blender/source/gameengine/Converter/BL_SkinDeformer.cpp
Kent Mein 841ddb4680 A couple of small fixes...
I removed config.h code from the files that had them.
effect.c had nested /* so cleaned that up...

added a newline to vector.c to shut gcc up ;)
buttons_editing.c had a possible unintalized var (height) so I gave
it a default value.

removed an unused var i in interface_draw.c
removed an unused var mti in outliner.c

in BL_SkinDeformer.cpp
commented out a call to bDeformGroup->data which no longer exists so it
compiles again.

Kent
2005-08-11 16:39:51 +00:00

193 lines
4.5 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/BL DUAL LICENSE BLOCK *****
*/
#ifdef WIN32
#pragma warning (disable : 4786)
#endif //WIN32
#include "BL_SkinDeformer.h"
#include "GEN_Map.h"
#include "STR_HashedString.h"
#include "RAS_IPolygonMaterial.h"
#include "BL_SkinMeshObject.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 "BKE_armature.h"
#include "BKE_action.h"
#include "MT_Point3.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#define __NLA_DEFNORMALS
//#undef __NLA_DEFNORMALS
BL_SkinDeformer::~BL_SkinDeformer()
{
};
bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat)
{
size_t i, j, index;
vecVertexArray array;
#ifdef __NLA_OLDDEFORM
vecMVertArray mvarray;
#else
vecIndexArrays mvarray;
#endif
vecMDVertArray dvarray;
vecIndexArrays diarray;
RAS_TexVert *tv;
#ifdef __NLA_OLDDEFORM
MVert *mvert;
MDeformVert *dvert;
#endif
MT_Point3 pt;
// float co[3];
if (!m_armobj)
return false;
Update();
array = m_pMeshObject->GetVertexCache(mat);
#ifdef __NLA_OLDDEFORM
dvarray = m_pMeshObject->GetDVertCache(mat);
#endif
mvarray = m_pMeshObject->GetMVertCache(mat);
diarray = m_pMeshObject->GetDIndexCache(mat);
// For each array
for (i=0; i<array.size(); i++){
// For each vertex
for (j=0; j<array[i]->size(); j++){
tv = &((*array[i])[j]);
index = ((*diarray[i])[j]);
#ifdef __NLA_OLDDEFORM
pt = tv->xyz();
mvert = ((*mvarray[i])[index]);
dvert = ((*dvarray[i])[index]);
#endif
// Copy the untransformed data from the original mvert
#ifdef __NLA_OLDDEFORM
co[0]=mvert->co[0];
co[1]=mvert->co[1];
co[2]=mvert->co[2];
// Do the deformation
GB_calc_armature_deform(co, dvert);
tv->SetXYZ(co);
#else
// Set the data
tv->SetXYZ(m_transverts[((*mvarray[i])[index])]);
#ifdef __NLA_DEFNORMALS
tv->SetNormal(m_transnors[((*mvarray[i])[index])]);
#endif
#endif
}
}
return true;
}
RAS_Deformer *BL_SkinDeformer::GetReplica()
{
BL_SkinDeformer *result;
result = new BL_SkinDeformer(*this);
result->ProcessReplica();
return result;
}
void BL_SkinDeformer::ProcessReplica()
{
}
void BL_SkinDeformer::Update(void)
{
/* See if the armature has been updated for this frame */
if (m_lastUpdate!=m_armobj->GetLastFrame()){
/* Do all of the posing necessary */
GB_init_armature_deform (m_defbase, m_premat, m_postmat);
m_armobj->ApplyPose();
// precalc_armature_posemats (m_armobj->GetArmature());
// for (Bone *curBone=(Bone*)m_armobj->GetArmature()->bonebase.first; curBone; curBone=(Bone*)curBone->next)
// precalc_bone_defmat(curBone);
// note: where_is_pose() does it all...
VerifyStorage();
/* Transform the verts & store locally */
for (int v =0; v<m_bmesh->totvert; v++){
float co[3];
co[0]=m_bmesh->mvert[v].co[0];
co[1]=m_bmesh->mvert[v].co[1];
co[2]=m_bmesh->mvert[v].co[2];
GB_calc_armature_deform(co, &m_bmesh->dvert[v]);
m_transverts[v]=MT_Point3(co);
}
RecalcNormals();
/* Update the current frame */
m_lastUpdate=m_armobj->GetLastFrame();
}
}
void BL_SkinDeformer::SetArmature(BL_ArmatureObject *armobj)
{
m_armobj = armobj;
for (bDeformGroup *dg=(bDeformGroup*)m_defbase->first; dg; dg=(bDeformGroup*)dg->next) {
/* dg->data no longer exists needs update
dg->data = (void*)get_named_bone(m_armobj->GetArmature(), dg->name); */
}
GB_validate_defgroups(m_bmesh, m_defbase);
}