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Added code from treeform

rdb 17 anni fa
parent
commit
6d4d8f8ea9

+ 3 - 0
panda/src/grutil/Sources.pp

@@ -19,6 +19,7 @@
     movieTexture.I movieTexture.h \
     fisheyeMaker.I fisheyeMaker.h \
     frameRateMeter.I frameRateMeter.h \
+    meshDrawer.I meshDrawer.h \
     geoMipTerrain.I geoMipTerrain.h \
     heightfieldTesselator.I heightfieldTesselator.h \
     lineSegs.I lineSegs.h \
@@ -35,6 +36,7 @@
     fisheyeMaker.cxx \
     config_grutil.cxx \
     frameRateMeter.cxx \
+    meshDrawer.cxx \
     geoMipTerrain.cxx \
     heightfieldTesselator.cxx \
     nodeVertexTransform.cxx \
@@ -50,6 +52,7 @@
     movieTexture.I movieTexture.h \
     fisheyeMaker.I fisheyeMaker.h \
     frameRateMeter.I frameRateMeter.h \
+    meshDrawer.I meshDrawer.h \
     geoMipTerrain.I geoMipTerrain.h \
     heightfieldTesselator.I heightfieldTesselator.h \
     lineSegs.I lineSegs.h \

+ 1 - 0
panda/src/grutil/grutil_composite2.cxx

@@ -4,3 +4,4 @@
 #include "nodeVertexTransform.cxx"
 #include "pipeOcclusionCullTraverser.cxx"
 #include "rigidBodyCombiner.cxx"
+#include "meshDrawer.cxx"

+ 129 - 0
panda/src/grutil/meshDrawer.I

@@ -0,0 +1,129 @@
+// Filename: meshDrawer.I
+// Created by:  treeform (19dec08)
+//
+////////////////////////////////////////////////////////////////////
+//
+// 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."
+//
+////////////////////////////////////////////////////////////////////
+
+#include "lpoint2.h"
+
+////////////////////////////////////////////////////////////////////
+//     Function: MeshDrawer::Constructor
+//       Access: Published
+//  Description: Creates the MeshDrawer low level system.
+////////////////////////////////////////////////////////////////////
+INLINE MeshDrawer::
+MeshDrawer() {
+  _root = NodePath("MeshDrawer");
+  _at_start = 0;
+  _bv = NULL;
+  _vertex = NULL;
+  _normal = NULL;
+  _uv = NULL;
+  _color = NULL;
+  _budget = 5000;
+  _plate_size = 16;
+  _frame_size = 1.0f / float(_plate_size);
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: MeshDrawer::Destructor
+//       Access: Published
+//  Description: Destroys the MeshDrawer low level system.
+////////////////////////////////////////////////////////////////////
+INLINE MeshDrawer::
+~MeshDrawer() {
+  _root.remove_node();
+  if (_vertex != NULL) delete _vertex;
+  if (_normal != NULL) delete _normal;
+  if (_uv != NULL)     delete _uv;
+  if (_color != NULL)  delete _color;
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: MeshDrawer::set_plate_size
+//       Access: Published
+//  Description: Sets the number of images are on one side
+//               of a sqare plate.
+////////////////////////////////////////////////////////////////////
+INLINE void MeshDrawer::
+set_plate_size(int one_side_size) {
+  _plate_size = one_side_size;
+  _frame_size = 1.0f / float(_plate_size);
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: MeshDrawer::get_plate_size
+//       Access: Published
+//  Description: Gets the number of images are on one side
+//               of a sqare plate.
+////////////////////////////////////////////////////////////////////
+INLINE int MeshDrawer::
+get_plate_size() {
+  return _plate_size;
+}
+
+
+////////////////////////////////////////////////////////////////////
+//     Function: MeshDrawer::get_root
+//       Access: Published
+//  Description: Returns the root NodePath.
