From 6b3351c327771c6572ddfb3677db087b15bf06d1 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Mon, 31 Aug 2009 03:36:02 +0000 Subject: bugfix [#19254] KX_PolyProxy returns improper VertexIndex with triangles, using .getVertexIndex() and .v1, .v2, etc. Surprising this wasn't noticed before. Any mix of quads/tris caused the face verts of either quads/tries (whichever comes last). Tested by exporting the KX_MeshProxy and re-importing as an OBJ. This fix assumes there are only 2 m_darray's per face array which is currently true, but wont be if edge support is added back. --- source/gameengine/Ketsji/KX_PolyProxy.cpp | 10 +++++----- source/gameengine/Rasterizer/RAS_MaterialBucket.h | 3 +++ source/gameengine/Rasterizer/RAS_Polygon.cpp | 15 +++++++++++++++ source/gameengine/Rasterizer/RAS_Polygon.h | 1 + 4 files changed, 24 insertions(+), 5 deletions(-) diff --git a/source/gameengine/Ketsji/KX_PolyProxy.cpp b/source/gameengine/Ketsji/KX_PolyProxy.cpp index b56b5500c39..66457f46deb 100644 --- a/source/gameengine/Ketsji/KX_PolyProxy.cpp +++ b/source/gameengine/Ketsji/KX_PolyProxy.cpp @@ -140,19 +140,19 @@ PyObject* KX_PolyProxy::py_getattro(PyObject *attr) } if (!strcmp(attr_str, "v1")) { - return PyInt_FromLong(m_polygon->GetVertexOffset(0)); + return PyInt_FromLong(m_polygon->GetVertexOffsetAbs(m_mesh, 0)); } if (!strcmp(attr_str, "v2")) { - return PyInt_FromLong(m_polygon->GetVertexOffset(1)); + return PyInt_FromLong(m_polygon->GetVertexOffsetAbs(m_mesh, 1)); } if (!strcmp(attr_str, "v3")) { - return PyInt_FromLong(m_polygon->GetVertexOffset(2)); + return PyInt_FromLong(m_polygon->GetVertexOffsetAbs(m_mesh, 2)); } if (!strcmp(attr_str, "v4")) { - return PyInt_FromLong(((m_polygon->VertexCount()>3)?m_polygon->GetVertexOffset(3):0)); + return PyInt_FromLong(((m_polygon->VertexCount()>3)?m_polygon->GetVertexOffsetAbs(m_mesh, 3):0)); } if (!strcmp(attr_str, "visible")) { @@ -255,7 +255,7 @@ KX_PYMETHODDEF_DOC(KX_PolyProxy, getVertexIndex, } if (index < m_polygon->VertexCount()) { - return PyInt_FromLong(m_polygon->GetVertexOffset(index)); + return PyInt_FromLong(m_polygon->GetVertexOffsetAbs(m_mesh, index)); } return PyInt_FromLong(0); } diff --git a/source/gameengine/Rasterizer/RAS_MaterialBucket.h b/source/gameengine/Rasterizer/RAS_MaterialBucket.h index 8db75b8b735..49837652483 100644 --- a/source/gameengine/Rasterizer/RAS_MaterialBucket.h +++ b/source/gameengine/Rasterizer/RAS_MaterialBucket.h @@ -79,8 +79,11 @@ class RAS_DisplayArray public: vector m_vertex; vector m_index; + /* LINE currently isnt used */ enum { LINE = 2, TRIANGLE = 3, QUAD = 4 } m_type; //RAS_MeshSlot *m_origSlot; + + /* Number of RAS_MeshSlot using this array */ int m_users; enum { BUCKET_MAX_INDEX = 65535 }; diff --git a/source/gameengine/Rasterizer/RAS_Polygon.cpp b/source/gameengine/Rasterizer/RAS_Polygon.cpp index eacc1285166..87c5118c5fb 100644 --- a/source/gameengine/Rasterizer/RAS_Polygon.cpp +++ b/source/gameengine/Rasterizer/RAS_Polygon.cpp @@ -31,6 +31,7 @@ #endif #include "RAS_Polygon.h" +#include "RAS_MeshObject.h" /* only for GetVertexOffsetAbs */ RAS_Polygon::RAS_Polygon(RAS_MaterialBucket* bucket, RAS_DisplayArray *darray, int numvert) { @@ -63,6 +64,20 @@ int RAS_Polygon::GetVertexOffset(int i) return m_offset[i]; } +int RAS_Polygon::GetVertexOffsetAbs(RAS_MeshObject *mesh, int i) +{ + /* hack that only works because there can only ever be 2 different + * GetDisplayArray's per mesh. if this uses a different display array to the first + * then its incices are offset. + * if support for edges is added back this would need to be changed. */ + RAS_DisplayArray* darray= mesh->GetPolygon(0)->GetDisplayArray(); + + if(m_darray != darray) + return m_offset[i] + darray->m_vertex.size(); + + return m_offset[i]; +} + /* int RAS_Polygon::GetEdgeCode() { diff --git a/source/gameengine/Rasterizer/RAS_Polygon.h b/source/gameengine/Rasterizer/RAS_Polygon.h index 41eaa6bdd4a..188390f1c6b 100644 --- a/source/gameengine/Rasterizer/RAS_Polygon.h +++ b/source/gameengine/Rasterizer/RAS_Polygon.h @@ -68,6 +68,7 @@ public: void SetVertexOffset(int i, unsigned short offset); int GetVertexOffset(int i); + int GetVertexOffsetAbs(RAS_MeshObject *mesh, int i); /* accounts for quad and tri arrays, slower, for python */ // each bit is for a visible edge, starting with bit 1 for the first edge, bit 2 for second etc. // - Not used yet! -- cgit v1.2.3