blender/source/gameengine/Converter/BL_MeshDeformer.cpp
Daniel Dunbar aedf456938 - split the data structures that actually constitute a mesh
(MVert,MFace,etc) off into DNA_meshdata_types.h, to isolate areas
    of source that actually edit mesh *data* vs. areas that just edit
    mesh object information.
2004-03-20 22:55:42 +00:00

171 lines
4.2 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL 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_MeshDeformer.h"
#include "BL_SkinMeshObject.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "BLI_arithb.h"
#include "GEN_Map.h"
#include "STR_HashedString.h"
bool BL_MeshDeformer::Apply(RAS_IPolyMaterial *mat)
{
int i, j, index;
vecVertexArray array;
vecIndexArrays mvarray;
vecIndexArrays diarray;
float co[3];
RAS_TexVert *tv;
MVert *mvert;
// For each material
array = m_pMeshObject->GetVertexCache(mat);
mvarray = m_pMeshObject->GetMVertCache(mat);
diarray = m_pMeshObject->GetDIndexCache(mat);
// For each array
for (i=0; i<array.size(); i++){
// For each vertex
for (j=0; j<array[i]->size(); j++){
tv = &((*array[i])[j]);
MT_Point3 pt = tv->xyz();
index = ((*diarray[i])[j]);
mvert = &(m_bmesh->mvert[((*mvarray[i])[index])]);
// Do the nasty (in this case, copy the untransformed data from the blender mesh)
co[0]=mvert->co[0];
co[1]=mvert->co[1];
co[2]=mvert->co[2];
pt[0] = co[0];
pt[1] = co[1];
pt[2] = co[2];
tv->SetXYZ(pt);
}
}
return true;
}
BL_MeshDeformer::~BL_MeshDeformer()
{
if (m_transverts)
delete []m_transverts;
if (m_transnors)
delete []m_transnors;
};
void BL_MeshDeformer::RecalcNormals()
{
int v, f;
float fnor[3], co1[3], co2[3], co3[3], co4[3];
/* Clear all vertex normal accumulators */
for (v =0; v<m_bmesh->totvert; v++){
m_transnors[v]=MT_Point3(0,0,0);
}
/* Find the face normals */
for (f = 0; f<m_bmesh->totface; f++){
// Make new face normal based on the transverts
MFace *mf= &((MFace*)m_bmesh->mface)[f];
if (mf->v3) {
for (int vl=0; vl<3; vl++){
co1[vl]=m_transverts[mf->v1][vl];
co2[vl]=m_transverts[mf->v2][vl];
co3[vl]=m_transverts[mf->v3][vl];
if (mf->v4)
co4[vl]=m_transverts[mf->v4][vl];
}
/* FIXME: Use moto */
if (mf->v4)
CalcNormFloat4(co1, co2, co3, co4, fnor);
else
CalcNormFloat(co1, co2, co3, fnor);
/* Decide which normals are affected by this face's normal */
m_transnors[mf->v1]+=MT_Point3(fnor);
m_transnors[mf->v2]+=MT_Point3(fnor);
m_transnors[mf->v3]+=MT_Point3(fnor);
if (mf->v4)
m_transnors[mf->v4]+=MT_Point3(fnor);
}
}
for (v =0; v<m_bmesh->totvert; v++){
float nor[3];
m_transnors[v]=m_transnors[v].safe_normalized();
nor[0]=m_transnors[v][0];
nor[1]=m_transnors[v][1];
nor[2]=m_transnors[v][2];
};
}
void BL_MeshDeformer::VerifyStorage()
{
/* Ensure that we have the right number of verts assigned */
if (m_tvtot!=m_bmesh->totvert+m_bmesh->totface){
if (m_transverts)
delete []m_transverts;
if (m_transnors)
delete []m_transnors;
m_transnors =new MT_Point3[m_bmesh->totvert+m_bmesh->totface];
m_transverts=new MT_Point3[m_bmesh->totvert];
m_tvtot = m_bmesh->totvert;
}
}