/** * $Id$ * * ***** 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 #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_math.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::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; imvert[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::ProcessReplica() { m_transverts = NULL; m_transnors = NULL; m_tvtot = 0; m_bDynamic=false; m_lastDeformUpdate = -1; } void BL_MeshDeformer::Relink(GEN_Map*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::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; igetOrigIndex()]; 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_v3(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; itotvert){ 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; } }