diff options
Diffstat (limited to 'source/gameengine/Converter')
-rw-r--r-- | source/gameengine/Converter/BL_ArmatureObject.cpp | 2 | ||||
-rw-r--r-- | source/gameengine/Converter/BL_BlenderDataConversion.cpp | 33 | ||||
-rw-r--r-- | source/gameengine/Converter/BL_MeshDeformer.cpp | 160 | ||||
-rw-r--r-- | source/gameengine/Converter/BL_MeshDeformer.h | 7 | ||||
-rw-r--r-- | source/gameengine/Converter/BL_SkinDeformer.cpp | 43 | ||||
-rw-r--r-- | source/gameengine/Converter/BL_SkinDeformer.h | 4 | ||||
-rw-r--r-- | source/gameengine/Converter/BL_SkinMeshObject.cpp | 24 | ||||
-rw-r--r-- | source/gameengine/Converter/BL_SkinMeshObject.h | 43 | ||||
-rw-r--r-- | source/gameengine/Converter/KX_BlenderSceneConverter.cpp | 14 | ||||
-rw-r--r-- | source/gameengine/Converter/KX_BlenderSceneConverter.h | 5 |
10 files changed, 183 insertions, 152 deletions
diff --git a/source/gameengine/Converter/BL_ArmatureObject.cpp b/source/gameengine/Converter/BL_ArmatureObject.cpp index d4712efda9e..f73d5b42a01 100644 --- a/source/gameengine/Converter/BL_ArmatureObject.cpp +++ b/source/gameengine/Converter/BL_ArmatureObject.cpp @@ -144,7 +144,7 @@ void BL_ArmatureObject::GetPose(bPose **pose) { /* If the caller supplies a null pose, create a new one. */ /* Otherwise, copy the armature's pose channels into the caller-supplied pose */ - + if (!*pose) { /* probably not to good of an idea to duplicate everying, but it clears up diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index cb981f55c5a..0ad9258bcc0 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -510,6 +510,7 @@ BL_Material* ConvertMaterial( } } } + // above one tex the switches here // are not used switch(valid_index) { @@ -588,6 +589,9 @@ BL_Material* ConvertMaterial( MT_Point2 uv[4]; MT_Point2 uv2[4]; + 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); + if( validface ) { material->ras_mode |= !( @@ -731,14 +735,14 @@ static MT_Vector4* BL_ComputeMeshTangentSpace(Mesh* mesh) MT_Vector3 *tan1 = new MT_Vector3[mesh->totvert]; MT_Vector3 *tan2 = new MT_Vector3[mesh->totvert]; - unsigned int v; + int v; for (v = 0; v < mesh->totvert; v++) { tan1[v] = MT_Vector3(0.0, 0.0, 0.0); tan2[v] = MT_Vector3(0.0, 0.0, 0.0); } - for (unsigned int p = 0; p < mesh->totface; p++, mface++, tface++) + for (int p = 0; p < mesh->totface; p++, mface++, tface++) { MT_Vector3 v1(mesh->mvert[mface->v1].co), v2(mesh->mvert[mface->v2].co), @@ -830,9 +834,10 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* } } - 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++) { @@ -882,7 +887,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* Material* ma = 0; bool polyvisible = true; RAS_IPolyMaterial* polymat = NULL; - BL_Material *bl_mat; + BL_Material *bl_mat = NULL; if(converter->GetMaterials()) { @@ -892,6 +897,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* ma = give_current_material(blenderobj, 1); bl_mat = ConvertMaterial(mesh, ma, tface, mface, mmcol, lightlayer, blenderobj, layers); + bl_mat->glslmat = converter->GetGLSLMaterials(); // set the index were dealing with bl_mat->material_index = (int)mface->mat_nr; @@ -1066,19 +1072,19 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* 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)); - poly->SetVertex(1,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt1,uv1,uv21,tan1,rgb1,no1,d2,flat, polymat)); - poly->SetVertex(2,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt2,uv2,uv22,tan2,rgb2,no2,d3,flat, 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)); + 