2011-02-23 10:52:22 +00:00
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/*
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2002-10-12 11:37:38 +00:00
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* $Id$
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*
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2008-04-16 22:40:48 +00:00
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* ***** BEGIN GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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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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2008-04-16 22:40:48 +00:00
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* of the License, or (at your option) any later version.
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2002-10-12 11:37:38 +00:00
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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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2010-02-12 13:34:04 +00:00
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2002-10-12 11:37:38 +00:00
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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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2008-04-16 22:40:48 +00:00
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* ***** END GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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*/
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2011-02-25 13:30:41 +00:00
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/** \file gameengine/Converter/BL_SkinDeformer.cpp
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* \ingroup bgeconv
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*/
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2010-09-15 16:13:32 +00:00
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#if defined(WIN32) && !defined(FREE_WINDOWS)
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2002-10-12 11:37:38 +00:00
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#pragma warning (disable : 4786)
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#endif //WIN32
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2011-07-26 06:10:05 +00:00
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// Eigen2 stuff used for BGEDeformVerts
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#include <Eigen/Core>
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#include <Eigen/LU>
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2005-03-22 13:34:31 +00:00
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#include "BL_SkinDeformer.h"
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2011-05-06 20:18:42 +00:00
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#include "CTR_Map.h"
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2002-10-12 11:37:38 +00:00
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#include "STR_HashedString.h"
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#include "RAS_IPolygonMaterial.h"
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2009-11-24 22:44:29 +00:00
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#include "RAS_MeshObject.h"
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2002-10-12 11:37:38 +00:00
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//#include "BL_ArmatureController.h"
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#include "DNA_armature_types.h"
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#include "DNA_action_types.h"
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#include "DNA_mesh_types.h"
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2004-03-20 22:55:42 +00:00
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#include "DNA_meshdata_types.h"
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2011-01-07 18:36:47 +00:00
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#include "BLI_utildefines.h"
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2002-10-12 11:37:38 +00:00
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#include "BKE_armature.h"
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#include "BKE_action.h"
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#include "MT_Point3.h"
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2006-01-06 03:46:54 +00:00
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extern "C"{
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#include "BKE_lattice.h"
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2011-07-26 06:10:05 +00:00
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#include "BKE_deform.h"
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2006-01-06 03:46:54 +00:00
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}
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2011-01-07 19:18:31 +00:00
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2006-01-06 03:46:54 +00:00
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2002-10-12 11:37:38 +00:00
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#include "BLI_blenlib.h"
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2009-11-10 20:43:45 +00:00
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#include "BLI_math.h"
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2002-10-12 11:37:38 +00:00
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#define __NLA_DEFNORMALS
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//#undef __NLA_DEFNORMALS
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2008-07-10 12:47:20 +00:00
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BL_SkinDeformer::BL_SkinDeformer(BL_DeformableGameObject *gameobj,
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struct Object *bmeshobj,
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2009-11-24 22:44:29 +00:00
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class RAS_MeshObject *mesh,
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2008-06-18 06:46:49 +00:00
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BL_ArmatureObject* arma)
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: //
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2008-07-10 12:47:20 +00:00
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BL_MeshDeformer(gameobj, bmeshobj, mesh),
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2008-06-18 06:46:49 +00:00
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m_armobj(arma),
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m_lastArmaUpdate(-1),
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BGE: Support mesh modifiers in the game engine.
Realtime modifiers applied on mesh objects will be supported in
the game engine with the following limitations:
- Only real time modifiers are supported (basically all of them!)
- Virtual modifiers resulting from parenting are not supported:
armature, curve, lattice. You can still use these modifiers
(armature is really not recommended) but in non parent mode.
The BGE has it's own parenting capability for armature.
- Modifiers are computed on the host (using blender modifier
stack).
- Modifiers are statically evaluated: any possible time dependency
in the modifiers is not supported (don't know enough about
modifiers to be more specific).
- Modifiers are reevaluated if the underlying mesh is deformed
due to shape action or armature action. Beware that this is
very CPU intensive; modifiers should really be used for static
objects only.
- Physics is still based on the original mesh: if you have a
mirror modifier, the physic shape will be limited to one half
of the resulting object. Therefore, the modifiers should
preferably be used on graphic objects.
- Scripts have no access to the modified mesh.
- Modifiers that are based on objects interaction (boolean,..)
will not be dependent on the objects position in the GE.
