240 lines
6.4 KiB
C++
240 lines
6.4 KiB
C++
/*
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* ***** BEGIN GPL 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.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 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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/** \file gameengine/Converter/BL_MeshDeformer.cpp
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* \ingroup bgeconv
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*/
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#ifdef _MSC_VER
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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_DeformableGameObject.h"
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#include "BL_MeshDeformer.h"
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#include "RAS_MeshObject.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "CTR_Map.h"
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#include "STR_HashedString.h"
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#include "BLI_math.h"
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bool BL_MeshDeformer::Apply(RAS_IPolyMaterial*)
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{
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size_t i;
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// only apply once per frame if the mesh is actually modified
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if (m_pMeshObject->MeshModified() &&
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m_lastDeformUpdate != m_gameobj->GetLastFrame())
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{
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// For each material
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for (list<RAS_MeshMaterial>::iterator mit= m_pMeshObject->GetFirstMaterial();
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mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
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if (!mit->m_slots[(void*)m_gameobj])
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continue;
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RAS_MeshSlot *slot = *mit->m_slots[(void*)m_gameobj];
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RAS_MeshSlot::iterator it;
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// for each array
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for (slot->begin(it); !slot->end(it); slot->next(it)) {
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// For each vertex
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for (i=it.startvertex; i<it.endvertex; i++) {
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RAS_TexVert& v = it.vertex[i];
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v.SetXYZ(m_bmesh->mvert[v.getOrigIndex()].co);
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}
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}
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}
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m_lastDeformUpdate = m_gameobj->GetLastFrame();
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return true;
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}
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return false;
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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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void BL_MeshDeformer::ProcessReplica()
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{
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m_transverts = NULL;
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m_transnors = NULL;
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m_tvtot = 0;
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m_bDynamic=false;
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m_lastDeformUpdate = -1;
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}
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void BL_MeshDeformer::Relink(CTR_Map<class CTR_HashedPtr, void*>*map)
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{
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void **h_obj = (*map)[m_gameobj];
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if (h_obj)
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m_gameobj = (BL_DeformableGameObject*)(*h_obj);
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else
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m_gameobj = NULL;
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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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/* We don't normalize for performance, not doing it for faces normals
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* gives area-weight normals which often look better anyway, and use
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* GL_NORMALIZE so we don't have to do per vertex normalization either
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* since the GPU can do it faster */
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list<RAS_MeshMaterial>::iterator mit;
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RAS_MeshSlot::iterator it;
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size_t i;
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/* set vertex normals to zero */
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memset(m_transnors, 0, sizeof(float)*3*m_bmesh->totvert);
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/* add face normals to vertices. */
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for (mit = m_pMeshObject->GetFirstMaterial();
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mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
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if (!mit->m_slots[(void*)m_gameobj])
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continue;
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RAS_MeshSlot *slot = *mit->m_slots[(void*)m_gameobj];
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for (slot->begin(it); !slot->end(it); slot->next(it)) {
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int nvert = (int)it.array->m_type;
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for (i=0; i<it.totindex; i+=nvert) {
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RAS_TexVert& v1 = it.vertex[it.index[i]];
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RAS_TexVert& v2 = it.vertex[it.index[i+1]];
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RAS_TexVert& v3 = it.vertex[it.index[i+2]];
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RAS_TexVert *v4 = NULL;
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const float *co1 = m_transverts[v1.getOrigIndex()];
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const float *co2 = m_transverts[v2.getOrigIndex()];
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const float *co3 = m_transverts[v3.getOrigIndex()];
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const float *co4 = NULL;
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/* compute face normal */
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float fnor[3], n1[3], n2[3];
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if (nvert == 4) {
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v4 = &it.vertex[it.index[i+3]];
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co4 = m_transverts[v4->getOrigIndex()];
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n1[0] = co1[0] - co3[0];
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n1[1] = co1[1] - co3[1];
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n1[2] = co1[2] - co3[2];
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n2[0] = co2[0] - co4[0];
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n2[1] = co2[1] - co4[1];
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n2[2] = co2[2] - co4[2];
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}
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else {
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n1[0] = co1[0] - co2[0];
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n2[0] = co2[0] - co3[0];
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n1[1] = co1[1] - co2[1];
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n2[1] = co2[1] - co3[1];
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n1[2] = co1[2] - co2[2];
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n2[2] = co2[2] - co3[2];
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}
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fnor[0] = n1[1] * n2[2] - n1[2] * n2[1];
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fnor[1] = n1[2] * n2[0] - n1[0] * n2[2];
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fnor[2] = n1[0] * n2[1] - n1[1] * n2[0];
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normalize_v3(fnor);
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/* add to vertices for smooth normals */
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float *vn1 = m_transnors[v1.getOrigIndex()];
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float *vn2 = m_transnors[v2.getOrigIndex()];
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float *vn3 = m_transnors[v3.getOrigIndex()];
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vn1[0] += fnor[0]; vn1[1] += fnor[1]; vn1[2] += fnor[2];
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vn2[0] += fnor[0]; vn2[1] += fnor[1]; vn2[2] += fnor[2];
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vn3[0] += fnor[0]; vn3[1] += fnor[1]; vn3[2] += fnor[2];
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if (v4) {
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float *vn4 = m_transnors[v4->getOrigIndex()];
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vn4[0] += fnor[0]; vn4[1] += fnor[1]; vn4[2] += fnor[2];
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}
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/* in case of flat - just assign, the vertices are split */
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if (v1.getFlag() & RAS_TexVert::FLAT) {
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v1.SetNormal(fnor);
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v2.SetNormal(fnor);
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v3.SetNormal(fnor);
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if (v4)
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v4->SetNormal(fnor);
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}
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}
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}
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}
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/* assign smooth vertex normals */
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for (mit = m_pMeshObject->GetFirstMaterial();
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mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
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if (!mit->m_slots[(void*)m_gameobj])
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continue;
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RAS_MeshSlot *slot = *mit->m_slots[(void*)m_gameobj];
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for (slot->begin(it); !slot->end(it); slot->next(it)) {
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for (i=it.startvertex; i<it.endvertex; i++) {
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RAS_TexVert& v = it.vertex[i];
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if (!(v.getFlag() & RAS_TexVert::FLAT))
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v.SetNormal(m_transnors[v.getOrigIndex()]); //.safe_normalized()
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}
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}
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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) {
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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_transverts=new float[m_bmesh->totvert][3];
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m_transnors=new float[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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