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).
235 lines
6.2 KiB
C++
235 lines
6.2 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 "BL_SkinDeformer.h"
|
|
#include "GEN_Map.h"
|
|
#include "STR_HashedString.h"
|
|
#include "RAS_IPolygonMaterial.h"
|
|
#include "RAS_MeshObject.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_math.h"
|
|
|
|
#define __NLA_DEFNORMALS
|
|
//#undef __NLA_DEFNORMALS
|
|
|
|
BL_SkinDeformer::BL_SkinDeformer(BL_DeformableGameObject *gameobj,
|
|
struct Object *bmeshobj,
|
|
class RAS_MeshObject *mesh,
|
|
BL_ArmatureObject* arma)
|
|
: //
|
|
BL_MeshDeformer(gameobj, bmeshobj, mesh),
|
|
m_armobj(arma),
|
|
m_lastArmaUpdate(-1),
|
|
//m_defbase(&bmeshobj->defbase),
|
|
m_releaseobject(false),
|
|
m_poseApplied(false),
|
|
m_recalcNormal(true)
|
|
{
|
|
copy_m4_m4(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 RAS_MeshObject *mesh,
|
|
bool release_object,
|
|
bool recalc_normal,
|
|
BL_ArmatureObject* arma) :
|
|
BL_MeshDeformer(gameobj, bmeshobj_old, mesh),
|
|
m_armobj(arma),
|
|
m_lastArmaUpdate(-1),
|
|
//m_defbase(&bmeshobj_old->defbase),
|
|
m_releaseobject(release_object),
|
|
m_recalcNormal(recalc_normal)
|
|
{
|
|
// 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.
|
|
copy_m4_m4(m_obmat, bmeshobj_new->obmat);
|
|
}
|
|
|
|
BL_SkinDeformer::~BL_SkinDeformer()
|
|
{
|
|
if(m_releaseobject && m_armobj)
|
|
m_armobj->Release();
|
|
}
|
|
|
|
void BL_SkinDeformer::Relink(GEN_Map<class GEN_HashedPtr, void*>*map)
|
|
{
|
|
if (m_armobj) {
|
|
void **h_obj = (*map)[m_armobj];
|
|
|
|
if (h_obj)
|
|
m_armobj = (BL_ArmatureObject*)(*h_obj);
|
|
else
|
|
m_armobj=NULL;
|
|
}
|
|
|
|
BL_MeshDeformer::Relink(map);
|
|
}
|
|
|
|
bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat)
|
|
{
|
|
RAS_MeshSlot::iterator it;
|
|
RAS_MeshMaterial *mmat;
|
|
RAS_MeshSlot *slot;
|
|
size_t i, nmat, imat;
|
|
|
|
// update the vertex in m_transverts
|
|
if (!Update())
|
|
return false;
|
|
|
|
if (m_transverts) {
|
|
// the vertex cache is unique to this deformer, no need to update it
|
|
// if it wasn't updated! We must update all the materials at once
|
|
// because we will not get here again for the other material
|
|
nmat = m_pMeshObject->NumMaterials();
|
|
for (imat=0; imat<nmat; imat++) {
|
|
mmat = m_pMeshObject->GetMeshMaterial(imat);
|
|
if(!mmat->m_slots[(void*)m_gameobj])
|
|
continue;
|
|
|
|
slot = *mmat->m_slots[(void*)m_gameobj];
|
|
|
|
// for each array
|
|
for(slot->begin(it); !slot->end(it); slot->next(it)) {
|
|
// for each vertex
|
|
// copy the untransformed data from the original mvert
|
|
for(i=it.startvertex; i<it.endvertex; i++) {
|
|
RAS_TexVert& v = it.vertex[i];
|
|
v.SetXYZ(m_transverts[v.getOrigIndex()]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
RAS_Deformer *BL_SkinDeformer::GetReplica()
|
|
{
|
|
BL_SkinDeformer *result;
|
|
|
|
result = new BL_SkinDeformer(*this);
|
|
/* there is m_armobj that must be fixed but we cannot do it now, it will be done in Relink */
|
|
result->ProcessReplica();
|
|
return result;
|
|
}
|
|
|
|
void BL_SkinDeformer::ProcessReplica()
|
|
{
|
|
BL_MeshDeformer::ProcessReplica();
|
|
m_lastArmaUpdate = -1;
|
|
m_releaseobject = false;
|
|
}
|
|
|
|
//void where_is_pose (Object *ob);
|
|
//void armature_deform_verts(Object *armOb, Object *target, float (*vertexCos)[3], int numVerts, int deformflag);
|
|
bool BL_SkinDeformer::UpdateInternal(bool shape_applied)
|
|
{
|
|
/* 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();
|
|
|
|
if(!shape_applied) {
|
|
/* store verts locally */
|
|
VerifyStorage();
|
|
|
|
/* duplicate */
|
|
for (int v =0; v<m_bmesh->totvert; v++)
|
|
VECCOPY(m_transverts[v], m_bmesh->mvert[v].co);
|
|
}
|
|
|
|
m_armobj->ApplyPose();
|
|
|
|
// save matrix first
|
|
copy_m4_m4(obmat, m_objMesh->obmat);
|
|
// set reference matrix
|
|
copy_m4_m4(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
|
|
copy_m4_m4(m_objMesh->obmat, obmat);
|
|
|
|
#ifdef __NLA_DEFNORMALS
|
|
if (m_recalcNormal)
|
|
RecalcNormals();
|
|
#endif
|
|
|
|
/* Update the current frame */
|
|
m_lastArmaUpdate=m_armobj->GetLastFrame();
|
|
|
|
m_armobj->RestorePose();
|
|
/* dynamic vertex, cannot use display list */
|
|
m_bDynamic = true;
|
|
/* indicate that the m_transverts and normals are up to date */
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool BL_SkinDeformer::Update(void)
|
|
{
|
|
return UpdateInternal(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;
|
|
}
|