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Diffstat (limited to 'source/gameengine/Converter/BL_SkinMeshObject.cpp')
-rw-r--r--source/gameengine/Converter/BL_SkinMeshObject.cpp152
1 files changed, 152 insertions, 0 deletions
diff --git a/source/gameengine/Converter/BL_SkinMeshObject.cpp b/source/gameengine/Converter/BL_SkinMeshObject.cpp
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+++ b/source/gameengine/Converter/BL_SkinMeshObject.cpp
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+/**
+ * $Id$
+ *
+ * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version. The Blender
+ * Foundation also sells licenses for use in proprietary software under
+ * the Blender License. See http://www.blender.org/BL/ for information
+ * about this.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL/BL DUAL LICENSE BLOCK *****
+ * Deformer that supports armature skinning
+ */
+
+#ifdef WIN32
+#pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning
+#endif //WIN32
+#include "RAS_IPolygonMaterial.h"
+#include "BL_SkinMeshObject.h"
+#include "BL_DeformableGameObject.h"
+#include "DNA_mesh_types.h"
+#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);
+}
+
+#ifdef __NLA_OLDDEFORM
+int BL_SkinMeshObject::FindOrAddDeform(int vtxarray, struct MVert *mv, struct MDeformVert *dv, RAS_IPolyMaterial* mat)
+#else
+int BL_SkinMeshObject::FindOrAddDeform(int vtxarray, int mv, struct MDeformVert *dv, RAS_IPolyMaterial* mat)
+#endif
+{
+ 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 (int i=0; i<ao->m_MvertArrayCache1[vtxarray]->size(); i++){
+ if (mv == (*ao->m_MvertArrayCache1[vtxarray])[i])
+ return i;
+ }
+
+ ao->m_MvertArrayCache1[vtxarray]->push_back(mv);
+ ao->m_DvertArrayCache1[vtxarray]->push_back(dv);
+
+ return numvert;
+};
+
+int BL_SkinMeshObject::FindVertexArray(int numverts,RAS_IPolyMaterial* polymat)
+{
+ int array=-1;
+
+ BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(polymat);
+
+
+ for (int 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);
+
+#ifdef __NLA_OLDDEFORM
+ BL_MVertArray *bva = new BL_MVertArray();
+#else
+ KX_IndexArray *bva = new KX_IndexArray();
+#endif
+ 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)
+{
+
+ KX_MeshSlot ms;
+ ms.m_clientObj = clientobj;
+ ms.m_mesh = this;
+ ms.m_OpenGLMatrix = oglmatrix;
+ ms.m_bObjectColor = useObjectColor;
+ ms.m_RGBAcolor = rgbavec;
+ ms.m_pDeformer = ((BL_DeformableGameObject*)clientobj)->m_pDeformer;
+
+ for (BucketMaterialSet::iterator it = m_materials.begin();it!=m_materials.end();it++)
+ {
+
+ RAS_MaterialBucket* materialbucket = (*it);
+
+ KX_ArrayOptimizer* oa = GetArrayOptimizer(materialbucket->GetPolyMaterial());
+ materialbucket->SetMeshSlot(ms);
+ }
+
+}
+
+
+