/* * ***** BEGIN GPL 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. * * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) Blender Foundation * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/blenkernel/intern/fluidsim.c * \ingroup bke */ // headers for fluidsim bobj meshes #include #include #include #include #include "MEM_guardedalloc.h" #include "DNA_mesh_types.h" #include "DNA_meshdata_types.h" #include "DNA_object_fluidsim.h" #include "DNA_object_force.h" // for pointcache #include "DNA_object_types.h" #include "DNA_particle_types.h" #include "DNA_scene_types.h" #include "BLI_math.h" #include "BLI_blenlib.h" #include "BLI_utildefines.h" #include "BKE_cdderivedmesh.h" #include "BKE_customdata.h" #include "BKE_DerivedMesh.h" #include "BKE_fluidsim.h" #include "BKE_global.h" #include "BKE_modifier.h" #include "BKE_mesh.h" /* ************************* fluidsim bobj file handling **************************** */ //------------------------------------------------------------------------------- // file handling //------------------------------------------------------------------------------- void initElbeemMesh(struct Scene *scene, struct Object *ob, int *numVertices, float **vertices, int *numTriangles, int **triangles, int useGlobalCoords, int modifierIndex) { DerivedMesh *dm = NULL; MVert *mvert; MFace *mface; int countTris = 0, i, totvert, totface; float *verts; int *tris; dm = mesh_create_derived_index_render(scene, ob, CD_MASK_BAREMESH, modifierIndex); DM_ensure_tessface(dm); mvert = dm->getVertArray(dm); mface = dm->getTessFaceArray(dm); totvert = dm->getNumVerts(dm); totface = dm->getNumTessFaces(dm); *numVertices = totvert; verts = MEM_callocN(totvert * 3 * sizeof(float), "elbeemmesh_vertices"); for (i = 0; i < totvert; i++) { copy_v3_v3(&verts[i * 3], mvert[i].co); if (useGlobalCoords) { mul_m4_v3(ob->obmat, &verts[i * 3]); } } *vertices = verts; for (i = 0; i < totface; i++) { countTris++; if (mface[i].v4) { countTris++; } } *numTriangles = countTris; tris = MEM_callocN(countTris * 3 * sizeof(int), "elbeemmesh_triangles"); countTris = 0; for (i = 0; i < totface; i++) { int face[4]; face[0] = mface[i].v1; face[1] = mface[i].v2; face[2] = mface[i].v3; face[3] = mface[i].v4; tris[countTris * 3 + 0] = face[0]; tris[countTris * 3 + 1] = face[1]; tris[countTris * 3 + 2] = face[2]; countTris++; if (face[3]) { tris[countTris * 3 + 0] = face[0]; tris[countTris * 3 + 1] = face[2]; tris[countTris * 3 + 2] = face[3]; countTris++; } } *triangles = tris; dm->release(dm); }