+////////////////////////////////////////////////////////////////////
+INLINE NodePath MeshDrawer::
+get_root() {
+  return _root;
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: MeshDrawer::set_budget
+//       Access: Published
+//  Description: Sets the total budget of particles.
+////////////////////////////////////////////////////////////////////
+INLINE void MeshDrawer::
+set_budget(int total_budget) {
+  _budget = total_budget;
+  generator(_budget);
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: MeshDrawer::get_budget()
+//       Access: Published
+//  Description: Gets the total budget of particles.
+////////////////////////////////////////////////////////////////////
+INLINE int MeshDrawer::
+get_budget() {
+  return _budget;
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: MeshDrawer::tri
+//       Access: Published
+//  Description: Draws a triangle with the given parameters.
+////////////////////////////////////////////////////////////////////
+INLINE void MeshDrawer::tri(LVector3f v1, LVector4f c1, LVector2f uv1,
+                            LVector3f v2, LVector4f c2, LVector2f uv2,
+                            LVector3f v3, LVector4f c3, LVector2f uv3) {
+
+  if( _clear_index > _end_clear_index) return;
+
+  _vertex->add_data3f(v1);
+  _color->add_data4f(c1);
+  _uv->add_data2f(uv1);
+
+  _vertex->add_data3f(v2);
+  _color->add_data4f(c2);
+  _uv->add_data2f(uv2);
+
+  _vertex->add_data3f(v3);
+  _color->add_data4f(c3);
+  _uv->add_data2f(uv3);
+
+  _clear_index += 1;
+}

+ 509 - 0
panda/src/grutil/meshDrawer.cxx

@@ -0,0 +1,509 @@
+// Filename: meshDrawer.cxx
+// Created by:  treeform (19dec08)
+//
+////////////////////////////////////////////////////////////////////
+//
+// 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."
+//
+////////////////////////////////////////////////////////////////////
+
+#include "meshDrawer.h"
+
+#include "geomVertexFormat.h"
+#include "geomVertexArrayFormat.h"
+#include "geomVertexData.h"
+#include "geomVertexWriter.h"
+#include "geomVertexRewriter.h"
+#include "camera.h"
+#include "boundingSphere.h"
+#include "geomTristrips.h"
+#include "geomTriangles.h"
+#include "geom.h"
+#include "geomNode.h"
+#include "pnmPainter.h"
+#include "pnmBrush.h"
+#include "lvecBase4.h"
+#include "lvector3.h"
+#include "pandaNode.h"
+
+TypeHandle MeshDrawer::_type_handle;
+
+float randFloat() {
+  return ((float) rand() / (float) 0x7fffffff);
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: MeshDrawer::generator
+//       Access: Private
+//  Description: Creates a system with a given budget.
+////////////////////////////////////////////////////////////////////
+void MeshDrawer::generator(int budget) {
+  // create enough triangles for budget:
+  _vdata = new GeomVertexData(_root.get_name(), GeomVertexFormat::get_v3n3c4t2(), Geom::UH_static);//UH_dynamic);
+  GeomVertexWriter *tvertex = new GeomVertexWriter(_vdata, "vertex");
+  GeomVertexWriter *tnormal = new GeomVertexWriter(_vdata, "normal");
+  GeomVertexWriter *tuv = new GeomVertexWriter(_vdata, "texcoord");
+  GeomVertexWriter *tcolor = new GeomVertexWriter(_vdata, "color");
+  _prim = new GeomTriangles(Geom::UH_static);
+
+  // iterate and fill _up a geom with random data so that it will
+  // not be optimized out by panda3d system
+  for(int i = 0; i < budget; i++) {
+    for( int vert = 0; vert < 3; vert++) {
+      LVector3f vec3 = LVector3f(randFloat()+1000,randFloat(),randFloat())*.001;
+      LVector4f vec4 = LVector4f(1,1,1,randFloat());
+      LVector2f vec2 = LVector2f(0,randFloat());
+      tvertex->add_data3f(vec3);
+      tcolor->add_data4f(vec4);
+      tuv->add_data2f(vec2);
+      tnormal->add_data3f(vec3);
+    }
+    _prim->add_vertices(i * 3, i * 3 + 1, i * 3 + 2);
+  }
+  // create our node and attach it to this node path
+  _prim->close_primitive();
+  _geom = new Geom(_vdata);
+  _geom->add_primitive(_prim);
+  _geomnode = new GeomNode("__MeshDrawer_GeomNode");
+  _geomnode->add_geom(_geom);
+  _root.attach_new_node(_geomnode);
+  _last_clear_index = budget;
+  
+  delete tvertex;
+  delete tnormal;
+  delete tuv;
+  delete tcolor;
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: MeshDrawer::begin
+//       Access: Published
+//  Description: Pass the current camera node and the root node.
