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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-07-10 16:47:20 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-07-10 16:47:20 +0400
commit99fdf27af92b9bd9d05c108f2c2c8a240c5536bc (patch)
tree0e7d2c4b425a5d3906a7841e5919e384e0bc27a4 /source/gameengine/Converter
parent3d7358539df4526ffc2c2bbd40cf2001c5acf374 (diff)
Sync with Apricot Game Engine
============================= * Clean up and optimizations in skinned/deformed mesh code. * Compatibility fixes and clean up in the rasterizer. * Changes related to GLSL shadow buffers which should have no effect, to keep the code in sync with apricot.
Diffstat (limited to 'source/gameengine/Converter')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp118
-rw-r--r--source/gameengine/Converter/BL_MeshDeformer.cpp174
-rw-r--r--source/gameengine/Converter/BL_MeshDeformer.h14
-rw-r--r--source/gameengine/Converter/BL_ShapeDeformer.h11
-rw-r--r--source/gameengine/Converter/BL_SkinDeformer.cpp61
-rw-r--r--source/gameengine/Converter/BL_SkinDeformer.h6
-rw-r--r--source/gameengine/Converter/BL_SkinMeshObject.cpp84
-rw-r--r--source/gameengine/Converter/BL_SkinMeshObject.h94
8 files changed, 201 insertions, 361 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index d8b157cb5b4..f3e22cd297a 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -312,11 +312,13 @@ BL_Material* ConvertMaterial(
Mesh* mesh,
Material *mat,
MTFace* tface,
+ const char *tfaceName,
MFace* mface,
MCol* mmcol,
int lightlayer,
Object* blenderobj,
- MTF_localLayer *layers)
+ MTF_localLayer *layers,
+ bool glslmat)
{
//this needs some type of manager
BL_Material *material = new BL_Material();
@@ -335,7 +337,7 @@ BL_Material* ConvertMaterial(
if(validmat) {
// use vertex colors by explicitly setting
- if(mat->mode &MA_VERTEXCOLP)
+ if(mat->mode &MA_VERTEXCOLP || glslmat)
type = 0;
// use lighting?
@@ -558,6 +560,7 @@ BL_Material* ConvertMaterial(
}
else {
int valid = 0;
+
// check for tface tex to fallback on
if( validface ){
@@ -590,6 +593,7 @@ BL_Material* ConvertMaterial(
}
MT_Point2 uv[4];
MT_Point2 uv2[4];
+ const char *uvName = "", *uv2Name = "";
uv[0]= uv[1]= uv[2]= uv[3]= MT_Point2(0.0f, 0.0f);
uv2[0]= uv2[1]= uv2[2]= uv2[3]= MT_Point2(0.0f, 0.0f);
@@ -616,6 +620,8 @@ BL_Material* ConvertMaterial(
if (mface->v4)
uv[3] = MT_Point2(tface->uv[3]);
+
+ uvName = tfaceName;
}
else {
// nothing at all
@@ -641,39 +647,38 @@ BL_Material* ConvertMaterial(
isFirstSet = false;
else
{
- MT_Point2 uvSet[4];
for (int lay=0; lay<MAX_MTFACE; lay++)
{
MTF_localLayer& layer = layers[lay];
if (layer.face == 0) break;
-
- bool processed = false;
if (strcmp(map.uvCoName.ReadPtr(), layer.name)==0)
{
+ MT_Point2 uvSet[4];
+
uvSet[0] = MT_Point2(layer.face->uv[0]);
uvSet[1] = MT_Point2(layer.face->uv[1]);
uvSet[2] = MT_Point2(layer.face->uv[2]);
if (mface->v4)
uvSet[3] = MT_Point2(layer.face->uv[3]);
+ else
+ uvSet[3] = MT_Point2(0.0f, 0.0f);
- processed = true;
- }
-
- if (!processed) continue;
-
- if (isFirstSet)
- {
- uv[0] = uvSet[0]; uv[1] = uvSet[1];
- uv[2] = uvSet[2]; uv[3] = uvSet[3];
- isFirstSet = false;
- }
- else
- {
- uv2[0] = uvSet[0]; uv2[1] = uvSet[1];
- uv2[2] = uvSet[2]; uv2[3] = uvSet[3];
- map.mapping |= USECUSTOMUV;
+ if (isFirstSet)
+ {
+ uv[0] = uvSet[0]; uv[1] = uvSet[1];
+ uv[2] = uvSet[2]; uv[3] = uvSet[3];
+ isFirstSet = false;
+ uvName = layer.name;
+ }
+ else
+ {
+ uv2[0] = uvSet[0]; uv2[1] = uvSet[1];
