Blender V2.61 - r43446

fluidsim.c

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00001 /*
00002  * ***** BEGIN GPL LICENSE BLOCK *****
00003  *
00004  * This program is free software; you can redistribute it and/or
00005  * modify it under the terms of the GNU General Public License
00006  * as published by the Free Software Foundation; either version 2
00007  * of the License, or (at your option) any later version.
00008  *
00009  * This program is distributed in the hope that it will be useful,
00010  * but WITHOUT ANY WARRANTY; without even the implied warranty of
00011  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00012  * GNU General Public License for more details.
00013  *
00014  * You should have received a copy of the GNU General Public License
00015  * along with this program; if not, write to the Free Software Foundation,
00016  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
00017  *
00018  * The Original Code is Copyright (C) Blender Foundation
00019  * All rights reserved.
00020  *
00021  * The Original Code is: all of this file.
00022  *
00023  * Contributor(s): none yet.
00024  *
00025  * ***** END GPL LICENSE BLOCK *****
00026  */
00027 
00033 #include <stddef.h>
00034 
00035 #include "MEM_guardedalloc.h"
00036 
00037 #include "DNA_mesh_types.h"
00038 #include "DNA_meshdata_types.h"
00039 #include "DNA_object_fluidsim.h"
00040 #include "DNA_object_force.h" // for pointcache 
00041 #include "DNA_object_types.h"
00042 #include "DNA_particle_types.h"
00043 #include "DNA_scene_types.h" // N_T
00044 
00045 #include "BLI_math.h"
00046 #include "BLI_blenlib.h"
00047 #include "BLI_utildefines.h"
00048 
00049 #include "BKE_cdderivedmesh.h"
00050 #include "BKE_customdata.h"
00051 #include "BKE_DerivedMesh.h"
00052 #include "BKE_fluidsim.h"
00053 #include "BKE_global.h"
00054 #include "BKE_modifier.h"
00055 #include "BKE_mesh.h"
00056 
00057 
00058 // headers for fluidsim bobj meshes
00059 #include <stdlib.h>
00060 #include "LBM_fluidsim.h"
00061 #include <zlib.h>
00062 #include <string.h>
00063 #include <stdio.h>
00064 
00065 /* ************************* fluidsim bobj file handling **************************** */
00066 
00067 
00068 //-------------------------------------------------------------------------------
00069 // file handling
00070 //-------------------------------------------------------------------------------
00071 
00072 void initElbeemMesh(struct Scene *scene, struct Object *ob,
00073             int *numVertices, float **vertices,
00074       int *numTriangles, int **triangles,
00075       int useGlobalCoords, int modifierIndex)
00076 {
00077     DerivedMesh *dm = NULL;
00078     MVert *mvert;
00079     MFace *mface;
00080     int countTris=0, i, totvert, totface;
00081     float *verts;
00082     int *tris;
00083 
00084     dm = mesh_create_derived_index_render(scene, ob, CD_MASK_BAREMESH, modifierIndex);
00085     //dm = mesh_create_derived_no_deform(ob,NULL);
00086 
00087     mvert = dm->getVertArray(dm);
00088     mface = dm->getFaceArray(dm);
00089     totvert = dm->getNumVerts(dm);
00090     totface = dm->getNumFaces(dm);
00091 
00092     *numVertices = totvert;
00093     verts = MEM_callocN( totvert*3*sizeof(float), "elbeemmesh_vertices");
00094     for(i=0; i<totvert; i++) {
00095         copy_v3_v3(&verts[i*3], mvert[i].co);
00096         if(useGlobalCoords) { mul_m4_v3(ob->obmat, &verts[i*3]); }
00097     }
00098     *vertices = verts;
00099 
00100     for(i=0; i<totface; i++) {
00101         countTris++;
00102         if(mface[i].v4) { countTris++; }
00103     }
00104     *numTriangles = countTris;
00105     tris = MEM_callocN( countTris*3*sizeof(int), "elbeemmesh_triangles");
00106     countTris = 0;
00107     for(i=0; i<totface; i++) {
00108         int face[4];
00109         face[0] = mface[i].v1;
00110         face[1] = mface[i].v2;
00111         face[2] = mface[i].v3;
00112         face[3] = mface[i].v4;
00113 
00114         tris[countTris*3+0] = face[0];
00115         tris[countTris*3+1] = face[1];
00116         tris[countTris*3+2] = face[2];
00117         countTris++;
00118         if(face[3]) {
00119             tris[countTris*3+0] = face[0];
00120             tris[countTris*3+1] = face[2];
00121             tris[countTris*3+2] = face[3];
00122             countTris++;
00123         }
00124     }
00125     *triangles = tris;
00126 
00127     dm->release(dm);
00128 }