blender/source/gameengine/Converter/BL_SkinDeformer.cpp
Ton Roosendaal 28a1e8277b Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs

A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;

- The entire object update system (matrices, geometry) is now
  centralized. Calls to where_is_object and makeDispList are
  forbidden, instead we tag objects 'changed' and let the
  depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
  constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
  flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes

Armatures;

Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!

Important to note is;

1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
   That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.

- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
  and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
  for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
  the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
  on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.

TODO NOW;

- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
  (wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
  (But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
  position anymore. That system looks nice (no flips) but is not well
  suited for NLA and background render.

TODO LATER;

We now can do loadsa new nifty features as well; like:

- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
  IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...


Bugfixes;

- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change

-Ton-
2005-07-03 17:35:38 +00:00

190 lines
4.4 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/BL DUAL LICENSE BLOCK *****
*/
#ifdef WIN32
#pragma warning (disable : 4786)
#endif //WIN32
#include "BL_SkinDeformer.h"
#include "GEN_Map.h"
#include "STR_HashedString.h"
#include "RAS_IPolygonMaterial.h"
#include "BL_SkinMeshObject.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 "BKE_armature.h"
#include "BKE_action.h"
#include "MT_Point3.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#define __NLA_DEFNORMALS
//#undef __NLA_DEFNORMALS
BL_SkinDeformer::~BL_SkinDeformer()
{
};
bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat)
{
size_t i, j, index;
vecVertexArray array;
#ifdef __NLA_OLDDEFORM
vecMVertArray mvarray;
#else
vecIndexArrays mvarray;
#endif
vecMDVertArray dvarray;
vecIndexArrays diarray;
RAS_TexVert *tv;
#ifdef __NLA_OLDDEFORM
MVert *mvert;
MDeformVert *dvert;
#endif
MT_Point3 pt;
// float co[3];
if (!m_armobj)
return false;
Update();
array = m_pMeshObject->GetVertexCache(mat);
#ifdef __NLA_OLDDEFORM
dvarray = m_pMeshObject->GetDVertCache(mat);
#endif
mvarray = m_pMeshObject->GetMVertCache(mat);
diarray = m_pMeshObject->GetDIndexCache(mat);
// For each array
for (i=0; i<array.size(); i++){
// For each vertex
for (j=0; j<array[i]->size(); j++){
tv = &((*array[i])[j]);
index = ((*diarray[i])[j]);
#ifdef __NLA_OLDDEFORM
pt = tv->xyz();
mvert = ((*mvarray[i])[index]);
dvert = ((*dvarray[i])[index]);
#endif
// Copy the untransformed data from the original mvert
#ifdef __NLA_OLDDEFORM
co[0]=mvert->co[0];
co[1]=mvert->co[1];
co[2]=mvert->co[2];
// Do the deformation
GB_calc_armature_deform(co, dvert);
tv->SetXYZ(co);
#else
// Set the data
tv->SetXYZ(m_transverts[((*mvarray[i])[index])]);
#ifdef __NLA_DEFNORMALS
tv->SetNormal(m_transnors[((*mvarray[i])[index])]);
#endif
#endif
}
}
return true;
}
RAS_Deformer *BL_SkinDeformer::GetReplica()
{
BL_SkinDeformer *result;
result = new BL_SkinDeformer(*this);
result->ProcessReplica();
return result;
}
void BL_SkinDeformer::ProcessReplica()
{
}
void BL_SkinDeformer::Update(void)
{
/* See if the armature has been updated for this frame */
if (m_lastUpdate!=m_armobj->GetLastFrame()){
/* Do all of the posing necessary */
GB_init_armature_deform (m_defbase, m_premat, m_postmat);
m_armobj->ApplyPose();
// precalc_armature_posemats (m_armobj->GetArmature());
// for (Bone *curBone=(Bone*)m_armobj->GetArmature()->bonebase.first; curBone; curBone=(Bone*)curBone->next)
// precalc_bone_defmat(curBone);
// note: where_is_pose() does it all...
VerifyStorage();
/* Transform the verts & store locally */
for (int v =0; v<m_bmesh->totvert; v++){
float co[3];
co[0]=m_bmesh->mvert[v].co[0];
co[1]=m_bmesh->mvert[v].co[1];
co[2]=m_bmesh->mvert[v].co[2];
GB_calc_armature_deform(co, &m_bmesh->dvert[v]);
m_transverts[v]=MT_Point3(co);
}
RecalcNormals();
/* Update the current frame */
m_lastUpdate=m_armobj->GetLastFrame();
}
}
void BL_SkinDeformer::SetArmature(BL_ArmatureObject *armobj)
{
m_armobj = armobj;
for (bDeformGroup *dg=(bDeformGroup*)m_defbase->first; dg; dg=(bDeformGroup*)dg->next)
dg->data = (void*)get_named_bone(m_armobj->GetArmature(), dg->name);
GB_validate_defgroups(m_bmesh, m_defbase);
}