ref> { ";
enquote_string(out, pool->get_name()) << " } }\n";
} else {
// A larger primitive gets its vertex indices written as multiple lines.
vector_int indices;
const_iterator i;
for (i = begin(); i != end(); ++i) {
EggVertex *vert = *i;
vert->test_pref_integrity();
// Make sure each vertex belongs to the same pool.
nassertv(vert->get_pool() == pool);
indices.push_back(vert->get_index());
}
indent(out, indent_level) << "<VertexRef> {\n";
write_long_list(out, indent_level+2, indices.begin(), indices.end(),
"", "", 72);
indent(out, indent_level+2) << "<Ref> { ";
enquote_string(out, pool->get_name()) << " }\n";
indent(out, indent_level) << "}\n";
}
}
}
/**
* This function is called within parse_egg(). It should call the appropriate
* function on the lexer to initialize the parser into the state associated
* with this object. If the object cannot be parsed into directly, it should
* return false.
*/
bool EggPrimitive::
egg_start_parse_body() {
egg_start_primitive_body();
return true;
}
/**
* This is called from within the egg code by transform(). It applies a
* transformation matrix to the current node in some sensible way, then
* continues down the tree.
*
* The first matrix is the transformation to apply; the second is its inverse.
* The third parameter is the coordinate system we are changing to, or
* CS_default if we are not changing coordinate systems.
*/
void EggPrimitive::
r_transform(const LMatrix4d &mat, const LMatrix4d &, CoordinateSystem) {
EggAttributes::transform(mat);
}
/**
* The recursive implementation of flatten_transforms().
*/
void EggPrimitive::
r_flatten_transforms() {
if (is_local_coord()) {
LMatrix4d mat = get_vertex_frame();
EggAttributes::transform(mat);
// Transform each vertex by duplicating it in the vertex pool.
size_t num_vertices = size();
for (size_t i = 0; i < num_vertices; i++) {
EggVertex *vertex = get_vertex(i);
EggVertexPool *pool = vertex->get_pool();
EggVertex new_vertex(*vertex);
new_vertex.transform(mat);
EggVertex *unique = pool->create_unique_vertex(new_vertex);
unique->copy_grefs_from(*vertex);
set_vertex(i, unique);
}
}
}
/**
* The recursive implementation of apply_texmats().
*/
void EggPrimitive::
r_apply_texmats(EggTextureCollection &textures) {
Textures new_textures;
Textures::const_iterator ti;
for (ti = _textures.begin(); ti != _textures.end(); ++ti) {
EggTexture *texture = (*ti);
if (!texture->has_transform()) {
new_textures.push_back(texture);
} else if (texture->transform_is_identity()) {
// Now, what's the point of a texture with an identity transform?
texture->clear_transform();
new_textures.push_back(texture);
} else {
// We've got a texture with a matrix applied. Save the matrix, and get
// a new texture without the matrix.
LMatrix4d mat = texture->get_transform3d();
EggTexture new_texture(*texture);
new_texture.clear_transform();
EggTexture *unique = textures.create_unique_texture(new_texture, ~0);
new_textures.push_back(unique);
string uv_name = unique->get_uv_name();
// Now apply the matrix to the vertex UV's. Create new vertices as
// necessary.
size_t num_vertices = size();
for (size_t i = 0; i < num_vertices; i++) {
EggVertex *vertex = get_vertex(i);
const EggVertexUV *uv_obj = vertex->get_uv_obj(uv_name);
if (uv_obj != (EggVertexUV *)NULL) {
EggVertex new_vertex(*vertex);
PT(EggVertexUV) new_uv_obj = new EggVertexUV(*uv_obj);
LTexCoord3d uvw = uv_obj->get_uvw() * mat;
if (uv_obj->has_w() || texture->has_transform3d()) {
new_uv_obj->set_uvw(uvw);
} else {
new_uv_obj->set_uv(LTexCoordd(uvw[0], uvw[1]));
}
new_vertex.set_uv_obj(new_uv_obj);
EggVertexPool *pool = vertex->get_pool();
EggVertex *unique = pool->create_unique_vertex(new_vertex);
unique->copy_grefs_from(*vertex);
set_vertex(i, unique);
}
}
}
}
_textures.swap(new_textures);
}
/**
* This is used to implement apply_first_attribute() and
* apply_last_attribute(). It copies the indicated attributes to the
* specified vertex.
