blender/source/gameengine/Converter/BL_SkinDeformer.cpp

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
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*
* 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.
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*
* 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,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
* 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 *****
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*/
2011-02-25 13:30:41 +00:00
/** \file gameengine/Converter/BL_SkinDeformer.cpp
* \ingroup bgeconv
*/
#if defined(WIN32) && !defined(FREE_WINDOWS)
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#pragma warning (disable : 4786)
#endif //WIN32
// Eigen3 stuff used for BGEDeformVerts
#include <Eigen/Core>
#include <Eigen/LU>
#include "BL_SkinDeformer.h"
#include "CTR_Map.h"
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#include "STR_HashedString.h"
#include "RAS_IPolygonMaterial.h"
#include "RAS_MeshObject.h"
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//#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 "DNA_modifier_types.h"
#include "BLI_utildefines.h"
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#include "BKE_armature.h"
#include "BKE_action.h"
#include "MT_Point3.h"
extern "C"{
#include "BKE_lattice.h"
#include "BKE_deform.h"
}
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#include "BLI_blenlib.h"
#include "BLI_math.h"
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#define __NLA_DEFNORMALS
//#undef __NLA_DEFNORMALS
short get_deformflags(struct Object *bmeshobj)
{
short flags = ARM_DEF_VGROUP;
ModifierData *md;
for (md = (ModifierData*)bmeshobj->modifiers.first; md; md = (ModifierData*)md->next)
{
if (md->type == eModifierType_Armature)
{
flags |= ((ArmatureModifierData*)md)->deformflag;
break;
}
}
return flags;
}
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),
BGE: Support mesh modifiers in the game engine. Realtime modifiers applied on mesh objects will be supported in the game engine with the following limitations: - Only real time modifiers are supported (basically all of them!) - Virtual modifiers resulting from parenting are not supported: armature, curve, lattice. You can still use these modifiers (armature is really not recommended) but in non parent mode. The BGE has it's own parenting capability for armature. - Modifiers are computed on the host (using blender modifier stack). - Modifiers are statically evaluated: any possible time dependency in the modifiers is not supported (don't know enough about modifiers to be more specific). - Modifiers are reevaluated if the underlying mesh is deformed due to shape action or armature action. Beware that this is very CPU intensive; modifiers should really be used for static objects only. - Physics is still based on the original mesh: if you have a mirror modifier, the physic shape will be limited to one half of the resulting object. Therefore, the modifiers should preferably be used on graphic objects. - Scripts have no access to the modified mesh. - Modifiers that are based on objects interaction (boolean,..) will not be dependent on the objects position in the GE. What you see in the 3D view is what you get in the GE regardless on the object position, velocity, etc. Besides that, the feature is compatible with all the BGE features that affect meshes: armature action, shape action, relace mesh, VideoTexture, add object, dupligroup. Known problems: - This feature is a bit hacky: the BGE uses the derived mesh draw functions to display the object. This drawing method is a bit slow and is not 100% compatible with the BGE. There may be some problems in multi-texture mode: the multi-texture coordinates are not sent to the GPU. Texface and GLSL on the other hand should be fully supported. - Culling is still based on the extend of the original mesh. If you have a modifer that extends the size of the mesh, the object may disappear while still in the view frustrum. - Derived mesh is not shared between replicas. The derived mesh is allocated and computed for each object with modifiers, regardless if they are static replicas. - Display list are not created on objects with modifiers. I should be able to fix the above problems before release. However, the feature is already useful for game development. Once you are ready to release the game, you can apply the modifiers to get back display list support and mesh sharing capability. MSVC, scons, Cmake, makefile updated. Enjoy /benoit
2009-04-21 11:01:09 +00:00
//m_defbase(&bmeshobj->defbase),
m_releaseobject(false),
