blender/source/gameengine/Converter/BL_MeshDeformer.cpp
Brecht Van Lommel 99fdf27af9 Sync with Apricot Game Engine
=============================

* Clean up and optimizations in skinned/deformed mesh code.
* Compatibility fixes and clean up in the rasterizer.
* Changes related to GLSL shadow buffers which should have no
  effect, to keep the code in sync with apricot.
2008-07-10 12:47:20 +00:00

223 lines
6.2 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"
bool BL_MeshDeformer::Apply(RAS_IPolyMaterial*)
{
size_t i, j;
float *co;
// only apply once per frame if the mesh is actually modified
if(m_pMeshObject->MeshModified() &&
m_lastDeformUpdate != m_gameobj->GetLastFrame()) {
// For each material
for(RAS_MaterialBucket::Set::iterator mit = m_pMeshObject->GetFirstMaterial();
mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial();
vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat);
// For each array
for (i=0; i<vertexarrays.size(); i++){
KX_VertexArray& vertexarray = (*vertexarrays[i]);
// For each vertex
for (j=0; j<vertexarray.size(); j++){
RAS_TexVert& v = vertexarray[j];
co = m_bmesh->mvert[v.getOrigIndex()].co;
v.SetXYZ(MT_Point3(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;
};
/**
* @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 */
size_t i, j;
/* set vertex normals to zero */
memset(m_transnors, 0, sizeof(float)*3*m_bmesh->totvert);
/* add face normals to vertices. */
for(RAS_MaterialBucket::Set::iterator mit = m_pMeshObject->GetFirstMaterial();
mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial();
const vecIndexArrays& indexarrays = m_pMeshObject->GetIndexCache(mat);
vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat);
for (i=0; i<indexarrays.size(); i++) {
KX_VertexArray& vertexarray = (*vertexarrays[i]);
const KX_IndexArray& indexarray = (*indexarrays[i]);
int nvert = mat->UsesTriangles()? 3: 4;
for(j=0; j<indexarray.size(); j+=nvert) {
RAS_TexVert& v1 = vertexarray[indexarray[j]];
RAS_TexVert& v2 = vertexarray[indexarray[j+1]];
RAS_TexVert& v3 = vertexarray[indexarray[j+2]];
RAS_TexVert *v4 = NULL;
const float *co1 = v1.getLocalXYZ();
const float *co2 = v2.getLocalXYZ();
const float *co3 = v3.getLocalXYZ();
const float *co4 = NULL;
/* compute face normal */
float fnor[3], n1[3], n2[3];
if(nvert == 4) {
v4 = &vertexarray[indexarray[j+3]];
co4 = v4->getLocalXYZ();
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];
/* 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() & TV_CALCFACENORMAL) {
v1.SetNormal(fnor);
v2.SetNormal(fnor);
v3.SetNormal(fnor);
if(v4)
v4->SetNormal(fnor);
}
}
}
}
/* assign smooth vertex normals */
for(RAS_MaterialBucket::Set::iterator mit = m_pMeshObject->GetFirstMaterial();
mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial();
vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat);
for (i=0; i<vertexarrays.size(); i++) {
KX_VertexArray& vertexarray = (*vertexarrays[i]);
for(j=0; j<vertexarray.size(); j++) {
RAS_TexVert& v = vertexarray[j];
if(!(v.getFlag() & TV_CALCFACENORMAL))
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;
}
}