BGE patch: fix mesh deformation errors with duplicated objects sharing the same mesh in case of 1) armature+multiple material 2) shape drivers

This commit is contained in:
Benoit Bolsee 2008-07-16 21:24:54 +00:00
parent 7ef48296fc
commit dbfc5f6b71
3 changed files with 36 additions and 25 deletions

@ -109,6 +109,13 @@ bool BL_ShapeDeformer::ExecuteShapeDrivers(void)
vector<IpoCurve*>::iterator it;
void *poin;
int type;
// the shape drivers use the bone matrix as input. Must
// update the matrix now
Object* par_arma = m_armobj->GetArmatureObject();
m_armobj->ApplyPose();
where_is_pose( par_arma );
PoseApplied(true);
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;

@ -66,7 +66,8 @@ BL_SkinDeformer::BL_SkinDeformer(BL_DeformableGameObject *gameobj,
m_armobj(arma),
m_lastArmaUpdate(-1),
m_defbase(&bmeshobj->defbase),
m_releaseobject(false)
m_releaseobject(false),
m_poseApplied(false)
{
Mat4CpyMat4(m_obmat, bmeshobj->obmat);
};
@ -98,32 +99,28 @@ BL_SkinDeformer::~BL_SkinDeformer()
m_armobj->Release();
}
bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *)
bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat)
{
size_t i, j;
if (!Update())
// no need to update the cache
return false;
// update the vertex in m_transverts
Update();
// Update all materials at once, so we can do the above update test
// without ending up with some materials not updated
for(RAS_MaterialBucket::Set::iterator mit = m_pMeshObject->GetFirstMaterial();
mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial();
// The vertex cache can only be updated for this deformer:
// Duplicated objects with more than one ploymaterial (=multiple mesh slot per object)
// share the same mesh (=the same cache). As the rendering is done per polymaterial
// cycling through the objects, the entire mesh cache cannot be updated in one shot.
vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat);
vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat);
// For each array
for (i=0; i<vertexarrays.size(); i++) {
KX_VertexArray& vertexarray = (*vertexarrays[i]);
// For each array
for (i=0; i<vertexarrays.size(); i++) {
KX_VertexArray& vertexarray = (*vertexarrays[i]);
// For each vertex
// copy the untransformed data from the original mvert
for (j=0; j<vertexarray.size(); j++) {
RAS_TexVert& v = vertexarray[j];
v.SetXYZ(m_transverts[v.getOrigIndex()]);
}
// For each vertex
// copy the untransformed data from the original mvert
for (j=0; j<vertexarray.size(); j++) {
RAS_TexVert& v = vertexarray[j];
v.SetXYZ(m_transverts[v.getOrigIndex()]);
}
}
@ -153,9 +150,11 @@ bool BL_SkinDeformer::Update(void)
/* XXX note: where_is_pose() (from BKE_armature.h) calculates all matrices needed to start deforming */
/* but it requires the blender object pointer... */
Object* par_arma = m_armobj->GetArmatureObject();
where_is_pose( par_arma );
if (!PoseApplied()){
m_armobj->ApplyPose();
where_is_pose( par_arma );
}
/* store verts locally */
VerifyStorage();
@ -180,7 +179,8 @@ bool BL_SkinDeformer::Update(void)
/* Update the current frame */
m_lastArmaUpdate=m_armobj->GetLastFrame();
/* reset for next frame */
PoseApplied(false);
/* indicate that the m_transverts and normals are up to date */
return true;
}

@ -81,10 +81,13 @@ public:
virtual ~BL_SkinDeformer();
bool Update (void);
bool Apply (class RAS_IPolyMaterial *polymat);
bool PoseApplied()
{ return m_poseApplied; }
void PoseApplied(bool applied)
{ m_poseApplied = applied; }
bool PoseUpdated(void)
{
if (m_armobj && m_lastArmaUpdate!=m_armobj->GetLastFrame()) {
m_armobj->ApplyPose();
return true;
}
return false;
@ -102,6 +105,7 @@ protected:
ListBase* m_defbase;
float m_obmat[4][4]; // the reference matrix for skeleton deform
bool m_releaseobject;
bool m_poseApplied;
};