What you see in the 3D view is what you get in the GE regardless
on the object position, velocity, etc.
Besides that, the feature is compatible with all the BGE features
that affect meshes: armature action, shape action, relace mesh,
VideoTexture, add object, dupligroup.
Known problems:
- This feature is a bit hacky: the BGE uses the derived mesh draw
functions to display the object. This drawing method is a
bit slow and is not 100% compatible with the BGE. There may
be some problems in multi-texture mode: the multi-texture
coordinates are not sent to the GPU.
Texface and GLSL on the other hand should be fully supported.
- Culling is still based on the extend of the original mesh.
If you have a modifer that extends the size of the mesh,
the object may disappear while still in the view frustrum.
- Derived mesh is not shared between replicas.
The derived mesh is allocated and computed for each object
with modifiers, regardless if they are static replicas.
- Display list are not created on objects with modifiers.
I should be able to fix the above problems before release.
However, the feature is already useful for game development.
Once you are ready to release the game, you can apply the modifiers
to get back display list support and mesh sharing capability.
MSVC, scons, Cmake, makefile updated.
Enjoy
/benoit
2009-04-21 11:01:09 +00:00
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//m_defbase(&bmeshobj->defbase),
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2008-07-16 21:24:54 +00:00
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m_releaseobject(false),
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BGE: Support mesh modifiers in the game engine.
Realtime modifiers applied on mesh objects will be supported in
the game engine with the following limitations:
- Only real time modifiers are supported (basically all of them!)
- Virtual modifiers resulting from parenting are not supported:
armature, curve, lattice. You can still use these modifiers
(armature is really not recommended) but in non parent mode.
The BGE has it's own parenting capability for armature.
- Modifiers are computed on the host (using blender modifier
stack).
- Modifiers are statically evaluated: any possible time dependency
in the modifiers is not supported (don't know enough about
modifiers to be more specific).
- Modifiers are reevaluated if the underlying mesh is deformed
due to shape action or armature action. Beware that this is
very CPU intensive; modifiers should really be used for static
objects only.
- Physics is still based on the original mesh: if you have a
mirror modifier, the physic shape will be limited to one half
of the resulting object. Therefore, the modifiers should
preferably be used on graphic objects.
- Scripts have no access to the modified mesh.
- Modifiers that are based on objects interaction (boolean,..)
will not be dependent on the objects position in the GE.
What you see in the 3D view is what you get in the GE regardless
on the object position, velocity, etc.
Besides that, the feature is compatible with all the BGE features
that affect meshes: armature action, shape action, relace mesh,
VideoTexture, add object, dupligroup.
Known problems:
- This feature is a bit hacky: the BGE uses the derived mesh draw
functions to display the object. This drawing method is a
bit slow and is not 100% compatible with the BGE. There may
be some problems in multi-texture mode: the multi-texture
coordinates are not sent to the GPU.
Texface and GLSL on the other hand should be fully supported.
- Culling is still based on the extend of the original mesh.
If you have a modifer that extends the size of the mesh,
the object may disappear while still in the view frustrum.
- Derived mesh is not shared between replicas.
The derived mesh is allocated and computed for each object
with modifiers, regardless if they are static replicas.
- Display list are not created on objects with modifiers.
I should be able to fix the above problems before release.
However, the feature is already useful for game development.
Once you are ready to release the game, you can apply the modifiers
to get back display list support and mesh sharing capability.
MSVC, scons, Cmake, makefile updated.
Enjoy
/benoit
2009-04-21 11:01:09 +00:00
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m_poseApplied(false),
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2011-07-29 01:59:36 +00:00
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m_recalcNormal(true),
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2011-08-01 23:02:10 +00:00
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m_copyNormals(false),
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2011-07-29 01:59:36 +00:00
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m_dfnrToPC(NULL)
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2008-06-18 06:46:49 +00:00
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{
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2009-11-10 20:43:45 +00:00
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copy_m4_m4(m_obmat, bmeshobj->obmat);
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2008-06-18 06:46:49 +00:00
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};
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2008-04-05 13:33:08 +00:00
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BL_SkinDeformer::BL_SkinDeformer(
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2008-07-10 12:47:20 +00:00
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BL_DeformableGameObject *gameobj,
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2008-04-05 13:33:08 +00:00
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struct Object *bmeshobj_old, // Blender object that owns the new mesh
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struct Object *bmeshobj_new, // Blender object that owns the original mesh
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2009-11-24 22:44:29 +00:00
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class RAS_MeshObject *mesh,
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2008-04-05 13:33:08 +00:00
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bool release_object,
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BGE: Support mesh modifiers in the game engine.
