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Diffstat (limited to 'source/gameengine/Converter/BL_MeshDeformer.cpp')
-rw-r--r--source/gameengine/Converter/BL_MeshDeformer.cpp89
1 files changed, 49 insertions, 40 deletions
diff --git a/source/gameengine/Converter/BL_MeshDeformer.cpp b/source/gameengine/Converter/BL_MeshDeformer.cpp
index 39d66a90e92..fa3b8185fe2 100644
--- a/source/gameengine/Converter/BL_MeshDeformer.cpp
+++ b/source/gameengine/Converter/BL_MeshDeformer.cpp
@@ -50,26 +50,26 @@
bool BL_MeshDeformer::Apply(RAS_IPolyMaterial*)
{
- size_t i, j;
+ size_t i;
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();
+ for(list<RAS_MeshMaterial>::iterator mit= m_pMeshObject->GetFirstMaterial();
mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
- RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial();
+ if(!mit->m_slots[(void*)m_gameobj])
+ continue;
- vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat);
-
- // For each array
- for (i=0; i<vertexarrays.size(); i++){
- KX_VertexArray& vertexarray = (*vertexarrays[i]);
+ 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 each vertex
- for (j=0; j<vertexarray.size(); j++){
- RAS_TexVert& v = vertexarray[j];
+ for(i=it.startvertex; i<it.endvertex; i++) {
+ RAS_TexVert& v = it.vertex[i];
co = m_bmesh->mvert[v.getOrigIndex()].co;
v.SetXYZ(MT_Point3(co));
}
@@ -90,7 +90,17 @@ BL_MeshDeformer::~BL_MeshDeformer()
delete [] m_transverts;
if (m_transnors)
delete [] m_transnors;
-};
+}
+
+void BL_MeshDeformer::Relink(GEN_Map<class GEN_HashedPtr, void*>*map)
+{
+ void **h_obj = (*map)[m_gameobj];
+
+ if (h_obj)
+ m_gameobj = (BL_DeformableGameObject*)(*h_obj);
+ else
+ m_gameobj = NULL;
+}
/**
* @warning This function is expensive!
@@ -101,41 +111,41 @@ void BL_MeshDeformer::RecalcNormals()
* 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 */
- size_t i, j;
+ list<RAS_MeshMaterial>::iterator mit;
+ RAS_MeshSlot::iterator it;
+ size_t i;
/* set vertex normals to zero */
memset(m_transnors, 0, sizeof(float)*3*m_bmesh->totvert);
/* add face normals to vertices. */
- for(RAS_MaterialBucket::Set::iterator mit = m_pMeshObject->GetFirstMaterial();
+ for(mit = m_pMeshObject->GetFirstMaterial();
mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
- RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial();
+ if(!mit->m_slots[(void*)m_gameobj])
+ continue;
- const vecIndexArrays& indexarrays = m_pMeshObject->GetIndexCache(mat);
- vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat);
+ RAS_MeshSlot *slot = *mit->m_slots[(void*)m_gameobj];
- for (i=0; i<indexarrays.size(); i++) {
- KX_VertexArray& vertexarray = (*vertexarrays[i]);
- const KX_IndexArray& indexarray = (*indexarrays[i]);
- int nvert = mat->UsesTriangles()? 3: 4;
+ for(slot->begin(it); !slot->end(it); slot->next(it)) {
+ int nvert = (int)it.array->m_type;
- for(j=0; j<indexarray.size(); j+=nvert) {
- RAS_TexVert& v1 = vertexarray[indexarray[j]];
- RAS_TexVert& v2 = vertexarray[indexarray[j+1]];
- RAS_TexVert& v3 = vertexarray[indexarray[j+2]];
+ 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]];
RAS_TexVert *v4 = NULL;
- const float *co1 = v1.getLocalXYZ();
- const float *co2 = v2.getLocalXYZ();
- const float *co3 = v3.getLocalXYZ();
+ const float *co1 = v1.getXYZ();
+ const float *co2 = v2.getXYZ();
+ const float *co3 = v3.getXYZ();
const float *co4 = NULL;
/* compute face normal */
float fnor[3], n1[3], n2[3];
if(nvert == 4) {
- v4 = &vertexarray[indexarray[j+3]];
- co4 = v4->getLocalXYZ();
+ v4 = &it.vertex[it.index[i+3]];
+ co4 = v4->getXYZ();
n1[0]= co1[0]-co3[0];
n1[1]= co1[1]-co3[1];
@@ -174,7 +184,7 @@ void BL_MeshDeformer::RecalcNormals()
}
/* in case of flat - just assign, the vertices are split */
- if(v1.getFlag() & TV_CALCFACENORMAL) {
+ if(v1.getFlag() & RAS_TexVert::FLAT) {
v1.SetNormal(fnor);
v2.SetNormal(fnor);
v3.SetNormal(fnor);
@@ -186,19 +196,18 @@ void BL_MeshDeformer::RecalcNormals()
}
/* assign smooth vertex normals */
- for(RAS_MaterialBucket::Set::iterator mit = m_pMeshObject->GetFirstMaterial();
+ for(mit = m_pMeshObject->GetFirstMaterial();
mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
- RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial();
+ if(!mit->m_slots[(void*)m_gameobj])
+ continue;
- vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat);
+ RAS_MeshSlot *slot = *mit->m_slots[(void*)m_gameobj];
- for (i=0; i<vertexarrays.size(); i++) {
- KX_VertexArray& vertexarray = (*vertexarrays[i]);
-
- for(j=0; j<vertexarray.size(); j++) {
- RAS_TexVert& v = vertexarray[j];
+ 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() & TV_CALCFACENORMAL))
+ if(!(v.getFlag() & RAS_TexVert::FLAT))
v.SetNormal(m_transnors[v.getOrigIndex()]); //.safe_normalized()
}
}
@@ -219,4 +228,4 @@ void BL_MeshDeformer::VerifyStorage()
m_tvtot = m_bmesh->totvert;
}
}
-
+