127 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			127 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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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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// headers for fluidsim bobj meshes
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#include <stdlib.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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#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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/* ************************* 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_ensure_tessface(dm);
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	mvert = dm->getVertArray(dm);
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	mface = dm->getTessFaceArray(dm);
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	totvert = dm->getNumVerts(dm);
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	totface = dm->getNumTessFaces(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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		copy_v3_v3(&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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