+////////////////////////////////////////////////////////////////////
+void MeshDrawer::begin(NodePath camera, NodePath render) {
+  // sanity check
+  assert(render.get_error_type() == NodePath::ET_ok);
+  assert(camera.get_error_type() == NodePath::ET_ok);
+  
+  // remember our arguments
+  _camera = camera;
+  _render = render;
+  
+  // compute some help vectors
+  _eyePos = camera.get_pos();
+  _up = _render.get_relative_vector(camera, LVector3f(0, 0, 1));
+  _right = _render.get_relative_vector(camera, LVector3f(1, 0, 0));
+  _b1 = - _right - _up;
+  _b2 =   _right - _up;
+  _b3 =   _right + _up;
+  _b4 = - _right + _up;
+  
+  // recreate our rewriters
+  if (_vertex != NULL) delete _vertex;
+  if (_normal != NULL) delete _normal;
+  if (_uv != NULL)     delete _uv;
+  if (_color != NULL)  delete _color;
+  _vertex = new GeomVertexRewriter(_vdata, "vertex");
+  _uv = new GeomVertexRewriter(_vdata, "texcoord");
+  _normal = new GeomVertexRewriter(_vdata, "normal");
+  _color = new GeomVertexRewriter(_vdata, "color");
+  _dprim = _prim->decompose();
+  
+  // reseta our clearning indexes
+  _start_clear_index = 0;
+  _end_clear_index = _budget;
+  _clear_index = _start_clear_index;
+
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: MeshDrawer::end
+//       Access: Published
+//  Description: Finish the drawing and clearing off the remaining
+//               vertexes.
+////////////////////////////////////////////////////////////////////
+void MeshDrawer::end() {
+
+  // clear the unused triangles at the end of the buffer
+  for(int i = _clear_index ; i < _last_clear_index; i ++ ) {
+    _vertex->add_data3f(0,0,0);
+    _vertex->add_data3f(0,0,0);
+    _vertex->add_data3f(0,0,0);
+  }
+  // dont clear more then you have too
+  _last_clear_index = _clear_index;
+
+  // delete the re writers
+  delete _vertex; _vertex = NULL;
+  delete _uv;     _uv     = NULL;
+  delete _normal; _normal = NULL;
+  delete _color;  _color  = NULL;
+
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: MeshDrawer::particle
+//       Access: Published
+//  Description: Draws a particle that is sort of like a bill board
+//               but has an extra rotation component.