+ uv2[2] = uvSet[2]; uv2[3] = uvSet[3];
+ map.mapping |= USECUSTOMUV;
+ uv2Name = layer.name;
+ }
}
}
}
@@ -693,9 +698,8 @@ BL_Material* ConvertMaterial(
}
material->SetConversionRGB(rgb);
- material->SetConversionUV(uv);
- material->SetConversionUV2(uv2);
-
+ material->SetConversionUV(uvName, uv);
+ material->SetConversionUV2(uv2Name, uv2);
material->ras_mode |= (mface->v4==0)?TRIANGLE:0;
if(validmat)
@@ -797,6 +801,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
MFace* mface = static_cast<MFace*>(mesh->mface);
MTFace* tface = static_cast<MTFace*>(mesh->mtface);
+ const char *tfaceName = "";
MCol* mmcol = mesh->mcol;
MT_assert(mface || mesh->totface == 0);
@@ -832,14 +837,14 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
layers[validLayers].face = (MTFace*)mesh->fdata.layers[i].data;;
layers[validLayers].name = mesh->fdata.layers[i].name;
+ if(tface == layers[validLayers].face)
+ tfaceName = layers[validLayers].name;
validLayers++;
}
}
meshobj->SetName(mesh->id.name);
meshobj->m_xyz_index_to_vertex_index_mapping.resize(mesh->totvert);
- if(skinMesh)
- ((BL_SkinMeshObject*)meshobj)->m_mvert_to_dvert_mapping.resize(mesh->totvert);
for (int f=0;f<mesh->totface;f++,mface++)
{
@@ -898,8 +903,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
else
ma = give_current_material(blenderobj, 1);
- bl_mat = ConvertMaterial(mesh, ma, tface, mface, mmcol, lightlayer, blenderobj, layers);
- bl_mat->glslmat = converter->GetGLSLMaterials();
+ bl_mat = ConvertMaterial(mesh, ma, tface, tfaceName, mface, mmcol, lightlayer, blenderobj, layers, converter->GetGLSLMaterials());
// set the index were dealing with
bl_mat->material_index = (int)mface->mat_nr;
@@ -1059,35 +1063,25 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
int nverts = mface->v4?4:3;
int vtxarray = meshobj->FindVertexArray(nverts,polymat);
RAS_Polygon* poly = new RAS_Polygon(bucket,polyvisible,nverts,vtxarray);
- if (skinMesh) {
- int d1, d2, d3, d4=0;
- bool flat;
+ bool flat;
+
+ if (skinMesh) {
/* If the face is set to solid, all fnors are the same */
if (mface->flag & ME_SMOOTH)
flat = false;
else
flat = true;
-
- d1=((BL_SkinMeshObject*)meshobj)->FindOrAddDeform(vtxarray, mface->v1, &mesh->dvert[mface->v1], polymat);
- d2=((BL_SkinMeshObject*)meshobj)->FindOrAddDeform(vtxarray, mface->v2, &mesh->dvert[mface->v2], polymat);
- d3=((BL_SkinMeshObject*)meshobj)->FindOrAddDeform(vtxarray, mface->v3, &mesh->dvert[mface->v3], polymat);
- if (nverts==4)
- d4=((BL_SkinMeshObject*)meshobj)->FindOrAddDeform(vtxarray, mface->v4, &mesh->dvert[mface->v4], polymat);
- poly->SetVertex(0,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt0,uv0,uv20,tan0,rgb0,no0,d1,flat,polymat,mface->v1));
- poly->SetVertex(1,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt1,uv1,uv21,tan1,rgb1,no1,d2,flat,polymat,mface->v2));
- poly->SetVertex(2,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt2,uv2,uv22,tan2,rgb2,no2,d3,flat,polymat,mface->v3));
- if (nverts==4)
- poly->SetVertex(3,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt3,uv3,uv23,tan3,rgb3,no3,d4,flat,polymat,mface->v4));
}
else
- {
- poly->SetVertex(0,meshobj->FindOrAddVertex(vtxarray,pt0,uv0,uv20,tan0,rgb0,no0,false,polymat,mface->v1));
- poly->SetVertex(1,meshobj->FindOrAddVertex(vtxarray,pt1,uv1,uv21,tan1,rgb1,no1,false,polymat,mface->v2));
- poly->SetVertex(2,meshobj->FindOrAddVertex(vtxarray,pt2,uv2,uv22,tan2,rgb2,no2,false,polymat,mface->v3));
- if (nverts==4)
