blender/source/gameengine/Converter/BL_ModifierDeformer.cpp
Benoit Bolsee fc66b3f2ef BGE: support modifiers without mapping to original mesh both graphically and physically, fixes bug #24942 and #25286.
Support for physics is done by skiping the modifiers that
don't support mapping to original mesh. This mapping is
required to report the hit polygon to the application
by the rayCast() function.

Support for graphics is done by using the same render
function that blender uses for the 3D view. This guantees
equal result.

Limitation: there is still a known bug if all these conditions are met:
- Display list enabled
- Old tex face with a several textures mapped to the same material
- no armature or shape keys
- active modifiers

In this case, only a part of the mesh will be rendered
with the wrong texture. To avoid this bug, use the GLSL
materials or make sure to have 1 material=1 texture in
your old tex face objects.
2011-01-23 17:17:21 +00:00

224 lines
6.6 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 *****
*/
#if defined(WIN32) && !defined(FREE_WINDOWS)
#pragma warning (disable : 4786)
#endif //WIN32
#include "MEM_guardedalloc.h"
#include "BL_ModifierDeformer.h"
#include "GEN_Map.h"
#include "STR_HashedString.h"
#include "RAS_IPolygonMaterial.h"
#include "RAS_MeshObject.h"
#include "PHY_IGraphicController.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 "DNA_modifier_types.h"
#include "DNA_scene_types.h"
#include "BLI_utildefines.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_customdata.h"
#include "BKE_DerivedMesh.h"
#include "BKE_lattice.h"
#include "BKE_modifier.h"
}
#include "BLI_blenlib.h"
#include "BLI_math.h"
#define __NLA_DEFNORMALS
//#undef __NLA_DEFNORMALS
BL_ModifierDeformer::~BL_ModifierDeformer()
{
if (m_dm) {
// deformedOnly is used as a user counter
if (--m_dm->deformedOnly == 0) {
m_dm->needsFree = 1;
m_dm->release(m_dm);
}
}
};
RAS_Deformer *BL_ModifierDeformer::GetReplica()
{
BL_ModifierDeformer *result;
result = new BL_ModifierDeformer(*this);
result->ProcessReplica();
return result;
}
void BL_ModifierDeformer::ProcessReplica()
{
/* Note! - This is not inherited from PyObjectPlus */
BL_ShapeDeformer::ProcessReplica();
if (m_dm)
// by default try to reuse mesh, deformedOnly is used as a user count
m_dm->deformedOnly++;
// this will force an update and if the mesh cannot be reused, a new one will be created
m_lastModifierUpdate = -1;
}
bool BL_ModifierDeformer::HasCompatibleDeformer(Object *ob)
{
if (!ob->modifiers.first)
return false;
// soft body cannot use mesh modifiers
if ((ob->gameflag & OB_SOFT_BODY) != 0)
return false;
ModifierData* md;
for (md = (ModifierData*)ob->modifiers.first; md; md = (ModifierData*)md->next) {
if (modifier_dependsOnTime(md))
continue;
if (!(md->mode & eModifierMode_Realtime))
continue;
/* armature modifier are handled by SkinDeformer, not ModifierDeformer */
if (md->type == eModifierType_Armature )
continue;
return true;
}
return false;
}
bool BL_ModifierDeformer::HasArmatureDeformer(Object *ob)
{
if (!ob->modifiers.first)
return false;
ModifierData* md = (ModifierData*)ob->modifiers.first;
if(md->type == eModifierType_Armature )
return true;
return false;
}
// return a deformed mesh that supports mapping (with a valid CD_ORIGINDEX layer)
struct DerivedMesh* BL_ModifierDeformer::GetPhysicsMesh()
{
// we need to compute the deformed mesh taking into account the current
// shape and skin deformers, we cannot just call mesh_create_derived_physics()
// because that would use the m_transvers already deformed previously by BL_ModifierDeformer::Update(),
// so restart from scratch by forcing a full update the shape/skin deformers
// (will do nothing if there is no such deformer)
BL_ShapeDeformer::ForceUpdate();
BL_ShapeDeformer::Update();
// now apply the modifiers but without those that don't support mapping
Object* blendobj = m_gameobj->GetBlendObject();
/* hack: the modifiers require that the mesh is attached to the object
It may not be the case here because of replace mesh actuator */
Mesh *oldmesh = (Mesh*)blendobj->data;
blendobj->data = m_bmesh;
DerivedMesh *dm = mesh_create_derived_physics(m_scene, blendobj, m_transverts, CD_MASK_MESH);
/* restore object data */
blendobj->data = oldmesh;
/* m_transverts is correct here (takes into account deform only modifiers) */
/* the derived mesh returned by this function must be released by the caller !!! */
return dm;
}
bool BL_ModifierDeformer::Update(void)
{
bool bShapeUpdate = BL_ShapeDeformer::Update();
if (bShapeUpdate || m_lastModifierUpdate != m_gameobj->GetLastFrame()) {
// static derived mesh are not updated
if (m_dm == NULL || m_bDynamic) {
/* execute the modifiers */
Object* blendobj = m_gameobj->GetBlendObject();
/* hack: the modifiers require that the mesh is attached to the object
It may not be the case here because of replace mesh actuator */
Mesh *oldmesh = (Mesh*)blendobj->data;
blendobj->data = m_bmesh;
/* execute the modifiers */
DerivedMesh *dm = mesh_create_derived_no_virtual(m_scene, blendobj, m_transverts, CD_MASK_MESH);
/* restore object data */
blendobj->data = oldmesh;
/* free the current derived mesh and replace, (dm should never be NULL) */
if (m_dm != NULL) {
// HACK! use deformedOnly as a user counter
if (--m_dm->deformedOnly == 0) {
m_dm->needsFree = 1;
m_dm->release(m_dm);
}
}
m_dm = dm;
// get rid of temporary data
m_dm->needsFree = 0;
m_dm->release(m_dm);
// HACK! use deformedOnly as a user counter
m_dm->deformedOnly = 1;
/* update the graphic controller */
PHY_IGraphicController *ctrl = m_gameobj->GetGraphicController();
if (ctrl) {
float min_r[3], max_r[3];
INIT_MINMAX(min_r, max_r);
m_dm->getMinMax(m_dm, min_r, max_r);
ctrl->setLocalAabb(min_r, max_r);
}
}
m_lastModifierUpdate=m_gameobj->GetLastFrame();
bShapeUpdate = true;
}
return bShapeUpdate;
}
bool BL_ModifierDeformer::Apply(RAS_IPolyMaterial *mat)
{
if (!Update())
return false;
// drawing is based on derived mesh, must set it in the mesh slots
int nmat = m_pMeshObject->NumMaterials();
for (int imat=0; imat<nmat; imat++) {
RAS_MeshMaterial *mmat = m_pMeshObject->GetMeshMaterial(imat);
RAS_MeshSlot **slot = mmat->m_slots[(void*)m_gameobj];
if(!slot || !*slot)
continue;
(*slot)->m_pDerivedMesh = m_dm;
}
return true;
}