Files
test/source/gameengine/Converter/BL_MeshDeformer.cpp

213 lines
6.1 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 *****
* 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 "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()
{
/* We don't normalize for performance, not doing it for faces normals
* gives area-weight normals which often look better anyway, and use
* GL_NORMALIZE so we don't have to do per vertex normalization either
* since the GPU can do it faster
*
* There's a lot of indirection here to get to the data, can this work
* with less arrays/indirection? */
vecIndexArrays indexarrays;
vecIndexArrays mvarrays;
vecIndexArrays diarrays;
vecVertexArray vertexarrays;
size_t i, j;
/* set vertex normals to zero */
for (i=0; i<(size_t)m_bmesh->totvert; i++)
m_transnors[i] = MT_Vector3(0.0f, 0.0f, 0.0f);
/* add face normals to vertices. */
for(RAS_MaterialBucket::Set::iterator mit = m_pMeshObject->GetFirstMaterial();
mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial();
indexarrays = m_pMeshObject->GetIndexCache(mat);
vertexarrays = m_pMeshObject->GetVertexCache(mat);
diarrays = m_pMeshObject->GetDIndexCache(mat);
mvarrays = m_pMeshObject->GetMVertCache(mat);
for (i=0; i<indexarrays.size(); i++) {
KX_VertexArray& vertexarray = (*vertexarrays[i]);
const KX_IndexArray& mvarray = (*mvarrays[i]);
const KX_IndexArray& diarray = (*diarrays[i]);
const KX_IndexArray& indexarray = (*indexarrays[i]);
int nvert = mat->UsesTriangles()? 3: 4;
for(j=0; j<indexarray.size(); j+=nvert) {
MT_Point3 mv1, mv2, mv3, mv4, fnor;
int i1 = indexarray[j];
int i2 = indexarray[j+1];
int i3 = indexarray[j+2];
RAS_TexVert& v1 = vertexarray[i1];
RAS_TexVert& v2 = vertexarray[i2];
RAS_TexVert& v3 = vertexarray[i3];
/* compute face normal */
mv1 = MT_Point3(v1.getLocalXYZ());
mv2 = MT_Point3(v2.getLocalXYZ());
mv3 = MT_Point3(v3.getLocalXYZ());
if(nvert == 4) {
int i4 = indexarray[j+3];
RAS_TexVert& v4 = vertexarray[i4];
mv4 = MT_Point3(v4.getLocalXYZ());
fnor = (((mv2-mv1).cross(mv3-mv2))+((mv4-mv3).cross(mv1-mv4))); //.safe_normalized();
}
else
fnor = ((mv2-mv1).cross(mv3-mv2)); //.safe_normalized();
/* add to vertices for smooth normals */
m_transnors[mvarray[diarray[i1]]] += fnor;
m_transnors[mvarray[diarray[i2]]] += fnor;
m_transnors[mvarray[diarray[i3]]] += fnor;
/* in case of flat - just assign, the vertices are split */
if(v1.getFlag() & TV_CALCFACENORMAL) {
v1.SetNormal(fnor);
v2.SetNormal(fnor);
v3.SetNormal(fnor);
}
if(nvert == 4) {
int i4 = indexarray[j+3];
RAS_TexVert& v4 = vertexarray[i4];
/* same as above */
m_transnors[mvarray[diarray[i4]]] += fnor;
if(v4.getFlag() & TV_CALCFACENORMAL)
v4.SetNormal(fnor);
}
}
}
}
/* assign smooth vertex normals */
for(RAS_MaterialBucket::Set::iterator mit = m_pMeshObject->GetFirstMaterial();
mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial();
vertexarrays = m_pMeshObject->GetVertexCache(mat);
diarrays = m_pMeshObject->GetDIndexCache(mat);
mvarrays = m_pMeshObject->GetMVertCache(mat);
for (i=0; i<vertexarrays.size(); i++) {
KX_VertexArray& vertexarray = (*vertexarrays[i]);
const KX_IndexArray& mvarray = (*mvarrays[i]);
const KX_IndexArray& diarray = (*diarrays[i]);
for(j=0; j<vertexarray.size(); j++)
if(!(vertexarray[j].getFlag() & TV_CALCFACENORMAL))
vertexarray[j].SetNormal(m_transnors[mvarray[diarray[j]]]); //.safe_normalized()
}
}
}
void BL_MeshDeformer::VerifyStorage()
{
/* Ensure that we have the right number of verts assigned */
if (m_tvtot!=m_bmesh->totvert){
if (m_transverts)
delete [] m_transverts;
if (m_transnors)
delete [] m_transnors;
m_transverts=new float[(sizeof(*m_transverts)*m_bmesh->totvert)][3];
m_transnors=new MT_Vector3[m_bmesh->totvert];
m_tvtot = m_bmesh->totvert;
}
}