blender/source/gameengine/Converter/BL_ShapeDeformer.cpp
Erwin Coumans a1bef84ea8 Allow Bullet soft bodies to be created using a AddObject actuator. Added a fake world coordinate system to game soft bodies, although the vertices are already in world space.
Added Bullet/Gimpact concave collision detection to Blender. If your build system isn't updated yet, please add extern/bullet2/src/BulletCollision/Gimpact/*
This allows moving/dynamic concave triangle meshes (decomposing meshes into compound convex shapes, and using 'compound' shapes is still preferred)
2008-09-26 02:27:59 +00:00

183 lines
4.8 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_ShapeDeformer.h"
#include "GEN_Map.h"
#include "STR_HashedString.h"
#include "RAS_IPolygonMaterial.h"
#include "BL_SkinMeshObject.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 "BKE_armature.h"
#include "BKE_action.h"
#include "BKE_key.h"
#include "BKE_ipo.h"
#include "MT_Point3.h"
extern "C"{
#include "BKE_lattice.h"
}
#include "BKE_utildefines.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#define __NLA_DEFNORMALS
//#undef __NLA_DEFNORMALS
BL_ShapeDeformer::~BL_ShapeDeformer()
{
};
RAS_Deformer *BL_ShapeDeformer::GetReplica(class KX_GameObject* replica)
{
BL_ShapeDeformer *result;
result = new BL_ShapeDeformer(*this);
result->ProcessReplica();
return result;
}
void BL_ShapeDeformer::ProcessReplica()
{
}
bool BL_ShapeDeformer::LoadShapeDrivers(Object* arma)
{
IpoCurve *icu;
m_shapeDrivers.clear();
// check if this mesh has armature driven shape keys
if (m_bmesh->key->ipo) {
for(icu= (IpoCurve*)m_bmesh->key->ipo->curve.first; icu; icu= (IpoCurve*)icu->next) {
if(icu->driver &&
(icu->flag & IPO_MUTE) == 0 &&
icu->driver->type == IPO_DRIVER_TYPE_NORMAL &&
icu->driver->ob == arma &&
icu->driver->blocktype == ID_AR) {
// this shape key ipo curve has a driver on the parent armature
// record this curve in the shape deformer so that the corresponding
m_shapeDrivers.push_back(icu);
}
}
}
return !m_shapeDrivers.empty();
}
bool BL_ShapeDeformer::ExecuteShapeDrivers(void)
{
if (!m_shapeDrivers.empty() && PoseUpdated()) {
vector<IpoCurve*>::iterator it;
void *poin;
int type;
// the shape drivers use the bone matrix as input. Must
// update the matrix now
m_armobj->ApplyPose();
for (it=m_shapeDrivers.begin(); it!=m_shapeDrivers.end(); it++) {
// no need to set a specific time: this curve has a driver
IpoCurve *icu = *it;
calc_icu(icu, 1.0f);
poin = get_ipo_poin((ID*)m_bmesh->key, icu, &type);
if (poin)
write_ipo_poin(poin, type, icu->curval);
}
ForceUpdate();
m_armobj->RestorePose();
return true;
}
return false;
}
bool BL_ShapeDeformer::Update(void)
{
bool bShapeUpdate = false;
bool bSkinUpdate = false;
ExecuteShapeDrivers();
/* See if the object shape has changed */
if (m_lastShapeUpdate != m_gameobj->GetLastFrame()) {
/* the key coefficient have been set already, we just need to blend the keys */
Object* blendobj = m_gameobj->GetBlendObject();
// make sure the vertex weight cache is in line with this object
m_pMeshObject->CheckWeightCache(blendobj);
/* we will blend the key directly in mvert array: it is used by armature as the start position */
do_rel_key(0, m_bmesh->totvert, m_bmesh->totvert, (char *)m_bmesh->mvert->co, m_bmesh->key, 0);
// Don't release the weight array as in Blender, it will most likely be reusable on next frame
// The weight array are ultimately deleted when the skin mesh is destroyed
/* Update the current frame */
m_lastShapeUpdate=m_gameobj->GetLastFrame();
// As we have changed, the mesh, the skin deformer must update as well.
// This will force the update
BL_SkinDeformer::ForceUpdate();
bShapeUpdate = true;
}
// check for armature deform
bSkinUpdate = BL_SkinDeformer::Update();
if (!bSkinUpdate && bShapeUpdate) {
// this means that there is no armature, we still need to copy the vertex to m_transverts
// and update the normal (was not done after shape key calculation)
/* store verts locally */
VerifyStorage();
for (int v =0; v<m_bmesh->totvert; v++)
VECCOPY(m_transverts[v], m_bmesh->mvert[v].co);
#ifdef __NLA_DEFNORMALS
RecalcNormals();
#endif
bSkinUpdate = true;
}
return bSkinUpdate;
}