blender/source/gameengine/Converter/BL_ShapeDeformer.cpp
Benoit Bolsee 2bece8dcb5 BGE Patch: Add Shape Action support and update MSCV_7 project file for glew.
Shape Action are now supported in the BGE. A new type of actuator "Shape Action" is available on mesh objects. It can be combined with Action actuator on parent armature. Only relative keys are supported. All the usual action options are available: type, blending, priority, Python API. Only actions with shape channels should be specified of course, otherwise the actuator has no effect. Shape action will still work after a mesh replacement provided that the new mesh has compatible shape keys.
2008-06-18 06:46:49 +00:00

126 lines
3.5 KiB
C++

/**
* $Id: BL_ShapeDeformer.cpp 14444 2008-04-16 22:40:48Z hos $
*
* ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 *****
*/
#ifdef WIN32
#pragma warning (disable : 4786)
#endif //WIN32
#include "MEM_guardedalloc.h"
#include "BL_ShapeDeformer.h"
#include "GEN_Map.h"
#include "STR_HashedString.h"
#include "RAS_IPolygonMaterial.h"
#include "BL_SkinMeshObject.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 "BKE_armature.h"
#include "BKE_action.h"
#include "BKE_key.h"
#include "MT_Point3.h"
extern "C"{
#include "BKE_lattice.h"
}
#include "BKE_utildefines.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#define __NLA_DEFNORMALS
//#undef __NLA_DEFNORMALS
BL_ShapeDeformer::~BL_ShapeDeformer()
{
};
RAS_Deformer *BL_ShapeDeformer::GetReplica()
{
BL_ShapeDeformer *result;
result = new BL_ShapeDeformer(*this);
result->ProcessReplica();
return result;
}
void BL_ShapeDeformer::ProcessReplica()
{
}
bool BL_ShapeDeformer::Update(void)
{
bool bShapeUpdate = false;
bool bSkinUpdate = false;
/* See if the object shape has changed */
if (m_lastShapeUpdate != m_gameobj->GetLastFrame()) {
/* the key coefficient have been set already, we just need to blend the keys */
Object* blendobj = m_gameobj->GetBlendObject();
// make sure the vertex weight cache is in line with this object
m_pMeshObject->CheckWeightCache(blendobj);
/* we will blend the key directly in mvert array: it is used by armature as the start position */
do_rel_key(0, m_bmesh->totvert, m_bmesh->totvert, (char *)m_bmesh->mvert->co, m_bmesh->key, 0);
// Don't release the weight array as in Blender, it will most likely be reusable on next frame
// The weight array are ultimately deleted when the skin mesh is destroyed
/* Update the current frame */
m_lastShapeUpdate=m_gameobj->GetLastFrame();
// As we have changed, the mesh, the skin deformer must update as well.
// This will force the update
BL_SkinDeformer::ForceUpdate();
bShapeUpdate = true;
}
// check for armature deform
bSkinUpdate = BL_SkinDeformer::Update();
if (!bSkinUpdate && bShapeUpdate) {
// this means that there is no armature, we still need to copy the vertex to m_transverts
// and update the normal (was not done after shape key calculation)
/* store verts locally */
VerifyStorage();
for (int v =0; v<m_bmesh->totvert; v++)
VECCOPY(m_transverts[v], m_bmesh->mvert[v].co);
RecalcNormals();
bSkinUpdate = true;
}
return bSkinUpdate;
}