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,polymat,mface->v1)); - poly->SetVertex(1,meshobj->FindOrAddVertex(vtxarray,pt1,uv1,uv21,tan1,rgb1,no1,polymat,mface->v2)); - poly->SetVertex(2,meshobj->FindOrAddVertex(vtxarray,pt2,uv2,uv22,tan2,rgb2,no2,polymat,mface->v3)); + 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,polymat,mface->v4)); + poly->SetVertex(3,meshobj->FindOrAddVertex(vtxarray,pt3,uv3,uv23,tan3,rgb3,no3,false,polymat,mface->v4)); } meshobj->AddPolygon(poly); if (poly->IsCollider()) @@ -1116,6 +1122,9 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* layer.face++; } } + 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 diff --git a/source/gameengine/Converter/BL_MeshDeformer.cpp b/source/gameengine/Converter/BL_MeshDeformer.cpp index ab31179b047..85ba894f9a5 100644 --- a/source/gameengine/Converter/BL_MeshDeformer.cpp +++ b/source/gameengine/Converter/BL_MeshDeformer.cpp @@ -43,27 +43,25 @@ #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) { 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 @@ -81,9 +79,9 @@ bool BL_MeshDeformer::Apply(RAS_IPolyMaterial *mat) BL_MeshDeformer::~BL_MeshDeformer() { if (m_transverts) - delete []m_transverts; + delete [] m_transverts; if (m_transnors) - delete []m_transnors; + delete [] m_transnors; }; /** @@ -91,65 +89,123 @@ BL_MeshDeformer::~BL_MeshDeformer() */ 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 + * + * There's a lot of indirection here to get to the data, can this work + * with less arrays/indirection? */ - /* 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]; + vecIndexArrays indexarrays; + vecIndexArrays mvarrays; + vecIndexArrays diarrays; + vecVertexArray vertexarrays; + 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); + + /* 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); + + 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]; + + /* compute face normal */ + mv1 = MT_Point3(v1.getLocalXYZ()); + mv2 = MT_Point3(v2.getLocalXYZ()); + mv3 = MT_Point3(v3.getLocalXYZ()); + + if(nvert == 4) { + int i4 = indexarray[j+3]; + RAS_TexVert& v4 = vertexarray[i4]; + mv4 = MT_Point3(v4.getLocalXYZ()); + + fnor = (((mv2-mv1).cross(mv3-mv2))+((mv4-mv3).cross(mv1-mv4))); //.safe_normalized(); + } + else + fnor = ((mv2-mv1).cross(mv3-mv2)); //.safe_normalized(); + + /* add to vertices for smooth normals */ + m_transnors[mvarray[diarray[i1]]] += fnor; + m_transnors[mvarray[diarray[i2]]] += fnor; + m_transnors[mvarray[diarray[i3]]] += fnor; + + /* 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); + } } + } + } - /* 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); + /* assign smooth vertex normals */ + for(RAS_MaterialBucket::Set::iterator mit = m_pMeshObject->GetFirstMaterial(); + 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); + + 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 (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+m_bmesh->totface) { 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_transnors=new MT_Vector3[m_bmesh->totvert]; m_tvtot = m_bmesh->totvert; } } diff --git a/source/gameengine/Converter/BL_MeshDeformer.h b/source/gameengine/Converter/BL_MeshDeformer.h index a6be11d786e..88dc2500859 100644 --- a/source/gameengine/Converter/BL_MeshDeformer.h +++ b/source/gameengine/Converter/BL_MeshDeformer.h @@ -48,9 +48,9 @@ public: BL_MeshDeformer(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_transnors(NULL), - m_transverts(NULL), m_tvtot(0) {}; virtual ~BL_MeshDeformer(); @@ -62,12 +62,11 @@ public: protected: class BL_SkinMeshObject* m_pMeshObject; struct Mesh* m_bmesh; - MT_Point3* m_transnors; - //MT_Point3* m_transverts; // this is so m_transverts doesn't