[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
More information about the Bf-blender-cvs
mailing list