forked from bartvdbraak/blender
cb89decfdc
the features that are needed to run the game. Compile tested with scons, make, but not cmake, that seems to have an issue not related to these changes. The changes include: * GLSL support in the viewport and game engine, enable in the game menu in textured draw mode. * Synced and merged part of the duplicated blender and gameengine/ gameplayer drawing code. * Further refactoring of game engine drawing code, especially mesh storage changed a lot. * Optimizations in game engine armatures to avoid recomputations. * A python function to get the framerate estimate in game. * An option take object color into account in materials. * An option to restrict shadow casters to a lamp's layers. * Increase from 10 to 18 texture slots for materials, lamps, word. An extra texture slot shows up once the last slot is used. * Memory limit for undo, not enabled by default yet because it needs the .B.blend to be changed. * Multiple undo for image painting. * An offset for dupligroups, so not all objects in a group have to be at the origin.
232 lines
6.1 KiB
C++
232 lines
6.1 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;
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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(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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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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void BL_MeshDeformer::Relink(GEN_Map<class GEN_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 = v1.getXYZ();
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const float *co2 = v2.getXYZ();
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const float *co3 = v3.getXYZ();
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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 = v4->getXYZ();
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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() & 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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