forked from bartvdbraak/blender
1f2136b329
Previously this only worked for some datablocks relevant to rendering, now it can be used to detect if any type of datablock was added or removed (but not yet to detect if it was modified, we need many more depsgraph tags for that). Most of the changes are some function parameter changes, the important parts are the DAG_id_type_tag calls. Reviewed By: sergey, brecht Differential Revision: https://developer.blender.org/D195
212 lines
5.7 KiB
C++
212 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 "BKE_library.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 = BKE_key_copy(m_bmesh->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 = BKE_key_copy(m_bmesh->key);
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};
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BL_ShapeDeformer::~BL_ShapeDeformer()
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{
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if (m_key)
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{
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BKE_libblock_free(G.main, 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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m_key = BKE_key_copy(m_key);
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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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/* we will blend the key directly in m_transverts array: it is used by armature as the start position */
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/* m_key can be NULL in case of Modifier deformer */
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if (m_key) {
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WeightsArrayCache cache = {0, NULL};
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float **per_keyblock_weights;
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/* store verts locally */
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VerifyStorage();
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per_keyblock_weights = BKE_keyblock_get_per_block_weights(blendobj, m_key, &cache);
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BKE_key_evaluate_relative(0, m_bmesh->totvert, m_bmesh->totvert, (char *)(float *)m_transverts,
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m_key, NULL, per_keyblock_weights, 0); /* last arg is ignored */
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BKE_keyblock_free_per_block_weights(m_key, per_keyblock_weights, &cache);
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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_key;
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}
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