- poly->SetVertex(3,meshobj->FindOrAddVertex(vtxarray,pt3,uv3,uv23,tan3,rgb3,no3,false,polymat,mface->v4));
- }
+ flat = false;
+
+ poly->SetVertex(0,meshobj->FindOrAddVertex(vtxarray,pt0,uv0,uv20,tan0,rgb0,no0,flat,polymat,mface->v1));
+ poly->SetVertex(1,meshobj->FindOrAddVertex(vtxarray,pt1,uv1,uv21,tan1,rgb1,no1,flat,polymat,mface->v2));
+ poly->SetVertex(2,meshobj->FindOrAddVertex(vtxarray,pt2,uv2,uv22,tan2,rgb2,no2,flat,polymat,mface->v3));
+ if (nverts==4)
+ poly->SetVertex(3,meshobj->FindOrAddVertex(vtxarray,pt3,uv3,uv23,tan3,rgb3,no3,flat,polymat,mface->v4));
+
meshobj->AddPolygon(poly);
if (poly->IsCollider())
{
@@ -1125,8 +1119,6 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
}
}
meshobj->m_xyz_index_to_vertex_index_mapping.clear();
- if(skinMesh)
- ((BL_SkinMeshObject*)meshobj)->m_mvert_to_dvert_mapping.clear();
meshobj->UpdateMaterialList();
// pre calculate texture generation
@@ -1545,7 +1537,7 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
-static KX_LightObject *gamelight_from_blamp(Lamp *la, unsigned int layerflag, KX_Scene *kxscene, RAS_IRenderTools *rendertools, KX_BlenderSceneConverter *converter) {
+static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int layerflag, KX_Scene *kxscene, RAS_IRenderTools *rendertools, KX_BlenderSceneConverter *converter) {
RAS_LightObject lightobj;
KX_LightObject *gamelight;
@@ -1577,8 +1569,15 @@ static KX_LightObject *gamelight_from_blamp(Lamp *la, unsigned int layerflag, KX
} else {
lightobj.m_type = RAS_LightObject::LIGHT_NORMAL;
}
+
+#ifdef BLENDER_GLSL
+ if(converter->GetGLSLMaterials())
+ GPU_lamp_from_blender(ob, la);
- gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rendertools, lightobj);
+ gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rendertools, lightobj, ob->gpulamp);
+#else
+ gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rendertools, lightobj, NULL);
+#endif
BL_ConvertLampIpos(la, gamelight, converter);
return gamelight;
@@ -1610,7 +1609,7 @@ static KX_GameObject *gameobject_from_blenderobject(
{
case OB_LAMP:
{
- KX_LightObject* gamelight= gamelight_from_blamp(static_cast<Lamp*>(ob->data), ob->lay, kxscene, rendertools, converter);
+ KX_LightObject* gamelight= gamelight_from_blamp(ob, static_cast<Lamp*>(ob->data), ob->lay, kxscene, rendertools, converter);
gameobj = gamelight;
gamelight->AddRef();
@@ -1660,7 +1659,7 @@ static KX_GameObject *gameobject_from_blenderobject(
// two options exists for deform: shape keys and armature
// only support relative shape key
bool bHasShapeKey = mesh->key != NULL && mesh->key->type==KEY_RELATIVE;
- bool bHasDvert = mesh->dvert != NULL;
+ bool bHasDvert = mesh->dvert != NULL && ob->defbase.first;
bool bHasArmature = (ob->parent && ob->parent->type == OB_ARMATURE && ob->partype==PARSKEL && bHasDvert);
if (bHasShapeKey) {
@@ -1671,13 +1670,15 @@ static KX_GameObject *gameobject_from_blenderobject(
if (bHasArmature)
dcont->LoadShapeDrivers(ob->parent);
} else if (bHasArmature) {
- BL_SkinDeformer *dcont = new BL_SkinDeformer(ob, (BL_SkinMeshObject*)meshobj );
+ BL_SkinDeformer *dcont = new BL_SkinDeformer((BL_DeformableGameObject*)gameobj,
+ ob, (BL_SkinMeshObject*)meshobj);
((BL_DeformableGameObject*)gameobj)->m_pDeformer = dcont;
} else if (bHasDvert) {
// this case correspond to a mesh that can potentially deform but not with the
// object to which it is attached for the moment. A skin mesh was created in
// BL_ConvertMesh() so must create a deformer too!