*/
void EggPrimitive::
do_apply_flat_attribute(int vertex_index, EggAttributes *attrib) {
// The significant_change flag is set if we have changed the vertex in some
// important way, that will invalidate it for other primitives that might
// share it. We don't consider *adding* a normal where there wasn't one
// before to be significant, but we do consider it significant to change a
// vertex's normal to something different. Similarly for color.
bool significant_change = false;
EggVertex *orig_vertex = get_vertex(vertex_index);
PT(EggVertex) new_vertex = new EggVertex(*orig_vertex);
if (attrib->has_normal()) {
new_vertex->copy_normal(*attrib);
if (orig_vertex->has_normal() &&
!orig_vertex->matches_normal(*new_vertex)) {
significant_change = true;
}
} else if (has_normal()) {
new_vertex->copy_normal(*this);
if (orig_vertex->has_normal() &&
!orig_vertex->matches_normal(*new_vertex)) {
significant_change = true;
}
}
if (attrib->has_color()) {
new_vertex->copy_color(*attrib);
if (orig_vertex->has_color() &&
!orig_vertex->matches_color(*new_vertex)) {
significant_change = true;
}
} else if (has_color()) {
new_vertex->copy_color(*this);
if (orig_vertex->has_color() &&
!orig_vertex->matches_color(*new_vertex)) {
significant_change = true;
}
}
if (significant_change) {
new_vertex = get_pool()->create_unique_vertex(*new_vertex);
new_vertex->copy_grefs_from(*orig_vertex);
set_vertex(vertex_index, new_vertex);
} else {
// Just copy the new attributes back into the pool.
((EggAttributes *)orig_vertex)->operator = (*new_vertex);
}
}
/**
* Recursively updates the connected_shading member in all connected
* primitives.
*/
void EggPrimitive::
set_connected_shading(EggPrimitive::Shading shading,
const EggAttributes *neighbor) {
ConnectedShadingNodes connected_nodes;
r_set_connected_shading(0, shading, neighbor, connected_nodes);
// Pick up any additional nodes we couldn't visit because of the stack depth
// restrictions.
while (!connected_nodes.empty()) {
ConnectedShadingNodes next_nodes;
next_nodes.swap(connected_nodes);
ConnectedShadingNodes::iterator ni;
for (ni = next_nodes.begin(); ni != next_nodes.end(); ++ni) {
r_set_connected_shading(0, (*ni)._shading, (*ni)._neighbor, connected_nodes);
}
}
}
/**
* Implements set_connected_shading, with some restrictions to prevent stack
* overflow.
*/
void EggPrimitive::
r_set_connected_shading(int stack_depth, EggPrimitive::Shading shading,
const EggAttributes *neighbor,
ConnectedShadingNodes &next_nodes) {
if (stack_depth > egg_recursion_limit) {
// Too deep. Limit recursion.
ConnectedShadingNode next;
next._shading = shading;
next._neighbor = neighbor;
next_nodes.push_back(next);
return;
}
bool propagate = false;
if (_connected_shading == S_unknown) {
// We haven't visited this node before; propagate now.
_connected_shading = get_shading();
propagate = true;
}
if (shading > _connected_shading) {
// More specific information just came in. Save it, and propagate it to
// all connected primitives.
_connected_shading = shading;
propagate = true;
} else if (shading == S_overall && _connected_shading == S_overall) {
// If both neighbors are overall shaded, check if the two neighbors have
// different properties. If they do, elevate to per_face.
bool matches_normal = this->matches_normal(*neighbor);
bool matches_color = this->matches_color(*neighbor);
if (!matches_color) {
// Make a special case for not having an overall color: that's
// implicitly white.
if (!neighbor->has_color() && has_color() && _drgbas.empty() &&
get_color() == LColor(1.0f, 1.0f, 1.0f, 1.0f)) {
matches_color = true;
} else if (!has_color() && neighbor->has_color() && neighbor->_drgbas.empty() &&
neighbor->get_color() == LColor(1.0f, 1.0f, 1.0f, 1.0f)) {
matches_color = true;
}
}
if (!matches_normal || !matches_color) {
_connected_shading = S_per_face;
propagate = true;
}
}
if (propagate) {
Vertices::const_iterator vi;
for (vi = _vertices.begin(); vi != _vertices.end(); ++vi) {
EggVertex *vertex = (*vi);
EggVertex::PrimitiveRef::const_iterator pi;
for (pi = vertex->pref_begin();
pi != vertex->pref_end();
++pi) {
(*pi)->r_set_connected_shading(stack_depth + 1, _connected_shading, this,
next_nodes);
}
}
}
}