/** * $Id$ * * ***** 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., 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 ***** */ #if defined(WIN32) && !defined(FREE_WINDOWS) #pragma warning (disable : 4786) #endif //WIN32 #include "MEM_guardedalloc.h" #include "BL_ModifierDeformer.h" #include "GEN_Map.h" #include "STR_HashedString.h" #include "RAS_IPolygonMaterial.h" #include "RAS_MeshObject.h" #include "PHY_IGraphicController.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 "DNA_modifier_types.h" #include "DNA_scene_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_customdata.h" #include "BKE_DerivedMesh.h" #include "BKE_lattice.h" #include "BKE_modifier.h" } #include "BKE_utildefines.h" #include "BLI_blenlib.h" #include "BLI_math.h" #define __NLA_DEFNORMALS //#undef __NLA_DEFNORMALS BL_ModifierDeformer::~BL_ModifierDeformer() { if (m_dm) { // deformedOnly is used as a user counter if (--m_dm->deformedOnly == 0) { m_dm->needsFree = 1; m_dm->release(m_dm); } } }; RAS_Deformer *BL_ModifierDeformer::GetReplica() { BL_ModifierDeformer *result; result = new BL_ModifierDeformer(*this); result->ProcessReplica(); return result; } void BL_ModifierDeformer::ProcessReplica() { /* Note! - This is not inherited from PyObjectPlus */ BL_ShapeDeformer::ProcessReplica(); if (m_dm) // by default try to reuse mesh, deformedOnly is used as a user count m_dm->deformedOnly++; // this will force an update and if the mesh cannot be reused, a new one will be created m_lastModifierUpdate = -1; } bool BL_ModifierDeformer::HasCompatibleDeformer(Object *ob) { if (!ob->modifiers.first) return false; // soft body cannot use mesh modifiers if ((ob->gameflag & OB_SOFT_BODY) != 0) return false; ModifierData* md; for (md = (ModifierData*)ob->modifiers.first; md; md = (ModifierData*)md->next) { if (modifier_dependsOnTime(md)) continue; if (!(md->mode & eModifierMode_Realtime)) continue; /* armature modifier are handled by SkinDeformer, not ModifierDeformer */ if (md->type == eModifierType_Armature ) continue; return true; } return false; } bool BL_ModifierDeformer::HasArmatureDeformer(Object *ob) { if (!ob->modifiers.first) return false; ModifierData* md; for (md = (ModifierData*)ob->modifiers.first; md; md = (ModifierData*)md->next) { if (md->type == eModifierType_Armature ) return true; } return false; } bool BL_ModifierDeformer::Update(void) { bool bShapeUpdate = BL_ShapeDeformer::Update(); if (bShapeUpdate || m_lastModifierUpdate != m_gameobj->GetLastFrame()) { // static derived mesh are not updated if (m_dm == NULL || m_bDynamic) { /* execute the modifiers */ Object* blendobj = m_gameobj->GetBlendObject(); /* hack: the modifiers require that the mesh is attached to the object It may not be the case here because of replace mesh actuator */ Mesh *oldmesh = (Mesh*)blendobj->data; blendobj->data = m_bmesh; /* execute the modifiers */ DerivedMesh *dm = mesh_create_derived_no_virtual(m_scene, blendobj, m_transverts, CD_MASK_MESH); /* restore object data */ blendobj->data = oldmesh; /* free the current derived mesh and replace, (dm should never be NULL) */ if (m_dm != NULL) { // HACK! use deformedOnly as a user counter if (--m_dm->deformedOnly == 0) { m_dm->needsFree = 1; m_dm->release(m_dm); } } m_dm = dm; // get rid of temporary data m_dm->needsFree = 0; m_dm->release(m_dm); // HACK! use deformedOnly as a user counter m_dm->deformedOnly = 1; /* update the graphic controller */ PHY_IGraphicController *ctrl = m_gameobj->GetGraphicController(); if (ctrl) { float min_r[3], max_r[3]; INIT_MINMAX(min_r, max_r); m_dm->getMinMax(m_dm, min_r, max_r); ctrl->setLocalAabb(min_r, max_r); } } m_lastModifierUpdate=m_gameobj->GetLastFrame(); bShapeUpdate = true; } return bShapeUpdate; } bool BL_ModifierDeformer::Apply(RAS_IPolyMaterial *mat) { if (!Update()) return false; // drawing is based on derived mesh, must set it in the mesh slots int nmat = m_pMeshObject->NumMaterials(); for (int imat=0; imatGetMeshMaterial(imat); RAS_MeshSlot **slot = mmat->m_slots[(void*)m_gameobj]; if(!slot || !*slot) continue; (*slot)->m_pDerivedMesh = m_dm; } return true; }