+////////////////////////////////////////////////////////////////////
+void MeshDrawer::particle(LVector3f pos, int frame, float size, LVector4f _color, float rotation) {
+
+  rotation = rotation / 57.29578;
+
+  LVector3f v1 = pos + _b1*size*sin(rotation) + _b2*size*cos(rotation);
+  LVector3f v2 = pos + _b2*size*sin(rotation) + _b3*size*cos(rotation);
+  LVector3f v3 = pos + _b3*size*sin(rotation) + _b4*size*cos(rotation);
+  LVector3f v4 = pos + _b4*size*sin(rotation) + _b1*size*cos(rotation);
+
+  float u = float(int(frame%_plate_size))*_frame_size;
+  float v = 1.0f-float(int(frame/_plate_size+1))*_frame_size;
+
+  tri(
+    v1, _color, LVector2f(u,v),
+    v2, _color, LVector2f(u+_frame_size,v),
+    v3, _color, LVector2f(u+_frame_size,v+_frame_size));
+  tri(
+    v3, _color, LVector2f(u+_frame_size,v+_frame_size),
+    v4, _color, LVector2f(u,v+_frame_size),
+    v1, _color, LVector2f(u,v));
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: MeshDrawer::billboard
+//       Access: Published
+//  Description: Draws a billboard - particle with no rotation.
+//               Billboards always face the camera.
+////////////////////////////////////////////////////////////////////
+void MeshDrawer::billboard(LVector3f pos, int frame, float size, LVector4f _color) {
+
+  LVector3f v1 = pos + _b1*size;
+  LVector3f v2 = pos + _b2*size;
+  LVector3f v3 = pos + _b3*size;
+  LVector3f v4 = pos + _b4*size;
+
+  float u = float(int(frame%_plate_size))*_frame_size;
+  float v = 1.0f-float(int(frame/_plate_size+1))*_frame_size;
+
+  tri(
+    v1, _color, LVector2f(u,v),
+    v2, _color, LVector2f(u+_frame_size,v),
+    v3, _color, LVector2f(u+_frame_size,v+_frame_size));
+  tri(
+    v3, _color, LVector2f(u+_frame_size,v+_frame_size),
+    v4, _color, LVector2f(u,v+_frame_size),
+    v1, _color, LVector2f(u,v));
+}
+
+
+
+////////////////////////////////////////////////////////////////////
+//     Function: MeshDrawer::segment
+//       Access: Published
+//  Description: Draws a segment a line with a thickness.
+////////////////////////////////////////////////////////////////////
+void MeshDrawer::segment(LVector3f start, LVector3f stop, int frame,
+           float thickness, LVector4f color) {
+
+  float u = float(int(frame%_plate_size))*_frame_size;
+  float v = 1.0f-float(int(frame/_plate_size+1))*_frame_size;
+
+  LVector3f v1 = start - _up*thickness;
+  LVector3f v2 = stop - _up*thickness;
+  LVector3f v3 = stop + _up*thickness;
+  LVector3f v4 = start + _up*thickness;
+
+  tri(v1, color, LVector2f(u,v),
+      v2, color, LVector2f(u+_frame_size,v),
+      v3, color, LVector2f(u+_frame_size,v+_frame_size));
+  tri(v3, color, LVector2f(u+_frame_size,v+_frame_size),
+      v4, color, LVector2f(u,v+_frame_size),
+      v1, color, LVector2f(u,v));
+
+  v1 = start - _right*thickness;
+  v2 = stop - _right*thickness;
+  v3 = stop + _right*thickness;
+  v4 = start + _right*thickness;
+
+  tri(v1, color, LVector2f(u,v),
+      v2, color, LVector2f(u+_frame_size,v),
+      v3, color, LVector2f(u+_frame_size,v+_frame_size));
+  tri(v3, color, LVector2f(u+_frame_size,v+_frame_size),
+      v4, color, LVector2f(u,v+_frame_size),
+      v1, color, LVector2f(u,v));
+
+}
+
+
+////////////////////////////////////////////////////////////////////
+//     Function: MeshDrawer::uneven_segment
+//       Access: Published
+//  Description: Draws a segment a line with different thickness
+//               and color on both sides.