Realtime modifiers applied on mesh objects will be supported in
the game engine with the following limitations:
- Only real time modifiers are supported (basically all of them!)
- Virtual modifiers resulting from parenting are not supported:
armature, curve, lattice. You can still use these modifiers
(armature is really not recommended) but in non parent mode.
The BGE has it's own parenting capability for armature.
- Modifiers are computed on the host (using blender modifier
stack).
- Modifiers are statically evaluated: any possible time dependency
in the modifiers is not supported (don't know enough about
modifiers to be more specific).
- Modifiers are reevaluated if the underlying mesh is deformed
due to shape action or armature action. Beware that this is
very CPU intensive; modifiers should really be used for static
objects only.
- Physics is still based on the original mesh: if you have a
mirror modifier, the physic shape will be limited to one half
of the resulting object. Therefore, the modifiers should
preferably be used on graphic objects.
- Scripts have no access to the modified mesh.
- Modifiers that are based on objects interaction (boolean,..)
will not be dependent on the objects position in the GE.
What you see in the 3D view is what you get in the GE regardless
on the object position, velocity, etc.
Besides that, the feature is compatible with all the BGE features
that affect meshes: armature action, shape action, relace mesh,
VideoTexture, add object, dupligroup.
Known problems:
- This feature is a bit hacky: the BGE uses the derived mesh draw
functions to display the object. This drawing method is a
bit slow and is not 100% compatible with the BGE. There may
be some problems in multi-texture mode: the multi-texture
coordinates are not sent to the GPU.
Texface and GLSL on the other hand should be fully supported.
- Culling is still based on the extend of the original mesh.
If you have a modifer that extends the size of the mesh,
the object may disappear while still in the view frustrum.
- Derived mesh is not shared between replicas.
The derived mesh is allocated and computed for each object
with modifiers, regardless if they are static replicas.
- Display list are not created on objects with modifiers.
I should be able to fix the above problems before release.
However, the feature is already useful for game development.
Once you are ready to release the game, you can apply the modifiers
to get back display list support and mesh sharing capability.
MSVC, scons, Cmake, makefile updated.
Enjoy
/benoit
2009-04-21 11:01:09 +00:00
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bool recalc_normal,
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2008-04-05 13:33:08 +00:00
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BL_ArmatureObject* arma) :
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2008-07-10 12:47:20 +00:00
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BL_MeshDeformer(gameobj, bmeshobj_old, mesh),
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2008-04-05 13:33:08 +00:00
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m_armobj(arma),
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2008-06-18 06:46:49 +00:00
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m_lastArmaUpdate(-1),
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BGE: Support mesh modifiers in the game engine.
Realtime modifiers applied on mesh objects will be supported in
the game engine with the following limitations:
- Only real time modifiers are supported (basically all of them!)
- Virtual modifiers resulting from parenting are not supported:
armature, curve, lattice. You can still use these modifiers
(armature is really not recommended) but in non parent mode.
The BGE has it's own parenting capability for armature.
- Modifiers are computed on the host (using blender modifier
stack).
- Modifiers are statically evaluated: any possible time dependency
in the modifiers is not supported (don't know enough about
modifiers to be more specific).
- Modifiers are reevaluated if the underlying mesh is deformed
due to shape action or armature action. Beware that this is
very CPU intensive; modifiers should really be used for static
objects only.
- Physics is still based on the original mesh: if you have a
mirror modifier, the physic shape will be limited to one half
of the resulting object. Therefore, the modifiers should
preferably be used on graphic objects.
- Scripts have no access to the modified mesh.
- Modifiers that are based on objects interaction (boolean,..)
will not be dependent on the objects position in the GE.
What you see in the 3D view is what you get in the GE regardless
on the object position, velocity, etc.
Besides that, the feature is compatible with all the BGE features
that affect meshes: armature action, shape action, relace mesh,
VideoTexture, add object, dupligroup.
Known problems:
- This feature is a bit hacky: the BGE uses the derived mesh draw
functions to display the object. This drawing method is a
bit slow and is not 100% compatible with the BGE. There may
be some problems in multi-texture mode: the multi-texture
coordinates are not sent to the GPU.
