blender/source/gameengine/Converter/BL_MeshDeformer.cpp
Erwin Coumans 2e6d576182 Sorry to break the cvs-closed status, so if you really need to make a new 2.40 build, just disable the game engine if it doesn't compile for a platform. Again, sorry if this breaks non-windows platforms, but I hope people help to get this amazing fix working for all platforms. Armature-fixing contribution from Snailrose. Also lots of cool things from Snailrose and Lagan.
Armatures are back
Split screen
Double sided lightning
Ambient lighting
Alpha test
Material IPO support (one per object atm)
Blender materials
GLSL shaders - Python access
Up to three texture samplers from the material panel ( 2D & Cube map )
Python access to a second set of uv coordinates

See http://www.elysiun.com/forum/viewtopic.php?t=58057
2006-01-06 03:46:54 +00:00

160 lines
4.1 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)
{
size_t i, j, index;
vecVertexArray array;
vecIndexArrays mvarray;
vecIndexArrays diarray;
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]);
index = ((*diarray[i])[j]);
mvert = &(m_bmesh->mvert[((*mvarray[i])[index])]);
tv->SetXYZ(MT_Point3(mvert->co));
}
}
return true;
}
BL_MeshDeformer::~BL_MeshDeformer()
{
if (m_transverts)
delete []m_transverts;
if (m_transnors)
delete []m_transnors;
};
/**
* @warning This function is expensive!
*/
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 float[(sizeof(*m_transverts)*m_bmesh->totvert)][3];
m_tvtot = m_bmesh->totvert;
}
}