+////////////////////////////////////////////////////////////////////
+void MeshDrawer::uneven_segment(LVector3f start, LVector3f stop,
+		int frame, int multi_frame,
+		float thickness_start, LVector4f color_start,
+		float thickness_stop, LVector4f color_stop) {
+
+	float u = float(int(frame%_plate_size))*_frame_size;
+	float v = 1.0f-float(int(frame/_plate_size+1))*_frame_size;
+
+	LVector3f v1 = start - _up*thickness_start;
+	LVector3f v2 = stop - _up*thickness_stop;
+	LVector3f v3 = stop + _up*thickness_stop;
+	LVector3f v4 = start + _up*thickness_start;
+
+	tri(v1, color_start, LVector2f(u,v),
+		  v2, color_stop, LVector2f(u+_frame_size*multi_frame,v),
+		  v3, color_stop, LVector2f(u+_frame_size*multi_frame,v+_frame_size));
+	tri(v3, color_stop, LVector2f(u+_frame_size*multi_frame,v+_frame_size),
+		  v4, color_start, LVector2f(u,v+_frame_size),
+		  v1, color_start, LVector2f(u,v));
+
+	v1 = start - _right*thickness_start;
+	v2 = stop - _right*thickness_stop;
+	v3 = stop + _right*thickness_stop;
+	v4 = start + _right*thickness_start;
+
+	tri(v1, color_start, LVector2f(u,v),
+		  v2, color_stop, LVector2f(u+_frame_size*multi_frame,v),
+		  v3, color_stop, LVector2f(u+_frame_size*multi_frame,v+_frame_size));
+	tri(v3, color_stop, LVector2f(u+_frame_size*multi_frame,v+_frame_size),
+		  v4, color_start, LVector2f(u,v+_frame_size),
+		  v1, color_start, LVector2f(u,v));
+
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: MeshDrawer::explosion
+//       Access: Published
+//  Description: Draws number of particles in a sphere like emitter.
+////////////////////////////////////////////////////////////////////
+void MeshDrawer::explosion(
+  LVector3f pos, int frame, float size, LVector4f _color,
+  int seed, int number, float distance) {
+  srand(seed);
+  LVector3f relative_pos;
+  for(int i = 0; i < number; i++) {
+    relative_pos = LVector3f(randFloat()-.5f,randFloat()-.5f,randFloat()-.5f);
+    relative_pos.normalize();
+    relative_pos *= randFloat()*distance;
+    particle(relative_pos+pos,frame,size,_color,randFloat()*360.0f);
+  }
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: MeshDrawer::stream
+//       Access: Published
+//  Description: Draws a number of particles in a big line with a
+//               shift dictated by the offset.
+////////////////////////////////////////////////////////////////////
+void MeshDrawer::stream(LVector3f start, LVector3f stop, int frame, float size, LVector4f _color,
+        int number, float offset) {
+
+  offset = offset-floor(offset);
+  LVector3f relative_pos = stop;
+  LVector3f vec = stop - start;
+  float distance = vec.length();
+  for(int i = 0; i < number; i++) {
+    relative_pos = stop + vec * ((i-offset)*(distance/float(number)));
+    billboard(relative_pos,frame,size,_color);
+  }
+}
+
+
+
+////////////////////////////////////////////////////////////////////
+//     Function: MeshDrawer::geometry
+//       Access: Published
+//  Description: Draws the geometry that is inside this node path into
+//               the MeshDrawer object.  This performs a similar
+//               functions as RigidBodyCombiner but for very
+//               dynamic situations that share the same texture
+//               like physcal chunks of explosions.