Texface and GLSL on the other hand should be fully supported.
- Culling is still based on the extend of the original mesh.
If you have a modifer that extends the size of the mesh,
the object may disappear while still in the view frustrum.
- Derived mesh is not shared between replicas.
The derived mesh is allocated and computed for each object
with modifiers, regardless if they are static replicas.
- Display list are not created on objects with modifiers.
I should be able to fix the above problems before release.
However, the feature is already useful for game development.
Once you are ready to release the game, you can apply the modifiers
to get back display list support and mesh sharing capability.
MSVC, scons, Cmake, makefile updated.
Enjoy
/benoit
2009-04-21 11:01:09 +00:00
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//m_defbase(&bmeshobj_old->defbase),
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m_releaseobject(release_object),
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2011-07-29 01:59:36 +00:00
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m_recalcNormal(recalc_normal),
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2011-08-01 23:02:10 +00:00
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m_copyNormals(false),
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2011-07-29 01:59:36 +00:00
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m_dfnrToPC(NULL)
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2008-04-05 13:33:08 +00:00
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{
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// this is needed to ensure correct deformation of mesh:
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// the deformation is done with Blender's armature_deform_verts() function
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// that takes an object as parameter and not a mesh. The object matrice is used
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2008-06-18 06:46:49 +00:00
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// in the calculation, so we must use the matrix of the original object to
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// simulate a pure replacement of the mesh.
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2009-11-10 20:43:45 +00:00
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copy_m4_m4(m_obmat, bmeshobj_new->obmat);
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2008-04-05 13:33:08 +00:00
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}
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2002-10-12 11:37:38 +00:00
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BL_SkinDeformer::~BL_SkinDeformer()
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{
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2006-01-06 03:46:54 +00:00
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if(m_releaseobject && m_armobj)
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m_armobj->Release();
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2011-07-29 01:59:36 +00:00
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if(m_dfnrToPC)
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delete [] m_dfnrToPC;
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2008-04-05 13:33:08 +00:00
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}
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2002-10-12 11:37:38 +00:00
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2011-05-06 20:18:42 +00:00
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void BL_SkinDeformer::Relink(CTR_Map<class CTR_HashedPtr, void*>*map)
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Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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{
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if (m_armobj) {
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void **h_obj = (*map)[m_armobj];
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if (h_obj)
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2009-04-22 16:26:22 +00:00
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m_armobj = (BL_ArmatureObject*)(*h_obj);
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Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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else
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m_armobj=NULL;
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}
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BL_MeshDeformer::Relink(map);
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}
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2008-07-16 21:24:54 +00:00
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bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat)
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2002-10-12 11:37:38 +00:00
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{
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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RAS_MeshSlot::iterator it;
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RAS_MeshMaterial *mmat;
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RAS_MeshSlot *slot;
|
BGE: Support mesh modifiers in the game engine.
Realtime modifiers applied on mesh objects will be supported in
the game engine with the following limitations:
- Only real time modifiers are supported (basically all of them!)
- Virtual modifiers resulting from parenting are not supported:
armature, curve, lattice. You can still use these modifiers
(armature is really not recommended) but in non parent mode.
The BGE has it's own parenting capability for armature.
- Modifiers are computed on the host (using blender modifier
stack).
- Modifiers are statically evaluated: any possible time dependency
in the modifiers is not supported (don't know enough about
modifiers to be more specific).
- Modifiers are reevaluated if the underlying mesh is deformed
due to shape action or armature action. Beware that this is
very CPU intensive; modifiers should really be used for static
objects only.
- Physics is still based on the original mesh: if you have a
mirror modifier, the physic shape will be limited to one half
of the resulting object. Therefore, the modifiers should
preferably be used on graphic objects.
- Scripts have no access to the modified mesh.
- Modifiers that are based on objects interaction (boolean,..)
will not be dependent on the objects position in the GE.
What you see in the 3D view is what you get in the GE regardless
on the object position, velocity, etc.
Besides that, the feature is compatible with all the BGE features
that affect meshes: armature action, shape action, relace mesh,
VideoTexture, add object, dupligroup.
Known problems:
- This feature is a bit hacky: the BGE uses the derived mesh draw
functions to display the object. This drawing method is a
bit slow and is not 100% compatible with the BGE. There may
be some problems in multi-texture mode: the multi-texture
coordinates are not sent to the GPU.
