forked from bartvdbraak/blender
d11a5bbef2
Realtime modifiers applied on mesh objects will be supported in the game engine with the following limitations: - Only real time modifiers are supported (basically all of them!) - Virtual modifiers resulting from parenting are not supported: armature, curve, lattice. You can still use these modifiers (armature is really not recommended) but in non parent mode. The BGE has it's own parenting capability for armature. - Modifiers are computed on the host (using blender modifier stack). - Modifiers are statically evaluated: any possible time dependency in the modifiers is not supported (don't know enough about modifiers to be more specific). - Modifiers are reevaluated if the underlying mesh is deformed due to shape action or armature action. Beware that this is very CPU intensive; modifiers should really be used for static objects only. - Physics is still based on the original mesh: if you have a mirror modifier, the physic shape will be limited to one half of the resulting object. Therefore, the modifiers should preferably be used on graphic objects. - Scripts have no access to the modified mesh. - Modifiers that are based on objects interaction (boolean,..) will not be dependent on the objects position in the GE. What you see in the 3D view is what you get in the GE regardless on the object position, velocity, etc. Besides that, the feature is compatible with all the BGE features that affect meshes: armature action, shape action, relace mesh, VideoTexture, add object, dupligroup. Known problems: - This feature is a bit hacky: the BGE uses the derived mesh draw functions to display the object. This drawing method is a bit slow and is not 100% compatible with the BGE. There may be some problems in multi-texture mode: the multi-texture coordinates are not sent to the GPU. Texface and GLSL on the other hand should be fully supported. - Culling is still based on the extend of the original mesh. If you have a modifer that extends the size of the mesh, the object may disappear while still in the view frustrum. - Derived mesh is not shared between replicas. The derived mesh is allocated and computed for each object with modifiers, regardless if they are static replicas. - Display list are not created on objects with modifiers. I should be able to fix the above problems before release. However, the feature is already useful for game development. Once you are ready to release the game, you can apply the modifiers to get back display list support and mesh sharing capability. MSVC, scons, Cmake, makefile updated. Enjoy /benoit
221 lines
5.9 KiB
C++
221 lines
5.9 KiB
C++
/**
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* $Id$
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*
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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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#ifdef WIN32
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#pragma warning (disable : 4786)
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#endif //WIN32
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#include "BL_SkinDeformer.h"
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#include "GEN_Map.h"
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#include "STR_HashedString.h"
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#include "RAS_IPolygonMaterial.h"
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#include "BL_SkinMeshObject.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 "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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}
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#include "BKE_utildefines.h"
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#include "BLI_blenlib.h"
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#include "BLI_arithb.h"
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#define __NLA_DEFNORMALS
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//#undef __NLA_DEFNORMALS
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BL_SkinDeformer::BL_SkinDeformer(BL_DeformableGameObject *gameobj,
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struct Object *bmeshobj,
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class BL_SkinMeshObject *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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{
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Mat4CpyMat4(m_obmat, bmeshobj->obmat);
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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 BL_SkinMeshObject *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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{
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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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Mat4CpyMat4(m_obmat, bmeshobj_new->obmat);
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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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}
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void BL_SkinDeformer::Relink(GEN_Map<class GEN_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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SetArmature( (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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// 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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}
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}
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}
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return true;
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}
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RAS_Deformer *BL_SkinDeformer::GetReplica(class KX_GameObject* replica)
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{
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BL_SkinDeformer *result;
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result = new BL_SkinDeformer(*this);
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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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}
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//void where_is_pose (Object *ob);
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//void armature_deform_verts(Object *armOb, Object *target, float (*vertexCos)[3], int numVerts, int deformflag);
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bool BL_SkinDeformer::Update(void)
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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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float obmat[4][4]; // the original object matrice
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/* XXX note: where_is_pose() (from BKE_armature.h) calculates all matrices needed to start deforming */
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/* but it requires the blender object pointer... */
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Object* par_arma = m_armobj->GetArmatureObject();
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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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VECCOPY(m_transverts[v], m_bmesh->mvert[v].co);
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m_armobj->ApplyPose();
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// save matrix first
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Mat4CpyMat4(obmat, m_objMesh->obmat);
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// set reference matrix
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Mat4CpyMat4(m_objMesh->obmat, m_obmat);
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armature_deform_verts( par_arma, m_objMesh, NULL, m_transverts, NULL, m_bmesh->totvert, ARM_DEF_VGROUP, NULL, NULL );
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// restore matrix
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Mat4CpyMat4(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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/* Update the current frame */
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m_lastArmaUpdate=m_armobj->GetLastFrame();
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m_armobj->RestorePose();
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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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/* 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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