+////////////////////////////////////////////////////////////////////
+void MeshDrawer::geometry(NodePath draw_node) {
+  assert(_render.get_error_type() == NodePath::ET_ok);
+  
+  LVector4f color = LVector4f(1,1,1,1);
+  LVector3f vec[3];
+  LVector2f uv[3];
+
+  // process node
+  NodePathCollection geom_collection = draw_node.find_all_matches("**/+GeomNode");
+  for(int i=0; i < geom_collection.get_num_paths(); i++ ) {
+    NodePath current_node_path = geom_collection.get_path(i);
+    PT(GeomNode) geomNode = DCAST(GeomNode, current_node_path.node());
+
+    // process geom node
+    for(int j=0; j<geomNode->get_num_geoms(); j++) {
+      CPT(Geom) geom = geomNode->get_geom(j);
+      CPT(GeomVertexData) v_data = geom->get_vertex_data();
+      GeomVertexReader *prim_vertex_reader = new GeomVertexReader(v_data, "vertex");
+      GeomVertexReader *prim_uv_reader = new GeomVertexReader(v_data, "texcoord");
+      for(int k=0; k <geom->get_num_primitives(); k++) {
+        CPT(GeomPrimitive) prim1 = geom->get_primitive(k);
+        CPT(GeomPrimitive) _prim  = prim1->decompose();
+
+        // process primitive
+        for(int p=0; p < _prim->get_num_primitives();p++) {
+          int s = _prim->get_primitive_start(p);
+          int e = _prim->get_primitive_end(p);
+          int indx_over = 0;
+
+          // process polygon
+          for(int idx=s; idx<e; idx++) {
+            int vidx = _prim->get_vertex(idx);
+            prim_vertex_reader->set_row(vidx);
+            prim_uv_reader->set_row(vidx);
+            vec[indx_over] = _render.get_relative_point(
+              current_node_path,prim_vertex_reader->get_data3f());
+            uv[indx_over] = prim_uv_reader->get_data2f();
+            indx_over++;
+            if (indx_over > 2) break;
+          }
+
+          // draw polygon
+          tri(vec[0],color,uv[0],
+            vec[1],color,uv[1],
+            vec[2],color,uv[2]);
+        }
+        // if we are over budget just quit
+        if( _clear_index > _end_clear_index) return;
+      }
+      // delete our reders
+      delete prim_vertex_reader;
+      delete prim_uv_reader;
+    }
+  }
+}
+
+
+
+////////////////////////////////////////////////////////////////////
+//     Function: MeshDrawer::link_segment
+//       Access: Published
+//  Description: Stars or continues linked segment.
+//               Control position, frame, thickness and color with
+//               parameters.
+////////////////////////////////////////////////////////////////////
+void MeshDrawer::link_segment(LVector3f pos, int frame,
+		float thickness, LVector4f color) {
+  assert(_render.get_error_type() == NodePath::ET_ok);
+  assert(_camera.get_error_type() == NodePath::ET_ok);
+	/*
+	 * X
+	 * ---X
+	 * ===0---X
+	 * ===0===0---X
+	 * ===0===0===O---X
+	 * ===0===0===0===End
+	 *
+	 * first call marks position X
+	 * second call moves position and promises to draw segment
+	 * it can't draw it yet because next segment might bend it
+	 * third call finally draws segment
+	 * and the chain continues till
+	 * link_segment_end to flush the linking segments is called.
