3b09c0b0d5
Added SetDeformer/GetDeformer() to KX_GameObject. Store mapping between graphics/soft body vertices (work-in-progress) Real-time soft body integration is still very premature, but for a quick preview, see this testfile: http://bulletphysics.com/ftp/pub/test/index.php?dir=blender/&file=soft_test.blend
157 lines
4.0 KiB
C++
157 lines
4.0 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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* Deformer that supports armature skinning
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*/
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#ifdef WIN32
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#pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning
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#endif //WIN32
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#include "MEM_guardedalloc.h"
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#include "DNA_key_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "RAS_BucketManager.h"
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#include "RAS_IPolygonMaterial.h"
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#include "KX_GameObject.h"
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#include "BL_SkinMeshObject.h"
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#include "BL_DeformableGameObject.h"
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BL_SkinMeshObject::BL_SkinMeshObject(Mesh* mesh, int lightlayer)
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: RAS_MeshObject (mesh, lightlayer)
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{
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m_bDeformed = true;
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if (m_mesh && m_mesh->key)
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{
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KeyBlock *kb;
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int count=0;
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// initialize weight cache for shape objects
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// count how many keys in this mesh
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for(kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next)
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count++;
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m_cacheWeightIndex.resize(count,-1);
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}
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}
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BL_SkinMeshObject::~BL_SkinMeshObject()
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{
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if (m_mesh && m_mesh->key)
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{
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KeyBlock *kb;
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// remove the weight cache to avoid memory leak
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for(kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next) {
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if(kb->weights)
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MEM_freeN(kb->weights);
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kb->weights= NULL;
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}
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}
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}
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void BL_SkinMeshObject::UpdateBuckets(void* clientobj,double* oglmatrix,bool useObjectColor,const MT_Vector4& rgbavec, bool visible, bool culled)
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{
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list<RAS_MeshMaterial>::iterator it;
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list<RAS_MeshSlot*>::iterator sit;
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for(it = m_materials.begin();it!=m_materials.end();++it) {
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if(!it->m_slots[clientobj])
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continue;
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RAS_MeshSlot *slot = *it->m_slots[clientobj];
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slot->m_pDeformer = ((BL_DeformableGameObject*)clientobj)->GetDeformer();
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}
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RAS_MeshObject::UpdateBuckets(clientobj, oglmatrix, useObjectColor, rgbavec, visible, culled);
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}
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static int get_def_index(Object* ob, const char* vgroup)
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{
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bDeformGroup *curdef;
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int index = 0;
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for (curdef = (bDeformGroup*)ob->defbase.first; curdef; curdef=(bDeformGroup*)curdef->next, index++)
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if (!strcmp(curdef->name, vgroup))
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return index;
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return -1;
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}
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void BL_SkinMeshObject::CheckWeightCache(Object* obj)
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{
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KeyBlock *kb;
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int kbindex, defindex;
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MDeformVert *dvert= NULL;
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int totvert, i, j;
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float *weights;
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if (!m_mesh->key)
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return;
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for(kbindex=0, kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next, kbindex++)
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{
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// first check the cases where the weight must be cleared
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if (kb->vgroup[0] == 0 ||
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m_mesh->dvert == NULL ||
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(defindex = get_def_index(obj, kb->vgroup)) == -1) {
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if (kb->weights) {
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MEM_freeN(kb->weights);
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kb->weights = NULL;
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}
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m_cacheWeightIndex[kbindex] = -1;
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} else if (m_cacheWeightIndex[kbindex] != defindex) {
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// a weight array is required but the cache is not matching
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if (kb->weights) {
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MEM_freeN(kb->weights);
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kb->weights = NULL;
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}
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dvert= m_mesh->dvert;
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totvert= m_mesh->totvert;
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weights= (float*)MEM_callocN(totvert*sizeof(float), "weights");
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for (i=0; i < totvert; i++, dvert++) {
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for(j=0; j<dvert->totweight; j++) {
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if (dvert->dw[j].def_nr == defindex) {
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weights[i]= dvert->dw[j].weight;
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break;
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}
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}
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}
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kb->weights = weights;
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m_cacheWeightIndex[kbindex] = defindex;
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}
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}
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}
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