Texface and GLSL on the other hand should be fully supported.
- Culling is still based on the extend of the original mesh.
If you have a modifer that extends the size of the mesh,
the object may disappear while still in the view frustrum.
- Derived mesh is not shared between replicas.
The derived mesh is allocated and computed for each object
with modifiers, regardless if they are static replicas.
- Display list are not created on objects with modifiers.
I should be able to fix the above problems before release.
However, the feature is already useful for game development.
Once you are ready to release the game, you can apply the modifiers
to get back display list support and mesh sharing capability.
MSVC, scons, Cmake, makefile updated.
Enjoy
/benoit
2009-04-21 11:01:09 +00:00
|
|
|
size_t i, nmat, imat;
|
2008-07-10 12:47:20 +00:00
|
|
|
|
2008-07-16 21:24:54 +00:00
|
|
|
// update the vertex in m_transverts
|
BGE: Support mesh modifiers in the game engine.
Realtime modifiers applied on mesh objects will be supported in
the game engine with the following limitations:
- Only real time modifiers are supported (basically all of them!)
- Virtual modifiers resulting from parenting are not supported:
armature, curve, lattice. You can still use these modifiers
(armature is really not recommended) but in non parent mode.
The BGE has it's own parenting capability for armature.
- Modifiers are computed on the host (using blender modifier
stack).
- Modifiers are statically evaluated: any possible time dependency
in the modifiers is not supported (don't know enough about
modifiers to be more specific).
- Modifiers are reevaluated if the underlying mesh is deformed
due to shape action or armature action. Beware that this is
very CPU intensive; modifiers should really be used for static
objects only.
- Physics is still based on the original mesh: if you have a
mirror modifier, the physic shape will be limited to one half
of the resulting object. Therefore, the modifiers should
preferably be used on graphic objects.
- Scripts have no access to the modified mesh.
- Modifiers that are based on objects interaction (boolean,..)
will not be dependent on the objects position in the GE.
What you see in the 3D view is what you get in the GE regardless
on the object position, velocity, etc.
Besides that, the feature is compatible with all the BGE features
that affect meshes: armature action, shape action, relace mesh,
VideoTexture, add object, dupligroup.
Known problems:
- This feature is a bit hacky: the BGE uses the derived mesh draw
functions to display the object. This drawing method is a
bit slow and is not 100% compatible with the BGE. There may
be some problems in multi-texture mode: the multi-texture
coordinates are not sent to the GPU.
Texface and GLSL on the other hand should be fully supported.
- Culling is still based on the extend of the original mesh.
If you have a modifer that extends the size of the mesh,
the object may disappear while still in the view frustrum.
- Derived mesh is not shared between replicas.
The derived mesh is allocated and computed for each object
with modifiers, regardless if they are static replicas.
- Display list are not created on objects with modifiers.
I should be able to fix the above problems before release.
However, the feature is already useful for game development.
Once you are ready to release the game, you can apply the modifiers
to get back display list support and mesh sharing capability.
MSVC, scons, Cmake, makefile updated.
Enjoy
/benoit
2009-04-21 11:01:09 +00:00
|
|
|
if (!Update())
|
|
|
|
return false;
|
|
|
|
|
2009-05-14 13:47:08 +00:00
|
|
|
if (m_transverts) {
|
|
|
|
// the vertex cache is unique to this deformer, no need to update it
|
|
|
|
// if it wasn't updated! We must update all the materials at once
|
|
|
|
// because we will not get here again for the other material
|
|
|
|
nmat = m_pMeshObject->NumMaterials();
|
|
|
|
for (imat=0; imat<nmat; imat++) {
|
|
|
|
mmat = m_pMeshObject->GetMeshMaterial(imat);
|
|
|
|
if(!mmat->m_slots[(void*)m_gameobj])
|
|
|
|
continue;
|
|
|
|
|
|
|
|
slot = *mmat->m_slots[(void*)m_gameobj];
|
|
|
|
|
|
|
|
// for each array
|
|
|
|
for(slot->begin(it); !slot->end(it); slot->next(it)) {
|
|
|
|
// for each vertex
|
|
|
|
// copy the untransformed data from the original mvert
|
|
|
|
for(i=it.startvertex; i<it.endvertex; i++) {
|
|
|
|
RAS_TexVert& v = it.vertex[i];
|
|
|
|
v.SetXYZ(m_transverts[v.getOrigIndex()]);
|
2011-08-01 23:02:10 +00:00
|
|
|
if (m_copyNormals)
|
|
|
|
v.SetNormal(m_transnors[v.getOrigIndex()]);
|
2009-05-14 13:47:08 +00:00
|
|
|
}
|
BGE: Support mesh modifiers in the game engine.
