blender/source/gameengine/Converter/BL_SkinDeformer.cpp

379 lines
9.3 KiB
C++

/*
* ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 *****
*/
/** \file gameengine/Converter/BL_SkinDeformer.cpp
* \ingroup bgeconv
*/
#ifdef _MSC_VER
# pragma warning (disable:4786)
#endif
// Eigen3 stuff used for BGEDeformVerts
#include <Eigen/Core>
#include <Eigen/LU>
#include "BL_SkinDeformer.h"
#include "CTR_Map.h"
#include "STR_HashedString.h"
#include "RAS_IPolygonMaterial.h"
#include "RAS_MeshObject.h"
//#include "BL_ArmatureController.h"
#include "DNA_armature_types.h"
#include "DNA_action_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_modifier_types.h"
#include "BLI_utildefines.h"
#include "BKE_armature.h"
#include "BKE_action.h"
#include "MT_Point3.h"
extern "C"{
#include "BKE_lattice.h"
#include "BKE_deform.h"
}
#include "BLI_blenlib.h"
#include "BLI_math.h"
#define __NLA_DEFNORMALS
//#undef __NLA_DEFNORMALS
static short get_deformflags(struct Object *bmeshobj)
{
short flags = ARM_DEF_VGROUP;
ModifierData *md;
for (md = (ModifierData *)bmeshobj->modifiers.first; md; md = md->next)
{
if (md->type == eModifierType_Armature)
{
flags |= ((ArmatureModifierData*)md)->deformflag;
break;
}
}
return flags;
}
BL_SkinDeformer::BL_SkinDeformer(BL_DeformableGameObject *gameobj,
struct Object *bmeshobj,
class RAS_MeshObject *mesh,
BL_ArmatureObject* arma)
: //
BL_MeshDeformer(gameobj, bmeshobj, mesh),
m_armobj(arma),
m_lastArmaUpdate(-1),
//m_defbase(&bmeshobj->defbase),
m_releaseobject(false),
m_poseApplied(false),
m_recalcNormal(true),
m_copyNormals(false),
m_dfnrToPC(NULL)
{
copy_m4_m4(m_obmat, bmeshobj->obmat);
m_deformflags = get_deformflags(bmeshobj);
};
BL_SkinDeformer::BL_SkinDeformer(
BL_DeformableGameObject *gameobj,
struct Object *bmeshobj_old, // Blender object that owns the new mesh
struct Object *bmeshobj_new, // Blender object that owns the original mesh
class RAS_MeshObject *mesh,
bool release_object,
bool recalc_normal,
BL_ArmatureObject* arma) :
BL_MeshDeformer(gameobj, bmeshobj_old, mesh),
m_armobj(arma),
m_lastArmaUpdate(-1),
//m_defbase(&bmeshobj_old->defbase),
m_releaseobject(release_object),
m_recalcNormal(recalc_normal),
m_copyNormals(false),
m_dfnrToPC(NULL)
{
// this is needed to ensure correct deformation of mesh:
// the deformation is done with Blender's armature_deform_verts() function
// that takes an object as parameter and not a mesh. The object matrice is used
// in the calculation, so we must use the matrix of the original object to
// simulate a pure replacement of the mesh.
copy_m4_m4(m_obmat, bmeshobj_new->obmat);
m_deformflags = get_deformflags(bmeshobj_new);
}
BL_SkinDeformer::~BL_SkinDeformer()
{
if (m_releaseobject && m_armobj)
m_armobj->Release();
if (m_dfnrToPC)
delete [] m_dfnrToPC;
}
void BL_SkinDeformer::Relink(CTR_Map<class CTR_HashedPtr, void*>*map)
{
if (m_armobj) {
void **h_obj = (*map)[m_armobj];
if (h_obj)
m_armobj = (BL_ArmatureObject*)(*h_obj);
else
m_armobj=NULL;
}
BL_MeshDeformer::Relink(map);
}
bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat)
{
RAS_MeshSlot::iterator it;
RAS_MeshMaterial *mmat;
RAS_MeshSlot *slot;
size_t i, nmat, imat;
// update the vertex in m_transverts
if (!Update())
return false;
if (m_transverts) {
// the vertex cache is unique to this deformer, no need to update it
// if it wasn't updated! We must update all the materials at once
// because we will not get here again for the other material
nmat = m_pMeshObject->NumMaterials();
for (imat=0; imat<nmat; imat++) {
mmat = m_pMeshObject->GetMeshMaterial(imat);
if (!mmat->m_slots[(void*)m_gameobj])
continue;
slot = *mmat->m_slots[(void*)m_gameobj];
// for each array
for (slot->begin(it); !slot->end(it); slot->next(it)) {
// for each vertex
// copy the untransformed data from the original mvert
for (i=it.startvertex; i<it.endvertex; i++) {
RAS_TexVert& v = it.vertex[i];
v.SetXYZ(m_transverts[v.getOrigIndex()]);
if (m_copyNormals)
v.SetNormal(m_transnors[v.getOrigIndex()]);
