forked from bartvdbraak/blender
40a2c1a292
* replace inline loops with api calls. * change constraints so verts with 0.0 weight are ignored like they are everywhere else.
358 lines
8.6 KiB
C++
358 lines
8.6 KiB
C++
/*
|
|
* ***** 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 *****
|
|
*/
|
|
|
|
/** \file gameengine/Converter/BL_SkinDeformer.cpp
|
|
* \ingroup bgeconv
|
|
*/
|
|
|
|
|
|
#if defined(WIN32) && !defined(FREE_WINDOWS)
|
|
#pragma warning (disable : 4786)
|
|
#endif //WIN32
|
|
|
|
// Eigen3 stuff used for BGEDeformVerts
|
|
#include <Eigen/Core>
|
|
#include <Eigen/LU>
|
|
|
|
#include "BL_SkinDeformer.h"
|
|
#include "CTR_Map.h"
|
|
#include "STR_HashedString.h"
|
|
#include "RAS_IPolygonMaterial.h"
|
|
#include "RAS_MeshObject.h"
|
|
|
|
//#include "BL_ArmatureController.h"
|
|
#include "DNA_armature_types.h"
|
|
#include "DNA_action_types.h"
|
|
#include "DNA_mesh_types.h"
|
|
#include "DNA_meshdata_types.h"
|
|
#include "BLI_utildefines.h"
|
|
#include "BKE_armature.h"
|
|
#include "BKE_action.h"
|
|
#include "MT_Point3.h"
|
|
|
|
extern "C"{
|
|
#include "BKE_lattice.h"
|
|
#include "BKE_deform.h"
|
|
}
|
|
|
|
|
|
#include "BLI_blenlib.h"
|
|
#include "BLI_math.h"
|
|
|
|
#define __NLA_DEFNORMALS
|
|
//#undef __NLA_DEFNORMALS
|
|
|
|
BL_SkinDeformer::BL_SkinDeformer(BL_DeformableGameObject *gameobj,
|
|
struct Object *bmeshobj,
|
|
class RAS_MeshObject *mesh,
|
|
BL_ArmatureObject* arma)
|
|
: //
|
|
BL_MeshDeformer(gameobj, bmeshobj, mesh),
|
|
m_armobj(arma),
|
|
m_lastArmaUpdate(-1),
|
|
//m_defbase(&bmeshobj->defbase),
|
|
m_releaseobject(false),
|
|
m_poseApplied(false),
|
|
m_recalcNormal(true),
|
|
m_copyNormals(false),
|
|
m_dfnrToPC(NULL)
|
|
{
|
|
copy_m4_m4(m_obmat, bmeshobj->obmat);
|
|
};
|
|
|
|
BL_SkinDeformer::BL_SkinDeformer(
|
|
BL_DeformableGameObject *gameobj,
|
|
struct Object *bmeshobj_old, // Blender object that owns the new mesh
|
|
struct Object *bmeshobj_new, // Blender object that owns the original mesh
|
|
class RAS_MeshObject *mesh,
|
|
bool release_object,
|
|
bool recalc_normal,
|
|
BL_ArmatureObject* arma) :
|
|
BL_MeshDeformer(gameobj, bmeshobj_old, mesh),
|
|
m_armobj(arma),
|
|
m_lastArmaUpdate(-1),
|
|
//m_defbase(&bmeshobj_old->defbase),
|
|
m_releaseobject(release_object),
|
|
m_recalcNormal(recalc_normal),
|
|
m_copyNormals(false),
|
|
m_dfnrToPC(NULL)
|
|
{
|
|
// this is needed to ensure correct deformation of mesh:
|
|
// the deformation is done with Blender's armature_deform_verts() function
|
|
// that takes an object as parameter and not a mesh. The object matrice is used
|
|
// in the calculation, so we must use the matrix of the original object to
|
|
// simulate a pure replacement of the mesh.
