forked from bartvdbraak/blender
379 lines
9.3 KiB
C++
379 lines
9.3 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_SkinDeformer.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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// Eigen3 stuff used for BGEDeformVerts
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#include <Eigen/Core>
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#include <Eigen/LU>
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#include "BL_SkinDeformer.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 "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 "DNA_modifier_types.h"
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#include "BLI_utildefines.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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#include "BKE_deform.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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static short get_deformflags(struct Object *bmeshobj)
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{
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short flags = ARM_DEF_VGROUP;
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ModifierData *md;
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for (md = (ModifierData *)bmeshobj->modifiers.first; md; md = md->next)
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{
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if (md->type == eModifierType_Armature)
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{
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flags |= ((ArmatureModifierData*)md)->deformflag;
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break;
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}
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}
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return flags;
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}
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BL_SkinDeformer::BL_SkinDeformer(BL_DeformableGameObject *gameobj,
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struct Object *bmeshobj,
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class RAS_MeshObject *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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m_recalcNormal(true),
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m_copyNormals(false),
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m_dfnrToPC(NULL)
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{
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copy_m4_m4(m_obmat, bmeshobj->obmat);
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m_deformflags = get_deformflags(bmeshobj);
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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 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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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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m_recalcNormal(recalc_normal),
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m_copyNormals(false),
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m_dfnrToPC(NULL)
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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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copy_m4_m4(m_obmat, bmeshobj_new->obmat);
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m_deformflags = get_deformflags(bmeshobj_new);
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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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if (m_dfnrToPC)
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delete [] m_dfnrToPC;
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}
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void BL_SkinDeformer::Relink(CTR_Map<class CTR_HashedPtr, void*>*map)
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{
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if (m_armobj) {
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void **h_obj = (*map)[m_armobj];
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if (h_obj)
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m_armobj = (BL_ArmatureObject*)(*h_obj);
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else
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m_armobj=NULL;
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}
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BL_MeshDeformer::Relink(map);
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}
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bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat)
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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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// update the vertex in m_transverts
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if (!Update())
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return false;
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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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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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/* there is m_armobj that must be fixed but we cannot do it now, it will be done in Relink */
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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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BL_MeshDeformer::ProcessReplica();
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m_lastArmaUpdate = -1;
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m_releaseobject = false;
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m_dfnrToPC = NULL;
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}
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void BL_SkinDeformer::BlenderDeformVerts()
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{
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float obmat[4][4]; // the original object matrix
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Object* par_arma = m_armobj->GetArmatureObject();
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// save matrix first
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copy_m4_m4(obmat, m_objMesh->obmat);
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// set reference matrix
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copy_m4_m4(m_objMesh->obmat, m_obmat);
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armature_deform_verts( par_arma, m_objMesh, NULL, m_transverts, NULL, m_bmesh->totvert, m_deformflags, NULL, NULL );
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// restore matrix
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copy_m4_m4(m_objMesh->obmat, obmat);
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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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}
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void BL_SkinDeformer::BGEDeformVerts()
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{
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Object *par_arma = m_armobj->GetArmatureObject();
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MDeformVert *dverts = m_bmesh->dvert;
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bDeformGroup *dg;
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int defbase_tot = BLI_countlist(&m_objMesh->defbase);
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Eigen::Matrix4f pre_mat, post_mat, chan_mat, norm_chan_mat;
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if (!dverts)
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return;
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if (m_dfnrToPC == NULL)
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{
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m_dfnrToPC = new bPoseChannel*[defbase_tot];
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int i;
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for (i=0, dg=(bDeformGroup*)m_objMesh->defbase.first;
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dg;
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++i, dg = dg->next)
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{
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m_dfnrToPC[i] = BKE_pose_channel_find_name(par_arma->pose, dg->name);
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if (m_dfnrToPC[i] && m_dfnrToPC[i]->bone->flag & BONE_NO_DEFORM)
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m_dfnrToPC[i] = NULL;
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}
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}
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post_mat = Eigen::Matrix4f::Map((float*)m_obmat).inverse() * Eigen::Matrix4f::Map((float*)m_armobj->GetArmatureObject()->obmat);
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pre_mat = post_mat.inverse();
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MDeformVert *dv= dverts;
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MDeformWeight *dw;
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for (int i=0; i<m_bmesh->totvert; ++i, dv++)
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{
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float contrib = 0.f, weight, max_weight=-1.f;
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bPoseChannel *pchan=NULL;
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Eigen::Map<Eigen::Vector3f> norm = Eigen::Vector3f::Map(m_transnors[i]);
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Eigen::Vector4f vec(0, 0, 0, 1);
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Eigen::Vector4f co(m_transverts[i][0],
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m_transverts[i][1],
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m_transverts[i][2],
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1.f);
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if (!dv->totweight)
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continue;
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co = pre_mat * co;
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dw= dv->dw;
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for (unsigned int j= dv->totweight; j != 0; j--, dw++)
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{
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const int index = dw->def_nr;
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if (index < defbase_tot && (pchan=m_dfnrToPC[index]))
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{
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weight = dw->weight;
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if (weight)
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{
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chan_mat = Eigen::Matrix4f::Map((float*)pchan->chan_mat);
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// Update Vertex Position
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vec.noalias() += (chan_mat*co - co)*weight;
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// Save the most influential channel so we can use it to update the vertex normal
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if (weight > max_weight)
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{
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max_weight = weight;
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norm_chan_mat = chan_mat;
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}
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contrib += weight;
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}
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}
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}
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// Update Vertex Normal
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norm = norm_chan_mat.topLeftCorner<3, 3>()*norm;
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co.noalias() += vec/contrib;
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co[3] = 1.f; // Make sure we have a 1 for the w component!
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co = post_mat * co;
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m_transverts[i][0] = co[0];
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m_transverts[i][1] = co[1];
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m_transverts[i][2] = co[2];
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}
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m_copyNormals = true;
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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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if (PoseUpdated()) {
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if (!shape_applied) {
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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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{
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copy_v3_v3(m_transverts[v], m_bmesh->mvert[v].co);
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normal_short_to_float_v3(m_transnors[v], m_bmesh->mvert[v].no);
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}
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}
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m_armobj->ApplyPose();
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switch (m_armobj->GetVertDeformType())
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{
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case ARM_VDEF_BGE_CPU:
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BGEDeformVerts();
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break;
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case ARM_VDEF_BLENDER:
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default:
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BlenderDeformVerts();
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}
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/* Update the current frame */
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m_lastArmaUpdate=m_armobj->GetLastFrame();
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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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/* 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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bool BL_SkinDeformer::Update(void)
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{
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return UpdateInternal(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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