Realtime modifiers applied on mesh objects will be supported in
the game engine with the following limitations:
- Only real time modifiers are supported (basically all of them!)
- Virtual modifiers resulting from parenting are not supported:
armature, curve, lattice. You can still use these modifiers
(armature is really not recommended) but in non parent mode.
The BGE has it's own parenting capability for armature.
- Modifiers are computed on the host (using blender modifier
stack).
- Modifiers are statically evaluated: any possible time dependency
in the modifiers is not supported (don't know enough about
modifiers to be more specific).
- Modifiers are reevaluated if the underlying mesh is deformed
due to shape action or armature action. Beware that this is
very CPU intensive; modifiers should really be used for static
objects only.
- Physics is still based on the original mesh: if you have a
mirror modifier, the physic shape will be limited to one half
of the resulting object. Therefore, the modifiers should
preferably be used on graphic objects.
- Scripts have no access to the modified mesh.
- Modifiers that are based on objects interaction (boolean,..)
will not be dependent on the objects position in the GE.
What you see in the 3D view is what you get in the GE regardless
on the object position, velocity, etc.
Besides that, the feature is compatible with all the BGE features
that affect meshes: armature action, shape action, relace mesh,
VideoTexture, add object, dupligroup.
Known problems:
- This feature is a bit hacky: the BGE uses the derived mesh draw
functions to display the object. This drawing method is a
bit slow and is not 100% compatible with the BGE. There may
be some problems in multi-texture mode: the multi-texture
coordinates are not sent to the GPU.
Texface and GLSL on the other hand should be fully supported.
- Culling is still based on the extend of the original mesh.
If you have a modifer that extends the size of the mesh,
the object may disappear while still in the view frustrum.
- Derived mesh is not shared between replicas.
The derived mesh is allocated and computed for each object
with modifiers, regardless if they are static replicas.
- Display list are not created on objects with modifiers.
I should be able to fix the above problems before release.
However, the feature is already useful for game development.
Once you are ready to release the game, you can apply the modifiers
to get back display list support and mesh sharing capability.
MSVC, scons, Cmake, makefile updated.
Enjoy
/benoit
2009-04-21 11:01:09 +00:00
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2011-08-01 23:02:10 +00:00
|
|
|
|
|
|
|
if (m_copyNormals)
|
|
|
|
m_copyNormals = false;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2009-04-22 16:26:22 +00:00
|
|
|
RAS_Deformer *BL_SkinDeformer::GetReplica()
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
BL_SkinDeformer *result;
|
|
|
|
|
|
|
|
result = new BL_SkinDeformer(*this);
|
2009-04-22 16:26:22 +00:00
|
|
|
/* there is m_armobj that must be fixed but we cannot do it now, it will be done in Relink */
|
2002-10-12 11:37:38 +00:00
|
|
|
result->ProcessReplica();
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
2009-05-14 13:47:08 +00:00
|
|
|
void BL_SkinDeformer::ProcessReplica()
|
|
|
|
{
