forked from bartvdbraak/blender
196 lines
5.4 KiB
C++
196 lines
5.4 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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{
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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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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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{
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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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bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat)
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{
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size_t i, j;
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// update the vertex in m_transverts
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Update();
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// The vertex cache can only be updated for this deformer:
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// Duplicated objects with more than one ploymaterial (=multiple mesh slot per object)
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// share the same mesh (=the same cache). As the rendering is done per polymaterial
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// cycling through the objects, the entire mesh cache cannot be updated in one shot.
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vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat);
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// For each array
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for (i=0; i<vertexarrays.size(); i++) {
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KX_VertexArray& vertexarray = (*vertexarrays[i]);
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// For each vertex
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// copy the untransformed data from the original mvert
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for (j=0; j<vertexarray.size(); j++) {
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RAS_TexVert& v = vertexarray[j];
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v.SetXYZ(m_transverts[v.getOrigIndex()]);
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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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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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}
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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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if (!PoseApplied()){
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m_armobj->ApplyPose();
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where_is_pose( par_arma );
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}
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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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// 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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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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/* reset for next frame */
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PoseApplied(false);
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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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