2e6d576182
Armatures are back Split screen Double sided lightning Ambient lighting Alpha test Material IPO support (one per object atm) Blender materials GLSL shaders - Python access Up to three texture samplers from the material panel ( 2D & Cube map ) Python access to a second set of uv coordinates See http://www.elysiun.com/forum/viewtopic.php?t=58057
160 lines
4.1 KiB
C++
160 lines
4.1 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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* Simple deformation controller that restores a mesh to its rest position
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*/
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#ifdef WIN32
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// This warning tells us about truncation of __long__ stl-generated names.
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// It can occasionally cause DevStudio to have internal compiler warnings.
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#pragma warning( disable : 4786 )
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#endif
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#include "RAS_IPolygonMaterial.h"
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#include "BL_MeshDeformer.h"
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#include "BL_SkinMeshObject.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "BLI_arithb.h"
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#include "GEN_Map.h"
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#include "STR_HashedString.h"
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bool BL_MeshDeformer::Apply(RAS_IPolyMaterial *mat)
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{
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size_t i, j, index;
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vecVertexArray array;
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vecIndexArrays mvarray;
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vecIndexArrays diarray;
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RAS_TexVert *tv;
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MVert *mvert;
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// For each material
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array = m_pMeshObject->GetVertexCache(mat);
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mvarray = m_pMeshObject->GetMVertCache(mat);
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diarray = m_pMeshObject->GetDIndexCache(mat);
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// For each array
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for (i=0; i<array.size(); i++){
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// For each vertex
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for (j=0; j<array[i]->size(); j++){
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tv = &((*array[i])[j]);
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index = ((*diarray[i])[j]);
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mvert = &(m_bmesh->mvert[((*mvarray[i])[index])]);
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tv->SetXYZ(MT_Point3(mvert->co));
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}
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}
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return true;
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}
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BL_MeshDeformer::~BL_MeshDeformer()
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{
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if (m_transverts)
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delete []m_transverts;
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if (m_transnors)
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delete []m_transnors;
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};
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/**
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* @warning This function is expensive!
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*/
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void BL_MeshDeformer::RecalcNormals()
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{
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int v, f;
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float fnor[3], co1[3], co2[3], co3[3], co4[3];
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/* Clear all vertex normal accumulators */
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for (v =0; v<m_bmesh->totvert; v++){
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m_transnors[v]=MT_Point3(0,0,0);
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}
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/* Find the face normals */
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for (f = 0; f<m_bmesh->totface; f++){
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// Make new face normal based on the transverts
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MFace *mf= &((MFace*)m_bmesh->mface)[f];
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if (mf->v3) {
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for (int vl=0; vl<3; vl++){
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co1[vl]=m_transverts[mf->v1][vl];
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co2[vl]=m_transverts[mf->v2][vl];
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co3[vl]=m_transverts[mf->v3][vl];
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if (mf->v4)
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co4[vl]=m_transverts[mf->v4][vl];
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}
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/* FIXME: Use moto */
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if (mf->v4)
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CalcNormFloat4(co1, co2, co3, co4, fnor);
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else
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CalcNormFloat(co1, co2, co3, fnor);
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/* Decide which normals are affected by this face's normal */
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m_transnors[mf->v1]+=MT_Point3(fnor);
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m_transnors[mf->v2]+=MT_Point3(fnor);
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m_transnors[mf->v3]+=MT_Point3(fnor);
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if (mf->v4)
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m_transnors[mf->v4]+=MT_Point3(fnor);
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}
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}
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for (v =0; v<m_bmesh->totvert; v++){
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// float nor[3];
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m_transnors[v]=m_transnors[v].safe_normalized();
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// nor[0]=m_transnors[v][0];
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// nor[1]=m_transnors[v][1];
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// nor[2]=m_transnors[v][2];
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};
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}
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void BL_MeshDeformer::VerifyStorage()
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{
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/* Ensure that we have the right number of verts assigned */
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if (m_tvtot!=m_bmesh->totvert+m_bmesh->totface){
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if (m_transverts)
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delete []m_transverts;
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if (m_transnors)
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delete []m_transnors;
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m_transnors =new MT_Point3[m_bmesh->totvert+m_bmesh->totface];
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m_transverts=new float[(sizeof(*m_transverts)*m_bmesh->totvert)][3];
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m_tvtot = m_bmesh->totvert;
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}
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}
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