void meshobject_foreachScreenVert(
        ViewContext *vc,
        void (*func)(void *userData, MVert *eve, const float screen_co[2], int index),
        void *userData, eV3DProjTest clip_flag)
{
	foreachScreenObjectVert_userData data;
	DerivedMesh *dm = mesh_get_derived_deform(vc->scene, vc->obact, CD_MASK_BAREMESH);

	data.vc = *vc;
	data.func = func;
	data.userData = userData;
	data.clip_flag = clip_flag;

	if (clip_flag & V3D_PROJ_TEST_CLIP_BB) {
		ED_view3d_clipping_local(vc->rv3d, vc->obedit->obmat);  /* for local clipping lookups */
	}

	dm->foreachMappedVert(dm, meshobject_foreachScreenVert__mapFunc, &data);

	dm->release(dm);
}
Beispiel #2
0
static void draw_mesh_text(Scene *scene, Object *ob, int glsl)
{
	Mesh *me = ob->data;
	DerivedMesh *ddm;
	MPoly *mp, *mface  = me->mpoly;
	MTexPoly *mtpoly   = me->mtpoly;
	MLoopUV *mloopuv   = me->mloopuv;
	MLoopUV *luv;
	MLoopCol *mloopcol = me->mloopcol;  /* why does mcol exist? */
	MLoopCol *lcol;

	bProperty *prop = BKE_bproperty_object_get(ob, "Text");
	GPUVertexAttribs gattribs;
	int a, totpoly = me->totpoly;

	/* fake values to pass to GPU_render_text() */
	MCol  tmp_mcol[4]  = {{0}};
	MCol *tmp_mcol_pt  = mloopcol ? tmp_mcol : NULL;
	MTFace tmp_tf      = {{{0}}};

	/* don't draw without tfaces */
	if (!mtpoly || !mloopuv)
		return;

	/* don't draw when editing */
	if (ob->mode & OB_MODE_EDIT)
		return;
	else if (ob == OBACT)
		if (BKE_paint_select_elem_test(ob))
			return;

	ddm = mesh_get_derived_deform(scene, ob, CD_MASK_BAREMESH);

	for (a = 0, mp = mface; a < totpoly; a++, mtpoly++, mp++) {
		short matnr = mp->mat_nr;
		int mf_smooth = mp->flag & ME_SMOOTH;
		Material *mat = (me->mat) ? me->mat[matnr] : NULL;
		int mode = mat ? mat->game.flag : GEMAT_INVISIBLE;


		if (!(mode & GEMAT_INVISIBLE) && (mode & GEMAT_TEXT) && mp->totloop >= 3) {
			/* get the polygon as a tri/quad */
			int mp_vi[4];
			float v1[3], v2[3], v3[3], v4[3];
			char string[MAX_PROPSTRING];
			int characters, i, glattrib = -1, badtex = 0;


			/* TEXFACE */
			ME_MTEXFACE_CPY(&tmp_tf, mtpoly);

			if (glsl) {
				GPU_enable_material(matnr + 1, &gattribs);

				for (i = 0; i < gattribs.totlayer; i++) {
					if (gattribs.layer[i].type == CD_MTFACE) {
						glattrib = gattribs.layer[i].glindex;
						break;
					}
				}
			}
			else {
				badtex = set_draw_settings_cached(0, &tmp_tf, mat, Gtexdraw);
				if (badtex) {
					continue;
				}
			}

			mp_vi[0] = me->mloop[mp->loopstart + 0].v;
			mp_vi[1] = me->mloop[mp->loopstart + 1].v;
			mp_vi[2] = me->mloop[mp->loopstart + 2].v;
			mp_vi[3] = (mp->totloop >= 4) ? me->mloop[mp->loopstart + 3].v : 0;

			/* UV */
			luv = &mloopuv[mp->loopstart];
			copy_v2_v2(tmp_tf.uv[0], luv->uv); luv++;
			copy_v2_v2(tmp_tf.uv[1], luv->uv); luv++;
			copy_v2_v2(tmp_tf.uv[2], luv->uv); luv++;
			if (mp->totloop >= 4) {
				copy_v2_v2(tmp_tf.uv[3], luv->uv);
			}

			/* COLOR */
			if (mloopcol) {
				unsigned int totloop_clamp = min_ii(4, mp->totloop);
				unsigned int j;
				lcol = &mloopcol[mp->loopstart];

				for (j = 0; j < totloop_clamp; j++, lcol++) {
					MESH_MLOOPCOL_TO_MCOL(lcol, &tmp_mcol[j]);
				}
			}