- BL_MeshDeformer *dcont = new BL_MeshDeformer(ob, (BL_SkinMeshObject*)meshobj );
+ BL_MeshDeformer *dcont = new BL_MeshDeformer((BL_DeformableGameObject*)gameobj,
+ ob, (BL_SkinMeshObject*)meshobj);
((BL_DeformableGameObject*)gameobj)->m_pDeformer = dcont;
}
@@ -2075,7 +2076,8 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
if (blenderscene->camera) {
KX_Camera *gamecamera= (KX_Camera*) converter->FindGameObject(blenderscene->camera);
- kxscene->SetActiveCamera(gamecamera);
+ if(gamecamera)
+ kxscene->SetActiveCamera(gamecamera);
}
// Set up armatures
diff --git a/source/gameengine/Converter/BL_MeshDeformer.cpp b/source/gameengine/Converter/BL_MeshDeformer.cpp
index 212827a660f..39d66a90e92 100644
--- a/source/gameengine/Converter/BL_MeshDeformer.cpp
+++ b/source/gameengine/Converter/BL_MeshDeformer.cpp
@@ -39,6 +39,7 @@
#endif
#include "RAS_IPolygonMaterial.h"
+#include "BL_DeformableGameObject.h"
#include "BL_MeshDeformer.h"
#include "BL_SkinMeshObject.h"
#include "DNA_mesh_types.h"
@@ -47,33 +48,40 @@
#include "GEN_Map.h"
#include "STR_HashedString.h"
-bool BL_MeshDeformer::Apply(RAS_IPolyMaterial *mat)
+bool BL_MeshDeformer::Apply(RAS_IPolyMaterial*)
{
- 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));
+ size_t i, j;
+ float *co;
+
+ // only apply once per frame if the mesh is actually modified
+ if(m_pMeshObject->MeshModified() &&
+ m_lastDeformUpdate != m_gameobj->GetLastFrame()) {
+ // For each material
+ for(RAS_MaterialBucket::Set::iterator mit = m_pMeshObject->GetFirstMaterial();
+ mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
+ RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial();
+
+ vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat);
+
+ // For each array
+ for (i=0; i<vertexarrays.size(); i++){
+ KX_VertexArray& vertexarray = (*vertexarrays[i]);
+
+ // For each vertex
+ for (j=0; j<vertexarray.size(); j++){
+ RAS_TexVert& v = vertexarray[j];
+ co = m_bmesh->mvert[v.getOrigIndex()].co;
+ v.SetXYZ(MT_Point3(co));
+ }
+ }
}
+
+ m_lastDeformUpdate = m_gameobj->GetLastFrame();
+
+ return true;
}
- return true;
+
+ return false;
}
BL_MeshDeformer::~BL_MeshDeformer()
@@ -92,83 +100,86 @@ 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;
+ * since the GPU can do it faster */
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);
+ memset(m_transnors, 0, sizeof(float)*3*m_bmesh->totvert);
/* 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);
+ const vecIndexArrays& indexarrays = m_pMeshObject->GetIndexCache(mat);
+ vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(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];
-
+ RAS_TexVert& v1 = vertexarray[indexarray[j]];
+ RAS_TexVert& v2 = vertexarray[indexarray[j+1]];
+ RAS_TexVert& v3 = vertexarray[indexarray[j+2]];
+ RAS_TexVert *v4 = NULL;
+
+ const float *co1 = v1.getLocalXYZ();
+ const float *co2 = v2.getLocalXYZ();
+ const float *co3 = v3.getLocalXYZ();
+ const float *co4 = NULL;
+
/* compute face normal */
- mv1 = MT_Point3(v1.getLocalXYZ());
- mv2 = MT_Point3(v2.getLocalXYZ());
