99fdf27af9
============================= * 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.
223 lines
6.2 KiB
C++
223 lines
6.2 KiB
C++
/**
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* $Id$
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*
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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., 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 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_DeformableGameObject.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 "GEN_Map.h"
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#include "STR_HashedString.h"
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bool BL_MeshDeformer::Apply(RAS_IPolyMaterial*)
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{
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size_t i, j;
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float *co;
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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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// For each material
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for(RAS_MaterialBucket::Set::iterator mit = m_pMeshObject->GetFirstMaterial();
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mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
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RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial();
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vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat);
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// For each array
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for (i=0; i<vertexarrays.size(); i++){
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KX_VertexArray& vertexarray = (*vertexarrays[i]);
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// For each vertex
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for (j=0; j<vertexarray.size(); j++){
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RAS_TexVert& v = vertexarray[j];
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co = m_bmesh->mvert[v.getOrigIndex()].co;
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v.SetXYZ(MT_Point3(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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/**
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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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size_t i, j;
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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(RAS_MaterialBucket::Set::iterator mit = m_pMeshObject->GetFirstMaterial();
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mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
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RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial();
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const vecIndexArrays& indexarrays = m_pMeshObject->GetIndexCache(mat);
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vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat);
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for (i=0; i<indexarrays.size(); i++) {
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KX_VertexArray& vertexarray = (*vertexarrays[i]);
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const KX_IndexArray& indexarray = (*indexarrays[i]);
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int nvert = mat->UsesTriangles()? 3: 4;
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for(j=0; j<indexarray.size(); j+=nvert) {
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RAS_TexVert& v1 = vertexarray[indexarray[j]];
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RAS_TexVert& v2 = vertexarray[indexarray[j+1]];
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RAS_TexVert& v3 = vertexarray[indexarray[j+2]];
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RAS_TexVert *v4 = NULL;
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const float *co1 = v1.getLocalXYZ();
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const float *co2 = v2.getLocalXYZ();
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const float *co3 = v3.getLocalXYZ();
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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 = &vertexarray[indexarray[j+3]];
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co4 = v4->getLocalXYZ();
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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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/* 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() & TV_CALCFACENORMAL) {
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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(RAS_MaterialBucket::Set::iterator mit = m_pMeshObject->GetFirstMaterial();
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mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
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RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial();
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vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat);
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for (i=0; i<vertexarrays.size(); i++) {
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KX_VertexArray& vertexarray = (*vertexarrays[i]);
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for(j=0; j<vertexarray.size(); j++) {
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RAS_TexVert& v = vertexarray[j];
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if(!(v.getFlag() & TV_CALCFACENORMAL))
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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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