			/* LOCATION */
			ddm->getVertCo(ddm, mp_vi[0], v1);
			ddm->getVertCo(ddm, mp_vi[1], v2);
			ddm->getVertCo(ddm, mp_vi[2], v3);
			if (mp->totloop >= 4) {
				ddm->getVertCo(ddm, mp_vi[3], v4);
			}



			/* The BM_FONT handling is in the gpu module, shared with the
			 * game engine, was duplicated previously */

			BKE_bproperty_set_valstr(prop, string);
			characters = strlen(string);
			
			if (!BKE_image_has_ibuf(mtpoly->tpage, NULL))
				characters = 0;

			if (!mf_smooth) {
				float nor[3];

				normal_tri_v3(nor, v1, v2, v3);

				glNormal3fv(nor);
			}

			GPU_render_text(&tmp_tf, mode, string, characters,
			                (unsigned int *)tmp_mcol_pt, v1, v2, v3, (mp->totloop >= 4 ? v4 : NULL), glattrib);
		}
	}

	ddm->release(ddm);
}
Beispiel #3
0
static void vertex_duplilist(ListBase *lb, ID *id, Scene *scene, Object *par, float par_space_mat[][4], int level, int animated)
{
	Object *ob, *ob_iter;
	Mesh *me= par->data;
	Base *base = NULL;
	DerivedMesh *dm;
	vertexDupliData vdd;
	Scene *sce = NULL;
	Group *group = NULL;
	GroupObject * go = NULL;
	BMEditMesh *em;
	float vec[3], no[3], pmat[4][4];
	int totvert, a, oblay;
	unsigned int lay;
	
	copy_m4_m4(pmat, par->obmat);
	
	/* simple preventing of too deep nested groups */
	if (level>MAX_DUPLI_RECUR) return;
	
	em = me->edit_btmesh;
	
	if (em) {
		dm= editbmesh_get_derived_cage(scene, par, em, CD_MASK_BAREMESH);
	}
	else
		dm= mesh_get_derived_deform(scene, par, CD_MASK_BAREMESH);
	
	if (G.rendering) {
		vdd.orco= (float(*)[3])get_mesh_orco_verts(par);
		transform_mesh_orco_verts(me, vdd.orco, me->totvert, 0);
	}
	else
		vdd.orco= NULL;
	
	totvert = dm->getNumVerts(dm);

	/* having to loop on scene OR group objects is NOT FUN */
	if (GS(id->name) == ID_SCE) {
		sce = (Scene *)id;
		lay= sce->lay;
		base= sce->base.first;
	}
	else {
		group = (Group *)id;
		lay= group->layer;
		go = group->gobject.first;
	}
	
	/* Start looping on Scene OR Group objects */
	while (base || go) { 
		if (sce) {
			ob_iter= base->object;
			oblay = base->lay;
		}
		else {
			ob_iter= go->ob;
			oblay = ob_iter->lay;
		}
		
		if (lay & oblay && scene->obedit!=ob_iter) {
			ob=ob_iter->parent;
			while (ob) {
				if (ob==par) {
					ob = ob_iter;
	/* End Scene/Group object loop, below is generic */
					
					
					/* par_space_mat - only used for groups so we can modify the space dupli's are in
					 * when par_space_mat is NULL ob->obmat can be used instead of ob__obmat
					 */
					if (par_space_mat)
						mult_m4_m4m4(vdd.obmat, par_space_mat, ob->obmat);
					else
						copy_m4_m4(vdd.obmat, ob->obmat);

					vdd.id= id;
					vdd.level= level;
					vdd.animated= animated;
					vdd.lb= lb;
					vdd.ob= ob;
					vdd.scene= scene;
					vdd.par= par;
					copy_m4_m4(vdd.pmat, pmat);
					
