blender/source/gameengine/Converter/BL_ShapeDeformer.cpp
Benoit Bolsee d95a109990 BGE modifier: generate correct physic shape, share static derived mesh, share display list.
This commit completes the support for modifiers in the BGE.
- The physic shape is generated according to the derived mesh. 
  This is true for all types of shapes and all types of 
  objects except soft body.
- Optimization for static derived mesh (mesh with modifiers
  but no armature and no shape keys). Replicas will share
  the derived mesh and the display list: less memory and
  faster rendering. With this optimization, the static 
  derived mesh will render as fast as if the modifiers were
  applied.

Known Limits:
- Sharing of mesh and display list is only possible between
  in-game replicas or dupligroup. If you want to instantiate
  multiple objects with modifiers, use dupligroup to ensure
  best memory and GPU utilization.
- rayCast() will interact with the derived mesh as follow:
  Hit position and hit normal are the real values according
  to the derived mesh but the KX_PolyProxy object refers to
  the original mesh. You should use it only to retrieve the
  material.
- Dynamic derived mesh have very poor performance:
  They use direct openGL calls for rendering (no support
  for display list and vertex array) and they dont't share
  the derived mesh memory. Always apply modifiers on dynamic
  mesh for best performance.
- Time dependent modifiers are not supported.
- Modifiers are not supported for Bullet soft body.
2009-05-14 13:47:08 +00:00

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5.1 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., 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 LICENSE BLOCK *****
*/
#ifdef WIN32
#pragma warning (disable : 4786)
#endif //WIN32
#include "MEM_guardedalloc.h"
#include "BL_ShapeDeformer.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_key_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_ipo_types.h"
#include "DNA_curve_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_lattice.h"
}
#include "BKE_utildefines.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#define __NLA_DEFNORMALS
//#undef __NLA_DEFNORMALS
BL_ShapeDeformer::~BL_ShapeDeformer()
{
};
RAS_Deformer *BL_ShapeDeformer::GetReplica()
{
BL_ShapeDeformer *result;
result = new BL_ShapeDeformer(*this);
result->ProcessReplica();
return result;
}
void BL_ShapeDeformer::ProcessReplica()
{
BL_SkinDeformer::ProcessReplica();
m_lastShapeUpdate = -1;
}
bool BL_ShapeDeformer::LoadShapeDrivers(Object* arma)
{
IpoCurve *icu;
m_shapeDrivers.clear();
// check if this mesh has armature driven shape keys
if (m_bmesh->key && m_bmesh->key->ipo) {
for(icu= (IpoCurve*)m_bmesh->key->ipo->curve.first; icu; icu= (IpoCurve*)icu->next) {
if(icu->driver &&
(icu->flag & IPO_MUTE) == 0 &&
icu->driver->type == IPO_DRIVER_TYPE_NORMAL &&
icu->driver->ob == arma &&
icu->driver->blocktype == ID_AR) {
// this shape key ipo curve has a driver on the parent armature
// record this curve in the shape deformer so that the corresponding
m_shapeDrivers.push_back(icu);
}
}
}
return !m_shapeDrivers.empty();
}
bool BL_ShapeDeformer::ExecuteShapeDrivers(void)
{
if (!m_shapeDrivers.empty() && PoseUpdated()) {
vector<IpoCurve*>::iterator it;
void *poin;
int type;
// the shape drivers use the bone matrix as input. Must
// update the matrix now
m_armobj->ApplyPose();
for (it=m_shapeDrivers.begin(); it!=m_shapeDrivers.end(); it++) {
// no need to set a specific time: this curve has a driver
IpoCurve *icu = *it;
calc_icu(icu, 1.0f);
poin = get_ipo_poin((ID*)m_bmesh->key, icu, &type);
if (poin)
write_ipo_poin(poin, type, icu->curval);
}
ForceUpdate();
m_armobj->RestorePose();
m_bDynamic = true;
return true;
}
return false;
}
bool BL_ShapeDeformer::Update(void)
{
bool bShapeUpdate = false;
bool bSkinUpdate = false;
ExecuteShapeDrivers();
/* See if the object shape has changed */
if (m_lastShapeUpdate != m_gameobj->GetLastFrame()) {
/* the key coefficient have been set already, we just need to blend the keys */
Object* blendobj = m_gameobj->GetBlendObject();
// make sure the vertex weight cache is in line with this object
m_pMeshObject->CheckWeightCache(blendobj);
/* we will blend the key directly in mvert array: it is used by armature as the start position */
/* m_bmesh->key can be NULL in case of Modifier deformer */
if (m_bmesh->key) {
do_rel_key(0, m_bmesh->totvert, m_bmesh->totvert, (char *)m_bmesh->mvert->co, m_bmesh->key, 0);
m_bDynamic = true;
}
// Don't release the weight array as in Blender, it will most likely be reusable on next frame
// The weight array are ultimately deleted when the skin mesh is destroyed
/* Update the current frame */
m_lastShapeUpdate=m_gameobj->GetLastFrame();
// As we have changed, the mesh, the skin deformer must update as well.
// This will force the update
BL_SkinDeformer::ForceUpdate();
bShapeUpdate = true;
}
// check for armature deform
bSkinUpdate = BL_SkinDeformer::Update();
// non dynamic deformer = Modifer without armature and shape keys, no need to create storage
if (!bSkinUpdate && bShapeUpdate && m_bDynamic) {
// this means that there is no armature, we still need to copy the vertex to m_transverts
// and update the normal (was not done after shape key calculation)
/* store verts locally */
VerifyStorage();
for (int v =0; v<m_bmesh->totvert; v++)
VECCOPY(m_transverts[v], m_bmesh->mvert[v].co);
#ifdef __NLA_DEFNORMALS
if (m_recalcNormal)
RecalcNormals();
#endif
bSkinUpdate = true;
}
return bSkinUpdate;
}