- mv3 = MT_Point3(v3.getLocalXYZ());
+ float fnor[3], n1[3], n2[3];
if(nvert == 4) {
- int i4 = indexarray[j+3];
- RAS_TexVert& v4 = vertexarray[i4];
- mv4 = MT_Point3(v4.getLocalXYZ());
+ v4 = &vertexarray[indexarray[j+3]];
+ co4 = v4->getLocalXYZ();
+
+ n1[0]= co1[0]-co3[0];
+ n1[1]= co1[1]-co3[1];
+ n1[2]= co1[2]-co3[2];
- fnor = (((mv2-mv1).cross(mv3-mv2))+((mv4-mv3).cross(mv1-mv4))); //.safe_normalized();
+ n2[0]= co2[0]-co4[0];
+ n2[1]= co2[1]-co4[1];
+ n2[2]= co2[2]-co4[2];
}
- else
- fnor = ((mv2-mv1).cross(mv3-mv2)); //.safe_normalized();
+ else {
+ n1[0]= co1[0]-co2[0];
+ n2[0]= co2[0]-co3[0];
+ n1[1]= co1[1]-co2[1];
+
+ n2[1]= co2[1]-co3[1];
+ n1[2]= co1[2]-co2[2];
+ n2[2]= co2[2]-co3[2];
+ }
+
+ fnor[0]= n1[1]*n2[2] - n1[2]*n2[1];
+ fnor[1]= n1[2]*n2[0] - n1[0]*n2[2];
+ fnor[2]= n1[0]*n2[1] - n1[1]*n2[0];
/* add to vertices for smooth normals */
- m_transnors[mvarray[diarray[i1]]] += fnor;
- m_transnors[mvarray[diarray[i2]]] += fnor;
- m_transnors[mvarray[diarray[i3]]] += fnor;
+ float *vn1 = m_transnors[v1.getOrigIndex()];
+ float *vn2 = m_transnors[v2.getOrigIndex()];
+ float *vn3 = m_transnors[v3.getOrigIndex()];
+
+ vn1[0] += fnor[0]; vn1[1] += fnor[1]; vn1[2] += fnor[2];
+ vn2[0] += fnor[0]; vn2[1] += fnor[1]; vn2[2] += fnor[2];
+ vn3[0] += fnor[0]; vn3[1] += fnor[1]; vn3[2] += fnor[2];
+
+ if(v4) {
+ float *vn4 = m_transnors[v4->getOrigIndex()];
+ vn4[0] += fnor[0]; vn4[1] += fnor[1]; vn4[2] += fnor[2];
+ }
/* 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);
+ if(v4)
+ v4->SetNormal(fnor);
}
}
}
@@ -179,18 +190,17 @@ void BL_MeshDeformer::RecalcNormals()
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);
+ vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(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()
+ for(j=0; j<vertexarray.size(); j++) {
+ RAS_TexVert& v = vertexarray[j];
+
+ if(!(v.getFlag() & TV_CALCFACENORMAL))
+ v.SetNormal(m_transnors[v.getOrigIndex()]); //.safe_normalized()
+ }
}
}
}
@@ -204,8 +214,8 @@ void BL_MeshDeformer::VerifyStorage()
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_transverts=new float[m_bmesh->totvert][3];
+ m_transnors=new float[m_bmesh->totvert][3];
m_tvtot = m_bmesh->totvert;
}
}
diff --git a/source/gameengine/Converter/BL_MeshDeformer.h b/source/gameengine/Converter/BL_MeshDeformer.h
index 8d8b56b1eed..e9f7f0b192f 100644
--- a/source/gameengine/Converter/BL_MeshDeformer.h
+++ b/source/gameengine/Converter/BL_MeshDeformer.h
@@ -40,19 +40,25 @@
#pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning
#endif //WIN32
+class BL_DeformableGameObject;
+
class BL_MeshDeformer : public RAS_Deformer
{
public:
void VerifyStorage();
void RecalcNormals();
virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map){};
- BL_MeshDeformer(struct Object* obj, class BL_SkinMeshObject *meshobj ):
+ BL_MeshDeformer(BL_DeformableGameObject *gameobj,
+ struct Object* obj,
+ class BL_SkinMeshObject *meshobj ):
m_pMeshObject(meshobj),
m_bmesh((struct Mesh*)(obj->data)),
m_transverts(0),