					/* mballs have a different dupli handling */
					if (ob->type!=OB_MBALL) ob->flag |= OB_DONE;	/* doesnt render */

					if (me->edit_btmesh) {
						dm->foreachMappedVert(dm, vertex_dupli__mapFunc, (void*) &vdd);
					}
					else {
						for (a=0; a<totvert; a++) {
							dm->getVertCo(dm, a, vec);
							dm->getVertNo(dm, a, no);
							
							vertex_dupli__mapFunc(&vdd, a, vec, no, NULL);
						}
					}
					if (sce) {
						/* Set proper layer in case of scene looping,
						 * in case of groups the object layer will be
						 * changed when it's duplicated due to the
						 * group duplication.
						 */
						ob->lay = vdd.par->lay;
					}
					
					break;
				}
				ob= ob->parent;
			}
		}
		if (sce)	base= base->next;	/* scene loop */
		else		go= go->next;		/* group loop */
	}

	if (vdd.orco)
		MEM_freeN(vdd.orco);
	dm->release(dm);
}
Beispiel #4
0
static void face_duplilist(ListBase *lb, ID *id, Scene *scene, Object *par, float par_space_mat[][4], int level, int animated)
{
	Object *ob, *ob_iter;
	Base *base = NULL;
	DupliObject *dob;
	DerivedMesh *dm;
	Mesh *me= par->data;
	MLoopUV *mloopuv;
	MPoly *mpoly, *mp;
	MLoop *mloop;
	MVert *mvert;
	float pmat[4][4], imat[3][3], (*orco)[3] = NULL, w;
	int lay, oblay, totface, a;
	Scene *sce = NULL;
	Group *group = NULL;
	GroupObject *go = NULL;
	BMEditMesh *em;
	float ob__obmat[4][4]; /* needed for groups where the object matrix needs to be modified */
	
	/* simple preventing of too deep nested groups */
	if (level>MAX_DUPLI_RECUR) return;
	
	copy_m4_m4(pmat, par->obmat);
	em = me->edit_btmesh;

	if (em) {
		dm= editbmesh_get_derived_cage(scene, par, em, CD_MASK_BAREMESH);
	}
	else {
		dm = mesh_get_derived_deform(scene, par, CD_MASK_BAREMESH);
	}

	totface= dm->getNumPolys(dm);
	mpoly= dm->getPolyArray(dm);
	mloop= dm->getLoopArray(dm);
	mvert= dm->getVertArray(dm);

	if (G.rendering) {

		orco= (float(*)[3])get_mesh_orco_verts(par);
		transform_mesh_orco_verts(me, orco, me->totvert, 0);
		mloopuv= me->mloopuv;
	}
	else {
		orco= NULL;
		mloopuv= NULL;
	}
	
	/* having to loop on scene OR group objects is NOT FUN */
	if (GS(id->name) == ID_SCE) {
		sce = (Scene *)id;
		lay= sce->lay;
		base= sce->base.first;
	}
	else {
		group = (Group *)id;
		lay= group->layer;
		go = group->gobject.first;
	}
	
	/* Start looping on Scene OR Group objects */
	while (base || go) { 
		if (sce) {
			ob_iter= base->object;
			oblay = base->lay;
		}
		else {
			ob_iter= go->ob;
			oblay = ob_iter->lay;
		}
		
		if (lay & oblay && scene->obedit!=ob_iter) {
			ob=ob_iter->parent;
			while (ob) {
				if (ob==par) {
					ob = ob_iter;
	/* End Scene/Group object loop, below is generic */
					
					/* par_space_mat - only used for groups so we can modify the space dupli's are in
					 * when par_space_mat is NULL ob->obmat can be used instead of ob__obmat
					 */
					if (par_space_mat)
						mult_m4_m4m4(ob__obmat, par_space_mat, ob->obmat);
					else
						copy_m4_m4(ob__obmat, ob->obmat);
					
					copy_m3_m4(imat, ob->parentinv);
						
					/* mballs have a different dupli handling */
					if (ob->type!=OB_MBALL) ob->flag |= OB_DONE;	/* doesnt render */

					for (a=0, mp= mpoly; a<totface; a++, mp++) {
						int mv1;
						int mv2;
						int mv3;
						/* int mv4; */ /* UNUSED */
						float *v1;
						float *v2;
						float *v3;
						/* float *v4; */ /* UNUSED */
						float cent[3], quat[4], mat[3][3], mat3[3][3], tmat[4][4], obmat[4][4];
						MLoop *loopstart= mloop + mp->loopstart;

						if (mp->totloop < 3) {
							/* highly unlikely but to be safe */
							continue;
						}
						else {
							v1= mvert[(mv1= loopstart[0].v)].co;
							v2= mvert[(mv2= loopstart[1].v)].co;
							v3= mvert[(mv3= loopstart[2].v)].co;
#if 0
							if (mp->totloop > 3) {
								v4= mvert[(mv4= loopstart[3].v)].co;
							}
#endif
						}