BGE: Support mesh modifiers in the game engine. Realtime modifiers applied on mesh objects will be supported in the game engine with the following limitations: - Only real time modifiers are supported (basically all of them!) - Virtual modifiers resulting from parenting are not supported: armature, curve, lattice. You can still use these modifiers (armature is really not recommended) but in non parent mode. The BGE has it's own parenting capability for armature. - Modifiers are computed on the host (using blender modifier stack). - Modifiers are statically evaluated: any possible time dependency in the modifiers is not supported (don't know enough about modifiers to be more specific). - Modifiers are reevaluated if the underlying mesh is deformed due to shape action or armature action. Beware that this is very CPU intensive; modifiers should really be used for static objects only. - Physics is still based on the original mesh: if you have a mirror modifier, the physic shape will be limited to one half of the resulting object. Therefore, the modifiers should preferably be used on graphic objects. - Scripts have no access to the modified mesh. - Modifiers that are based on objects interaction (boolean,..) will not be dependent on the objects position in the GE. What you see in the 3D view is what you get in the GE regardless on the object position, velocity, etc. Besides that, the feature is compatible with all the BGE features that affect meshes: armature action, shape action, relace mesh, VideoTexture, add object, dupligroup. Known problems: - This feature is a bit hacky: the BGE uses the derived mesh draw functions to display the object. This drawing method is a bit slow and is not 100% compatible with the BGE. There may be some problems in multi-texture mode: the multi-texture coordinates are not sent to the GPU. Texface and GLSL on the other hand should be fully supported. - Culling is still based on the extend of the original mesh. If you have a modifer that extends the size of the mesh, the object may disappear while still in the view frustrum. - Derived mesh is not shared between replicas. The derived mesh is allocated and computed for each object with modifiers, regardless if they are static replicas. - Display list are not created on objects with modifiers. I should be able to fix the above problems before release. However, the feature is already useful for game development. Once you are ready to release the game, you can apply the modifiers to get back display list support and mesh sharing capability. MSVC, scons, Cmake, makefile updated. Enjoy /benoit
2009-04-21 11:01:09 +00:00
m_poseApplied(false),
m_recalcNormal(true),
m_copyNormals(false),
m_dfnrToPC(NULL)
{
copy_m4_m4(m_obmat, bmeshobj->obmat);
m_deformflags = get_deformflags(bmeshobj);
};
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,
BGE: Support mesh modifiers in the game engine. Realtime modifiers applied on mesh objects will be supported in the game engine with the following limitations: - Only real time modifiers are supported (basically all of them!) - Virtual modifiers resulting from parenting are not supported: armature, curve, lattice. You can still use these modifiers (armature is really not recommended) but in non parent mode. The BGE has it's own parenting capability for armature. - Modifiers are computed on the host (using blender modifier stack). - Modifiers are statically evaluated: any possible time dependency in the modifiers is not supported (don't know enough about modifiers to be more specific). - Modifiers are reevaluated if the underlying mesh is deformed due to shape action or armature action. Beware that this is very CPU intensive; modifiers should really be used for static objects only. - Physics is still based on the original mesh: if you have a mirror modifier, the physic shape will be limited to one half of the resulting object. Therefore, the modifiers should preferably be used on graphic objects. - Scripts have no access to the modified mesh. - Modifiers that are based on objects interaction (boolean,..) will not be dependent on the objects position in the GE. What you see in the 3D view is what you get in the GE regardless on the object position, velocity, etc. Besides that, the feature is compatible with all the BGE features that affect meshes: armature action, shape action, relace mesh, VideoTexture, add object, dupligroup. Known problems: - This feature is a bit hacky: the BGE uses the derived mesh draw functions to display the object. This drawing method is a bit slow and is not 100% compatible with the BGE. There may be some problems in multi-texture mode: the multi-texture coordinates are not sent to the GPU. Texface and GLSL on the other hand should be fully supported. - Culling is still based on the extend of the original mesh. If you have a modifer that extends the size of the mesh, the object may disappear while still in the view frustrum. - Derived mesh is not shared between replicas. The derived mesh is allocated and computed for each object with modifiers, regardless if they are static replicas. - Display list are not created on objects with modifiers. I should be able to fix the above problems before release. However, the feature is already useful for game development. Once you are ready to release the game, you can apply the modifiers to get back display list support and mesh sharing capability. MSVC, scons, Cmake, makefile updated. Enjoy /benoit
2009-04-21 11:01:09 +00:00
bool recalc_normal,
BL_ArmatureObject* arma) :
BL_MeshDeformer(gameobj, bmeshobj_old, mesh),
m_armobj(arma),
