blender/source/gameengine/Converter/BL_ShapeDeformer.cpp

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/*
* ***** 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,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 *****
*/
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/** \file gameengine/Converter/BL_ShapeDeformer.cpp
* \ingroup bgeconv
*/
#if defined(WIN32) && !defined(FREE_WINDOWS)
#pragma warning (disable : 4786)
#endif //WIN32
#include "MEM_guardedalloc.h"
#include "BL_ShapeDeformer.h"
#include "CTR_Map.h"
#include "STR_HashedString.h"
#include "RAS_IPolygonMaterial.h"
#include "RAS_MeshObject.h"
//#include "BL_ArmatureController.h"
#include "DNA_anim_types.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 "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_animsys.h"
}
#include "BLI_blenlib.h"
#include "BLI_math.h"
#define __NLA_DEFNORMALS
//#undef __NLA_DEFNORMALS
BL_ShapeDeformer::BL_ShapeDeformer(BL_DeformableGameObject *gameobj,
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Object *bmeshobj,
RAS_MeshObject *mesh)
:
BL_SkinDeformer(gameobj,bmeshobj, mesh),
m_useShapeDrivers(false),
m_lastShapeUpdate(-1)
{
m_key = m_bmesh->key;
m_bmesh->key = copy_key(m_key);
};
/* this second constructor is needed for making a mesh deformable on the fly. */
BL_ShapeDeformer::BL_ShapeDeformer(BL_DeformableGameObject *gameobj,
Object *bmeshobj_old,
Object *bmeshobj_new,
RAS_MeshObject *mesh,
bool release_object,
bool recalc_normal,
BL_ArmatureObject* arma)
:
BL_SkinDeformer(gameobj, bmeshobj_old, bmeshobj_new, mesh, release_object, recalc_normal, arma),
m_useShapeDrivers(false),
m_lastShapeUpdate(-1)
{
m_key = m_bmesh->key;
m_bmesh->key = copy_key(m_key);
};
BL_ShapeDeformer::~BL_ShapeDeformer()
{
if (m_key && m_bmesh->key)
{
free_key(m_bmesh->key);
m_bmesh->key = m_key;
}
};
RAS_Deformer *BL_ShapeDeformer::GetReplica()
{
BL_ShapeDeformer *result;
result = new BL_ShapeDeformer(*this);
result->ProcessReplica();
return result;
}
void BL_ShapeDeformer::ProcessReplica()
{
BL_SkinDeformer::ProcessReplica();
m_lastShapeUpdate = -1;
}
bool BL_ShapeDeformer::LoadShapeDrivers(Object* arma)
{
// This used to check if we had drivers from this armature,
// now we just assume we want to use shape drivers
// and let the animsys handle things.
m_useShapeDrivers = true;
return true;
}
bool BL_ShapeDeformer::ExecuteShapeDrivers(void)
{
if (m_useShapeDrivers && PoseUpdated()) {
// the shape drivers use the bone matrix as input. Must
// update the matrix now
m_armobj->ApplyPose();
// We don't need an actual time, just use 0
BKE_animsys_evaluate_animdata(NULL, &GetKey()->id, GetKey()->adt, 0.f, ADT_RECALC_DRIVERS);
ForceUpdate();
m_armobj->RestorePose();
m_bDynamic = true;
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 m_transverts array: it is used by armature as the start position */
/* m_bmesh->key can be NULL in case of Modifier deformer */
if (m_bmesh->key) {
/* store verts locally */
VerifyStorage();
do_rel_key(0, m_bmesh->totvert, m_bmesh->totvert, (char *)(float *)m_transverts, m_bmesh->key, NULL, 0); /* last arg is ignored */
m_bDynamic = true;
}
// 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::UpdateInternal(bShapeUpdate && m_bDynamic);
// non dynamic deformer = Modifer without armature and shape keys, no need to create storage
if (!bSkinUpdate && bShapeUpdate && m_bDynamic) {
// this means that there is no armature, we still need to
// update the normal (was not done after shape key calculation)
#ifdef __NLA_DEFNORMALS
if (m_recalcNormal)
RecalcNormals();
#endif
bSkinUpdate = true;
}
return bSkinUpdate;
}
Key *BL_ShapeDeformer::GetKey()
{
return m_bmesh->key;
}
void BL_ShapeDeformer::SetKey(Key *key)
{
m_bmesh->key = key;
}