forked from bartvdbraak/blender
BGE: Fixing shape key animations on meshes with no armature.
Their transverts were not being updated after code changes for multi-threaded skinning.
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@ -222,6 +222,9 @@ bool BL_ShapeDeformer::Update(void)
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if (m_recalcNormal)
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RecalcNormals();
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#endif
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// We also need to handle transverts now (used to be in BL_SkinDeformer::Apply())
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UpdateTransverts();
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bSkinUpdate = true;
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}
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@ -287,6 +287,43 @@ void BL_SkinDeformer::BGEDeformVerts()
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m_copyNormals = true;
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}
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void BL_SkinDeformer::UpdateTransverts()
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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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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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if (m_copyNormals)
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v.SetNormal(m_transnors[v.getOrigIndex()]);
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}
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}
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}
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if (m_copyNormals)
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m_copyNormals = false;
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}
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}
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bool BL_SkinDeformer::UpdateInternal(bool shape_applied)
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{
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/* See if the armature has been updated for this frame */
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@ -317,40 +354,10 @@ bool BL_SkinDeformer::UpdateInternal(bool shape_applied)
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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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UpdateTransverts();
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/* indicate that the m_transverts and normals are up to date */
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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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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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if (m_copyNormals)
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v.SetNormal(m_transnors[v.getOrigIndex()]);
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}
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}
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}
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if (m_copyNormals)
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m_copyNormals = false;
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}
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return true;
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}
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@ -114,6 +114,8 @@ protected:
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void BlenderDeformVerts();
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void BGEDeformVerts();
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void UpdateTransverts();
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#ifdef WITH_CXX_GUARDEDALLOC
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MEM_CXX_CLASS_ALLOC_FUNCS("GE:BL_SkinDeformer")
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@ -1636,6 +1636,9 @@ static void update_anim_thread_func(TaskPool *pool, void *taskdata, int UNUSED(t
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gameobj->UpdateActionManager(curtime);
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children = gameobj->GetChildren();
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if (gameobj->GetDeformer())
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gameobj->GetDeformer()->Update();
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for (int j=0; j<children->GetCount(); ++j) {
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child = (KX_GameObject*)children->GetValue(j);
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