m_lastArmaUpdate(-1),
BGE: Support mesh modifiers in the game engine. Realtime modifiers applied on mesh objects will be supported in the game engine with the following limitations: - Only real time modifiers are supported (basically all of them!) - Virtual modifiers resulting from parenting are not supported: armature, curve, lattice. You can still use these modifiers (armature is really not recommended) but in non parent mode. The BGE has it's own parenting capability for armature. - Modifiers are computed on the host (using blender modifier stack). - Modifiers are statically evaluated: any possible time dependency in the modifiers is not supported (don't know enough about modifiers to be more specific). - Modifiers are reevaluated if the underlying mesh is deformed due to shape action or armature action. Beware that this is very CPU intensive; modifiers should really be used for static objects only. - Physics is still based on the original mesh: if you have a mirror modifier, the physic shape will be limited to one half of the resulting object. Therefore, the modifiers should preferably be used on graphic objects. - Scripts have no access to the modified mesh. - Modifiers that are based on objects interaction (boolean,..) will not be dependent on the objects position in the GE. What you see in the 3D view is what you get in the GE regardless on the object position, velocity, etc. Besides that, the feature is compatible with all the BGE features that affect meshes: armature action, shape action, relace mesh, VideoTexture, add object, dupligroup. Known problems: - This feature is a bit hacky: the BGE uses the derived mesh draw functions to display the object. This drawing method is a bit slow and is not 100% compatible with the BGE. There may be some problems in multi-texture mode: the multi-texture coordinates are not sent to the GPU. Texface and GLSL on the other hand should be fully supported. - Culling is still based on the extend of the original mesh. If you have a modifer that extends the size of the mesh, the object may disappear while still in the view frustrum. - Derived mesh is not shared between replicas. The derived mesh is allocated and computed for each object with modifiers, regardless if they are static replicas. - Display list are not created on objects with modifiers. I should be able to fix the above problems before release. However, the feature is already useful for game development. Once you are ready to release the game, you can apply the modifiers to get back display list support and mesh sharing capability. MSVC, scons, Cmake, makefile updated. Enjoy /benoit
2009-04-21 11:01:09 +00:00
//m_defbase(&bmeshobj_old->defbase),
m_releaseobject(release_object),
m_recalcNormal(recalc_normal),
m_copyNormals(false),
m_dfnrToPC(NULL)
{
// 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);
m_deformflags = get_deformflags(bmeshobj_new);
}
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BL_SkinDeformer::~BL_SkinDeformer()
{
if (m_releaseobject && m_armobj)
m_armobj->Release();
if (m_dfnrToPC)
delete [] m_dfnrToPC;
}
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void BL_SkinDeformer::Relink(CTR_Map<class CTR_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)
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{
RAS_MeshSlot::iterator it;
RAS_MeshMaterial *mmat;
RAS_MeshSlot *slot;
BGE: Support mesh modifiers in the game engine. Realtime modifiers applied on mesh objects will be supported in the game engine with the following limitations: - Only real time modifiers are supported (basically all of them!) - Virtual modifiers resulting from parenting are not supported: armature, curve, lattice. You can still use these modifiers (armature is really not recommended) but in non parent mode. The BGE has it's own parenting capability for armature. - Modifiers are computed on the host (using blender modifier stack). - Modifiers are statically evaluated: any possible time dependency in the modifiers is not supported (don't know enough about modifiers to be more specific). - Modifiers are reevaluated if the underlying mesh is deformed due to shape action or armature action. Beware that this is very CPU intensive; modifiers should really be used for static objects only. - Physics is still based on the original mesh: if you have a mirror modifier, the physic shape will be limited to one half of the resulting object. Therefore, the modifiers should preferably be used on graphic objects. - Scripts have no access to the modified mesh. - Modifiers that are based on objects interaction (boolean,..) will not be dependent on the objects position in the GE. What you see in the 3D view is what you get in the GE regardless on the object position, velocity, etc. Besides that, the feature is compatible with all the BGE features that affect meshes: armature action, shape action, relace mesh, VideoTexture, add object, dupligroup. Known problems: - This feature is a bit hacky: the BGE uses the derived mesh draw functions to display the object. This drawing method is a bit slow and is not 100% compatible with the BGE. There may