}
}
}
if (m_copyNormals)
m_copyNormals = false;
}
return true;
}
RAS_Deformer *BL_SkinDeformer::GetReplica()
{
BL_SkinDeformer *result;
result = new BL_SkinDeformer(*this);
/* there is m_armobj that must be fixed but we cannot do it now, it will be done in Relink */
result->ProcessReplica();
return result;
}
void BL_SkinDeformer::ProcessReplica()
{
BL_MeshDeformer::ProcessReplica();
m_lastArmaUpdate = -1;
m_releaseobject = false;
m_dfnrToPC = NULL;
}
void BL_SkinDeformer::BlenderDeformVerts()
{
float obmat[4][4]; // the original object matrix
Object* par_arma = m_armobj->GetArmatureObject();
// save matrix first
copy_m4_m4(obmat, m_objMesh->obmat);
// set reference matrix
copy_m4_m4(m_objMesh->obmat, m_obmat);
armature_deform_verts( par_arma, m_objMesh, NULL, m_transverts, NULL, m_bmesh->totvert, m_deformflags, NULL, NULL );
// restore matrix
copy_m4_m4(m_objMesh->obmat, obmat);
#ifdef __NLA_DEFNORMALS
if (m_recalcNormal)
RecalcNormals();
#endif
}
void BL_SkinDeformer::BGEDeformVerts()
{
Object *par_arma = m_armobj->GetArmatureObject();
MDeformVert *dverts = m_bmesh->dvert;
bDeformGroup *dg;
int defbase_tot = BLI_countlist(&m_objMesh->defbase);
Eigen::Matrix4f pre_mat, post_mat, chan_mat, norm_chan_mat;
if (!dverts)
return;
if (m_dfnrToPC == NULL)
{
m_dfnrToPC = new bPoseChannel*[defbase_tot];
int i;
for (i=0, dg=(bDeformGroup*)m_objMesh->defbase.first;
dg;
++i, dg = dg->next)
{
m_dfnrToPC[i] = BKE_pose_channel_find_name(par_arma->pose, dg->name);
if (m_dfnrToPC[i] && m_dfnrToPC[i]->bone->flag & BONE_NO_DEFORM)
m_dfnrToPC[i] = NULL;
}
}
post_mat = Eigen::Matrix4f::Map((float*)m_obmat).inverse() * Eigen::Matrix4f::Map((float*)m_armobj->GetArmatureObject()->obmat);
pre_mat = post_mat.inverse();
MDeformVert *dv= dverts;
MDeformWeight *dw;
for (int i=0; i<m_bmesh->totvert; ++i, dv++)
{
float contrib = 0.f, weight, max_weight=-1.f;
bPoseChannel *pchan=NULL;
Eigen::Map<Eigen::Vector3f> norm = Eigen::Vector3f::Map(m_transnors[i]);
Eigen::Vector4f vec(0, 0, 0, 1);
Eigen::Vector4f co(m_transverts[i][0],
m_transverts[i][1],
m_transverts[i][2],
1.f);
if (!dv->totweight)
continue;
co = pre_mat * co;
dw= dv->dw;
for (unsigned int j= dv->totweight; j != 0; j--, dw++)
{
const int index = dw->def_nr;
if (index < defbase_tot && (pchan=m_dfnrToPC[index]))
{
weight = dw->weight;
if (weight)
{
chan_mat = Eigen::Matrix4f::Map((float*)pchan->chan_mat);
// Update Vertex Position
vec.noalias() += (chan_mat*co - co)*weight;
// Save the most influential channel so we can use it to update the vertex normal
if (weight > max_weight)
{
max_weight = weight;
norm_chan_mat = chan_mat;
}
contrib += weight;
}
}
}
// Update Vertex Normal
norm = norm_chan_mat.topLeftCorner<3, 3>()*norm;
co.noalias() += vec/contrib;
co[3] = 1.f; // Make sure we have a 1 for the w component!
co = post_mat * co;
m_transverts[i][0] = co[0];
m_transverts[i][1] = co[1];
m_transverts[i][2] = co[2];
}
m_copyNormals = true;
}
bool BL_SkinDeformer::UpdateInternal(bool shape_applied)
{
/* See if the armature has been updated for this frame */
if (PoseUpdated()) {
if (!shape_applied) {
/* store verts locally */
VerifyStorage();
/* duplicate */
for (int v =0; v<m_bmesh->totvert; v++)
{
copy_v3_v3(m_transverts[v], m_bmesh->mvert[v].co);
normal_short_to_float_v3(m_transnors[v], m_bmesh->mvert[v].no);
}
}
m_armobj->ApplyPose();
switch (m_armobj->GetVertDeformType())
{
case ARM_VDEF_BGE_CPU:
BGEDeformVerts();
break;
case ARM_VDEF_BLENDER:
default:
BlenderDeformVerts();
}
/* Update the current frame */
m_lastArmaUpdate=m_armobj->GetLastFrame();
m_armobj->RestorePose();
/* dynamic vertex, cannot use display list */
m_bDynamic = true;
/* indicate that the m_transverts and normals are up to date */
return true;
}
return false;
}
bool BL_SkinDeformer::Update(void)
{
return UpdateInternal(false);
}
/* XXX note: I propose to drop this function */
void BL_SkinDeformer::SetArmature(BL_ArmatureObject *armobj)
{
// only used to set the object now
m_armobj = armobj;
}