blender/source/gameengine/Converter/BL_SkinDeformer.cpp
2008-01-07 19:13:47 +00:00

189 lines
4.4 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()
{
if(m_releaseobject && m_armobj)
m_armobj->Release();
};
/* XXX note, this __NLA_OLDDEFORM define seems to be obsolete */
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
/* XXX note, doesnt exist anymore */
// 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 where_is_pose (Object *ob);
//void armature_deform_verts(Object *armOb, Object *target, float (*vertexCos)[3], int numVerts, int deformflag);
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 */
m_armobj->ApplyPose();
/* 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);
armature_deform_verts( par_arma, m_objMesh, NULL, m_transverts, NULL, m_bmesh->totvert, ARM_DEF_VGROUP, NULL, NULL );
RecalcNormals();
/* Update the current frame */
m_lastUpdate=m_armobj->GetLastFrame();
}
}
/* 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;
}