need to be converted // before deformation float (*m_transverts)[3]; + MT_Vector3* m_transnors; struct Object* m_objMesh; // -- int m_tvtot; diff --git a/source/gameengine/Converter/BL_SkinDeformer.cpp b/source/gameengine/Converter/BL_SkinDeformer.cpp index 14faa3317d0..0f884674c09 100644 --- a/source/gameengine/Converter/BL_SkinDeformer.cpp +++ b/source/gameengine/Converter/BL_SkinDeformer.cpp @@ -57,7 +57,6 @@ extern "C"{ #define __NLA_DEFNORMALS //#undef __NLA_DEFNORMALS - BL_SkinDeformer::BL_SkinDeformer( struct Object *bmeshobj_old, // Blender object that owns the new mesh struct Object *bmeshobj_new, // Blender object that owns the original mesh @@ -87,25 +86,15 @@ BL_SkinDeformer::~BL_SkinDeformer() Mat4CpyMat4(m_objMesh->obmat, m_obmat); } -/* XXX note, this __NLA_OLDDEFORM define seems to be obsolete */ - bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat) { size_t i, j, index; vecVertexArray array; -#ifdef __NLA_OLDDEFORM - vecMVertArray mvarray; -#else vecIndexArrays mvarray; -#endif vecMDVertArray dvarray; vecIndexArrays diarray; RAS_TexVert *tv; -#ifdef __NLA_OLDDEFORM - MVert *mvert; - MDeformVert *dvert; -#endif MT_Point3 pt; // float co[3]; @@ -115,48 +104,24 @@ bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat) Update(); array = m_pMeshObject->GetVertexCache(mat); -#ifdef __NLA_OLDDEFORM - dvarray = m_pMeshObject->GetDVertCache(mat); -#endif mvarray = m_pMeshObject->GetMVertCache(mat); diarray = m_pMeshObject->GetDIndexCache(mat); - // For each array - for (i=0; i<array.size(); i++){ + for (i=0; i<array.size(); i++) { // For each vertex - for (j=0; j<array[i]->size(); j++){ + for (j=0; j<array[i]->size(); j++) { tv = &((*array[i])[j]); index = ((*diarray[i])[j]); -#ifdef __NLA_OLDDEFORM - pt = tv->xyz(); - mvert = ((*mvarray[i])[index]); - dvert = ((*dvarray[i])[index]); -#endif // Copy the untransformed data from the original mvert -#ifdef __NLA_OLDDEFORM - co[0]=mvert->co[0]; - co[1]=mvert->co[1]; - co[2]=mvert->co[2]; - - // Do the deformation -/* XXX note, doesnt exist anymore */ -// GB_calc_armature_deform(co, dvert); - tv->SetXYZ(co); -#else // Set the data tv->SetXYZ(m_transverts[((*mvarray[i])[index])]); -#ifdef __NLA_DEFNORMALS - - tv->SetNormal(m_transnors[((*mvarray[i])[index])]); -#endif -#endif } } - + return true; } @@ -197,7 +162,9 @@ void BL_SkinDeformer::Update(void) VECCOPY(m_transverts[v], m_bmesh->mvert[v].co); armature_deform_verts( par_arma, m_objMesh, NULL, m_transverts, NULL, m_bmesh->totvert, ARM_DEF_VGROUP, NULL, NULL ); +#ifdef __NLA_DEFNORMALS RecalcNormals(); +#endif /* Update the current frame */ m_lastUpdate=m_armobj->GetLastFrame(); diff --git a/source/gameengine/Converter/BL_SkinDeformer.h b/source/gameengine/Converter/BL_SkinDeformer.h index e130dc15dbf..79f6453a25d 100644 --- a/source/gameengine/Converter/BL_SkinDeformer.h +++ b/source/gameengine/Converter/BL_SkinDeformer.h @@ -69,8 +69,8 @@ public: m_armobj(arma), m_lastUpdate(-1), m_defbase(&bmeshobj->defbase), - m_releaseobject(false), - m_restoremat(false) + m_restoremat(false), + m_releaseobject(false) { }; diff --git a/source/gameengine/Converter/BL_SkinMeshObject.cpp b/source/gameengine/Converter/BL_SkinMeshObject.cpp index 8bc78c7f757..69feb72f5dc 100644 --- a/source/gameengine/Converter/BL_SkinMeshObject.cpp +++ b/source/gameengine/Converter/BL_SkinMeshObject.cpp @@ -53,23 +53,27 @@ void BL_SkinMeshObject::AddPolygon(RAS_Polygon* poly) 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(unsigned int vtxarray, unsigned 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 (unsigned int i=0; i<ao->m_MvertArrayCache1[vtxarray]->size(); i++){ - if (mv == (*ao->m_MvertArrayCache1[vtxarray])[i]) - return i; + 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; }; @@ -105,11 +109,7 @@ int BL_SkinMeshObject::FindVertexArray(int numverts,RAS_IPolyMaterial* polymat) 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(); diff --git a/source/gameengine/Converter/BL_SkinMeshObject.h b/source/gameengine/Converter/BL_SkinMeshObject.h index 0ca7428c0f0..2422d4cd4c9 100644 --- a/source/gameengine/Converter/BL_SkinMeshObject.h +++ b/source/gameengine/Converter/BL_SkinMeshObject.h @@ -106,6 +106,9 @@ class BL_SkinMeshObject : public RAS_MeshObject protected: 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); @@ -139,37 +142,17 @@ public: const MT_Point2& uv2, const MT_Vector4& tangent, const unsigned int rgbacolor, - const MT_Vector3& normal, int defnr, bool flat, RAS_IPolyMaterial* mat) + const MT_Vector3& normal, int defnr, bool flat, RAS_IPolyMaterial* mat, int origindex) { - RAS_TexVert tempvert(xyz,uv,uv2, tangent,rgbacolor,normal,flat ? TV_CALCFACENORMAL : 0); - - // KX_ArrayOptimizer* ao = GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]); - BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]); - - int numverts = ao->m_VertexArrayCache1[vtxarray]->size();//m_VertexArrayCount[vtxarray]; - - int index=-1; - - for (int i=0;i<numverts;i++) - { - const RAS_TexVert& vtx = (*ao->m_VertexArrayCache1[vtxarray])[i]; - if (tempvert.closeTo(&vtx)) - { - index = i; - break; - } - - } - if (index >= 0) - return index; - - // no vertex found, add one - ao->m_VertexArrayCache1[vtxarray]->push_back(tempvert); - ao->m_DIndexArrayCache1[vtxarray]->push_back(defnr); - - return numverts; - - + 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; } }; diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp index 8640e69102b..de91bce2ab1 100644 --- a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp +++ b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp @@ -100,7 +100,8 @@ KX_BlenderSceneConverter::KX_BlenderSceneConverter( m_sipo(sipo), m_ketsjiEngine(engine), m_alwaysUseExpandFraming(false), - m_usemat(false) + m_usemat(false), + m_useglslmat(false) { m_newfilename = ""; } @@ -449,6 +450,13 @@ void KX_BlenderSceneConverter::RemoveScene(KX_Scene *scene) void KX_BlenderSceneConverter::SetMaterials(bool val) { m_usemat = val; + m_useglslmat = false; +} + +void KX_BlenderSceneConverter::SetGLSLMaterials(bool val) +{ + m_usemat = val; + m_useglslmat = val; } bool KX_BlenderSceneConverter::GetMaterials() @@ -456,6 +464,10 @@ bool KX_BlenderSceneConverter::GetMaterials() return m_usemat; } +bool KX_BlenderSceneConverter::GetGLSLMaterials() +{ + return m_useglslmat; +} void KX_BlenderSceneConverter::RegisterBlenderMaterial(BL_Material *mat) { diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.h b/source/gameengine/Converter/KX_BlenderSceneConverter.h index a45d7396875..e5d6ccc5caf 100644 --- a/source/gameengine/Converter/KX_BlenderSceneConverter.h +++ b/source/gameengine/Converter/KX_BlenderSceneConverter.h @@ -75,6 +75,7 @@ class KX_BlenderSceneConverter : public KX_ISceneConverter class KX_Scene* m_currentScene; // Scene being converted bool m_alwaysUseExpandFraming; bool m_usemat; + bool m_useglslmat; void localDel_ipoCurve ( IpoCurve * icu ,struct SpaceIpo* sipo); // struct Ipo* findIpoForName(char* objName); @@ -146,6 +147,10 @@ public: virtual void SetMaterials(bool val); virtual bool GetMaterials(); + // use blender glsl materials + virtual void SetGLSLMaterials(bool val); + virtual bool GetGLSLMaterials(); + }; #endif //__KX_BLENDERSCENECONVERTER_H |