http://projects.blender.org/tracker/index.php?func=detail&aid=945&group_id=9&atid=125 The material buckets were being sorted by pointer (ie their location in memory.) Also fixed find shared verticies.
		
			
				
	
	
		
			158 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			158 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /**
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|  * $Id$
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|  *
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|  * ***** BEGIN GPL/BL DUAL 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. The Blender
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|  * Foundation also sells licenses for use in proprietary software under
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|  * the Blender License.  See http://www.blender.org/BL/ for information
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|  * about this.
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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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
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|  *
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|  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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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/BL DUAL LICENSE BLOCK *****
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|  * Deformer that supports armature skinning
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|  */
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| 
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| #ifdef HAVE_CONFIG_H
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| #include <config.h>
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| #endif
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| 
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| #ifdef WIN32
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| #pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning
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| #endif //WIN32
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| #include "RAS_IPolygonMaterial.h"
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| #include "BL_SkinMeshObject.h"
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| #include "BL_DeformableGameObject.h"
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| #include "DNA_mesh_types.h"
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| #include "DNA_meshdata_types.h"
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| #include "KX_GameObject.h"
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| #include "RAS_BucketManager.h"
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| 
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| void BL_SkinMeshObject::AddPolygon(RAS_Polygon* poly)
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| {
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| 	/* We're overriding this so that we can eventually associate faces with verts somehow */
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| 
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| 	//	For vertIndex in poly:
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| 	//		find the appropriate normal
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| 
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| 	RAS_MeshObject::AddPolygon(poly);
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| }
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| 
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| #ifdef __NLA_OLDDEFORM
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| int BL_SkinMeshObject::FindOrAddDeform(int vtxarray, struct MVert *mv, struct MDeformVert *dv, RAS_IPolyMaterial* mat)
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| #else
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| int BL_SkinMeshObject::FindOrAddDeform(unsigned int vtxarray, unsigned int mv, struct MDeformVert *dv, RAS_IPolyMaterial* mat)
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| #endif
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| {
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| 	BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]);
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| 	int numvert = ao->m_MvertArrayCache1[vtxarray]->size();
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| 	
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| 	/* Check to see if this has already been pushed */
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| 	for (unsigned int i=0; i<ao->m_MvertArrayCache1[vtxarray]->size(); i++){
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| 		if (mv == (*ao->m_MvertArrayCache1[vtxarray])[i])
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| 			return i;
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| 	}
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| 
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| 	ao->m_MvertArrayCache1[vtxarray]->push_back(mv);
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| 	ao->m_DvertArrayCache1[vtxarray]->push_back(dv);
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| 	
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| 	return numvert;
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| };
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| 
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| int	BL_SkinMeshObject::FindVertexArray(int numverts,RAS_IPolyMaterial* polymat)
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| {
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| 	int array=-1;
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| 	
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| 	BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(polymat);
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| 
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| 
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| 	for (size_t i=0;i<ao->m_VertexArrayCache1.size();i++)
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| 	{
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| 		if ( (ao->m_TriangleArrayCount[i] + (numverts-2)) < BUCKET_MAX_TRIANGLES) 
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| 		{
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| 			 if((ao->m_VertexArrayCache1[i]->size()+numverts < BUCKET_MAX_INDICES))
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| 				{
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| 					array = i;
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| 					ao->m_TriangleArrayCount[array]+=numverts-2;
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| 					break;
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| 				}
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| 		}
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| 	}
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| 	
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| 
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| 	if (array == -1)
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| 	{
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| 		array = ao->m_VertexArrayCache1.size();
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| 		
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| 		vector<RAS_TexVert>* va = new vector<RAS_TexVert>;
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| 		ao->m_VertexArrayCache1.push_back(va);
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| 		
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| 		KX_IndexArray *ia = new KX_IndexArray();
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| 		ao->m_IndexArrayCache1.push_back(ia);
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| 
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| #ifdef __NLA_OLDDEFORM
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| 		BL_MVertArray *bva = new BL_MVertArray();
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| #else
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| 		KX_IndexArray *bva = new KX_IndexArray();
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| #endif
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| 		ao->m_MvertArrayCache1.push_back(bva);
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| 
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| 		BL_DeformVertArray *dva = new BL_DeformVertArray();
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| 		ao->m_DvertArrayCache1.push_back(dva);
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| 
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| 		KX_IndexArray *da = new KX_IndexArray();
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| 		ao->m_DIndexArrayCache1.push_back(da);
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| 
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| 		ao->m_TriangleArrayCount.push_back(numverts-2);
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| 
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| 	}
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| 
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| 		
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| 	return array;
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| }
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| 
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| 
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| //void BL_SkinMeshObject::Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec,RAS_BucketManager* bucketmgr)
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| void BL_SkinMeshObject::Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec)
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| {
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| 
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| 	KX_MeshSlot ms;
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| 	ms.m_clientObj = clientobj;
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| 	ms.m_mesh = this;
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| 	ms.m_OpenGLMatrix = oglmatrix;
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| 	ms.m_bObjectColor = useObjectColor;
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| 	ms.m_RGBAcolor = rgbavec;
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| 	ms.m_pDeformer = ((BL_DeformableGameObject*)clientobj)->m_pDeformer;
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| 	
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| 	for (RAS_MaterialBucket::Set::iterator it = m_materials.begin();it!=m_materials.end();it++)
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| 	{
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| 
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| 		RAS_MaterialBucket* materialbucket = (*it);
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| 
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| //		KX_ArrayOptimizer* oa = GetArrayOptimizer(materialbucket->GetPolyMaterial());
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| 		materialbucket->SetMeshSlot(ms);
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| 	}
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| 
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| }
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| 
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| 
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| 
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