|
|
|
|
BL_MeshDeformer::ProcessReplica();
|
|
|
|
m_lastArmaUpdate = -1;
|
|
|
|
m_releaseobject = false;
|
2011-07-29 01:59:36 +00:00
|
|
|
m_dfnrToPC = NULL;
|
2009-05-14 13:47:08 +00:00
|
|
|
}
|
|
|
|
|
2011-07-26 06:10:05 +00:00
|
|
|
void BL_SkinDeformer::BlenderDeformVerts()
|
|
|
|
{
|
|
|
|
float obmat[4][4]; // the original object matrix
|
|
|
|
Object* par_arma = m_armobj->GetArmatureObject();
|
|
|
|
|
|
|
|
// save matrix first
|
|
|
|
copy_m4_m4(obmat, m_objMesh->obmat);
|
|
|
|
// set reference matrix
|
|
|
|
copy_m4_m4(m_objMesh->obmat, m_obmat);
|
|
|
|
|
|
|
|
armature_deform_verts( par_arma, m_objMesh, NULL, m_transverts, NULL, m_bmesh->totvert, ARM_DEF_VGROUP, NULL, NULL );
|
|
|
|
|
|
|
|
// restore matrix
|
|
|
|
copy_m4_m4(m_objMesh->obmat, obmat);
|
2011-08-01 23:02:10 +00:00
|
|
|
|
|
|
|
#ifdef __NLA_DEFNORMALS
|
|
|
|
if (m_recalcNormal)
|
|
|
|
RecalcNormals();
|
|
|
|
#endif
|
2011-07-26 06:10:05 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void BL_SkinDeformer::BGEDeformVerts()
|
|
|
|
{
|
|
|
|
Object *par_arma = m_armobj->GetArmatureObject();
|
|
|
|
MDeformVert *dverts = m_bmesh->dvert;
|
|
|
|
bDeformGroup *dg;
|
|
|
|
int numGroups = BLI_countlist(&m_objMesh->defbase);
|
|
|
|
|
|
|
|
if (!dverts)
|
|
|
|
return;
|
|
|
|
|
2011-07-29 01:59:36 +00:00
|
|
|
if (m_dfnrToPC == NULL)
|
2011-07-26 06:10:05 +00:00
|
|
|
{
|
2011-07-29 01:59:36 +00:00
|
|
|
m_dfnrToPC = new bPoseChannel*[numGroups];
|
|
|
|
int i;
|
|
|
|
for (i=0, dg=(bDeformGroup*)m_objMesh->defbase.first;
|
|
|
|
dg;
|
|
|
|
++i, dg=(bDeformGroup*)dg->next)
|
|
|
|
{
|
|
|
|
m_dfnrToPC[i] = get_pose_channel(par_arma->pose, dg->name);
|
2011-07-26 06:10:05 +00:00
|
|
|
|
2011-07-29 01:59:36 +00:00
|
|
|
if (m_dfnrToPC[i] && m_dfnrToPC[i]->bone->flag & BONE_NO_DEFORM)
|
|
|
|
m_dfnrToPC[i] = NULL;
|
|
|
|
}
|
2011-07-26 06:10:05 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
for (int i=0; i<m_bmesh->totvert; ++i)
|
|
|
|
{
|
2011-08-01 23:02:10 +00:00
|
|
|
float contrib = 0.f, weight, max_weight=0.f;
|
2011-07-29 01:59:36 +00:00
|
|
|
bPoseChannel *pchan=NULL;
|
|
|
|
MDeformVert *dvert;
|
2011-08-01 23:02:10 +00:00
|
|
|
Eigen::Map<Eigen::Vector3f> norm(m_transnors[i]);
|
2011-07-26 06:10:05 +00:00
|
|
|
Eigen::Vector4f vec(0, 0, 0, 1);
|
2011-08-01 23:02:10 +00:00
|
|
|
Eigen::Matrix4f norm_chan_mat;
|
|
|
|
Eigen::Vector4f co(m_transverts[i][0],
|
|
|
|
m_transverts[i][1],
|
|
|
|
m_transverts[i][2],
|
|
|
|
1.f);
|
2011-07-26 06:10:05 +00:00
|
|
|
|
|
|
|
dvert = dverts+i;
|
|
|
|
|
|
|
|
if (!dvert->totweight)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
for (int j=0; j<dvert->totweight; ++j)
|
|
|
|
{
|
|
|
|
int index = dvert->dw[j].def_nr;
|
|
|
|
|
2011-07-29 01:59:36 +00:00
|
|
|
if (index < numGroups && (pchan=m_dfnrToPC[index]))
|
2011-07-26 06:10:05 +00:00
|
|
|
{
|
|
|
|
weight = dvert->dw[j].weight;
|
|
|
|
|
|
|
|
if (weight)
|
|
|
|
{
|
|
|
|
Eigen::Vector4f cop(co);
|
|
|
|
Eigen::Matrix4f chan_mat = Eigen::Matrix4f::Map((float*)pchan->chan_mat);
|
|
|
|
|
2011-08-01 23:02:10 +00:00
|
|
|
// Update Vertex Position
|
2011-07-26 06:10:05 +00:00
|
|
|
cop = chan_mat*cop;
|
|
|
|
vec += (cop - co)*weight;
|
|
|
|
|
2011-08-01 23:02:10 +00:00
|
|
|
// Save the most influential channel so we can use it to update the vertex normal