						/* translation */
						mesh_calc_poly_center(mp, loopstart, mvert, cent);

						mul_m4_v3(pmat, cent);
						
						sub_v3_v3v3(cent, cent, pmat[3]);
						add_v3_v3(cent, ob__obmat[3]);
						
						copy_m4_m4(obmat, ob__obmat);
						
						copy_v3_v3(obmat[3], cent);
						
						/* rotation */
						tri_to_quat( quat,v1, v2, v3);
						quat_to_mat3( mat,quat);
						
						/* scale */
						if (par->transflag & OB_DUPLIFACES_SCALE) {
							float size= mesh_calc_poly_area(mp, loopstart, mvert, NULL);
							size= sqrtf(size) * par->dupfacesca;
							mul_m3_fl(mat, size);
						}
						
						copy_m3_m3(mat3, mat);
						mul_m3_m3m3(mat, imat, mat3);
						
						copy_m4_m4(tmat, obmat);
						mul_m4_m4m3(obmat, tmat, mat);
						
						dob= new_dupli_object(lb, ob, obmat, par->lay, a, OB_DUPLIFACES, animated);
						if (G.rendering) {
							w= 1.0f / (float)mp->totloop;

							if (orco) {
								int j;
								for (j = 0; j < mpoly->totloop; j++) {
									madd_v3_v3fl(dob->orco, orco[loopstart[j].v], w);
								}
							}

							if (mloopuv) {
								int j;
								for (j = 0; j < mpoly->totloop; j++) {
									madd_v2_v2fl(dob->orco, mloopuv[loopstart[j].v].uv, w);
								}
							}
						}
						
						if (ob->transflag & OB_DUPLI) {
							float tmpmat[4][4];
							copy_m4_m4(tmpmat, ob->obmat);
							copy_m4_m4(ob->obmat, obmat); /* pretend we are really this mat */
							object_duplilist_recursive((ID *)id, scene, ob, lb, ob->obmat, level+1, animated);
							copy_m4_m4(ob->obmat, tmpmat);
						}
					}
					
					break;
				}
				ob= ob->parent;
			}
		}
		if (sce)	base= base->next;	/* scene loop */
		else		go= go->next;		/* group loop */
	}

	if (orco)
		MEM_freeN(orco);
	
	dm->release(dm);
}
Beispiel #5
0
int join_mesh_shapes_exec(bContext *C, wmOperator *op)
{
	Scene *scene= CTX_data_scene(C);
	Object *ob= CTX_data_active_object(C);
	Mesh *me= (Mesh *)ob->data;
	Mesh *selme=NULL;
	DerivedMesh *dm=NULL;
	Key *key=me->key;
	KeyBlock *kb;
	int ok=0, nonequal_verts=0;
	
	CTX_DATA_BEGIN(C, Base*, base, selected_editable_bases) {
		if (base->object == ob) continue;
		
		if (base->object->type==OB_MESH) {
			selme = (Mesh *)base->object->data;
			
			if (selme->totvert==me->totvert)
				ok++;
			else
				nonequal_verts=1;
		}
	}
	CTX_DATA_END;
	
	if (!ok) {
		if (nonequal_verts)
			BKE_report(op->reports, RPT_WARNING, "Selected meshes must have equal numbers of vertices");
		else
			BKE_report(op->reports, RPT_WARNING, "No additional selected meshes with equal vertex count to join");
		return OPERATOR_CANCELLED;
	}
	
	if(key == NULL) {
		key= me->key= add_key((ID *)me);
		key->type= KEY_RELATIVE;

		/* first key added, so it was the basis. initialise it with the existing mesh */
		kb= add_keyblock(key, NULL);
		mesh_to_key(me, kb);
	}
	
	/* now ready to add new keys from selected meshes */
	CTX_DATA_BEGIN(C, Base*, base, selected_editable_bases) {
		if (base->object == ob) continue;
		
		if(base->object->type==OB_MESH) {
			selme = (Mesh *)base->object->data;
			
			if (selme->totvert==me->totvert) {
				dm = mesh_get_derived_deform(scene, base->object, CD_MASK_BAREMESH);
				
				if (!dm) continue;
					
				kb= add_keyblock(key, base->object->id.name+2);
				
				DM_to_meshkey(dm, me, kb);
				
				dm->release(dm);
			}
		}
	}
	CTX_DATA_END;
	