m_transnors(0),
m_objMesh(obj),
- m_tvtot(0)
+ m_tvtot(0),
+ m_gameobj(gameobj),
+ m_lastDeformUpdate(-1)
{};
virtual ~BL_MeshDeformer();
virtual void SetSimulatedTime(double time){};
@@ -68,10 +74,12 @@ protected:
// this is so m_transverts doesn't need to be converted
// before deformation
float (*m_transverts)[3];
- MT_Vector3* m_transnors;
+ float (*m_transnors)[3];
struct Object* m_objMesh;
// --
int m_tvtot;
+ BL_DeformableGameObject* m_gameobj;
+ double m_lastDeformUpdate;
};
#endif
diff --git a/source/gameengine/Converter/BL_ShapeDeformer.h b/source/gameengine/Converter/BL_ShapeDeformer.h
index 9f8361dbaca..5f0188e3a42 100644
--- a/source/gameengine/Converter/BL_ShapeDeformer.h
+++ b/source/gameengine/Converter/BL_ShapeDeformer.h
@@ -58,9 +58,8 @@ public:
Object *bmeshobj,
BL_SkinMeshObject *mesh)
:
- BL_SkinDeformer(bmeshobj, mesh),
- m_lastShapeUpdate(-1),
- m_gameobj(gameobj)
+ BL_SkinDeformer(gameobj,bmeshobj, mesh),
+ m_lastShapeUpdate(-1)
{
};
@@ -72,9 +71,8 @@ public:
bool release_object,
BL_ArmatureObject* arma = NULL)
:
- BL_SkinDeformer(bmeshobj_old, bmeshobj_new, mesh, release_object, arma),
- m_lastShapeUpdate(-1),
- m_gameobj(gameobj)
+ BL_SkinDeformer(gameobj, bmeshobj_old, bmeshobj_new, mesh, release_object, arma),
+ m_lastShapeUpdate(-1)
{
};
@@ -94,7 +92,6 @@ public:
protected:
vector<IpoCurve*> m_shapeDrivers;
double m_lastShapeUpdate;
- BL_DeformableGameObject* m_gameobj;
};
diff --git a/source/gameengine/Converter/BL_SkinDeformer.cpp b/source/gameengine/Converter/BL_SkinDeformer.cpp
index dd7119b1031..d3442fe5298 100644
--- a/source/gameengine/Converter/BL_SkinDeformer.cpp
+++ b/source/gameengine/Converter/BL_SkinDeformer.cpp
@@ -57,11 +57,12 @@ extern "C"{
#define __NLA_DEFNORMALS
//#undef __NLA_DEFNORMALS
-BL_SkinDeformer::BL_SkinDeformer(struct Object *bmeshobj,
+BL_SkinDeformer::BL_SkinDeformer(BL_DeformableGameObject *gameobj,
+ struct Object *bmeshobj,
class BL_SkinMeshObject *mesh,
BL_ArmatureObject* arma)
: //
- BL_MeshDeformer(bmeshobj, mesh),
+ BL_MeshDeformer(gameobj, bmeshobj, mesh),
m_armobj(arma),
m_lastArmaUpdate(-1),
m_defbase(&bmeshobj->defbase),
@@ -71,12 +72,13 @@ BL_SkinDeformer::BL_SkinDeformer(struct Object *bmeshobj,
};
BL_SkinDeformer::BL_SkinDeformer(
+ BL_DeformableGameObject *gameobj,
struct Object *bmeshobj_old, // Blender object that owns the new mesh
struct Object *bmeshobj_new, // Blender object that owns the original mesh
class BL_SkinMeshObject *mesh,
bool release_object,
BL_ArmatureObject* arma) :
- BL_MeshDeformer(bmeshobj_old, mesh),
+ BL_MeshDeformer(gameobj, bmeshobj_old, mesh),
m_armobj(arma),
m_lastArmaUpdate(-1),
m_defbase(&bmeshobj_old->defbase),
@@ -96,35 +98,32 @@ BL_SkinDeformer::~BL_SkinDeformer()
m_armobj->Release();
}
-bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat)
+bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *)
{
- size_t i, j, index;
- vecVertexArray array;
- vecIndexArrays mvarray;
- vecMDVertArray dvarray;
- vecIndexArrays diarray;
-
- RAS_TexVert *tv;
- MT_Point3 pt;
-// float co[3];
