blender/source/gameengine/Converter/BL_ModifierDeformer.cpp
Benoit Bolsee d95a109990 BGE modifier: generate correct physic shape, share static derived mesh, share display list.
This commit completes the support for modifiers in the BGE.
- The physic shape is generated according to the derived mesh. 
  This is true for all types of shapes and all types of 
  objects except soft body.
- Optimization for static derived mesh (mesh with modifiers
  but no armature and no shape keys). Replicas will share
  the derived mesh and the display list: less memory and
  faster rendering. With this optimization, the static 
  derived mesh will render as fast as if the modifiers were
  applied.

Known Limits:
- Sharing of mesh and display list is only possible between
  in-game replicas or dupligroup. If you want to instantiate
  multiple objects with modifiers, use dupligroup to ensure
  best memory and GPU utilization.
- rayCast() will interact with the derived mesh as follow:
  Hit position and hit normal are the real values according
  to the derived mesh but the KX_PolyProxy object refers to
  the original mesh. You should use it only to retrieve the
  material.
- Dynamic derived mesh have very poor performance:
  They use direct openGL calls for rendering (no support
  for display list and vertex array) and they dont't share
  the derived mesh memory. Always apply modifiers on dynamic
  mesh for best performance.
- Time dependent modifiers are not supported.
- Modifiers are not supported for Bullet soft body.
2009-05-14 13:47:08 +00:00

183 lines
4.9 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 *****
*/
#ifdef WIN32
#pragma warning (disable : 4786)
#endif //WIN32
#include "MEM_guardedalloc.h"
#include "BL_ModifierDeformer.h"
#include "GEN_Map.h"
#include "STR_HashedString.h"
#include "RAS_IPolygonMaterial.h"
#include "BL_SkinMeshObject.h"
#include "PHY_IGraphicController.h"
//#include "BL_ArmatureController.h"
#include "DNA_armature_types.h"
#include "DNA_action_types.h"
#include "DNA_key_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_ipo_types.h"
#include "DNA_curve_types.h"
#include "DNA_modifier_types.h"
#include "BKE_armature.h"
#include "BKE_action.h"
#include "BKE_key.h"
#include "BKE_ipo.h"
#include "MT_Point3.h"
extern "C"{
#include "BKE_customdata.h"
#include "BKE_DerivedMesh.h"
#include "BKE_lattice.h"
#include "BKE_modifier.h"
}
#include "BKE_utildefines.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#define __NLA_DEFNORMALS
//#undef __NLA_DEFNORMALS
BL_ModifierDeformer::~BL_ModifierDeformer()
{
if (m_dm) {
// deformedOnly is used as a user counter
if (--m_dm->deformedOnly == 0) {
m_dm->needsFree = 1;
m_dm->release(m_dm);
}
}
};
RAS_Deformer *BL_ModifierDeformer::GetReplica()
{
BL_ModifierDeformer *result;
result = new BL_ModifierDeformer(*this);
result->ProcessReplica();
return result;
}
void BL_ModifierDeformer::ProcessReplica()
{
/* Note! - This is not inherited from PyObjectPlus */
BL_ShapeDeformer::ProcessReplica();
if (m_dm)
// by default try to reuse mesh, deformedOnly is used as a user count
m_dm->deformedOnly++;
// this will force an update and if the mesh cannot be reused, a new one will be created
m_lastModifierUpdate = -1;
}
bool BL_ModifierDeformer::HasCompatibleDeformer(Object *ob)
{
if (!ob->modifiers.first)
return false;
// soft body cannot use mesh modifiers
if ((ob->gameflag & OB_SOFT_BODY) != 0)
return false;
ModifierData* md;
for (md = (ModifierData*)ob->modifiers.first; md; md = (ModifierData*)md->next) {
if (modifier_dependsOnTime(md))
continue;
if (!(md->mode & eModifierMode_Realtime))
continue;
return true;
}
return false;
}
bool BL_ModifierDeformer::Update(void)
{
bool bShapeUpdate = BL_ShapeDeformer::Update();
if (bShapeUpdate || m_lastModifierUpdate != m_gameobj->GetLastFrame()) {
// static derived mesh are not updated
if (m_dm == NULL || m_bDynamic) {
/* execute the modifiers */
Object* blendobj = m_gameobj->GetBlendObject();
/* hack: the modifiers require that the mesh is attached to the object
It may not be the case here because of replace mesh actuator */
Mesh *oldmesh = (Mesh*)blendobj->data;
blendobj->data = m_bmesh;
/* execute the modifiers */
DerivedMesh *dm = mesh_create_derived_no_virtual(blendobj, m_transverts, CD_MASK_MESH);
/* restore object data */
blendobj->data = oldmesh;
/* free the current derived mesh and replace, (dm should never be NULL) */
if (m_dm != NULL) {
// HACK! use deformedOnly as a user counter
if (--m_dm->deformedOnly == 0) {
m_dm->needsFree = 1;
m_dm->release(m_dm);
}
}
m_dm = dm;
// get rid of temporary data
m_dm->needsFree = 0;
m_dm->release(m_dm);
// HACK! use deformedOnly as a user counter
m_dm->deformedOnly = 1;
/* update the graphic controller */
PHY_IGraphicController *ctrl = m_gameobj->GetGraphicController();
if (ctrl) {
float min_r[3], max_r[3];
INIT_MINMAX(min_r, max_r);
m_dm->getMinMax(m_dm, min_r, max_r);
ctrl->setLocalAabb(min_r, max_r);
}
}
m_lastModifierUpdate=m_gameobj->GetLastFrame();
bShapeUpdate = true;
}
return bShapeUpdate;
}
bool BL_ModifierDeformer::Apply(RAS_IPolyMaterial *mat)
{
if (!Update())
return false;
// drawing is based on derived mesh, must set it in the mesh slots
int nmat = m_pMeshObject->NumMaterials();
for (int imat=0; imat<nmat; imat++) {
RAS_MeshMaterial *mmat = m_pMeshObject->GetMeshMaterial(imat);
RAS_MeshSlot **slot = mmat->m_slots[(void*)m_gameobj];
if(!slot || !*slot)
continue;
(*slot)->m_pDerivedMesh = m_dm;
}
return true;
}