blender/source/gameengine/Converter/BL_SkinMeshObject.cpp
2009-07-30 21:42:29 +00:00

157 lines
4.0 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
* Deformer that supports armature skinning
*/
#ifdef WIN32
#pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning
#endif //WIN32
#include "MEM_guardedalloc.h"
#include "DNA_key_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "RAS_BucketManager.h"
#include "RAS_IPolygonMaterial.h"
#include "KX_GameObject.h"
#include "BL_SkinMeshObject.h"
#include "BL_DeformableGameObject.h"
BL_SkinMeshObject::BL_SkinMeshObject(Mesh* mesh)
: RAS_MeshObject (mesh)
{
m_bDeformed = true;
if (m_mesh && m_mesh->key)
{
KeyBlock *kb;
int count=0;
// initialize weight cache for shape objects
// count how many keys in this mesh
for(kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next)
count++;
m_cacheWeightIndex.resize(count,-1);
}
}
BL_SkinMeshObject::~BL_SkinMeshObject()
{
if (m_mesh && m_mesh->key)
{
KeyBlock *kb;
// remove the weight cache to avoid memory leak
for(kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next) {
if(kb->weights)
MEM_freeN(kb->weights);
kb->weights= NULL;
}
}
}
void BL_SkinMeshObject::UpdateBuckets(void* clientobj,double* oglmatrix,bool useObjectColor,const MT_Vector4& rgbavec, bool visible, bool culled)
{
list<RAS_MeshMaterial>::iterator it;
list<RAS_MeshSlot*>::iterator sit;
for(it = m_materials.begin();it!=m_materials.end();++it) {
if(!it->m_slots[clientobj])
continue;
RAS_MeshSlot *slot = *it->m_slots[clientobj];
slot->SetDeformer(((BL_DeformableGameObject*)clientobj)->GetDeformer());
}
RAS_MeshObject::UpdateBuckets(clientobj, oglmatrix, useObjectColor, rgbavec, visible, culled);
}
static int get_def_index(Object* ob, const char* vgroup)
{
bDeformGroup *curdef;
int index = 0;
for (curdef = (bDeformGroup*)ob->defbase.first; curdef; curdef=(bDeformGroup*)curdef->next, index++)
if (!strcmp(curdef->name, vgroup))
return index;
return -1;
}
void BL_SkinMeshObject::CheckWeightCache(Object* obj)
{
KeyBlock *kb;
int kbindex, defindex;
MDeformVert *dvert= NULL;
int totvert, i, j;
float *weights;
if (!m_mesh->key)
return;
for(kbindex=0, kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next, kbindex++)
{
// first check the cases where the weight must be cleared
if (kb->vgroup[0] == 0 ||
m_mesh->dvert == NULL ||
(defindex = get_def_index(obj, kb->vgroup)) == -1) {
if (kb->weights) {
MEM_freeN(kb->weights);
kb->weights = NULL;
}
m_cacheWeightIndex[kbindex] = -1;
} else if (m_cacheWeightIndex[kbindex] != defindex) {
// a weight array is required but the cache is not matching
if (kb->weights) {
MEM_freeN(kb->weights);
kb->weights = NULL;
}
dvert= m_mesh->dvert;
totvert= m_mesh->totvert;
weights= (float*)MEM_callocN(totvert*sizeof(float), "weights");
for (i=0; i < totvert; i++, dvert++) {
for(j=0; j<dvert->totweight; j++) {
if (dvert->dw[j].def_nr == defindex) {
weights[i]= dvert->dw[j].weight;
break;
}
}
}
kb->weights = weights;
m_cacheWeightIndex[kbindex] = defindex;
}
}
}