コード例 #1
0
void akMeshLoaderUtils_getSmoothFaces(Blender::Mesh* bmesh, utArray<utArray<UTuint32> >& faces)
{
    faces.resize(bmesh->totvert);
    for (int i = 0; i< bmesh->totvert; i++)
    {
        for (int j = 0; j< bmesh->totface; j++)
        {
            const Blender::MFace& bface = bmesh->mface[j];
            if( (bface.flag & ME_SMOOTH) &&
                    (bface.v1 == i ||
                     bface.v2 == i ||
                     bface.v3 == i ||
                     bface.v4 == i ))
            {
                faces[i].push_back(j);
            }
        }
    }
}
コード例 #2
0
void akMeshLoaderUtils_getShapeKeysNormals(Blender::Mesh* bmesh, UTuint32 numshape, utArray<btAlignedObjectArray<akVector3> >& shapenormals)
{
    Blender::Key* bk = bmesh->key;
    if(bk)
    {

        shapenormals.resize(numshape);
        Blender::KeyBlock* bkb = (Blender::KeyBlock*)bk->block.first;

        // skip first shape key (basis)
        UTuint32 shape=0;
        if(bkb) bkb = bkb->next;
        while(bkb)
        {
            if(bkb->type == KEY_RELATIVE)
            {
                Blender::KeyBlock* basis = (Blender::KeyBlock*)bk->block.first;
                for(int i=0; basis && i<bkb->relative; i++)
                    basis = basis->next;

                if(basis)
                {
                    float* pos = (float*)bkb->data;
                    shapenormals[shape].resize(bmesh->totface);
                    for(int i=0; i<bmesh->totface; i++)
                    {
                        const Blender::MFace& bface = bmesh->mface[i];
                        akVector3 normal = akMeshLoaderUtils_calcMorphNormal(bface, pos);
                        shapenormals[shape][i]=normal;
                    }
                    shape++;
                }
            }
            bkb = bkb->next;
        }
    }
}