forked from bartvdbraak/blender
272a91f754
GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
213 lines
5.1 KiB
C++
213 lines
5.1 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include "BL_ArmatureObject.h"
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#include "BL_ActionActuator.h"
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#include "BLI_blenlib.h"
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#include "BKE_action.h"
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#include "BKE_armature.h"
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#include "GEN_Map.h"
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#include "GEN_HashedPtr.h"
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#include "MEM_guardedalloc.h"
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#include "DNA_action_types.h"
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#include "DNA_armature_types.h"
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#include "DNA_object_types.h"
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#include "MT_Matrix4x4.h"
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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BL_ArmatureObject::BL_ArmatureObject(
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void* sgReplicationInfo,
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SG_Callbacks callbacks,
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Object *armature )
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: KX_GameObject(sgReplicationInfo,callbacks),
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m_objArma(armature),
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m_mrdPose(NULL),
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m_lastframe(0.),
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m_activeAct(NULL),
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m_activePriority(999)
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{
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m_armature = get_armature(m_objArma);
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m_pose = m_objArma->pose;
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}
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CValue* BL_ArmatureObject::GetReplica()
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{
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BL_ArmatureObject* replica = new BL_ArmatureObject(*this);
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// this will copy properties and so on...
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CValue::AddDataToReplica(replica);
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ProcessReplica(replica);
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return replica;
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}
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void BL_ArmatureObject::ProcessReplica(BL_ArmatureObject *replica)
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{
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KX_GameObject::ProcessReplica(replica);
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}
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BL_ArmatureObject::~BL_ArmatureObject()
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{
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if (m_mrdPose){
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free_pose_channels(m_mrdPose);
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MEM_freeN(m_mrdPose);
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}
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}
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/* note, you can only call this for exisiting Armature objects, and not mix it with other Armatures */
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/* there is only 1 unique Pose per Armature */
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void BL_ArmatureObject::ApplyPose()
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{
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if (m_pose) {
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// copy to armature object
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if (m_objArma->pose != m_pose)/* This should never happen but it does - Campbell */
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extract_pose_from_pose(m_objArma->pose, m_pose);
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// is this needed anymore?
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//if (!m_mrdPose)
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// copy_pose (&m_mrdPose, m_pose, 0);
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//else
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// extract_pose_from_pose(m_mrdPose, m_pose);
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}
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}
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void BL_ArmatureObject::SetPose(bPose *pose)
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{
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m_pose = pose;
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}
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bool BL_ArmatureObject::SetActiveAction(BL_ActionActuator *act, short priority, double curtime)
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{
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if (curtime != m_lastframe){
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m_activePriority = 9999;
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m_lastframe= curtime;
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m_activeAct = NULL;
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}
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if (priority<=m_activePriority)
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{
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if (m_activeAct && (m_activeAct!=act))
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m_activeAct->SetBlendTime(0.0); /* Reset the blend timer */
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m_activeAct = act;
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m_activePriority = priority;
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m_lastframe = curtime;
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return true;
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}
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else{
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act->SetBlendTime(0.0);
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return false;
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}
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}
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BL_ActionActuator * BL_ArmatureObject::GetActiveAction()
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{
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return m_activeAct;
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}
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void BL_ArmatureObject::GetPose(bPose **pose)
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{
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/* If the caller supplies a null pose, create a new one. */
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/* Otherwise, copy the armature's pose channels into the caller-supplied pose */
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if (!*pose) {
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/* probably not to good of an idea to
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duplicate everying, but it clears up
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a crash and memory leakage when
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&BL_ActionActuator::m_pose is freed
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*/
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int copy_constraint_channels_hack = 1;
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copy_pose(pose, m_pose, copy_constraint_channels_hack);
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}
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else {
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if (*pose == m_pose)
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// no need to copy if the pointers are the same
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return;
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extract_pose_from_pose(*pose, m_pose);
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}
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}
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void BL_ArmatureObject::GetMRDPose(bPose **pose)
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{
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/* If the caller supplies a null pose, create a new one. */
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/* Otherwise, copy the armature's pose channels into the caller-supplied pose */
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// is this needed anymore?
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//if (!m_mrdPose){
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// copy_pose (&m_mrdPose, m_pose, 0);
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//}
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if (!*pose)
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// must duplicate the constraints too otherwise we have corruption in free_pose_channels()
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// because it will free the blender constraints.
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// Ideally, blender should rememeber that the constraints were not copied so that
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// free_pose_channels() would not free them.
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copy_pose(pose, m_objArma->pose, 1);
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else
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extract_pose_from_pose(*pose, m_objArma->pose);
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}
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short BL_ArmatureObject::GetActivePriority()
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{
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return m_activePriority;
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}
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double BL_ArmatureObject::GetLastFrame()
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{
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return m_lastframe;
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}
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bool BL_ArmatureObject::GetBoneMatrix(Bone* bone, MT_Matrix4x4& matrix) const
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{
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Object* par_arma = m_objArma;
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where_is_pose(par_arma);
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bPoseChannel *pchan= get_pose_channel(par_arma->pose, bone->name);
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if(pchan) {
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matrix.setValue(&pchan->pose_mat[0][0]);
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return true;
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}
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return false;
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}
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float BL_ArmatureObject::GetBoneLength(Bone* bone) const
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{
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return (float)(MT_Point3(bone->head) - MT_Point3(bone->tail)).length();
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}
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