-
- Update();
-
- 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]);
-
- // Copy the untransformed data from the original mvert
- // Set the data
- tv->SetXYZ(m_transverts[((*mvarray[i])[index])]);
+ size_t i, j;
+
+ if (!Update())
+ // no need to update the cache
+ return false;
+
+ // Update all materials at once, so we can do the above update test
+ // without ending up with some materials not updated
+ for(RAS_MaterialBucket::Set::iterator mit = m_pMeshObject->GetFirstMaterial();
+ mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
+ RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial();
+
+ vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat);
+
+ // For each array
+ for (i=0; i<vertexarrays.size(); i++) {
+ KX_VertexArray& vertexarray = (*vertexarrays[i]);
+
+ // For each vertex
+ // copy the untransformed data from the original mvert
+ for (j=0; j<vertexarray.size(); j++) {
+ RAS_TexVert& v = vertexarray[j];
+ v.SetXYZ(m_transverts[v.getOrigIndex()]);
+ }
}
}
diff --git a/source/gameengine/Converter/BL_SkinDeformer.h b/source/gameengine/Converter/BL_SkinDeformer.h
index c5568c049cb..f35db8273c4 100644
--- a/source/gameengine/Converter/BL_SkinDeformer.h
+++ b/source/gameengine/Converter/BL_SkinDeformer.h
@@ -63,12 +63,14 @@ public:
}
void SetArmature (class BL_ArmatureObject *armobj);
- BL_SkinDeformer(struct Object *bmeshobj,
+ BL_SkinDeformer(BL_DeformableGameObject *gameobj,
+ struct Object *bmeshobj,
class BL_SkinMeshObject *mesh,
BL_ArmatureObject* arma = NULL);
/* this second constructor is needed for making a mesh deformable on the fly. */
- BL_SkinDeformer(struct Object *bmeshobj_old,
+ BL_SkinDeformer(BL_DeformableGameObject *gameobj,
+ struct Object *bmeshobj_old,
struct Object *bmeshobj_new,
class BL_SkinMeshObject *mesh,
bool release_object,
diff --git a/source/gameengine/Converter/BL_SkinMeshObject.cpp b/source/gameengine/Converter/BL_SkinMeshObject.cpp
index 49492923c7c..fa215df1e1c 100644
--- a/source/gameengine/Converter/BL_SkinMeshObject.cpp
+++ b/source/gameengine/Converter/BL_SkinMeshObject.cpp
@@ -43,90 +43,6 @@
#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)
{
diff --git a/source/gameengine/Converter/BL_SkinMeshObject.h b/source/gameengine/Converter/BL_SkinMeshObject.h
index cc2b8de600e..c21fb64204b 100644
--- a/source/gameengine/Converter/BL_SkinMeshObject.h
+++ b/source/gameengine/Converter/BL_SkinMeshObject.h
@@ -44,78 +44,19 @@
#include "DNA_key_types.h"
#include "DNA_meshdata_types.h"
-typedef vector<struct MVert*> BL_MVertArray;
-typedef vector<struct MDeformVert*> BL_DeformVertArray;
-typedef vector<class BL_TexVert> BL_VertexArray;
-
-
-typedef vector<vector<struct MDeformVert*>*> vecMDVertArray;
-typedef vector<vector<class BL_TexVert>*> vecBVertexArray;
-
-class BL_SkinArrayOptimizer : public KX_ArrayOptimizer
-{
-public:
- BL_SkinArrayOptimizer(int index)
- :KX_ArrayOptimizer (index) {};
- virtual ~BL_SkinArrayOptimizer(){
-
- for (vector<KX_IndexArray*>::iterator itv = m_MvertArrayCache1.begin();
