blender/source/gameengine/Converter/BL_MeshDeformer.cpp

232 lines
6.1 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL 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.
*
* 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 LICENSE BLOCK *****
* Simple deformation controller that restores a mesh to its rest position
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#ifdef WIN32
// This warning tells us about truncation of __long__ stl-generated names.
// It can occasionally cause DevStudio to have internal compiler warnings.
#pragma warning( disable : 4786 )
#endif
#include "RAS_IPolygonMaterial.h"
#include "BL_DeformableGameObject.h"
#include "BL_MeshDeformer.h"
#include "BL_SkinMeshObject.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "GEN_Map.h"
#include "STR_HashedString.h"
#include "BLI_arithb.h"
bool BL_MeshDeformer::Apply(RAS_IPolyMaterial*)
{
size_t i;
// only apply once per frame if the mesh is actually modified
if(m_pMeshObject->MeshModified() &&
m_lastDeformUpdate != m_gameobj->GetLastFrame()) {
// For each material
for(list<RAS_MeshMaterial>::iterator mit= m_pMeshObject->GetFirstMaterial();
mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
if(!mit->m_slots[(void*)m_gameobj])
continue;
RAS_MeshSlot *slot = *mit->m_slots[(void*)m_gameobj];
RAS_MeshSlot::iterator it;
// for each array
for(slot->begin(it); !slot->end(it); slot->next(it)) {
// For each vertex
for(i=it.startvertex; i<it.endvertex; i++) {
RAS_TexVert& v = it.vertex[i];
v.SetXYZ(m_bmesh->mvert[v.getOrigIndex()].co);
}
}
}
m_lastDeformUpdate = m_gameobj->GetLastFrame();
return true;
}
return false;
}
BL_MeshDeformer::~BL_MeshDeformer()
{
if (m_transverts)
delete [] m_transverts;
if (m_transnors)
delete [] m_transnors;
}
void BL_MeshDeformer::Relink(GEN_Map<class GEN_HashedPtr, void*>*map)
{
void **h_obj = (*map)[m_gameobj];
if (h_obj)
m_gameobj = (BL_DeformableGameObject*)(*h_obj);
else
m_gameobj = NULL;
}
/**
* @warning This function is expensive!
*/
void BL_MeshDeformer::RecalcNormals()
{
/* We don't normalize for performance, not doing it for faces normals
* gives area-weight normals which often look better anyway, and use
* GL_NORMALIZE so we don't have to do per vertex normalization either
* since the GPU can do it faster */
list<RAS_MeshMaterial>::iterator mit;
RAS_MeshSlot::iterator it;
size_t i;
/* set vertex normals to zero */
memset(m_transnors, 0, sizeof(float)*3*m_bmesh->totvert);
/* add face normals to vertices. */
for(mit = m_pMeshObject->GetFirstMaterial();
mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
if(!mit->m_slots[(void*)m_gameobj])
continue;
RAS_MeshSlot *slot = *mit->m_slots[(void*)m_gameobj];
for(slot->begin(it); !slot->end(it); slot->next(it)) {
int nvert = (int)it.array->m_type;
for(i=0; i<it.totindex; i+=nvert) {
RAS_TexVert& v1 = it.vertex[it.index[i]];
RAS_TexVert& v2 = it.vertex[it.index[i+1]];
RAS_TexVert& v3 = it.vertex[it.index[i+2]];
RAS_TexVert *v4 = NULL;
const float *co1 = v1.getXYZ();
const float *co2 = v2.getXYZ();
const float *co3 = v3.getXYZ();
const float *co4 = NULL;
/* compute face normal */
float fnor[3], n1[3], n2[3];
if(nvert == 4) {
v4 = &it.vertex[it.index[i+3]];
co4 = v4->getXYZ();
n1[0]= co1[0]-co3[0];
n1[1]= co1[1]-co3[1];
n1[2]= co1[2]-co3[2];
n2[0]= co2[0]-co4[0];
n2[1]= co2[1]-co4[1];
n2[2]= co2[2]-co4[2];
}
else {
n1[0]= co1[0]-co2[0];
n2[0]= co2[0]-co3[0];
n1[1]= co1[1]-co2[1];
n2[1]= co2[1]-co3[1];
n1[2]= co1[2]-co2[2];
n2[2]= co2[2]-co3[2];
}
fnor[0]= n1[1]*n2[2] - n1[2]*n2[1];
fnor[1]= n1[2]*n2[0] - n1[0]*n2[2];
fnor[2]= n1[0]*n2[1] - n1[1]*n2[0];
Normalize(fnor);
/* add to vertices for smooth normals */
float *vn1 = m_transnors[v1.getOrigIndex()];
float *vn2 = m_transnors[v2.getOrigIndex()];
float *vn3 = m_transnors[v3.getOrigIndex()];
vn1[0] += fnor[0]; vn1[1] += fnor[1]; vn1[2] += fnor[2];
vn2[0] += fnor[0]; vn2[1] += fnor[1]; vn2[2] += fnor[2];
vn3[0] += fnor[0]; vn3[1] += fnor[1]; vn3[2] += fnor[2];
if(v4) {
float *vn4 = m_transnors[v4->getOrigIndex()];
vn4[0] += fnor[0]; vn4[1] += fnor[1]; vn4[2] += fnor[2];
}
/* in case of flat - just assign, the vertices are split */
if(v1.getFlag() & RAS_TexVert::FLAT) {
v1.SetNormal(fnor);
v2.SetNormal(fnor);
v3.SetNormal(fnor);
if(v4)
v4->SetNormal(fnor);
}
}
}
}
/* assign smooth vertex normals */
for(mit = m_pMeshObject->GetFirstMaterial();
mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
if(!mit->m_slots[(void*)m_gameobj])
continue;
RAS_MeshSlot *slot = *mit->m_slots[(void*)m_gameobj];
for(slot->begin(it); !slot->end(it); slot->next(it)) {
for(i=it.startvertex; i<it.endvertex; i++) {
RAS_TexVert& v = it.vertex[i];
if(!(v.getFlag() & RAS_TexVert::FLAT))
v.SetNormal(m_transnors[v.getOrigIndex()]); //.safe_normalized()
}
}
}
}
void BL_MeshDeformer::VerifyStorage()
{
/* Ensure that we have the right number of verts assigned */
if (m_tvtot!=m_bmesh->totvert){
if (m_transverts)
delete [] m_transverts;
if (m_transnors)
delete [] m_transnors;
m_transverts=new float[m_bmesh->totvert][3];
m_transnors=new float[m_bmesh->totvert][3];
m_tvtot = m_bmesh->totvert;
}
}