132 lines
3.4 KiB
C
132 lines
3.4 KiB
C
/*
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) Blender Foundation
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/blenkernel/intern/fluidsim.c
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* \ingroup bke
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*/
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#include <stddef.h>
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#include "BLI_storage.h" /* _LARGEFILE_SOURCE */
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#include "MEM_guardedalloc.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_object_fluidsim.h"
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#include "DNA_object_force.h" // for pointcache
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#include "DNA_object_types.h"
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#include "DNA_particle_types.h"
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#include "DNA_scene_types.h" // N_T
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#include "BLI_math.h"
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#include "BLI_blenlib.h"
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#include "BLI_utildefines.h"
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#include "BKE_cdderivedmesh.h"
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#include "BKE_customdata.h"
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#include "BKE_DerivedMesh.h"
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#include "BKE_fluidsim.h"
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#include "BKE_global.h"
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#include "BKE_modifier.h"
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#include "BKE_mesh.h"
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// headers for fluidsim bobj meshes
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#include <stdlib.h>
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#include "LBM_fluidsim.h"
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#include <zlib.h>
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#include <string.h>
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#include <stdio.h>
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/* ************************* fluidsim bobj file handling **************************** */
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//-------------------------------------------------------------------------------
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// file handling
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//-------------------------------------------------------------------------------
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void initElbeemMesh(struct Scene *scene, struct Object *ob,
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int *numVertices, float **vertices,
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int *numTriangles, int **triangles,
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int useGlobalCoords, int modifierIndex)
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{
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DerivedMesh *dm = NULL;
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MVert *mvert;
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MFace *mface;
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int countTris=0, i, totvert, totface;
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float *verts;
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int *tris;
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dm = mesh_create_derived_index_render(scene, ob, CD_MASK_BAREMESH, modifierIndex);
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//dm = mesh_create_derived_no_deform(ob,NULL);
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mvert = dm->getVertArray(dm);
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mface = dm->getFaceArray(dm);
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totvert = dm->getNumVerts(dm);
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totface = dm->getNumFaces(dm);
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*numVertices = totvert;
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verts = MEM_callocN( totvert*3*sizeof(float), "elbeemmesh_vertices");
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for(i=0; i<totvert; i++) {
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VECCOPY( &verts[i*3], mvert[i].co);
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if(useGlobalCoords) { mul_m4_v3(ob->obmat, &verts[i*3]); }
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}
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*vertices = verts;
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for(i=0; i<totface; i++) {
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countTris++;
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if(mface[i].v4) { countTris++; }
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}
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*numTriangles = countTris;
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tris = MEM_callocN( countTris*3*sizeof(int), "elbeemmesh_triangles");
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countTris = 0;
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for(i=0; i<totface; i++) {
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int face[4];
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face[0] = mface[i].v1;
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face[1] = mface[i].v2;
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face[2] = mface[i].v3;
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face[3] = mface[i].v4;
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tris[countTris*3+0] = face[0];
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tris[countTris*3+1] = face[1];
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tris[countTris*3+2] = face[2];
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countTris++;
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if(face[3]) {
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tris[countTris*3+0] = face[0];
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tris[countTris*3+1] = face[2];
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tris[countTris*3+2] = face[3];
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countTris++;
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}
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}
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*triangles = tris;
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dm->release(dm);
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}
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