+	 */
+
+	// mark 1st position
+	if(_at_start==0) {
+		_last_pos = pos;
+		_last_thickness = thickness;
+		_last_color = color;
+		_at_start=1;
+		return;
+	}
+
+	LVector3f start = _last_pos;
+	LVector3f stop = pos;
+
+  LVector3f cam_start3d = _camera.get_relative_point(_render, start);
+  LPoint2f cam_start2d = LVector2f();
+  LVector3f cam_stop3d = _camera.get_relative_point(_render, stop);
+  LPoint2f cam_stop2d = LVector2f();
+
+  PT(Camera) camera = DCAST(Camera, _camera.node());
+  PT(Lens) lens = camera->get_lens();
+
+  bool start_good = lens->project(cam_start3d, cam_start2d);
+  bool stop_good = lens->project(cam_stop3d, cam_stop2d);
+  //if start_good and stop_good:
+
+  LVector2f dif =  cam_stop2d - cam_start2d;
+  float rotation = atan2(dif.get_x(),dif.get_y());
+
+  LVector3f now_v1 = start + _b1*(float)(thickness*sin(rotation)) + _b2*(float)(thickness*cos(rotation));
+  LVector3f now_v4 = start + _b4*(float)(thickness*sin(rotation)) + _b1*(float)(thickness*cos(rotation));
+  LVector3f now_v2 = stop + _b2*(float)(thickness*sin(rotation)) + _b3*(float)(thickness*cos(rotation));
+  LVector3f now_v3 = stop + _b3*(float)(thickness*sin(rotation)) + _b4*(float)(thickness*cos(rotation));
+
+  // mark the segment we going to draw
+  // we need to draw it when we know what the next segment looks like
+  // because it can bend it a little
+  if(_at_start==1) {
+		_last_v1 = now_v1;
+		_last_v2 = now_v2;
+		_last_v3 = now_v3;
+		_last_v4 = now_v4;
+		_at_start = 2;
+		return;
+  }
+
+  // draw the last segment a little bent
+  LVector3f v1 = _last_v1;
+  LVector3f v2 = (_last_v2+now_v1)/2.0f;
+  LVector3f v3 = (_last_v3+now_v4)/2.0f;
+  LVector3f v4 = _last_v4;
+
+  // compute this frame
+	float u = float(int(frame%_plate_size))*_frame_size;
+	float v = 1.0f-float(int(frame/_plate_size+1))*_frame_size;
+
+  tri(v1, _last_color, LVector2f(u,v),
+    v2, color, LVector2f(u+_frame_size,v),
+    v3, color, LVector2f(u+_frame_size,v+_frame_size));
+  tri(v3, color, LVector2f(u+_frame_size,v+_frame_size),
+    v4, _last_color, LVector2f(u,v+_frame_size),
+    v1, _last_color, LVector2f(u,v));
+
+  // save this segment
+  _last_v1 = v2;
+  _last_v2 = now_v2;
+  _last_v3 = now_v3;
+  _last_v4 = v3;
+
+  // make this position
+  _last_pos = pos;
+  _last_thickness = thickness;
+  _last_color = color;
+}
+
+////////////////////////////////////////////////////////////////////
+//     Function: MeshDrawer::link_segment_end
+//       Access: Published
+//  Description: Finish drawing linked segments, needs at least
+//               two calls to link_segment before it can end
+//               the linked segment.
+////////////////////////////////////////////////////////////////////
+void MeshDrawer::link_segment_end(LVector4f color, int frame)
+{
+	float u = float(int(frame%_plate_size))*_frame_size;
+	float v = 1.0f-float(int(frame/_plate_size+1))*_frame_size;
+
+  tri(_last_v1, _last_color, LVector2f(u,v),
+      _last_v2, color, LVector2f(u+_frame_size,v),
+      _last_v3, color, LVector2f(u+_frame_size,v+_frame_size));
+  tri(_last_v3, color, LVector2f(u+_frame_size,v+_frame_size),
+      _last_v4, _last_color, LVector2f(u,v+_frame_size),
+      _last_v1, _last_color, LVector2f(u,v));
+  
+  _at_start = 0;
+}

+ 145 - 0
panda/src/grutil/meshDrawer.h

@@ -0,0 +1,145 @@
+// Filename: meshDrawer.h
+// Created by:  treeform (19dec08)
+//
+////////////////////////////////////////////////////////////////////
+//
+// 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."
