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); }
EditFace *addfacelist(EditVert *v1, EditVert *v2, EditVert *v3, EditVert *v4) //, EditFace *example, EditFace *exampleEdges) { EditMesh *em = &gEditMesh; EditFace *efa; EditEdge *e1, *e2=0, *e3=0, *e4=0; /* add face to list and do the edges */ // if(exampleEdges) { // e1= addedgelist(v1, v2, exampleEdges->e1); // e2= addedgelist(v2, v3, exampleEdges->e2); // if(v4) e3= addedgelist(v3, v4, exampleEdges->e3); // else e3= addedgelist(v3, v1, exampleEdges->e3); // if(v4) e4= addedgelist(v4, v1, exampleEdges->e4); // } // else { /* if(v4) { e1 = addedgelist(v4, v1); //, NULL); e2 = addedgelist(v1, v2); //, NULL); e3 = addedgelist(v2, v3); //, NULL); e4 = addedgelist(v3, v4); //, NULL); } else { e1 = addedgelist(v3, v1); //, NULL); e2 = addedgelist(v1, v2); //, NULL); e3 = addedgelist(v2, v3); //, NULL); } */ e1= addedgelist(v1, v2); //, NULL); e2= addedgelist(v2, v3); //, NULL); if(v4) e3= addedgelist(v3, v4); //, NULL); else e3= addedgelist(v3, v1); //, NULL); if(v4) e4= addedgelist(v4, v1); //, NULL); // } if(v1==v2 || v2==v3 || v1==v3) return NULL; if(e2==0) return NULL; efa= (EditFace *)calloc(sizeof(EditFace), 1); efa->v1= v1; efa->v2= v2; efa->v3= v3; efa->v4= v4; efa->e1= e1; efa->e2= e2; efa->e3= e3; efa->e4= e4; // if(example) { // efa->mat_nr= example->mat_nr; // efa->tf= example->tf; // efa->tf.flag &= ~TF_ACTIVE; // efa->flag= example->flag; // } // else { // if (G.obedit && G.obedit->actcol) // efa->mat_nr= G.obedit->actcol-1; // default_uv(efa->tf.uv, 1.0); /* Initialize colors */ // efa->tf.col[0]= efa->tf.col[1]= efa->tf.col[2]= efa->tf.col[3]= vpaint_get_current_col(); // } BLI_addtail(&em->faces, efa); if(efa->v4) { CalcNormFloat4(efa->v1->co, efa->v2->co, efa->v3->co, efa->v4->co, efa->n); CalcCent4f(efa->cent, efa->v1->co, efa->v2->co, efa->v3->co, efa->v4->co); } else { CalcNormFloat(efa->v1->co, efa->v2->co, efa->v3->co, efa->n); CalcCent3f(efa->cent, efa->v1->co, efa->v2->co, efa->v3->co); } return efa; }