	WM_event_add_notifier(C, NC_SCENE|ND_OB_ACTIVE, scene);
	
	return OPERATOR_FINISHED;
}
Beispiel #6
0
static void face_duplilist(ListBase *lb, ID *id, Scene *scene, Object *par, float par_space_mat[][4], int level, int animated)
{
	Object *ob, *ob_iter;
	Base *base = NULL;
	DupliObject *dob;
	DerivedMesh *dm;
	Mesh *me= par->data;
	MTFace *mtface;
	MFace *mface;
	MVert *mvert;
	float pmat[4][4], imat[3][3], (*orco)[3] = NULL, w;
	int lay, oblay, totface, a;
	Scene *sce = NULL;
	Group *group = NULL;
	GroupObject *go = NULL;
	EditMesh *em;
	float ob__obmat[4][4]; /* needed for groups where the object matrix needs to be modified */
	
	/* simple preventing of too deep nested groups */
	if(level>MAX_DUPLI_RECUR) return;
	
	Mat4CpyMat4(pmat, par->obmat);
	
	em = BKE_mesh_get_editmesh(me);
	if(em) {
		int totvert;
		
		dm= editmesh_get_derived_cage(scene, par, em, CD_MASK_BAREMESH);
		
		totface= dm->getNumFaces(dm);
		mface= MEM_mallocN(sizeof(MFace)*totface, "mface temp");
		dm->copyFaceArray(dm, mface);
		totvert= dm->getNumVerts(dm);
		mvert= MEM_mallocN(sizeof(MVert)*totvert, "mvert temp");
		dm->copyVertArray(dm, mvert);

		BKE_mesh_end_editmesh(me, em);
	}
	else {
		dm = mesh_get_derived_deform(scene, par, CD_MASK_BAREMESH);
		
		totface= dm->getNumFaces(dm);
		mface= dm->getFaceArray(dm);
		mvert= dm->getVertArray(dm);
	}

	if(G.rendering) {

		orco= (float(*)[3])get_mesh_orco_verts(par);
		transform_mesh_orco_verts(me, orco, me->totvert, 0);
		mtface= me->mtface;
	}
	else {
		orco= NULL;
		mtface= NULL;
	}
	
	/* having to loop on scene OR group objects is NOT FUN */
	if (GS(id->name) == ID_SCE) {
		sce = (Scene *)id;
		lay= sce->lay;
		base= sce->base.first;
	} else {
		group = (Group *)id;
		lay= group->layer;
		go = group->gobject.first;
	}
	
	/* Start looping on Scene OR Group objects */
	while (base || go) { 
		if (sce) {
			ob_iter= base->object;
			oblay = base->lay;
		} else {
			ob_iter= go->ob;
			oblay = ob_iter->lay;
		}
		
		if (lay & oblay && scene->obedit!=ob_iter) {
			ob=ob_iter->parent;
			while(ob) {
				if(ob==par) {
					ob = ob_iter;
	/* End Scene/Group object loop, below is generic */
					
					/* par_space_mat - only used for groups so we can modify the space dupli's are in
					   when par_space_mat is NULL ob->obmat can be used instead of ob__obmat
					*/
					if(par_space_mat)
						Mat4MulMat4(ob__obmat, ob->obmat, par_space_mat);
					else
						Mat4CpyMat4(ob__obmat, ob->obmat);
					
					Mat3CpyMat4(imat, ob->parentinv);
						
					/* mballs have a different dupli handling */
					if(ob->type!=OB_MBALL) ob->flag |= OB_DONE;	/* doesnt render */

					for(a=0; a<totface; a++) {
						int mv1 = mface[a].v1;
						int mv2 = mface[a].v2;
						int mv3 = mface[a].v3;
						int mv4 = mface[a].v4;
						float *v1= mvert[mv1].co;
						float *v2= mvert[mv2].co;
						float *v3= mvert[mv3].co;
						float *v4= (mv4)? mvert[mv4].co: NULL;
						float cent[3], quat[4], mat[3][3], mat3[3][3], tmat[4][4], obmat[4][4];

						/* translation */
						if(v4)
							CalcCent4f(cent, v1, v2, v3, v4);
						else
							CalcCent3f(cent, v1, v2, v3);
						Mat4MulVecfl(pmat, cent);
						
						VecSubf(cent, cent, pmat[3]);
						VecAddf(cent, cent, ob__obmat[3]);
						
						Mat4CpyMat4(obmat, ob__obmat);
						
						VECCOPY(obmat[3], cent);
						
