blender/source/gameengine/Converter/BL_SkinDeformer.cpp
Brecht Van Lommel 99fdf27af9 Sync with Apricot Game Engine
=============================

* Clean up and optimizations in skinned/deformed mesh code.
* Compatibility fixes and clean up in the rasterizer.
* Changes related to GLSL shadow buffers which should have no
  effect, to keep the code in sync with apricot.
2008-07-10 12:47:20 +00:00

196 lines
5.3 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 "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"
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_SkinDeformer::BL_SkinDeformer(BL_DeformableGameObject *gameobj,
struct Object *bmeshobj,
class BL_SkinMeshObject *mesh,
BL_ArmatureObject* arma)
: //
BL_MeshDeformer(gameobj, bmeshobj, mesh),
m_armobj(arma),
m_lastArmaUpdate(-1),
m_defbase(&bmeshobj->defbase),
m_releaseobject(false)
{
Mat4CpyMat4(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 BL_SkinMeshObject *mesh,
bool release_object,
BL_ArmatureObject* arma) :
BL_MeshDeformer(gameobj, bmeshobj_old, mesh),
m_armobj(arma),
m_lastArmaUpdate(-1),
m_defbase(&bmeshobj_old->defbase),
m_releaseobject(release_object)
{
// 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.
Mat4CpyMat4(m_obmat, bmeshobj_new->obmat);
}
BL_SkinDeformer::~BL_SkinDeformer()
{
if(m_releaseobject && m_armobj)
m_armobj->Release();
}
bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *)
{
size_t i, j;
if (!Update())
// no need to update the cache
return false;
// Update all materials at once, so we can do the above update test
// without ending up with some materials not updated
for(RAS_MaterialBucket::Set::iterator mit = m_pMeshObject->GetFirstMaterial();
mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial();
vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat);
// For each array
for (i=0; i<vertexarrays.size(); i++) {
KX_VertexArray& vertexarray = (*vertexarrays[i]);
// For each vertex
// copy the untransformed data from the original mvert
for (j=0; j<vertexarray.size(); j++) {
RAS_TexVert& v = vertexarray[j];
v.SetXYZ(m_transverts[v.getOrigIndex()]);
}
}
}
return true;
}
RAS_Deformer *BL_SkinDeformer::GetReplica()
{
BL_SkinDeformer *result;
result = new BL_SkinDeformer(*this);
result->ProcessReplica();
return result;
}
void BL_SkinDeformer::ProcessReplica()
{
}
//void where_is_pose (Object *ob);
//void armature_deform_verts(Object *armOb, Object *target, float (*vertexCos)[3], int numVerts, int deformflag);
bool BL_SkinDeformer::Update(void)
{
/* See if the armature has been updated for this frame */
if (PoseUpdated()){
float obmat[4][4]; // the original object matrice
/* XXX note: where_is_pose() (from BKE_armature.h) calculates all matrices needed to start deforming */
/* but it requires the blender object pointer... */
Object* par_arma = m_armobj->GetArmatureObject();
where_is_pose( par_arma );
/* store verts locally */
VerifyStorage();
/* duplicate */
for (int v =0; v<m_bmesh->totvert; v++)
VECCOPY(m_transverts[v], m_bmesh->mvert[v].co);
// save matrix first
Mat4CpyMat4(obmat, m_objMesh->obmat);
// set reference matrix
Mat4CpyMat4(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
Mat4CpyMat4(m_objMesh->obmat, obmat);
#ifdef __NLA_DEFNORMALS
RecalcNormals();
#endif
/* Update the current frame */
m_lastArmaUpdate=m_armobj->GetLastFrame();
/* indicate that the m_transverts and normals are up to date */
return true;
}
return 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;
}