[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [20565] branches/bb_dev/source/gameengine: BGE: forgot to add files to go with rasterizer optimizations.

Benoit Bolsee benoit.bolsee at online.be
Mon Jun 1 21:12:11 CEST 2009


Revision: 20565
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=20565
Author:   ben2610
Date:     2009-06-01 21:12:11 +0200 (Mon, 01 Jun 2009)

Log Message:
-----------
BGE: forgot to add files to go with rasterizer optimizations.

Added Paths:
-----------
    branches/bb_dev/source/gameengine/Ketsji/KX_MatrixFactory.cpp
    branches/bb_dev/source/gameengine/Ketsji/KX_MatrixFactory.h
    branches/bb_dev/source/gameengine/Rasterizer/RAS_IMatrixFactory.h

Added: branches/bb_dev/source/gameengine/Ketsji/KX_MatrixFactory.cpp
===================================================================
--- branches/bb_dev/source/gameengine/Ketsji/KX_MatrixFactory.cpp	                        (rev 0)
+++ branches/bb_dev/source/gameengine/Ketsji/KX_MatrixFactory.cpp	2009-06-01 19:12:11 UTC (rev 20565)
@@ -0,0 +1,98 @@
+/**
+ * $Id$
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include "RAS_IRasterizer.h"
+#include "KX_GameObject.h"
+#include "KX_MatrixFactory.h"
+
+#include "BLI_arithb.h"
+
+void KX_MatrixFactory::UpdateModelMatrix()
+{
+	SG_Node* node = m_object->GetSGNode();
+	if (node && node->IsDirty()) {
+		const MT_Matrix3x3& rot = node->GetWorldOrientation();
+		const MT_Vector3& scaling = node->GetWorldScaling();
+
+		rot.getValue(m_model.getPointer());
+		m_model.SetScale(scaling);
+		m_model.SetPos(node->GetWorldPosition());
+		m_object->SetNegativeScaling(((scaling[0] < 0.0) ^ (scaling[1] < 0.0) ^ (scaling[2] < 0.0)) ? true : false);
+		// matrix is up to date
+		node->ClearDirty();
+		// this makes all other matrices dirty
+		m_dirtyFlags = RAS_MATRIX_INVMODEL_DIRTY;
+	}
+	// this function is only called during culling, assume view matrix is changing too
+	m_dirtyFlags |= RAS_MATRIX_VIEWMODEL_DIRTY|RAS_MATRIX_INVVIEWMODEL_DIRTY;
+}
+
+void KX_MatrixFactory::UpdateModelInvMatrix()
+{
+	SG_Node* node = m_object->GetSGNode();
+	if (node) {
+		// much faster to invert the matrix starting from the node than doing a straight 4x4 inverse
+		MT_Matrix3x3 rot = node->GetWorldOrientation();
+		MT_Vector3 scaling = node->GetWorldScaling();
+		// do we really have to worry about 0 scale?
+		scaling[0] = (MT_fuzzyZero(scaling[0])) ? 0.0 : 1.0/scaling[0];
+		scaling[1] = (MT_fuzzyZero(scaling[1])) ? 0.0 : 1.0/scaling[1];
+		scaling[2] = (MT_fuzzyZero(scaling[2])) ? 0.0 : 1.0/scaling[2];
+		rot.scale(scaling[0], scaling[1], scaling[2]);
+		rot.transpose();
+
+		rot.getValue(m_invModel->getPointer());
+		MT_Vector3 position = rot*node->GetWorldPosition();
+		position[0] = -position[0];
+		position[1] = -position[1];
+		position[2] = -position[2];
+		m_invModel->SetPos(position);
+	}
+	m_dirtyFlags &= ~RAS_MATRIX_INVMODEL_DIRTY;
+}
+
+void KX_MatrixFactory::UpdateViewModelMatrix(const RAS_IRasterizer* rasty)
+{
+	const MT_CmMatrix4x4& view = rasty->GetViewMatrix();
+	// let's use blender function, it's faster
+	Mat4MulMat4(m_viewModel->ToMat4(), m_model.ToMat4(), view.ToMat4());
+	m_dirtyFlags &= ~RAS_MATRIX_VIEWMODEL_DIRTY;
+}
+
+void KX_MatrixFactory::UpdateViewModelInvMatrix(const RAS_IRasterizer* rasty)
+{
+	const MT_CmMatrix4x4& invmodel = GetModelInvMatrix();
+	const MT_CmMatrix4x4& invview = rasty->GetViewInvMatrix();
+	// let's use blender function, it's faster
+	Mat4MulMat4(m_viewModel->ToMat4(), invview.ToMat4(), invmodel.ToMat4());
+	m_dirtyFlags &= ~RAS_MATRIX_VIEWMODEL_DIRTY;
+}
+
+
+


Property changes on: branches/bb_dev/source/gameengine/Ketsji/KX_MatrixFactory.cpp
___________________________________________________________________
Name: svn:keywords
   + Author Date Id Revision
Name: svn:eol-style
   + native

Added: branches/bb_dev/source/gameengine/Ketsji/KX_MatrixFactory.h
===================================================================
--- branches/bb_dev/source/gameengine/Ketsji/KX_MatrixFactory.h	                        (rev 0)
+++ branches/bb_dev/source/gameengine/Ketsji/KX_MatrixFactory.h	2009-06-01 19:12:11 UTC (rev 20565)
@@ -0,0 +1,67 @@
+/**
+ * $Id$
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+#ifndef __KX_MATRIXFACTORY
+#define __KX_MATRIXFACTORY
+
+#include "RAS_IMatrixFactory.h"
+
+class KX_GameObject;
+
+class KX_MatrixFactory : public RAS_IMatrixFactory
+{
+protected:
+	KX_GameObject*	m_object;
+
+	virtual void UpdateModelInvMatrix();
+	virtual void UpdateViewModelMatrix(const RAS_IRasterizer* rasty);
+	virtual void UpdateViewModelInvMatrix(const RAS_IRasterizer* rasty);
+
+public:
+	KX_MatrixFactory(KX_GameObject* object) :
+		RAS_IMatrixFactory(),
+		m_object(object)
+	{
+	};
+
+	virtual ~KX_MatrixFactory() 
+	{
+	};
+
+	void SetGameObject(KX_GameObject* object)
+	{
+		m_object = object;
+	}
+
+	virtual void UpdateModelMatrix();
+};
+
+#endif //__KX_MATRIXFACTORY
+
+
+