						/* rotation */
						triatoquat(v1, v2, v3, quat);
						QuatToMat3(quat, mat);
						
						/* scale */
						if(par->transflag & OB_DUPLIFACES_SCALE) {
							float size= v4?AreaQ3Dfl(v1, v2, v3, v4):AreaT3Dfl(v1, v2, v3);
							size= sqrt(size) * par->dupfacesca;
							Mat3MulFloat(mat[0], size);
						}
						
						Mat3CpyMat3(mat3, mat);
						Mat3MulMat3(mat, imat, mat3);
						
						Mat4CpyMat4(tmat, obmat);
						Mat4MulMat43(obmat, tmat, mat);
						
						dob= new_dupli_object(lb, ob, obmat, lay, a, OB_DUPLIFACES, animated);
						if(G.rendering) {
							w= (mv4)? 0.25f: 1.0f/3.0f;

							if(orco) {
								VECADDFAC(dob->orco, dob->orco, orco[mv1], w);
								VECADDFAC(dob->orco, dob->orco, orco[mv2], w);
								VECADDFAC(dob->orco, dob->orco, orco[mv3], w);
								if(mv4)
									VECADDFAC(dob->orco, dob->orco, orco[mv4], w);
							}

							if(mtface) {
								dob->uv[0] += w*mtface[a].uv[0][0];
								dob->uv[1] += w*mtface[a].uv[0][1];
								dob->uv[0] += w*mtface[a].uv[1][0];
								dob->uv[1] += w*mtface[a].uv[1][1];
								dob->uv[0] += w*mtface[a].uv[2][0];
								dob->uv[1] += w*mtface[a].uv[2][1];

								if(mv4) {
									dob->uv[0] += w*mtface[a].uv[3][0];
									dob->uv[1] += w*mtface[a].uv[3][1];
								}
							}
						}
						
						if(ob->transflag & OB_DUPLI) {
							float tmpmat[4][4];
							Mat4CpyMat4(tmpmat, ob->obmat);
							Mat4CpyMat4(ob->obmat, obmat); /* pretend we are really this mat */
							object_duplilist_recursive((ID *)id, scene, ob, lb, ob->obmat, level+1, animated);
							Mat4CpyMat4(ob->obmat, tmpmat);
						}
					}
					
					break;
				}
				ob= ob->parent;
			}
		}
		if (sce)	base= base->next;	/* scene loop */
		else		go= go->next;		/* group loop */
	}
	
	if(par->mode & OB_MODE_EDIT) {
		MEM_freeN(mface);
		MEM_freeN(mvert);
	}

	if(orco)
		MEM_freeN(orco);
	
	dm->release(dm);
}
/* from/to_world_space : whether from/to particles are in world or hair space
 * from/to_mat : additional transform for from/to particles (e.g. for using object space copying)
 */
static bool remap_hair_emitter(Scene *scene, Object *ob, ParticleSystem *psys,
                               Object *target_ob, ParticleSystem *target_psys, PTCacheEdit *target_edit,
                               float from_mat[4][4], float to_mat[4][4], bool from_global, bool to_global)
{
	ParticleSystemModifierData *target_psmd = psys_get_modifier(target_ob, target_psys);
	ParticleData *pa, *tpa;
	PTCacheEditPoint *edit_point;
	PTCacheEditKey *ekey;
	BVHTreeFromMesh bvhtree= {NULL};
	MFace *mface = NULL, *mf;
	MEdge *medge = NULL, *me;
	MVert *mvert;
	DerivedMesh *dm, *target_dm;
	int numverts;
	int i, k;
	float from_ob_imat[4][4], to_ob_imat[4][4];
	float from_imat[4][4], to_imat[4][4];

	if (!target_psmd->dm)
		return false;
	if (!psys->part || psys->part->type != PART_HAIR)
		return false;
	if (!target_psys->part || target_psys->part->type != PART_HAIR)
		return false;
	
	edit_point = target_edit ? target_edit->points : NULL;
	
	invert_m4_m4(from_ob_imat, ob->obmat);
	invert_m4_m4(to_ob_imat, target_ob->obmat);
	invert_m4_m4(from_imat, from_mat);
	invert_m4_m4(to_imat, to_mat);
	
	if (target_psmd->dm->deformedOnly) {
		/* we don't want to mess up target_psmd->dm when converting to global coordinates below */
		dm = target_psmd->dm;
	}
	else {
		/* warning: this rebuilds target_psmd->dm! */
		dm = mesh_get_derived_deform(scene, target_ob, CD_MASK_BAREMESH | CD_MASK_MFACE);
	}
	target_dm = target_psmd->dm;
	/* don't modify the original vertices */
	dm = CDDM_copy(dm);

