Welcome to mirror list, hosted at ThFree Co, Russian Federation.

BL_MeshDeformer.cpp « Converter « gameengine « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: d8fcf8eb35d5b79ad683bbc047b2d9ff6f372ee3 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
/**
 * $Id$
 *
 * ***** 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) 2001-2002 by NaN Holding BV.
 * All rights reserved.
 *
 * The Original Code is: all of this file.
 *
 * Contributor(s): none yet.
 *
 * ***** END GPL LICENSE BLOCK *****
 * Simple deformation controller that restores a mesh to its rest position
 */

#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

#ifdef WIN32
// This warning tells us about truncation of __long__ stl-generated names.
// It can occasionally cause DevStudio to have internal compiler warnings.
#pragma warning( disable : 4786 )     
#endif

#include "RAS_IPolygonMaterial.h"
#include "BL_DeformableGameObject.h"
#include "BL_MeshDeformer.h"
#include "RAS_MeshObject.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"

#include "GEN_Map.h"
#include "STR_HashedString.h"
#include "BLI_math.h"

bool BL_MeshDeformer::Apply(RAS_IPolyMaterial*)
{
	size_t i;

	// 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];
					v.SetXYZ(m_bmesh->mvert[v.getOrigIndex()].co);
				}
			}
		}

		m_lastDeformUpdate = m_gameobj->GetLastFrame();

		return true;
	}

	return false;
}

BL_MeshDeformer::~BL_MeshDeformer()
{	
	if (m_transverts)
		delete [] m_transverts;
	if (m_transnors)
		delete [] m_transnors;
}
 
void BL_MeshDeformer::ProcessReplica()
{
	m_transverts = NULL;
	m_transnors = NULL;
	m_tvtot = 0;
	m_bDynamic=false;
	m_lastDeformUpdate = -1;
}

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()
{
	/* 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;

	/* 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 = m_transverts[v1.getOrigIndex()];
				const float *co2 = m_transverts[v2.getOrigIndex()];
				const float *co3 = m_transverts[v3.getOrigIndex()];
				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 = m_transverts[v4->getOrigIndex()];

					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];
				normalize_v3(fnor);

				/* 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];

				if(!(v.getFlag() & RAS_TexVert::FLAT))
					v.SetNormal(m_transnors[v.getOrigIndex()]); //.safe_normalized()
			}
		}
	}
}

void BL_MeshDeformer::VerifyStorage()
{
	/* Ensure that we have the right number of verts assigned */
	if (m_tvtot!=m_bmesh->totvert){
		if (m_transverts)
			delete [] m_transverts;
		if (m_transnors)
			delete [] m_transnors;
		
		m_transverts=new float[m_bmesh->totvert][3];
		m_transnors=new float[m_bmesh->totvert][3];
		m_tvtot = m_bmesh->totvert;
	}
}