forked from bartvdbraak/blender
214 lines
5.7 KiB
C++
214 lines
5.7 KiB
C++
/*
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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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/** \file gameengine/Converter/BL_ShapeDeformer.cpp
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* \ingroup bgeconv
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*/
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#ifdef _MSC_VER
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# pragma warning (disable:4786)
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#endif
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#include "MEM_guardedalloc.h"
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#include "BL_ShapeDeformer.h"
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#include "CTR_Map.h"
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#include "STR_HashedString.h"
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#include "RAS_IPolygonMaterial.h"
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#include "RAS_MeshObject.h"
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#include "DNA_anim_types.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_key_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 "BKE_global.h"
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#include "BKE_main.h"
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#include "BKE_key.h"
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#include "BKE_ipo.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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#include "BKE_animsys.h"
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}
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#include "BLI_blenlib.h"
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#include "BLI_math.h"
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#define __NLA_DEFNORMALS
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//#undef __NLA_DEFNORMALS
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BL_ShapeDeformer::BL_ShapeDeformer(BL_DeformableGameObject *gameobj,
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Object *bmeshobj,
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RAS_MeshObject *mesh)
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:
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BL_SkinDeformer(gameobj,bmeshobj, mesh),
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m_useShapeDrivers(false),
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m_lastShapeUpdate(-1)
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{
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m_key = m_bmesh->key;
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m_bmesh->key = BKE_key_copy(m_key);
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};
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/* this second constructor is needed for making a mesh deformable on the fly. */
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BL_ShapeDeformer::BL_ShapeDeformer(BL_DeformableGameObject *gameobj,
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Object *bmeshobj_old,
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Object *bmeshobj_new,
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RAS_MeshObject *mesh,
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bool release_object,
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bool recalc_normal,
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BL_ArmatureObject* arma)
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:
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BL_SkinDeformer(gameobj, bmeshobj_old, bmeshobj_new, mesh, release_object, recalc_normal, arma),
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m_useShapeDrivers(false),
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m_lastShapeUpdate(-1)
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{
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m_key = m_bmesh->key;
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m_bmesh->key = BKE_key_copy(m_key);
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};
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BL_ShapeDeformer::~BL_ShapeDeformer()
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{
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if (m_key && m_bmesh->key && m_key != m_bmesh->key)
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{
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BKE_key_free(m_bmesh->key);
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BLI_remlink_safe(&G.main->key, m_bmesh->key);
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MEM_freeN(m_bmesh->key);
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m_bmesh->key = m_key;
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m_key = NULL;
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}
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};
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RAS_Deformer *BL_ShapeDeformer::GetReplica()
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{
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BL_ShapeDeformer *result;
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result = new BL_ShapeDeformer(*this);
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result->ProcessReplica();
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return result;
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}
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void BL_ShapeDeformer::ProcessReplica()
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{
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BL_SkinDeformer::ProcessReplica();
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m_lastShapeUpdate = -1;
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}
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bool BL_ShapeDeformer::LoadShapeDrivers(Object* arma)
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{
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// This used to check if we had drivers from this armature,
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// now we just assume we want to use shape drivers
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// and let the animsys handle things.
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m_useShapeDrivers = true;
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return true;
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}
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bool BL_ShapeDeformer::ExecuteShapeDrivers(void)
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{
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if (m_useShapeDrivers && PoseUpdated()) {
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// the shape drivers use the bone matrix as input. Must
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// update the matrix now
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m_armobj->ApplyPose();
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// We don't need an actual time, just use 0
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BKE_animsys_evaluate_animdata(NULL, &GetKey()->id, GetKey()->adt, 0.f, ADT_RECALC_DRIVERS);
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ForceUpdate();
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m_armobj->RestorePose();
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m_bDynamic = true;
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return true;
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}
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return false;
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}
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bool BL_ShapeDeformer::Update(void)
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{
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bool bShapeUpdate = false;
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bool bSkinUpdate = false;
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ExecuteShapeDrivers();
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/* See if the object shape has changed */
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if (m_lastShapeUpdate != m_gameobj->GetLastFrame()) {
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/* the key coefficient have been set already, we just need to blend the keys */
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Object* blendobj = m_gameobj->GetBlendObject();
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// make sure the vertex weight cache is in line with this object
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m_pMeshObject->CheckWeightCache(blendobj);
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/* we will blend the key directly in m_transverts array: it is used by armature as the start position */
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/* m_bmesh->key can be NULL in case of Modifier deformer */
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if (m_bmesh->key) {
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/* store verts locally */
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VerifyStorage();
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BKE_key_evaluate_relative(0, m_bmesh->totvert, m_bmesh->totvert, (char *)(float *)m_transverts, m_bmesh->key, NULL, 0); /* last arg is ignored */
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m_bDynamic = true;
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}
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// Don't release the weight array as in Blender, it will most likely be reusable on next frame
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// The weight array are ultimately deleted when the skin mesh is destroyed
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/* Update the current frame */
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m_lastShapeUpdate=m_gameobj->GetLastFrame();
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// As we have changed, the mesh, the skin deformer must update as well.
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// This will force the update
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BL_SkinDeformer::ForceUpdate();
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bShapeUpdate = true;
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}
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// check for armature deform
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bSkinUpdate = BL_SkinDeformer::UpdateInternal(bShapeUpdate && m_bDynamic);
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// non dynamic deformer = Modifer without armature and shape keys, no need to create storage
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if (!bSkinUpdate && bShapeUpdate && m_bDynamic) {
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// this means that there is no armature, we still need to
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// update the normal (was not done after shape key calculation)
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#ifdef __NLA_DEFNORMALS
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if (m_recalcNormal)
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RecalcNormals();
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#endif
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bSkinUpdate = true;
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}
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return bSkinUpdate;
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}
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Key *BL_ShapeDeformer::GetKey()
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{
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return m_bmesh->key;
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}
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void BL_ShapeDeformer::SetKey(Key *key)
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{
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m_bmesh->key = key;
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}
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