	/* BMESH_ONLY, deform dm may not have tessface */
	DM_ensure_tessface(dm);

	numverts = dm->getNumVerts(dm);
	mvert = dm->getVertArray(dm);

	/* convert to global coordinates */
	for (i=0; i<numverts; i++)
		mul_m4_v3(to_mat, mvert[i].co);

	if (dm->getNumTessFaces(dm) != 0) {
		mface = dm->getTessFaceArray(dm);
		bvhtree_from_mesh_faces(&bvhtree, dm, 0.0, 2, 6);
	}
	else if (dm->getNumEdges(dm) != 0) {
		medge = dm->getEdgeArray(dm);
		bvhtree_from_mesh_edges(&bvhtree, dm, 0.0, 2, 6);
	}
	else {
		dm->release(dm);
		return false;
	}

	for (i = 0, tpa = target_psys->particles, pa = psys->particles;
	     i < target_psys->totpart;
	     i++, tpa++, pa++) {

		float from_co[3];
		BVHTreeNearest nearest;

		if (from_global)
			mul_v3_m4v3(from_co, from_ob_imat, pa->hair[0].co);
		else
			mul_v3_m4v3(from_co, from_ob_imat, pa->hair[0].world_co);
		mul_m4_v3(from_mat, from_co);

		nearest.index = -1;
		nearest.dist_sq = FLT_MAX;

		BLI_bvhtree_find_nearest(bvhtree.tree, from_co, &nearest, bvhtree.nearest_callback, &bvhtree);

		if (nearest.index == -1) {
			if (G.debug & G_DEBUG)
				printf("No nearest point found for hair root!");
			continue;
		}

		if (mface) {
			float v[4][3];
			
			mf = &mface[nearest.index];

			copy_v3_v3(v[0], mvert[mf->v1].co);
			copy_v3_v3(v[1], mvert[mf->v2].co);
			copy_v3_v3(v[2], mvert[mf->v3].co);
			if (mf->v4) {
				copy_v3_v3(v[3], mvert[mf->v4].co);
				interp_weights_poly_v3(tpa->fuv, v, 4, nearest.co);
			}
			else
				interp_weights_poly_v3(tpa->fuv, v, 3, nearest.co);
			tpa->foffset = 0.0f;

			tpa->num = nearest.index;
			tpa->num_dmcache = psys_particle_dm_face_lookup(target_ob, target_dm, tpa->num, tpa->fuv, NULL);
		}
		else {
			me = &medge[nearest.index];

			tpa->fuv[1] = line_point_factor_v3(nearest.co,
			                                   mvert[me->v1].co,
			                                   mvert[me->v2].co);
			tpa->fuv[0] = 1.0f - tpa->fuv[1];
			tpa->fuv[2] = tpa->fuv[3] = 0.0f;
			tpa->foffset = 0.0f;

			tpa->num = nearest.index;
			tpa->num_dmcache = -1;
		}

		/* translate hair keys */
		{
			HairKey *key, *tkey;
			float hairmat[4][4], imat[4][4];
			float offset[3];
			
			if (to_global)
				copy_m4_m4(imat, target_ob->obmat);
			else {
				/* note: using target_dm here, which is in target_ob object space and has full modifiers */
				psys_mat_hair_to_object(target_ob, target_dm, target_psys->part->from, tpa, hairmat);
				invert_m4_m4(imat, hairmat);
			}
			mul_m4_m4m4(imat, imat, to_imat);
			
			/* offset in world space */
			sub_v3_v3v3(offset, nearest.co, from_co);
			
			if (edit_point) {
				for (k=0, key=pa->hair, tkey=tpa->hair, ekey = edit_point->keys; k<tpa->totkey; k++, key++, tkey++, ekey++) {
					float co_orig[3];
					
					if (from_global)
						mul_v3_m4v3(co_orig, from_ob_imat, key->co);
					else
						mul_v3_m4v3(co_orig, from_ob_imat, key->world_co);
					mul_m4_v3(from_mat, co_orig);
					
					add_v3_v3v3(tkey->co, co_orig, offset);
					
					mul_m4_v3(imat, tkey->co);
					