|
|
copy_m4_m4(m_obmat, bmeshobj_new->obmat);
|
|
}
|
|
|
|
BL_SkinDeformer::~BL_SkinDeformer()
|
|
{
|
|
if(m_releaseobject && m_armobj)
|
|
m_armobj->Release();
|
|
if(m_dfnrToPC)
|
|
delete [] m_dfnrToPC;
|
|
}
|
|
|
|
void BL_SkinDeformer::Relink(CTR_Map<class CTR_HashedPtr, void*>*map)
|
|
{
|
|
if (m_armobj) {
|
|
void **h_obj = (*map)[m_armobj];
|
|
|
|
if (h_obj)
|
|
m_armobj = (BL_ArmatureObject*)(*h_obj);
|
|
else
|
|
m_armobj=NULL;
|
|
}
|
|
|
|
BL_MeshDeformer::Relink(map);
|
|
}
|
|
|
|
bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat)
|
|
{
|
|
RAS_MeshSlot::iterator it;
|
|
RAS_MeshMaterial *mmat;
|
|
RAS_MeshSlot *slot;
|
|
size_t i, nmat, imat;
|
|
|
|
// update the vertex in m_transverts
|
|
if (!Update())
|
|
return false;
|
|
|
|
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()]);
|
|
if (m_copyNormals)
|
|
v.SetNormal(m_transnors[v.getOrigIndex()]);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (m_copyNormals)
|
|
m_copyNormals = false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
RAS_Deformer *BL_SkinDeformer::GetReplica()
|
|
{
|
|
BL_SkinDeformer *result;
|
|
|
|
result = new BL_SkinDeformer(*this);
|
|
/* there is m_armobj that must be fixed but we cannot do it now, it will be done in Relink */
|
|
result->ProcessReplica();
|
|
return result;
|
|
}
|
|
|
|
void BL_SkinDeformer::ProcessReplica()
|
|
{
|
|
BL_MeshDeformer::ProcessReplica();
|
|
m_lastArmaUpdate = -1;
|
|
m_releaseobject = false;
|
|
m_dfnrToPC = NULL;
|
|
}
|
|
|
|
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);
|
|
|
|
#ifdef __NLA_DEFNORMALS
|
|
if (m_recalcNormal)
|
|
RecalcNormals();
|
|
#endif
|
|
}
|
|
|
|
void BL_SkinDeformer::BGEDeformVerts()
|
|
{
|
|
Object *par_arma = m_armobj->GetArmatureObject();
|
|
MDeformVert *dverts = m_bmesh->dvert;
|
|
bDeformGroup *dg;
|
|
int defbase_tot = BLI_countlist(&m_objMesh->defbase);
|
|
|
|
if (!dverts)
|
|
return;
|
|
|
|
if (m_dfnrToPC == NULL)
|
|
{
|
|
m_dfnrToPC = new bPoseChannel*[defbase_tot];
|
|
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);
|
|
|
|
if (m_dfnrToPC[i] && m_dfnrToPC[i]->bone->flag & BONE_NO_DEFORM)
|
|
m_dfnrToPC[i] = NULL;
|
|
}
|
|
}
|
|
|
|
MDeformVert *dv= dverts;
|
|
|
|
for (int i=0; i<m_bmesh->totvert; ++i, dv++)
|
|
{
|
|
float contrib = 0.f, weight, max_weight=0.f;
|
|
bPoseChannel *pchan=NULL;
|
|
Eigen::Map<Eigen::Vector3f> norm(m_transnors[i]);
|
|
Eigen::Vector4f vec(0, 0, 0, 1);
|
|
Eigen::Matrix4f norm_chan_mat;
|
|
Eigen::Vector4f co(m_transverts[i][0],
|
|
m_transverts[i][1],
|
|
m_transverts[i][2],
|
|
1.f);
|
|
|
|
if (!dv->totweight)
|
|
continue;
|
|
|
|
MDeformWeight *dw= dv->dw;
|
|
|
|
for (unsigned int j= dv->totweight; j != 0; j--, dw++)
|
|
{
|
|
const int index = dw->def_nr;
|
|
|
|
if (index < defbase_tot && (pchan=m_dfnrToPC[index]))
|
|
{
|
|
weight = dw->weight;
|
|
|
|
if (weight)
|
|
{
|
|
Eigen::Vector4f cop(co);
|
|
Eigen::Matrix4f chan_mat = Eigen::Matrix4f::Map((float*)pchan->chan_mat);
|
|
|
|
// Update Vertex Position
|
|
cop = chan_mat*cop;
|
|
vec += (cop - co)*weight;
|
|
|
|
// 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;
|
|
}
|
|
|
|
contrib += weight;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// Update Vertex Normal
|
|
norm = norm_chan_mat.topLeftCorner<3, 3>()*norm;
|
|
|
|
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];
|
|
}
|
|
m_copyNormals = true;
|
|
}
|
|
|
|
bool BL_SkinDeformer::UpdateInternal(bool shape_applied)
|
|
{
|
|
/* See if the armature has been updated for this frame */
|
|
if (PoseUpdated()){
|
|
|
|
if(!shape_applied) {
|
|
/* store verts locally */
|
|
VerifyStorage();
|
|
|
|
/* duplicate */
|
|
for (int v =0; v<m_bmesh->totvert; v++)
|
|
{
|
|
copy_v3_v3(m_transverts[v], m_bmesh->mvert[v].co);
|
|
normal_short_to_float_v3(m_transnors[v], m_bmesh->mvert[v].no);
|
|
}
|
|
}
|
|
|
|
m_armobj->ApplyPose();
|
|
|
|
switch (m_armobj->GetVertDeformType())
|
|
{
|
|
case ARM_VDEF_BGE_CPU:
|
|
BGEDeformVerts();
|
|
break;
|
|
case ARM_VDEF_BLENDER:
|
|
default:
|
|
BlenderDeformVerts();
|
|
}
|
|
|
|
/* Update the current frame */
|
|
m_lastArmaUpdate=m_armobj->GetLastFrame();
|
|
|
|
m_armobj->RestorePose();
|
|
/* dynamic vertex, cannot use display list */
|
|
m_bDynamic = true;
|
|
/* indicate that the m_transverts and normals are up to date */
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool BL_SkinDeformer::Update(void)
|
|
{
|
|
return UpdateInternal(false);
|
|
}
|
|
|
|
/* XXX note: I propose to drop this function */
|
|
void BL_SkinDeformer::SetArmature(BL_ArmatureObject *armobj)
|
|
{
|
|
// only used to set the object now
|
|
m_armobj = armobj;
|
|
}
|