forked from bartvdbraak/blender
d95a109990
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.
228 lines
6.1 KiB
C++
228 lines
6.1 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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#ifdef WIN32
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#pragma warning (disable : 4786)
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#endif //WIN32
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#include "BL_SkinDeformer.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 "BL_SkinMeshObject.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_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "BKE_armature.h"
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#include "BKE_action.h"
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#include "MT_Point3.h"
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extern "C"{
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#include "BKE_lattice.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_arithb.h"
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#define __NLA_DEFNORMALS
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//#undef __NLA_DEFNORMALS
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BL_SkinDeformer::BL_SkinDeformer(BL_DeformableGameObject *gameobj,
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struct Object *bmeshobj,
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class BL_SkinMeshObject *mesh,
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BL_ArmatureObject* arma)
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: //
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BL_MeshDeformer(gameobj, bmeshobj, mesh),
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m_armobj(arma),
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m_lastArmaUpdate(-1),
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//m_defbase(&bmeshobj->defbase),
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m_releaseobject(false),
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m_poseApplied(false),
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m_recalcNormal(true)
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{
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Mat4CpyMat4(m_obmat, bmeshobj->obmat);
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};
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BL_SkinDeformer::BL_SkinDeformer(
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BL_DeformableGameObject *gameobj,
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struct Object *bmeshobj_old, // Blender object that owns the new mesh
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struct Object *bmeshobj_new, // Blender object that owns the original mesh
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class BL_SkinMeshObject *mesh,
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bool release_object,
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bool recalc_normal,
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BL_ArmatureObject* arma) :
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BL_MeshDeformer(gameobj, bmeshobj_old, mesh),
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m_armobj(arma),
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m_lastArmaUpdate(-1),
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//m_defbase(&bmeshobj_old->defbase),
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m_releaseobject(release_object),
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m_recalcNormal(recalc_normal)
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{
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// this is needed to ensure correct deformation of mesh:
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// the deformation is done with Blender's armature_deform_verts() function
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// that takes an object as parameter and not a mesh. The object matrice is used
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// in the calculation, so we must use the matrix of the original object to
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// simulate a pure replacement of the mesh.
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Mat4CpyMat4(m_obmat, bmeshobj_new->obmat);
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}
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BL_SkinDeformer::~BL_SkinDeformer()
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{
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if(m_releaseobject && m_armobj)
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m_armobj->Release();
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}
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void BL_SkinDeformer::Relink(GEN_Map<class GEN_HashedPtr, void*>*map)
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{
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if (m_armobj) {
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void **h_obj = (*map)[m_armobj];
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if (h_obj)
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m_armobj = (BL_ArmatureObject*)(*h_obj);
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else
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m_armobj=NULL;
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}
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BL_MeshDeformer::Relink(map);
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}
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bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat)
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{
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RAS_MeshSlot::iterator it;
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RAS_MeshMaterial *mmat;
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RAS_MeshSlot *slot;
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size_t i, nmat, imat;
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// update the vertex in m_transverts
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if (!Update())
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return false;
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if (m_transverts) {
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// the vertex cache is unique to this deformer, no need to update it
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// if it wasn't updated! We must update all the materials at once
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// because we will not get here again for the other material
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nmat = m_pMeshObject->NumMaterials();
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for (imat=0; imat<nmat; imat++) {
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mmat = m_pMeshObject->GetMeshMaterial(imat);
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if(!mmat->m_slots[(void*)m_gameobj])
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continue;
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slot = *mmat->m_slots[(void*)m_gameobj];
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// for each array
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for(slot->begin(it); !slot->end(it); slot->next(it)) {
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// for each vertex
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// copy the untransformed data from the original mvert
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for(i=it.startvertex; i<it.endvertex; i++) {
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RAS_TexVert& v = it.vertex[i];
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v.SetXYZ(m_transverts[v.getOrigIndex()]);
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}
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}
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}
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}
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return true;
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}
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RAS_Deformer *BL_SkinDeformer::GetReplica()
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{
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BL_SkinDeformer *result;
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result = new BL_SkinDeformer(*this);
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/* there is m_armobj that must be fixed but we cannot do it now, it will be done in Relink */
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result->ProcessReplica();
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return result;
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}
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void BL_SkinDeformer::ProcessReplica()
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{
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BL_MeshDeformer::ProcessReplica();
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m_lastArmaUpdate = -1;
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m_releaseobject = false;
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}
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//void where_is_pose (Object *ob);
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//void armature_deform_verts(Object *armOb, Object *target, float (*vertexCos)[3], int numVerts, int deformflag);
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bool BL_SkinDeformer::Update(void)
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{
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/* See if the armature has been updated for this frame */
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if (PoseUpdated()){
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float obmat[4][4]; // the original object matrice
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/* XXX note: where_is_pose() (from BKE_armature.h) calculates all matrices needed to start deforming */
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/* but it requires the blender object pointer... */
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Object* par_arma = m_armobj->GetArmatureObject();
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/* store verts locally */
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VerifyStorage();
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/* duplicate */
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for (int v =0; v<m_bmesh->totvert; v++)
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VECCOPY(m_transverts[v], m_bmesh->mvert[v].co);
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m_armobj->ApplyPose();
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// save matrix first
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Mat4CpyMat4(obmat, m_objMesh->obmat);
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// set reference matrix
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Mat4CpyMat4(m_objMesh->obmat, m_obmat);
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armature_deform_verts( par_arma, m_objMesh, NULL, m_transverts, NULL, m_bmesh->totvert, ARM_DEF_VGROUP, NULL, NULL );
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// restore matrix
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Mat4CpyMat4(m_objMesh->obmat, obmat);
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#ifdef __NLA_DEFNORMALS
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if (m_recalcNormal)
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RecalcNormals();
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#endif
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/* Update the current frame */
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m_lastArmaUpdate=m_armobj->GetLastFrame();
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m_armobj->RestorePose();
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/* dynamic vertex, cannot use display list */
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m_bDynamic = true;
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/* indicate that the m_transverts and normals are up to date */
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return true;
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}
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return false;
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}
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/* XXX note: I propose to drop this function */
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void BL_SkinDeformer::SetArmature(BL_ArmatureObject *armobj)
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{
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// only used to set the object now
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m_armobj = armobj;
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}
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