213 lines
6.1 KiB
C++
213 lines
6.1 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL 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.
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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 LICENSE BLOCK *****
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* Simple deformation controller that restores a mesh to its rest position
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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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// This warning tells us about truncation of __long__ stl-generated names.
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// It can occasionally cause DevStudio to have internal compiler warnings.
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#pragma warning( disable : 4786 )
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#endif
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#include "RAS_IPolygonMaterial.h"
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#include "BL_MeshDeformer.h"
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#include "BL_SkinMeshObject.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "GEN_Map.h"
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#include "STR_HashedString.h"
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bool BL_MeshDeformer::Apply(RAS_IPolyMaterial *mat)
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{
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size_t i, j, index;
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vecVertexArray array;
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vecIndexArrays mvarray;
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vecIndexArrays diarray;
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RAS_TexVert *tv;
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MVert *mvert;
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// For each material
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array = m_pMeshObject->GetVertexCache(mat);
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mvarray = m_pMeshObject->GetMVertCache(mat);
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diarray = m_pMeshObject->GetDIndexCache(mat);
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// For each array
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for (i=0; i<array.size(); i++){
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// For each vertex
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for (j=0; j<array[i]->size(); j++){
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tv = &((*array[i])[j]);
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index = ((*diarray[i])[j]);
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mvert = &(m_bmesh->mvert[((*mvarray[i])[index])]);
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tv->SetXYZ(MT_Point3(mvert->co));
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}
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}
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return true;
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}
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BL_MeshDeformer::~BL_MeshDeformer()
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{
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if (m_transverts)
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delete [] m_transverts;
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if (m_transnors)
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delete [] m_transnors;
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};
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/**
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* @warning This function is expensive!
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*/
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void BL_MeshDeformer::RecalcNormals()
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{
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/* We don't normalize for performance, not doing it for faces normals
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* gives area-weight normals which often look better anyway, and use
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* GL_NORMALIZE so we don't have to do per vertex normalization either
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* since the GPU can do it faster
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*
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* There's a lot of indirection here to get to the data, can this work
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* with less arrays/indirection? */
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vecIndexArrays indexarrays;
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vecIndexArrays mvarrays;
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vecIndexArrays diarrays;
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vecVertexArray vertexarrays;
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size_t i, j;
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/* set vertex normals to zero */
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for (i=0; i<(size_t)m_bmesh->totvert; i++)
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m_transnors[i] = MT_Vector3(0.0f, 0.0f, 0.0f);
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/* add face normals to vertices. */
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for(RAS_MaterialBucket::Set::iterator mit = m_pMeshObject->GetFirstMaterial();
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mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
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RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial();
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indexarrays = m_pMeshObject->GetIndexCache(mat);
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vertexarrays = m_pMeshObject->GetVertexCache(mat);
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diarrays = m_pMeshObject->GetDIndexCache(mat);
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mvarrays = m_pMeshObject->GetMVertCache(mat);
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for (i=0; i<indexarrays.size(); i++) {
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KX_VertexArray& vertexarray = (*vertexarrays[i]);
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const KX_IndexArray& mvarray = (*mvarrays[i]);
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const KX_IndexArray& diarray = (*diarrays[i]);
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const KX_IndexArray& indexarray = (*indexarrays[i]);
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int nvert = mat->UsesTriangles()? 3: 4;
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for(j=0; j<indexarray.size(); j+=nvert) {
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MT_Point3 mv1, mv2, mv3, mv4, fnor;
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int i1 = indexarray[j];
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int i2 = indexarray[j+1];
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int i3 = indexarray[j+2];
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RAS_TexVert& v1 = vertexarray[i1];
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RAS_TexVert& v2 = vertexarray[i2];
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RAS_TexVert& v3 = vertexarray[i3];
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/* compute face normal */
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mv1 = MT_Point3(v1.getLocalXYZ());
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mv2 = MT_Point3(v2.getLocalXYZ());
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mv3 = MT_Point3(v3.getLocalXYZ());
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if(nvert == 4) {
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int i4 = indexarray[j+3];
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RAS_TexVert& v4 = vertexarray[i4];
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mv4 = MT_Point3(v4.getLocalXYZ());
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fnor = (((mv2-mv1).cross(mv3-mv2))+((mv4-mv3).cross(mv1-mv4))); //.safe_normalized();
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}
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else
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fnor = ((mv2-mv1).cross(mv3-mv2)); //.safe_normalized();
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/* add to vertices for smooth normals */
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m_transnors[mvarray[diarray[i1]]] += fnor;
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m_transnors[mvarray[diarray[i2]]] += fnor;
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m_transnors[mvarray[diarray[i3]]] += fnor;
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/* in case of flat - just assign, the vertices are split */
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if(v1.getFlag() & TV_CALCFACENORMAL) {
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v1.SetNormal(fnor);
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v2.SetNormal(fnor);
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v3.SetNormal(fnor);
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}
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if(nvert == 4) {
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int i4 = indexarray[j+3];
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RAS_TexVert& v4 = vertexarray[i4];
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/* same as above */
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m_transnors[mvarray[diarray[i4]]] += fnor;
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if(v4.getFlag() & TV_CALCFACENORMAL)
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v4.SetNormal(fnor);
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}
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}
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}
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}
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/* assign smooth vertex normals */
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for(RAS_MaterialBucket::Set::iterator mit = m_pMeshObject->GetFirstMaterial();
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mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
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RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial();
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vertexarrays = m_pMeshObject->GetVertexCache(mat);
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diarrays = m_pMeshObject->GetDIndexCache(mat);
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mvarrays = m_pMeshObject->GetMVertCache(mat);
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for (i=0; i<vertexarrays.size(); i++) {
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KX_VertexArray& vertexarray = (*vertexarrays[i]);
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const KX_IndexArray& mvarray = (*mvarrays[i]);
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const KX_IndexArray& diarray = (*diarrays[i]);
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for(j=0; j<vertexarray.size(); j++)
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if(!(vertexarray[j].getFlag() & TV_CALCFACENORMAL))
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vertexarray[j].SetNormal(m_transnors[mvarray[diarray[j]]]); //.safe_normalized()
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}
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}
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}
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void BL_MeshDeformer::VerifyStorage()
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{
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/* Ensure that we have the right number of verts assigned */
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if (m_tvtot!=m_bmesh->totvert){
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if (m_transverts)
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delete [] m_transverts;
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if (m_transnors)
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delete [] m_transnors;
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m_transverts=new float[(sizeof(*m_transverts)*m_bmesh->totvert)][3];
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m_transnors=new MT_Vector3[m_bmesh->totvert];
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m_tvtot = m_bmesh->totvert;
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}
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}
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