forked from bartvdbraak/blender
2e6d576182
Armatures are back Split screen Double sided lightning Ambient lighting Alpha test Material IPO support (one per object atm) Blender materials GLSL shaders - Python access Up to three texture samplers from the material panel ( 2D & Cube map ) Python access to a second set of uv coordinates See http://www.elysiun.com/forum/viewtopic.php?t=58057
203 lines
4.9 KiB
C++
203 lines
4.9 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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/BL DUAL 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()
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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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/* XXX note, this __NLA_OLDDEFORM define seems to be obsolete */
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bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat)
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{
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size_t i, j, index;
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vecVertexArray array;
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#ifdef __NLA_OLDDEFORM
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vecMVertArray mvarray;
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#else
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vecIndexArrays mvarray;
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#endif
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vecMDVertArray dvarray;
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vecIndexArrays diarray;
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RAS_TexVert *tv;
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#ifdef __NLA_OLDDEFORM
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MVert *mvert;
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MDeformVert *dvert;
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#endif
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MT_Point3 pt;
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// float co[3];
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if (!m_armobj)
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return false;
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Update();
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array = m_pMeshObject->GetVertexCache(mat);
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#ifdef __NLA_OLDDEFORM
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dvarray = m_pMeshObject->GetDVertCache(mat);
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#endif
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mvarray = m_pMeshObject->GetMVertCache(mat);
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diarray = m_pMeshObject->GetDIndexCache(mat);
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// For each array
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for (i=0; i<array.size(); i++){
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// For each vertex
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for (j=0; j<array[i]->size(); j++){
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tv = &((*array[i])[j]);
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index = ((*diarray[i])[j]);
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#ifdef __NLA_OLDDEFORM
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pt = tv->xyz();
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mvert = ((*mvarray[i])[index]);
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dvert = ((*dvarray[i])[index]);
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#endif
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// Copy the untransformed data from the original mvert
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#ifdef __NLA_OLDDEFORM
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co[0]=mvert->co[0];
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co[1]=mvert->co[1];
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co[2]=mvert->co[2];
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// Do the deformation
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/* XXX note, doesnt exist anymore */
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// GB_calc_armature_deform(co, dvert);
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tv->SetXYZ(co);
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#else
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// Set the data
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tv->SetXYZ(m_transverts[((*mvarray[i])[index])]);
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#ifdef __NLA_DEFNORMALS
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tv->SetNormal(m_transnors[((*mvarray[i])[index])]);
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#endif
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#endif
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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()
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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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void 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 (m_lastUpdate!=m_armobj->GetLastFrame()){
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/* Do all of the posing necessary */
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m_armobj->ApplyPose();
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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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//void where_is_pose (Object *ob);
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// where_is_pose (m_blenderArmatureObj);
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/* store verts locally */
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// for (int v =0; v<m_bmesh->totvert; v++){
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/* XXX note, dunno about this line */
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// m_transverts[v]=MT_Point3(m_bmesh->mvert[v].co);
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// }
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// float test[1000][3];
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// armature_deform_verts(m_blenderArmatureObj,m_blenderMeshObject,test,m_bmesh->totvert,ARM_DEF_VGROUP);
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Object* par_arma = m_armobj->GetArmatureObject();
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where_is_pose( par_arma );
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/* store verts locally */
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VerifyStorage();
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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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armature_deform_verts( par_arma, m_objMesh,m_transverts, m_bmesh->totvert, ARM_DEF_VGROUP );
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RecalcNormals();
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/* Update the current frame */
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m_lastUpdate=m_armobj->GetLastFrame();
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}
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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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// --
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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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