|
|
|
|
if (weight > max_weight)
|
|
|
|
{
|
|
|
|
max_weight = weight;
|
|
|
|
norm_chan_mat = chan_mat;
|
|
|
|
}
|
|
|
|
|
2011-07-26 06:10:05 +00:00
|
|
|
contrib += weight;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-08-01 23:02:10 +00:00
|
|
|
|
|
|
|
// Update Vertex Normal
|
|
|
|
norm = norm_chan_mat.corner<3, 3>(Eigen::TopLeft)*norm;
|
|
|
|
|
2011-07-26 06:10:05 +00:00
|
|
|
if (contrib > 0.0001f)
|
|
|
|
{
|
|
|
|
vec *= 1.f/contrib;
|
|
|
|
co += vec;
|
|
|
|
}
|
|
|
|
|
|
|
|
m_transverts[i][0] = co[0];
|
|
|
|
m_transverts[i][1] = co[1];
|
|
|
|
m_transverts[i][2] = co[2];
|
|
|
|
}
|
2011-08-01 23:02:10 +00:00
|
|
|
m_copyNormals = true;
|
2011-07-26 06:10:05 +00:00
|
|
|
}
|
|
|
|
|
2009-10-22 09:31:07 +00:00
|
|
|
bool BL_SkinDeformer::UpdateInternal(bool shape_applied)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
/* See if the armature has been updated for this frame */
|
2008-06-24 22:19:00 +00:00
|
|
|
if (PoseUpdated()){
|
2006-04-28 17:35:03 +00:00
|
|
|
|
2009-10-22 09:31:07 +00:00
|
|
|
if(!shape_applied) {
|
|
|
|
/* store verts locally */
|
|
|
|
VerifyStorage();
|
|
|
|
|
|
|
|
/* duplicate */
|
|
|
|
for (int v =0; v<m_bmesh->totvert; v++)
|
2011-08-01 23:02:10 +00:00
|
|
|
{
|
2011-09-12 04:29:35 +00:00
|
|
|
copy_v3_v3(m_transverts[v], m_bmesh->mvert[v].co);
|
|
|
|
normal_short_to_float_v3(m_transnors[v], m_bmesh->mvert[v].no);
|
2011-08-01 23:02:10 +00:00
|
|
|
}
|
2009-10-22 09:31:07 +00:00
|
|
|
}
|
2006-01-06 03:46:54 +00:00
|
|
|
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
m_armobj->ApplyPose();
|
|
|
|
|
2011-07-26 06:10:05 +00:00
|
|
|
switch (m_armobj->GetVertDeformType())
|
|
|
|
{
|
|
|
|
case ARM_VDEF_BGE_CPU:
|
|
|
|
BGEDeformVerts();
|
|
|
|
break;
|
|
|
|
case ARM_VDEF_BLENDER:
|
|
|
|
default:
|
|
|
|
BlenderDeformVerts();
|
|
|
|
}
|
2008-06-18 06:46:49 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
/* Update the current frame */
|
2008-06-18 06:46:49 +00:00
|
|
|
m_lastArmaUpdate=m_armobj->GetLastFrame();
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
|
2008-09-17 01:29:54 +00:00
|
|
|
m_armobj->RestorePose();
|
2009-05-12 19:48:18 +00:00
|
|
|
/* dynamic vertex, cannot use display list */
|
|
|
|
m_bDynamic = true;
|
2008-06-18 06:46:49 +00:00
|
|
|
/* indicate that the m_transverts and normals are up to date */
|
|
|
|
return true;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
|
2008-06-18 06:46:49 +00:00
|
|
|
return false;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
2009-10-22 09:31:07 +00:00
|
|
|
bool BL_SkinDeformer::Update(void)
|
|
|
|
{
|
|
|
|
return UpdateInternal(false);
|
|
|
|
}
|
|
|
|
|
2005-11-29 12:45:18 +00:00
|
|
|
/* XXX note: I propose to drop this function */
|
2002-10-12 11:37:38 +00:00
|
|
|
void BL_SkinDeformer::SetArmature(BL_ArmatureObject *armobj)
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{
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2006-01-06 03:46:54 +00:00
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// only used to set the object now
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m_armobj = armobj;
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2002-10-12 11:37:38 +00:00
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}
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