blender/source/gameengine/Converter/BL_SkinMeshObject.cpp
Kent Mein 209a2ede2c Last of the config.h mods...
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

added to these files.

Kent
--
mein@cs.umn.edu
2002-11-25 15:29:57 +00:00

157 lines
4.4 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL LICENSE BLOCK *****
* Deformer that supports armature skinning
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#ifdef WIN32
#pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning
#endif //WIN32
#include "RAS_IPolygonMaterial.h"
#include "BL_SkinMeshObject.h"
#include "BL_DeformableGameObject.h"
#include "DNA_mesh_types.h"
#include "KX_GameObject.h"
#include "RAS_BucketManager.h"
void BL_SkinMeshObject::AddPolygon(RAS_Polygon* poly)
{
/* We're overriding this so that we can eventually associate faces with verts somehow */
// For vertIndex in poly:
// find the appropriate normal
RAS_MeshObject::AddPolygon(poly);
}
#ifdef __NLA_OLDDEFORM
int BL_SkinMeshObject::FindOrAddDeform(int vtxarray, struct MVert *mv, struct MDeformVert *dv, RAS_IPolyMaterial* mat)
#else
int BL_SkinMeshObject::FindOrAddDeform(int vtxarray, int mv, struct MDeformVert *dv, RAS_IPolyMaterial* mat)
#endif
{
BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]);
int numvert = ao->m_MvertArrayCache1[vtxarray]->size();
/* Check to see if this has already been pushed */
for (int i=0; i<ao->m_MvertArrayCache1[vtxarray]->size(); i++){
if (mv == (*ao->m_MvertArrayCache1[vtxarray])[i])
return i;
}
ao->m_MvertArrayCache1[vtxarray]->push_back(mv);
ao->m_DvertArrayCache1[vtxarray]->push_back(dv);
return numvert;
};
int BL_SkinMeshObject::FindVertexArray(int numverts,RAS_IPolyMaterial* polymat)
{
int array=-1;
BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(polymat);
for (int i=0;i<ao->m_VertexArrayCache1.size();i++)
{
if ( (ao->m_TriangleArrayCount[i] + (numverts-2)) < BUCKET_MAX_TRIANGLES)
{
if((ao->m_VertexArrayCache1[i]->size()+numverts < BUCKET_MAX_INDICES))
{
array = i;
ao->m_TriangleArrayCount[array]+=numverts-2;
break;
}
}
}
if (array == -1)
{
array = ao->m_VertexArrayCache1.size();
vector<RAS_TexVert>* va = new vector<RAS_TexVert>;
ao->m_VertexArrayCache1.push_back(va);
KX_IndexArray *ia = new KX_IndexArray();
ao->m_IndexArrayCache1.push_back(ia);
#ifdef __NLA_OLDDEFORM
BL_MVertArray *bva = new BL_MVertArray();
#else
KX_IndexArray *bva = new KX_IndexArray();
#endif
ao->m_MvertArrayCache1.push_back(bva);
BL_DeformVertArray *dva = new BL_DeformVertArray();
ao->m_DvertArrayCache1.push_back(dva);
KX_IndexArray *da = new KX_IndexArray();
ao->m_DIndexArrayCache1.push_back(da);
ao->m_TriangleArrayCount.push_back(numverts-2);
}
return array;
}
//void BL_SkinMeshObject::Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec,RAS_BucketManager* bucketmgr)
void BL_SkinMeshObject::Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec)
{
KX_MeshSlot ms;
ms.m_clientObj = clientobj;
ms.m_mesh = this;
ms.m_OpenGLMatrix = oglmatrix;
ms.m_bObjectColor = useObjectColor;
ms.m_RGBAcolor = rgbavec;
ms.m_pDeformer = ((BL_DeformableGameObject*)clientobj)->m_pDeformer;
for (BucketMaterialSet::iterator it = m_materials.begin();it!=m_materials.end();it++)
{
RAS_MaterialBucket* materialbucket = (*it);
KX_ArrayOptimizer* oa = GetArrayOptimizer(materialbucket->GetPolyMaterial());
materialbucket->SetMeshSlot(ms);
}
}