forked from bartvdbraak/blender
9b518710c6
- ignore MSVC warnings when FREE_WINDOWS is defined to quiet warnings. - the CMake flags were not being set correctly making blender have weirdo colors (no -funsigned-char).
200 lines
5.4 KiB
C++
200 lines
5.4 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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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#if defined(WIN32) && !defined(FREE_WINDOWS)
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#pragma warning (disable : 4786)
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#endif //WIN32
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#include "MEM_guardedalloc.h"
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#include "BL_ModifierDeformer.h"
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#include "GEN_Map.h"
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#include "STR_HashedString.h"
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#include "RAS_IPolygonMaterial.h"
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#include "RAS_MeshObject.h"
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#include "PHY_IGraphicController.h"
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//#include "BL_ArmatureController.h"
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#include "DNA_armature_types.h"
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#include "DNA_action_types.h"
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#include "DNA_key_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_ipo_types.h"
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#include "DNA_curve_types.h"
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#include "DNA_modifier_types.h"
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#include "DNA_scene_types.h"
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#include "BKE_armature.h"
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#include "BKE_action.h"
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#include "BKE_key.h"
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#include "BKE_ipo.h"
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#include "MT_Point3.h"
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extern "C"{
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#include "BKE_customdata.h"
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#include "BKE_DerivedMesh.h"
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#include "BKE_lattice.h"
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#include "BKE_modifier.h"
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}
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#include "BKE_utildefines.h"
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#include "BLI_blenlib.h"
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#include "BLI_math.h"
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#define __NLA_DEFNORMALS
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//#undef __NLA_DEFNORMALS
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BL_ModifierDeformer::~BL_ModifierDeformer()
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{
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if (m_dm) {
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// deformedOnly is used as a user counter
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if (--m_dm->deformedOnly == 0) {
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m_dm->needsFree = 1;
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m_dm->release(m_dm);
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}
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}
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};
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RAS_Deformer *BL_ModifierDeformer::GetReplica()
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{
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BL_ModifierDeformer *result;
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result = new BL_ModifierDeformer(*this);
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result->ProcessReplica();
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return result;
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}
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void BL_ModifierDeformer::ProcessReplica()
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{
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/* Note! - This is not inherited from PyObjectPlus */
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BL_ShapeDeformer::ProcessReplica();
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if (m_dm)
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// by default try to reuse mesh, deformedOnly is used as a user count
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m_dm->deformedOnly++;
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// this will force an update and if the mesh cannot be reused, a new one will be created
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m_lastModifierUpdate = -1;
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}
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bool BL_ModifierDeformer::HasCompatibleDeformer(Object *ob)
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{
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if (!ob->modifiers.first)
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return false;
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// soft body cannot use mesh modifiers
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if ((ob->gameflag & OB_SOFT_BODY) != 0)
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return false;
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ModifierData* md;
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for (md = (ModifierData*)ob->modifiers.first; md; md = (ModifierData*)md->next) {
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if (modifier_dependsOnTime(md))
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continue;
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if (!(md->mode & eModifierMode_Realtime))
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continue;
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/* armature modifier are handled by SkinDeformer, not ModifierDeformer */
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if (md->type == eModifierType_Armature )
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continue;
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return true;
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}
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return false;
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}
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bool BL_ModifierDeformer::HasArmatureDeformer(Object *ob)
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{
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if (!ob->modifiers.first)
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return false;
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ModifierData* md;
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for (md = (ModifierData*)ob->modifiers.first; md; md = (ModifierData*)md->next) {
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if (md->type == eModifierType_Armature )
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return true;
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}
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return false;
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}
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bool BL_ModifierDeformer::Update(void)
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{
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bool bShapeUpdate = BL_ShapeDeformer::Update();
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if (bShapeUpdate || m_lastModifierUpdate != m_gameobj->GetLastFrame()) {
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// static derived mesh are not updated
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if (m_dm == NULL || m_bDynamic) {
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/* execute the modifiers */
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Object* blendobj = m_gameobj->GetBlendObject();
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/* hack: the modifiers require that the mesh is attached to the object
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It may not be the case here because of replace mesh actuator */
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Mesh *oldmesh = (Mesh*)blendobj->data;
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blendobj->data = m_bmesh;
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/* execute the modifiers */
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DerivedMesh *dm = mesh_create_derived_no_virtual(m_scene, blendobj, m_transverts, CD_MASK_MESH);
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/* restore object data */
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blendobj->data = oldmesh;
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/* free the current derived mesh and replace, (dm should never be NULL) */
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if (m_dm != NULL) {
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// HACK! use deformedOnly as a user counter
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if (--m_dm->deformedOnly == 0) {
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m_dm->needsFree = 1;
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m_dm->release(m_dm);
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}
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}
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m_dm = dm;
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// get rid of temporary data
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m_dm->needsFree = 0;
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m_dm->release(m_dm);
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// HACK! use deformedOnly as a user counter
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m_dm->deformedOnly = 1;
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/* update the graphic controller */
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PHY_IGraphicController *ctrl = m_gameobj->GetGraphicController();
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if (ctrl) {
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float min_r[3], max_r[3];
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INIT_MINMAX(min_r, max_r);
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m_dm->getMinMax(m_dm, min_r, max_r);
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ctrl->setLocalAabb(min_r, max_r);
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}
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}
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m_lastModifierUpdate=m_gameobj->GetLastFrame();
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bShapeUpdate = true;
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}
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return bShapeUpdate;
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}
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bool BL_ModifierDeformer::Apply(RAS_IPolyMaterial *mat)
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{
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if (!Update())
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return false;
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// drawing is based on derived mesh, must set it in the mesh slots
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int nmat = m_pMeshObject->NumMaterials();
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for (int imat=0; imat<nmat; imat++) {
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RAS_MeshMaterial *mmat = m_pMeshObject->GetMeshMaterial(imat);
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RAS_MeshSlot **slot = mmat->m_slots[(void*)m_gameobj];
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if(!slot || !*slot)
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continue;
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(*slot)->m_pDerivedMesh = m_dm;
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}
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return true;
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}
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