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Diffstat (limited to 'source/gameengine/Converter/BL_MeshDeformer.cpp')
-rw-r--r--source/gameengine/Converter/BL_MeshDeformer.cpp227
1 files changed, 151 insertions, 76 deletions
diff --git a/source/gameengine/Converter/BL_MeshDeformer.cpp b/source/gameengine/Converter/BL_MeshDeformer.cpp
index ab31179b047..fa3b8185fe2 100644
--- a/source/gameengine/Converter/BL_MeshDeformer.cpp
+++ b/source/gameengine/Converter/BL_MeshDeformer.cpp
@@ -39,118 +39,193 @@
#endif
#include "RAS_IPolygonMaterial.h"
+#include "BL_DeformableGameObject.h"
#include "BL_MeshDeformer.h"
#include "BL_SkinMeshObject.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
-#include "BLI_arithb.h"
#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;
+ 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(list<RAS_MeshMaterial>::iterator mit= m_pMeshObject->GetFirstMaterial();
+ mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
+ 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 each vertex
+ 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));
+ }
+ }
}
+
+ m_lastDeformUpdate = m_gameobj->GetLastFrame();
+
+ return true;
}
- return true;
+
+ return false;
}
BL_MeshDeformer::~BL_MeshDeformer()
{
if (m_transverts)
- delete []m_transverts;
+ delete [] m_transverts;
if (m_transnors)
- delete []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!
*/
void BL_MeshDeformer::RecalcNormals()
{
- int v, f;
- float fnor[3], co1[3], co2[3], co3[3], co4[3];
+ /* 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 */
+ list<RAS_MeshMaterial>::iterator mit;
+ RAS_MeshSlot::iterator it;
+ size_t i;
- /* Clear all vertex normal accumulators */
- for (v =0; v<m_bmesh->totvert; v++){
- m_transnors[v]=MT_Point3(0,0,0);
- }
-
- /* Find the face normals */
- for (f = 0; f<m_bmesh->totface; f++){
- // Make new face normal based on the transverts
- MFace *mf= &((MFace*)m_bmesh->mface)[f];
-
- if (mf->v3) {
- for (int vl=0; vl<3; vl++){
- co1[vl]=m_transverts[mf->v1][vl];
- co2[vl]=m_transverts[mf->v2][vl];
- co3[vl]=m_transverts[mf->v3][vl];
- if (mf->v4)
- co4[vl]=m_transverts[mf->v4][vl];
+ /* set vertex normals to zero */
+ memset(m_transnors, 0, sizeof(float)*3*m_bmesh->totvert);
+
+ /* add face normals to vertices. */
+ for(mit = m_pMeshObject->GetFirstMaterial();
+ mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
+ 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)) {
+ int nvert = (int)it.array->m_type;
+
+ 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.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 = &it.vertex[it.index[i+3]];
+ co4 = v4->getXYZ();
+
+ n1[0]= co1[0]-co3[0];
+ n1[1]= co1[1]-co3[1];
+ n1[2]= co1[2]-co3[2];
+
+ n2[0]= co2[0]-co4[0];
+ n2[1]= co2[1]-co4[1];
+ n2[2]= co2[2]-co4[2];
+ }
+ 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 */
+ 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() & RAS_TexVert::FLAT) {
+ v1.SetNormal(fnor);
+ v2.SetNormal(fnor);
+ v3.SetNormal(fnor);
+ if(v4)
+ v4->SetNormal(fnor);
+ }
}
+ }
+ }
+
+ /* assign smooth vertex normals */
+ for(mit = m_pMeshObject->GetFirstMaterial();
+ mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
+ 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++) {
+ RAS_TexVert& v = it.vertex[i];
- /* FIXME: Use moto */
- if (mf->v4)
- CalcNormFloat4(co1, co2, co3, co4, fnor);
- else
- CalcNormFloat(co1, co2, co3, fnor);
-
- /* Decide which normals are affected by this face's normal */
- m_transnors[mf->v1]+=MT_Point3(fnor);
- m_transnors[mf->v2]+=MT_Point3(fnor);
- m_transnors[mf->v3]+=MT_Point3(fnor);
- if (mf->v4)
- m_transnors[mf->v4]+=MT_Point3(fnor);
+ if(!(v.getFlag() & RAS_TexVert::FLAT))
+ v.SetNormal(m_transnors[v.getOrigIndex()]); //.safe_normalized()
+ }
}
}
-
- for (v =0; v<m_bmesh->totvert; v++){
-// float nor[3];
-
- m_transnors[v]=m_transnors[v].safe_normalized();
-// nor[0]=m_transnors[v][0];
-// nor[1]=m_transnors[v][1];
-// nor[2]=m_transnors[v][2];
-
- };
}
void BL_MeshDeformer::VerifyStorage()
{
/* Ensure that we have the right number of verts assigned */
- if (m_tvtot!=m_bmesh->totvert+m_bmesh->totface){
+ if (m_tvtot!=m_bmesh->totvert){
if (m_transverts)
- delete []m_transverts;
+ delete [] m_transverts;
if (m_transnors)
- delete []m_transnors;
+ delete [] m_transnors;
- m_transnors =new MT_Point3[m_bmesh->totvert+m_bmesh->totface];
- m_transverts=new float[(sizeof(*m_transverts)*m_bmesh->totvert)][3];
+ m_transverts=new float[m_bmesh->totvert][3];
+ m_transnors=new float[m_bmesh->totvert][3];
m_tvtot = m_bmesh->totvert;
}
}
-
+