blender/source/gameengine/Converter/BL_SkinMeshObject.cpp
2008-06-18 09:52:31 +00:00

213 lines
5.6 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 *****
* Deformer that supports armature skinning
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#ifdef WIN32
#pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning
#endif //WIN32
#include "RAS_IPolygonMaterial.h"
#include "BL_SkinMeshObject.h"
#include "BL_DeformableGameObject.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "KX_GameObject.h"
#include "RAS_BucketManager.h"
void BL_SkinMeshObject::AddPolygon(RAS_Polygon* poly)
{
/* We're overriding this so that we can eventually associate faces with verts somehow */
// For vertIndex in poly:
// find the appropriate normal
RAS_MeshObject::AddPolygon(poly);
}
int BL_SkinMeshObject::FindOrAddDeform(unsigned int vtxarray, unsigned int mv, struct MDeformVert *dv, RAS_IPolyMaterial* mat)
{
BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]);
int numvert = ao->m_MvertArrayCache1[vtxarray]->size();
/* Check to see if this has already been pushed */
for (vector<BL_MDVertMap>::iterator it = m_mvert_to_dvert_mapping[mv].begin();
it != m_mvert_to_dvert_mapping[mv].end();
it++)
{
if(it->mat == mat)
return it->index;
}
ao->m_MvertArrayCache1[vtxarray]->push_back(mv);
ao->m_DvertArrayCache1[vtxarray]->push_back(dv);
BL_MDVertMap mdmap;
mdmap.mat = mat;
mdmap.index = numvert;
m_mvert_to_dvert_mapping[mv].push_back(mdmap);
return numvert;
};
int BL_SkinMeshObject::FindVertexArray(int numverts,RAS_IPolyMaterial* polymat)
{
int array=-1;
BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(polymat);
for (size_t i=0;i<ao->m_VertexArrayCache1.size();i++)
{
if ( (ao->m_TriangleArrayCount[i] + (numverts-2)) < BUCKET_MAX_TRIANGLES)
{
if((ao->m_VertexArrayCache1[i]->size()+numverts < BUCKET_MAX_INDICES))
{
array = i;
ao->m_TriangleArrayCount[array]+=numverts-2;
break;
}
}
}
if (array == -1)
{
array = ao->m_VertexArrayCache1.size();
vector<RAS_TexVert>* va = new vector<RAS_TexVert>;
ao->m_VertexArrayCache1.push_back(va);
KX_IndexArray *ia = new KX_IndexArray();
ao->m_IndexArrayCache1.push_back(ia);
KX_IndexArray *bva = new KX_IndexArray();
ao->m_MvertArrayCache1.push_back(bva);
BL_DeformVertArray *dva = new BL_DeformVertArray();
ao->m_DvertArrayCache1.push_back(dva);
KX_IndexArray *da = new KX_IndexArray();
ao->m_DIndexArrayCache1.push_back(da);
ao->m_TriangleArrayCount.push_back(numverts-2);
}
return array;
}
//void BL_SkinMeshObject::Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec,RAS_BucketManager* bucketmgr)
void BL_SkinMeshObject::Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec)
{
KX_MeshSlot ms;
ms.m_clientObj = clientobj;
ms.m_mesh = this;
ms.m_OpenGLMatrix = oglmatrix;
ms.m_bObjectColor = useObjectColor;
ms.m_RGBAcolor = rgbavec;
ms.m_pDeformer = ((BL_DeformableGameObject*)clientobj)->m_pDeformer;
for (RAS_MaterialBucket::Set::iterator it = m_materials.begin();it!=m_materials.end();it++)
{
RAS_MaterialBucket* materialbucket = (*it);
// KX_ArrayOptimizer* oa = GetArrayOptimizer(materialbucket->GetPolyMaterial());
materialbucket->SetMeshSlot(ms);
}
}
static int get_def_index(Object* ob, const char* vgroup)
{
bDeformGroup *curdef;
int index = 0;
for (curdef = (bDeformGroup*)ob->defbase.first; curdef; curdef=(bDeformGroup*)curdef->next, index++)
if (!strcmp(curdef->name, vgroup))
return index;
return -1;
}
void BL_SkinMeshObject::CheckWeightCache(Object* obj)
{
KeyBlock *kb;
int kbindex, defindex;
MDeformVert *dvert= NULL;
int totvert, i, j;
float *weights;
if (!m_mesh->key)
return;
for(kbindex=0, kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next, kbindex++)
{
// first check the cases where the weight must be cleared
if (kb->vgroup[0] == 0 ||
m_mesh->dvert == NULL ||
(defindex = get_def_index(obj, kb->vgroup)) == -1) {
if (kb->weights) {
MEM_freeN(kb->weights);
kb->weights = NULL;
}
m_cacheWeightIndex[kbindex] = -1;
} else if (m_cacheWeightIndex[kbindex] != defindex) {
// a weight array is required but the cache is not matching
if (kb->weights) {
MEM_freeN(kb->weights);
kb->weights = NULL;
}
dvert= m_mesh->dvert;
totvert= m_mesh->totvert;
weights= (float*)MEM_callocN(totvert*sizeof(float), "weights");
for (i=0; i < totvert; i++, dvert++) {
for(j=0; j<dvert->totweight; j++) {
if (dvert->dw[j].def_nr == defindex) {
weights[i]= dvert->dw[j].weight;
break;
}
}
}
kb->weights = weights;
m_cacheWeightIndex[kbindex] = defindex;
}
}
}