diff options
Diffstat (limited to 'source/gameengine/Converter/BL_MeshDeformer.cpp')
-rw-r--r-- | source/gameengine/Converter/BL_MeshDeformer.cpp | 36 |
1 files changed, 18 insertions, 18 deletions
diff --git a/source/gameengine/Converter/BL_MeshDeformer.cpp b/source/gameengine/Converter/BL_MeshDeformer.cpp index 4e5852a21c1..f2c30193613 100644 --- a/source/gameengine/Converter/BL_MeshDeformer.cpp +++ b/source/gameengine/Converter/BL_MeshDeformer.cpp @@ -53,21 +53,21 @@ bool BL_MeshDeformer::Apply(RAS_IPolyMaterial*) size_t i; // only apply once per frame if the mesh is actually modified - if(m_pMeshObject->MeshModified() && + if (m_pMeshObject->MeshModified() && m_lastDeformUpdate != m_gameobj->GetLastFrame()) { // For each material - for(list<RAS_MeshMaterial>::iterator mit= m_pMeshObject->GetFirstMaterial(); + for (list<RAS_MeshMaterial>::iterator mit= m_pMeshObject->GetFirstMaterial(); mit != m_pMeshObject->GetLastMaterial(); ++ mit) { - if(!mit->m_slots[(void*)m_gameobj]) + if (!mit->m_slots[(void*)m_gameobj]) continue; RAS_MeshSlot *slot = *mit->m_slots[(void*)m_gameobj]; RAS_MeshSlot::iterator it; // for each array - for(slot->begin(it); !slot->end(it); slot->next(it)) { + for (slot->begin(it); !slot->end(it); slot->next(it)) { // For each vertex - for(i=it.startvertex; i<it.endvertex; i++) { + for (i=it.startvertex; i<it.endvertex; i++) { RAS_TexVert& v = it.vertex[i]; v.SetXYZ(m_bmesh->mvert[v.getOrigIndex()].co); } @@ -126,17 +126,17 @@ void BL_MeshDeformer::RecalcNormals() memset(m_transnors, 0, sizeof(float)*3*m_bmesh->totvert); /* add face normals to vertices. */ - for(mit = m_pMeshObject->GetFirstMaterial(); + for (mit = m_pMeshObject->GetFirstMaterial(); mit != m_pMeshObject->GetLastMaterial(); ++ mit) { - if(!mit->m_slots[(void*)m_gameobj]) + if (!mit->m_slots[(void*)m_gameobj]) continue; RAS_MeshSlot *slot = *mit->m_slots[(void*)m_gameobj]; - for(slot->begin(it); !slot->end(it); slot->next(it)) { + for (slot->begin(it); !slot->end(it); slot->next(it)) { int nvert = (int)it.array->m_type; - for(i=0; i<it.totindex; i+=nvert) { + for (i=0; i<it.totindex; i+=nvert) { RAS_TexVert& v1 = it.vertex[it.index[i]]; RAS_TexVert& v2 = it.vertex[it.index[i+1]]; RAS_TexVert& v3 = it.vertex[it.index[i+2]]; @@ -150,7 +150,7 @@ void BL_MeshDeformer::RecalcNormals() /* compute face normal */ float fnor[3], n1[3], n2[3]; - if(nvert == 4) { + if (nvert == 4) { v4 = &it.vertex[it.index[i+3]]; co4 = m_transverts[v4->getOrigIndex()]; @@ -186,17 +186,17 @@ void BL_MeshDeformer::RecalcNormals() 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) { + 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() & RAS_TexVert::FLAT) { + if (v1.getFlag() & RAS_TexVert::FLAT) { v1.SetNormal(fnor); v2.SetNormal(fnor); v3.SetNormal(fnor); - if(v4) + if (v4) v4->SetNormal(fnor); } } @@ -204,18 +204,18 @@ void BL_MeshDeformer::RecalcNormals() } /* assign smooth vertex normals */ - for(mit = m_pMeshObject->GetFirstMaterial(); + for (mit = m_pMeshObject->GetFirstMaterial(); mit != m_pMeshObject->GetLastMaterial(); ++ mit) { - if(!mit->m_slots[(void*)m_gameobj]) + if (!mit->m_slots[(void*)m_gameobj]) continue; RAS_MeshSlot *slot = *mit->m_slots[(void*)m_gameobj]; - for(slot->begin(it); !slot->end(it); slot->next(it)) { - for(i=it.startvertex; i<it.endvertex; i++) { + for (slot->begin(it); !slot->end(it); slot->next(it)) { + for (i=it.startvertex; i<it.endvertex; i++) { RAS_TexVert& v = it.vertex[i]; - if(!(v.getFlag() & RAS_TexVert::FLAT)) + if (!(v.getFlag() & RAS_TexVert::FLAT)) v.SetNormal(m_transnors[v.getOrigIndex()]); //.safe_normalized() } } |