153 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
		
		
			
		
	
	
			153 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
|   | /**
 | ||
|  |  * $Id$ | ||
|  |  * | ||
|  |  * ***** 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); | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | 
 | ||
|  | 
 |