forked from bartvdbraak/blender
209a2ede2c
#ifdef HAVE_CONFIG_H #include <config.h> #endif added to these files. Kent -- mein@cs.umn.edu
157 lines
4.4 KiB
C++
157 lines
4.4 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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/BL DUAL LICENSE BLOCK *****
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* Deformer that supports armature skinning
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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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#pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning
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#endif //WIN32
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#include "RAS_IPolygonMaterial.h"
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#include "BL_SkinMeshObject.h"
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#include "BL_DeformableGameObject.h"
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#include "DNA_mesh_types.h"
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#include "KX_GameObject.h"
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#include "RAS_BucketManager.h"
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void BL_SkinMeshObject::AddPolygon(RAS_Polygon* poly)
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{
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/* We're overriding this so that we can eventually associate faces with verts somehow */
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// For vertIndex in poly:
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// find the appropriate normal
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RAS_MeshObject::AddPolygon(poly);
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}
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#ifdef __NLA_OLDDEFORM
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int BL_SkinMeshObject::FindOrAddDeform(int vtxarray, struct MVert *mv, struct MDeformVert *dv, RAS_IPolyMaterial* mat)
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#else
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int BL_SkinMeshObject::FindOrAddDeform(int vtxarray, int mv, struct MDeformVert *dv, RAS_IPolyMaterial* mat)
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#endif
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{
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BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]);
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int numvert = ao->m_MvertArrayCache1[vtxarray]->size();
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/* Check to see if this has already been pushed */
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for (int i=0; i<ao->m_MvertArrayCache1[vtxarray]->size(); i++){
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if (mv == (*ao->m_MvertArrayCache1[vtxarray])[i])
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return i;
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}
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ao->m_MvertArrayCache1[vtxarray]->push_back(mv);
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ao->m_DvertArrayCache1[vtxarray]->push_back(dv);
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return numvert;
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};
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int BL_SkinMeshObject::FindVertexArray(int numverts,RAS_IPolyMaterial* polymat)
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{
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int array=-1;
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BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(polymat);
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for (int i=0;i<ao->m_VertexArrayCache1.size();i++)
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{
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if ( (ao->m_TriangleArrayCount[i] + (numverts-2)) < BUCKET_MAX_TRIANGLES)
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{
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if((ao->m_VertexArrayCache1[i]->size()+numverts < BUCKET_MAX_INDICES))
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{
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array = i;
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ao->m_TriangleArrayCount[array]+=numverts-2;
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break;
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}
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}
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}
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if (array == -1)
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{
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array = ao->m_VertexArrayCache1.size();
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vector<RAS_TexVert>* va = new vector<RAS_TexVert>;
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ao->m_VertexArrayCache1.push_back(va);
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KX_IndexArray *ia = new KX_IndexArray();
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ao->m_IndexArrayCache1.push_back(ia);
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#ifdef __NLA_OLDDEFORM
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BL_MVertArray *bva = new BL_MVertArray();
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#else
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KX_IndexArray *bva = new KX_IndexArray();
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#endif
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ao->m_MvertArrayCache1.push_back(bva);
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BL_DeformVertArray *dva = new BL_DeformVertArray();
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ao->m_DvertArrayCache1.push_back(dva);
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KX_IndexArray *da = new KX_IndexArray();
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ao->m_DIndexArrayCache1.push_back(da);
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ao->m_TriangleArrayCount.push_back(numverts-2);
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}
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return array;
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}
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//void BL_SkinMeshObject::Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec,RAS_BucketManager* bucketmgr)
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void BL_SkinMeshObject::Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec)
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{
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KX_MeshSlot ms;
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ms.m_clientObj = clientobj;
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ms.m_mesh = this;
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ms.m_OpenGLMatrix = oglmatrix;
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ms.m_bObjectColor = useObjectColor;
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ms.m_RGBAcolor = rgbavec;
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ms.m_pDeformer = ((BL_DeformableGameObject*)clientobj)->m_pDeformer;
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for (BucketMaterialSet::iterator it = m_materials.begin();it!=m_materials.end();it++)
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{
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RAS_MaterialBucket* materialbucket = (*it);
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KX_ArrayOptimizer* oa = GetArrayOptimizer(materialbucket->GetPolyMaterial());
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materialbucket->SetMeshSlot(ms);
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}
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}
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