Property changes on: branches/bb_dev/source/gameengine/Ketsji/KX_MatrixFactory.h
___________________________________________________________________
Name: svn:keywords
   + Author Date Id Revision
Name: svn:eol-style
   + native

Added: branches/bb_dev/source/gameengine/Rasterizer/RAS_IMatrixFactory.h
===================================================================
--- branches/bb_dev/source/gameengine/Rasterizer/RAS_IMatrixFactory.h	                        (rev 0)
+++ branches/bb_dev/source/gameengine/Rasterizer/RAS_IMatrixFactory.h	2009-06-01 19:12:11 UTC (rev 20565)
@@ -0,0 +1,133 @@
+/**
+ * $Id$
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+#ifndef __RAS_IMATRIXFACTORY
+#define __RAS_IMATRIXFACTORY
+
+#include "MT_CmMatrix4x4.h"
+
+class		RAS_IRasterizer;
+
+class RAS_IMatrixFactory
+{
+protected:
+	MT_CmMatrix4x4   m_model;		// this is the main openGL matrix
+	MT_CmMatrix4x4*  m_invModel;	// inverse or m_model, only allocated if needed
+	MT_CmMatrix4x4*  m_viewModel;	// = view matrix * model matrix, only allocated if needed
+	MT_CmMatrix4x4*  m_invViewModel;// = inverse of view matrix m_viewmodel
+
+	int				 m_dirtyFlags;	// flags 
+
+	enum RAS_MATRIX_DIRTY {
+		RAS_MATRIX_MODEL_DIRTY = 1,
+		RAS_MATRIX_INVMODEL_DIRTY = 2,
+		RAS_MATRIX_VIEWMODEL_DIRTY = 4,
+		RAS_MATRIX_INVVIEWMODEL_DIRTY = 8,
+		RAS_MATRIX_ALL_DIRTY = 15
+	};
+
+	virtual void UpdateModelInvMatrix() = 0;
+	virtual void UpdateViewModelMatrix(const RAS_IRasterizer* rasty) = 0;
+	virtual void UpdateViewModelInvMatrix(const RAS_IRasterizer* rasty) = 0;
+
+public:
+	enum RAS_MATRIX_MODE {
+		RAS_MATRIX_MODEL = 0,
+		RAS_MATRIX_INVMODEL,
+		RAS_MATRIX_VIWEWMODEL,
+		RAS_MATRIX_INVVIEWMODEL,
+	};
+
+	RAS_IMatrixFactory() :
+		m_invModel(NULL),
+		m_viewModel(NULL),
+		m_invViewModel(NULL),
+		m_dirtyFlags(RAS_MATRIX_ALL_DIRTY)
+	{
+	};
+
+	// copy constructor, needed for object replication
+	RAS_IMatrixFactory(const RAS_IMatrixFactory& other) :
+		m_model(other.m_model),
+		m_invModel(NULL),
+		m_viewModel(NULL),
+		m_invViewModel(NULL),
+		m_dirtyFlags(RAS_MATRIX_ALL_DIRTY)
+	{
+	}
+
+	virtual ~RAS_IMatrixFactory() 
+	{
+		if (m_invModel)
+			delete m_invModel;
+		if (m_viewModel)
+			delete m_viewModel;
+		if (m_invViewModel)
+			delete m_invViewModel;
+	};
+
+	virtual void UpdateModelMatrix() = 0;
+
+	MT_CmMatrix4x4& GetModelMatrix()
+	{
+		// assume always up to date
+		return m_model;
+	}
+	MT_CmMatrix4x4& GetModelInvMatrix()
+	{
+		if (!(m_dirtyFlags & RAS_MATRIX_INVMODEL_DIRTY))
+			return *m_invModel;
+		if (!m_invModel)
+			m_invModel = new MT_CmMatrix4x4();
+		UpdateModelInvMatrix();
+		return *m_invModel;
+	}
+	MT_CmMatrix4x4& GetViewModelMatrix(const RAS_IRasterizer* rasty)
+	{
+		if (!(m_dirtyFlags & RAS_MATRIX_VIEWMODEL_DIRTY))
+			return *m_viewModel;
+		if (!m_viewModel)
+			m_viewModel = new MT_CmMatrix4x4();
+		UpdateViewModelMatrix(rasty);
+		return *m_viewModel;
+	}
+	MT_CmMatrix4x4& GetViewModelInvMatrix(const RAS_IRasterizer* rasty)
+	{
+		if (!(m_dirtyFlags & RAS_MATRIX_INVVIEWMODEL_DIRTY))
+			return *m_invViewModel;
+		if (!m_invViewModel)
+			m_invViewModel = new MT_CmMatrix4x4();
+		UpdateViewModelInvMatrix(rasty);
+		return *m_invViewModel;
+	}
+};
+
+#endif //__RAS_IMATRIXFACTORY
+
+
+


Property changes on: branches/bb_dev/source/gameengine/Rasterizer/RAS_IMatrixFactory.h
___________________________________________________________________
Name: svn:keywords
   + Author Date Id Revision
Name: svn:eol-style
   + native





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