be some problems in multi-texture mode: the multi-texture coordinates are not sent to the GPU. Texface and GLSL on the other hand should be fully supported. - Culling is still based on the extend of the original mesh. If you have a modifer that extends the size of the mesh, the object may disappear while still in the view frustrum. - Derived mesh is not shared between replicas. The derived mesh is allocated and computed for each object with modifiers, regardless if they are static replicas. - Display list are not created on objects with modifiers. I should be able to fix the above problems before release. However, the feature is already useful for game development. Once you are ready to release the game, you can apply the modifiers to get back display list support and mesh sharing capability. MSVC, scons, Cmake, makefile updated. Enjoy /benoit
2009-04-21 11:01:09 +00:00
size_t i, nmat, imat;
// update the vertex in m_transverts
BGE: Support mesh modifiers in the game engine. Realtime modifiers applied on mesh objects will be supported in the game engine with the following limitations: - Only real time modifiers are supported (basically all of them!) - Virtual modifiers resulting from parenting are not supported: armature, curve, lattice. You can still use these modifiers (armature is really not recommended) but in non parent mode. The BGE has it's own parenting capability for armature. - Modifiers are computed on the host (using blender modifier stack). - Modifiers are statically evaluated: any possible time dependency in the modifiers is not supported (don't know enough about modifiers to be more specific). - Modifiers are reevaluated if the underlying mesh is deformed due to shape action or armature action. Beware that this is very CPU intensive; modifiers should really be used for static objects only. - Physics is still based on the original mesh: if you have a mirror modifier, the physic shape will be limited to one half of the resulting object. Therefore, the modifiers should preferably be used on graphic objects. - Scripts have no access to the modified mesh. - Modifiers that are based on objects interaction (boolean,..) will not be dependent on the objects position in the GE. What you see in the 3D view is what you get in the GE regardless on the object position, velocity, etc. Besides that, the feature is compatible with all the BGE features that affect meshes: armature action, shape action, relace mesh, VideoTexture, add object, dupligroup. Known problems: - This feature is a bit hacky: the BGE uses the derived mesh draw functions to display the object. This drawing method is a bit slow and is not 100% compatible with the BGE. There may be some problems in multi-texture mode: the multi-texture coordinates are not sent to the GPU. Texface and GLSL on the other hand should be fully supported. - Culling is still based on the extend of the original mesh. If you have a modifer that extends the size of the mesh, the object may disappear while still in the view frustrum. - Derived mesh is not shared between replicas. The derived mesh is allocated and computed for each object with modifiers, regardless if they are static replicas. - Display list are not created on objects with modifiers. I should be able to fix the above problems before release. However, the feature is already useful for game development. Once you are ready to release the game, you can apply the modifiers to get back display list support and mesh sharing capability. MSVC, scons, Cmake, makefile updated. Enjoy /benoit
2009-04-21 11:01:09 +00:00
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()]);
if (m_copyNormals)
v.SetNormal(m_transnors[v.getOrigIndex()]);
}
BGE: Support mesh modifiers in the game engine. Realtime modifiers applied on mesh objects will be supported in the game engine with the following limitations: - Only real time modifiers are supported (basically all of them!) - Virtual modifiers resulting from parenting are not supported: armature, curve, lattice. You can still use these modifiers (armature is really not recommended) but in non parent mode. The BGE has it's own parenting capability for armature. - Modifiers are computed on the host (using blender modifier stack). - Modifiers are statically evaluated: any possible time dependency in the modifiers is not supported (don't know enough about modifiers to be more specific). - Modifiers are reevaluated if the underlying mesh is deformed due to shape action or armature action. Beware that this is very CPU intensive; modifiers should really be used for static objects only. - Physics is still based on the original mesh: if you have a mirror modifier, the physic shape will be limited to one half of the resulting object. Therefore, the modifiers should preferably be used on graphic objects. - Scripts have no access to the modified mesh. - Modifiers that are based on objects interaction (boolean,..) will not be dependent on the objects position in the GE. What you see in the 3D view is what you get in the GE regardless on the object position, velocity, etc. Besides that, the feature is