					ekey->flag |= PEK_USE_WCO;
				}
				
				edit_point++;
			}
			else {
				for (k=0, key=pa->hair, tkey=tpa->hair; k<tpa->totkey; k++, key++, tkey++) {
					float co_orig[3];
					
					if (from_global)
						mul_v3_m4v3(co_orig, from_ob_imat, key->co);
					else
						mul_v3_m4v3(co_orig, from_ob_imat, key->world_co);
					mul_m4_v3(from_mat, co_orig);
					
					add_v3_v3v3(tkey->co, co_orig, offset);
					
					mul_m4_v3(imat, tkey->co);
				}
			}
		}
	}

	free_bvhtree_from_mesh(&bvhtree);
	dm->release(dm);

	psys_free_path_cache(target_psys, target_edit);

	PE_update_object(scene, target_ob, 0);

	return true;
}
Beispiel #8
0
static int connect_hair(Scene *scene, Object *ob, ParticleSystem *psys)
{
	ParticleSystemModifierData *psmd = psys_get_modifier(ob, psys);
	ParticleData *pa;
	PTCacheEdit *edit;
	PTCacheEditPoint *point;
	PTCacheEditKey *ekey = NULL;
	HairKey *key;
	BVHTreeFromMesh bvhtree= {NULL};
	BVHTreeNearest nearest;
	MFace *mface, *mf;
	MVert *mvert;
	DerivedMesh *dm = NULL;
	int numverts;
	int i, k;
	float hairmat[4][4], imat[4][4];
	float v[4][3], vec[3];

	if (!psys || !psys->part || psys->part->type != PART_HAIR || !psmd->dm)
		return FALSE;
	
	edit= psys->edit;
	point=  edit ? edit->points : NULL;
	
	if (psmd->dm->deformedOnly) {
		/* we don't want to mess up psmd->dm when converting to global coordinates below */
		dm = psmd->dm;
	}
	else {
		dm = mesh_get_derived_deform(scene, ob, CD_MASK_BAREMESH);
	}
	/* don't modify the original vertices */
	dm = CDDM_copy(dm);

	/* BMESH_ONLY, deform dm may not have tessface */
	DM_ensure_tessface(dm);

	numverts = dm->getNumVerts(dm);

	mvert = dm->getVertArray(dm);
	mface = dm->getTessFaceArray(dm);

	/* convert to global coordinates */
	for (i=0; i<numverts; i++)
		mul_m4_v3(ob->obmat, mvert[i].co);

	bvhtree_from_mesh_faces(&bvhtree, dm, 0.0, 2, 6);

	for (i=0, pa= psys->particles; i<psys->totpart; i++, pa++) {
		key = pa->hair;

		nearest.index = -1;
		nearest.dist = FLT_MAX;

		BLI_bvhtree_find_nearest(bvhtree.tree, key->co, &nearest, bvhtree.nearest_callback, &bvhtree);

		if (nearest.index == -1) {
			if (G.debug & G_DEBUG)
				printf("No nearest point found for hair root!");
			continue;
		}

		mf = &mface[nearest.index];

		copy_v3_v3(v[0], mvert[mf->v1].co);
		copy_v3_v3(v[1], mvert[mf->v2].co);
		copy_v3_v3(v[2], mvert[mf->v3].co);
		if (mf->v4) {
			copy_v3_v3(v[3], mvert[mf->v4].co);
			interp_weights_poly_v3(pa->fuv, v, 4, nearest.co);
		}
		else
			interp_weights_poly_v3(pa->fuv, v, 3, nearest.co);

		pa->num = nearest.index;
		pa->num_dmcache = psys_particle_dm_face_lookup(ob, psmd->dm, pa->num, pa->fuv, NULL);
		
		psys_mat_hair_to_global(ob, psmd->dm, psys->part->from, pa, hairmat);
		invert_m4_m4(imat, hairmat);

		sub_v3_v3v3(vec, nearest.co, key->co);

		if (point) {
			ekey = point->keys;
			point++;
		}

		for (k=0, key=pa->hair; k<pa->totkey; k++, key++) {
			add_v3_v3(key->co, vec);
			mul_m4_v3(imat, key->co);

			if (ekey) {
				ekey->flag |= PEK_USE_WCO;
				ekey++;
			}
		}
	}

	free_bvhtree_from_mesh(&bvhtree);
	dm->release(dm);

	psys_free_path_cache(psys, psys->edit);

	psys->flag &= ~PSYS_GLOBAL_HAIR;

	PE_update_object(scene, ob, 0);

	return TRUE;
}