+//
+////////////////////////////////////////////////////////////////////
+
+#ifndef MESHDRAWER_H
+#define MESHDRAWER_H
+
+#include "pandabase.h"
+#include "luse.h"
+#include "pandaNode.h"
+#include "pointerTo.h"
+#include "lpoint2.h"
+#include "lvecBase2.h"
+#include "pnmImage.h"
+#include "nodePath.h"
+#include "texture.h"
+#include "geomVertexFormat.h"
+#include "geomVertexArrayFormat.h"
+#include "geomVertexData.h"
+#include "geomVertexWriter.h"
+#include "geomVertexRewriter.h"
+#include "boundingVolume.h"
+
+#include "nodePathCollection.h"
+
+#include "geomTristrips.h"
+#include "geomTriangles.h"
+#include "geom.h"
+#include "geomNode.h"
+#include "nodePath.h"
+
+////////////////////////////////////////////////////////////////////
+//       Class : MeshDrawer
+// Description : 
+////////////////////////////////////////////////////////////////////
+class EXPCL_PANDA_GRUTIL MeshDrawer : public TypedObject {
+PUBLISHED:
+  INLINE MeshDrawer();
+  INLINE ~MeshDrawer();
+
+  INLINE void set_plate_size(int plate_size);
+  INLINE int get_plate_size();
+  INLINE void set_budget(int budget);
+  INLINE int get_budget();
+
+  INLINE NodePath get_root();
+
+  void begin(NodePath camera, NodePath render);
+  INLINE void tri(LVector3f v1, LVector4f c1, LVector2f uv1,
+                  LVector3f v2, LVector4f c2, LVector2f uv2,
+                  LVector3f v3, LVector4f c3, LVector2f uv3);
+  void particle(LVector3f pos, int frame, float size, LVector4f color, float rotation);
+  void billboard(LVector3f pos, int frame, float size, LVector4f color);
+  void segment(LVector3f start, LVector3f stop, int frame, float thickness, LVector4f color);
+  void uneven_segment(LVector3f start, LVector3f stop,
+  		int frame, int multi_frame,
+  		float thickness_start, LVector4f color_start,
+  		float thickness_stop, LVector4f color_stop);
+
+  void link_segment(LVector3f pos, int frame, float thickness, LVector4f color);
+  void link_segment_end(LVector4f color, int frame);
+
+  void explosion(LVector3f pos, int frame, float size, LVector4f color,
+           int seed, int number, float distance);
+  void stream(LVector3f start, LVector3f stop, int frame, float size, LVector4f color,
+        int number, float offset);
+  void geometry(NodePath node);
+  void end();
+
+private:
+
+  // use vars
+  NodePath _root;
+  NodePath _camera, _render;
+  int _plate_size;
+  float _frame_size;
+  int _budget;
+
+  // store regeneration geoms & nodes
+  PT(Geom) _geom;
+  PT(GeomNode) _geomnode;
+  PT(GeomVertexData) _vdata;
+  PT(GeomTriangles) _prim;
+  CPT(GeomPrimitive) _dprim;
+
+  // writers
+  GeomVertexRewriter *_vertex;
+  GeomVertexRewriter *_normal;
+  GeomVertexRewriter *_uv;
+  GeomVertexRewriter *_color;
+
+  // billboard vectors
+  LVector4f _colorv;
+  LVector3f _normalv;
+  LVector3f _eyePos;
+  LVector3f _b1, _b2, _b3, _b4;
+  LVector3f _up, _right;
+
+  // clear indexes
+  int _last_clear_index, _start_clear_index, _end_clear_index, _clear_index;
+
+  // used for curves
+  int _at_start;
+  LVector3f _last_v1,_last_v2,_last_v3,_last_v4,_last_pos;
+  float _last_thickness;
+  LVector4f _last_color;
+
+  // bounding volume
+  PT(BoundingVolume) _bv;
+
+  // private create all the needed geoms
+  void generator(int budget);
+
+public:
+  static TypeHandle get_class_type() {
+    return _type_handle;
+  }
+  static void init_type() {
+    TypedObject::init_type();
+    register_type(_type_handle, "MeshDrawer",
+                  TypedObject::get_class_type());
+  }
+  virtual TypeHandle get_type() const {
+    return get_class_type();
+  }
+  virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
+
+private:
+  static TypeHandle _type_handle;
+
+};
+
+#include "meshDrawer.I"
+
+#endif /*MESHDRAWER_H*/