compatible with all the BGE features that affect meshes: armature action, shape action, relace mesh, VideoTexture, add object, dupligroup. Known problems: - This feature is a bit hacky: the BGE uses the derived mesh draw functions to display the object. This drawing method is a bit slow and is not 100% compatible with the BGE. There may be some problems in multi-texture mode: the multi-texture coordinates are not sent to the GPU. Texface and GLSL on the other hand should be fully supported. - Culling is still based on the extend of the original mesh. If you have a modifer that extends the size of the mesh, the object may disappear while still in the view frustrum. - Derived mesh is not shared between replicas. The derived mesh is allocated and computed for each object with modifiers, regardless if they are static replicas. - Display list are not created on objects with modifiers. I should be able to fix the above problems before release. However, the feature is already useful for game development. Once you are ready to release the game, you can apply the modifiers to get back display list support and mesh sharing capability. MSVC, scons, Cmake, makefile updated. Enjoy /benoit
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}
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}
if (m_copyNormals)
m_copyNormals = false;
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}
return true;
}
RAS_Deformer *BL_SkinDeformer::GetReplica()
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{
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 */
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result->ProcessReplica();
return result;
}
void BL_SkinDeformer::ProcessReplica()
{
BL_MeshDeformer::ProcessReplica();
m_lastArmaUpdate = -1;
m_releaseobject = false;
m_dfnrToPC = NULL;
}
void BL_SkinDeformer::BlenderDeformVerts()
{
float obmat[4][4]; // the original object matrix
Object* par_arma = m_armobj->GetArmatureObject();
// 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, m_deformflags, NULL, NULL );
// restore matrix
copy_m4_m4(m_objMesh->obmat, obmat);
#ifdef __NLA_DEFNORMALS
if (m_recalcNormal)
RecalcNormals();
#endif
}
void BL_SkinDeformer::BGEDeformVerts()
{
Object *par_arma = m_armobj->GetArmatureObject();
MDeformVert *dverts = m_bmesh->dvert;
bDeformGroup *dg;
int defbase_tot = BLI_countlist(&m_objMesh->defbase);
if (!dverts)
return;
if (m_dfnrToPC == NULL)
{
m_dfnrToPC = new bPoseChannel*[defbase_tot];
int i;
for (i=0, dg=(bDeformGroup*)m_objMesh->defbase.first;
dg;
++i, dg=(bDeformGroup*)dg->next)
{
m_dfnrToPC[i] = BKE_pose_channel_find_name(par_arma->pose, dg->name);
if (m_dfnrToPC[i] && m_dfnrToPC[i]->bone->flag & BONE_NO_DEFORM)
m_dfnrToPC[i] = NULL;
}
}
MDeformVert *dv= dverts;
for (int i=0; i<m_bmesh->totvert; ++i, dv++)
{
float contrib = 0.f, weight, max_weight=0.f;
bPoseChannel *pchan=NULL;
Eigen::Map<Eigen::Vector3f> norm(m_transnors[i]);
Eigen::Vector4f vec(0, 0, 0, 1);
Eigen::Matrix4f norm_chan_mat;
Eigen::Vector4f co(m_transverts[i][0],
m_transverts[i][1],
m_transverts[i][2],
1.f);
if (!dv->totweight)
continue;
MDeformWeight *dw= dv->dw;
for (unsigned int j= dv->totweight; j != 0; j--, dw++)
{
const int index = dw->def_nr;
if (index < defbase_tot && (pchan=m_dfnrToPC[index]))
{
weight = dw->weight;
if (weight)
{
Eigen::Vector4f cop(co);
Eigen::Matrix4f chan_mat = Eigen::Matrix4f::Map((float*)pchan->chan_mat);
// Update Vertex Position
cop = chan_mat*cop;
vec += (cop - co)*weight;
// Save the most influential channel so we can use it to update the vertex normal
if (weight > max_weight)
{
max_weight = weight;
norm_chan_mat = chan_mat;
}
contrib += weight;
}
}
}
// Update Vertex Normal
norm = norm_chan_mat.topLeftCorner<3, 3>()*norm;
if (contrib > 0.0001f)
{
vec *= 1.f/contrib;
co += vec;
}
m_transverts[i][0] = co[0];
m_transverts[i][1] = co[1];
m_transverts[i][2] = co[2];
}
m_copyNormals = true;
}
bool BL_SkinDeformer::UpdateInternal(bool shape_applied)
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{
/* See if the armature has been updated for this frame */
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if (PoseUpdated()) {
if (!shape_applied) {
/* store verts locally */
VerifyStorage();
/* duplicate */
for (int v =0; v<m_bmesh->totvert; v++)
{
copy_v3_v3(m_transverts[v], m_bmesh->mvert[v].co);
normal_short_to_float_v3(m_transnors[v], m_bmesh->mvert[v].no);
}
}
m_armobj->ApplyPose();
switch (m_armobj->GetVertDeformType())
{
case ARM_VDEF_BGE_CPU:
BGEDeformVerts();
break;
case ARM_VDEF_BLENDER:
default:
BlenderDeformVerts();
}
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/* 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;
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}
return false;
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}
bool BL_SkinDeformer::Update(void)
{
return UpdateInternal(false);
}
/* XXX note: I propose to drop this function */
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void BL_SkinDeformer::SetArmature(BL_ArmatureObject *armobj)
{
// only used to set the object now
m_armobj = armobj;
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}