- !(itv == m_MvertArrayCache1.end());itv++)
- {
- delete (*itv);
- }
- for (vector<BL_DeformVertArray*>::iterator itd = m_DvertArrayCache1.begin();
- !(itd == m_DvertArrayCache1.end());itd++)
- {
- delete (*itd);
- }
- for (vector<KX_IndexArray*>::iterator iti = m_DIndexArrayCache1.begin();
- !(iti == m_DIndexArrayCache1.end());iti++)
- {
- delete (*iti);
- }
-
- m_MvertArrayCache1.clear();
- m_DvertArrayCache1.clear();
- m_DIndexArrayCache1.clear();
- };
-
- vector<KX_IndexArray*> m_MvertArrayCache1;
- vector<BL_DeformVertArray*> m_DvertArrayCache1;
- vector<KX_IndexArray*> m_DIndexArrayCache1;
-
-};
-
class BL_SkinMeshObject : public RAS_MeshObject
{
// enum { BUCKET_MAX_INDICES = 16384};//2048};//8192};
// enum { BUCKET_MAX_TRIANGLES = 4096};
- KX_ArrayOptimizer* GetArrayOptimizer(RAS_IPolyMaterial* polymat)
- {
- KX_ArrayOptimizer** aop = (m_matVertexArrayS[*polymat]);
- if (aop)
- return *aop;
- int numelements = m_matVertexArrayS.size();
- m_sortedMaterials.push_back(polymat);
-
- BL_SkinArrayOptimizer* ao = new BL_SkinArrayOptimizer(numelements);
- m_matVertexArrayS.insert(*polymat,ao);
- return ao;
- }
-
protected:
vector<int> m_cacheWeightIndex;
public:
- struct BL_MDVertMap { RAS_IPolyMaterial *mat; int index; };
- vector<vector<BL_MDVertMap> > m_mvert_to_dvert_mapping;
-
void Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec);
// void Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec,class RAS_BucketManager* bucketmgr);
- int FindVertexArray(int numverts,RAS_IPolyMaterial* polymat);
BL_SkinMeshObject(Mesh* mesh, int lightlayer) : RAS_MeshObject (mesh, lightlayer)
{
m_class = 1;
@@ -144,42 +85,7 @@ public:
}
}
};
-
- const vecIndexArrays& GetDIndexCache (RAS_IPolyMaterial* mat)
- {
- BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]);
- return ao->m_DIndexArrayCache1;
- }
- const vecMDVertArray& GetDVertCache (RAS_IPolyMaterial* mat)
- {
- BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]);
- return ao->m_DvertArrayCache1;
- }
- const vecIndexArrays& GetMVertCache (RAS_IPolyMaterial* mat)
- {
- BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]);
- return ao->m_MvertArrayCache1;
- }
- void AddPolygon(RAS_Polygon* poly);
- int FindOrAddDeform(unsigned int vtxarray, unsigned int mv, struct MDeformVert *dv, RAS_IPolyMaterial* mat);
- int FindOrAddVertex(int vtxarray,const MT_Point3& xyz,
- const MT_Point2& uv,
- const MT_Point2& uv2,
- const MT_Vector4& tangent,
- const unsigned int rgbacolor,
- const MT_Vector3& normal, int defnr, bool flat, RAS_IPolyMaterial* mat, int origindex)
- {
- BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(mat);
- int numverts = ao->m_VertexArrayCache1[vtxarray]->size();
- int index = RAS_MeshObject::FindOrAddVertex(vtxarray, xyz, uv, uv2, tangent, rgbacolor, normal, flat, mat, origindex);
-
- /* this means a new vertex was added, so we add the defnr too */
- if(index == numverts)
- ao->m_DIndexArrayCache1[vtxarray]->push_back(defnr);
-
- return index;
- }
// for shape keys,
void CheckWeightCache(struct Object* obj);