blender/source/gameengine/Converter/BL_ModifierDeformer.cpp
Dalai Felinto 5416f51b7a BGE Fix for: [#22142] Armature deformation does not work in Game Engine. + parent type to modifiers doversion(). Patch by Xavier Thomas (xat)
This fix the problem of not being able to play animations created with Blender 2.5 in BGE. Patch reviewed by Benoit

Added also other parent to modifier conversions as requested by Joshua (aligorith). I didn't bump subversion here, but the patch should work still. If not I'm increasing subversion sooner anyways (tomorrow or by the middle of the week I hope).

I was waiting to commit this one together with the Logic Editor datablock patch (converting material_name DNA properties to struct Material *). However my patch is getting too big and it's better if it's alone (easier to analyze later, eventual fixes, ...)

Mitchell, this commit adds a function that can help hardware skinning - HasArmatureDeformer()
2010-05-25 08:42:11 +00:00

200 lines
5.4 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., 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 *****
*/
#ifdef WIN32
#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; imat<nmat; imat++) {
RAS_MeshMaterial *mmat = m_pMeshObject->GetMeshMaterial(imat);
RAS_MeshSlot **slot = mmat->m_slots[(void*)m_gameobj];
if(!slot || !*slot)
continue;
(*slot)->m_pDerivedMesh = m_dm;
}
return true;
}