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authorBenoit Bolsee <benoit.bolsee@online.be>2008-06-18 10:46:49 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2008-06-18 10:46:49 +0400
commit2bece8dcb5104bc95149b0c40723f1dc855d6b29 (patch)
tree6bf9f626e03847e48f4b065d2765e4d0099dde64 /source/gameengine/Converter/BL_BlenderDataConversion.cpp
parentb4c123c275172eb4f8477ea90c3f68d61565483b (diff)
BGE Patch: Add Shape Action support and update MSCV_7 project file for glew.
Shape Action are now supported in the BGE. A new type of actuator "Shape Action" is available on mesh objects. It can be combined with Action actuator on parent armature. Only relative keys are supported. All the usual action options are available: type, blending, priority, Python API. Only actions with shape channels should be specified of course, otherwise the actuator has no effect. Shape action will still work after a mesh replacement provided that the new mesh has compatible shape keys.
Diffstat (limited to 'source/gameengine/Converter/BL_BlenderDataConversion.cpp')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp37
1 files changed, 26 insertions, 11 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 0ad9258bcc0..32946267202 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -90,6 +90,7 @@
#include "BKE_object.h"
#include "BKE_scene.h"
#include "BL_SkinMeshObject.h"
+#include "BL_ShapeDeformer.h"
#include "BL_SkinDeformer.h"
#include "BL_MeshDeformer.h"
//#include "BL_ArmatureController.h"
@@ -223,15 +224,16 @@ static unsigned int KX_Mcol2uint_new(MCol col)
static void SetDefaultFaceType(Scene* scene)
{
default_face_mode = TF_DYNAMIC;
- Base *base = static_cast<Base*>(scene->base.first);
- while(base)
+ Scene *sce;
+ Base *base;
+
+ for(SETLOOPER(scene,base))
{
if (base->object->type == OB_LAMP)
{
default_face_mode = TF_DYNAMIC|TF_LIGHT;
return;
}
- base = base->next;
}
}
@@ -800,12 +802,12 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
// Determine if we need to make a skinned mesh
- if (mesh->dvert){
- meshobj = new BL_SkinMeshObject(lightlayer);
+ if (mesh->dvert || mesh->key){
+ meshobj = new BL_SkinMeshObject(mesh, lightlayer);
skinMesh = true;
}
else {
- meshobj = new RAS_MeshObject(lightlayer);
+ meshobj = new RAS_MeshObject(mesh, lightlayer);
}
MT_Vector4 *tangent = 0;
if (tface)
@@ -1644,7 +1646,7 @@ static KX_GameObject *gameobject_from_blenderobject(
// needed for python scripting
kxscene->GetLogicManager()->RegisterMeshName(meshobj->GetName(),meshobj);
- gameobj = new BL_DeformableGameObject(kxscene,KX_Scene::m_callbacks);
+ gameobj = new BL_DeformableGameObject(ob,kxscene,KX_Scene::m_callbacks);
// set transformation
gameobj->AddMesh(meshobj);
@@ -1655,12 +1657,24 @@ static KX_GameObject *gameobject_from_blenderobject(
((ob->gameflag2 & OB_NEVER_DO_ACTIVITY_CULLING)!=0);
gameobj->SetIgnoreActivityCulling(ignoreActivityCulling);
- // If this is a skin object, make Skin Controller
- if (ob->parent && ob->parent->type == OB_ARMATURE && ob->partype==PARSKEL && ((Mesh*)ob->data)->dvert){
+ // two options exists for deform: shape keys and armature
+ // only support relative shape key
+ bool bHasShapeKey = mesh->key != NULL && mesh->key->type==KEY_RELATIVE;
+ bool bHasDvert = mesh->dvert != NULL;
+ bool bHasArmature = (ob->parent && ob->parent->type == OB_ARMATURE && ob->partype==PARSKEL && bHasDvert);
+
+ if (bHasShapeKey) {
+ // not that we can have shape keys without dvert!
+ BL_ShapeDeformer *dcont = new BL_ShapeDeformer((BL_DeformableGameObject*)gameobj,
+ ob, (BL_SkinMeshObject*)meshobj);
+ ((BL_DeformableGameObject*)gameobj)->m_pDeformer = dcont;
+ } else if (bHasArmature) {
BL_SkinDeformer *dcont = new BL_SkinDeformer(ob, (BL_SkinMeshObject*)meshobj );
((BL_DeformableGameObject*)gameobj)->m_pDeformer = dcont;
- }
- else if (((Mesh*)ob->data)->dvert){
+ } else if (bHasDvert) {
+ // this case correspond to a mesh that can potentially deform but not with the
+ // object to which it is attached for the moment. A skin mesh was created in
+ // BL_ConvertMesh() so must create a deformer too!
BL_MeshDeformer *dcont = new BL_MeshDeformer(ob, (BL_SkinMeshObject*)meshobj );
((BL_DeformableGameObject*)gameobj)->m_pDeformer = dcont;
}
@@ -1696,6 +1710,7 @@ static KX_GameObject *gameobject_from_blenderobject(
{
gameobj->SetPhysicsEnvironment(kxscene->GetPhysicsEnvironment());
gameobj->SetLayer(ob->lay);
+ gameobj->SetBlenderObject(ob);
}
return gameobj;
}