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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-11-13 00:16:53 +0300
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-11-13 00:16:53 +0300
commitbdfe7d89e2f1292644577972c716931b4ce3c6c3 (patch)
treed00eb50b749cb001e2b08272c91791e66740b05d /source/gameengine/Converter/BL_ShapeDeformer.cpp
parent78a1c27c4a6abe0ed31ca93ad21910f3df04da56 (diff)
parent7e4db234cee71ead34ee81a12e27da4bd548eb4b (diff)
Merge of trunk into blender 2.5:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416 Issues: * GHOST/X11 had conflicting changes. Some code was added in 2.5, which was later added in trunk also, but reverted partially, specifically revision 16683. I have left out this reversion in the 2.5 branch since I think it is needed there. http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683 * Scons had various conflicting changes, I decided to go with trunk version for everything except priorities and some library renaming. * In creator.c, there were various fixes and fixes for fixes related to the -w -W and -p options. In 2.5 -w and -W is not coded yet, and -p is done differently. Since this is changed so much, and I don't think those fixes would be needed in 2.5, I've left them out. * Also in creator.c: there was code for a python bugfix where the screen was not initialized when running with -P. The code that initializes the screen there I had to disable, that can't work in 2.5 anymore but left it commented as a reminder. Further I had to disable some new function calls. using src/ and python/, as was done already in this branch, disabled function calls: * bpath.c: error reporting * BME_conversions.c: editmesh conversion functions. * SHD_dynamic: disabled almost completely, there is no python/. * KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled. * text.c: clipboard copy call. * object.c: OB_SUPPORT_MATERIAL. * DerivedMesh.c and subsurf_ccg, stipple_quarttone. Still to be done: * Go over files and functions that were moved to a different location but could still use changes that were done in trunk.
Diffstat (limited to 'source/gameengine/Converter/BL_ShapeDeformer.cpp')
-rw-r--r--source/gameengine/Converter/BL_ShapeDeformer.cpp182
1 files changed, 182 insertions, 0 deletions
diff --git a/source/gameengine/Converter/BL_ShapeDeformer.cpp b/source/gameengine/Converter/BL_ShapeDeformer.cpp
new file mode 100644
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+++ b/source/gameengine/Converter/BL_ShapeDeformer.cpp
@@ -0,0 +1,182 @@
+/**
+ * $Id$
+ *
+ * ***** 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., 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 LICENSE BLOCK *****
+ */
+
+#ifdef WIN32
+#pragma warning (disable : 4786)
+#endif //WIN32
+
+#include "MEM_guardedalloc.h"
+#include "BL_ShapeDeformer.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_key_types.h"
+#include "DNA_mesh_types.h"
+#include "DNA_meshdata_types.h"
+#include "DNA_ipo_types.h"
+#include "DNA_curve_types.h"
+#include "BKE_armature.h"
+#include "BKE_action.h"
+#include "BKE_key.h"
+#include "BKE_ipo.h"
+#include "MT_Point3.h"
+
+extern "C"{
+ #include "BKE_lattice.h"
+}
+ #include "BKE_utildefines.h"
+
+#include "BLI_blenlib.h"
+#include "BLI_arithb.h"
+
+#define __NLA_DEFNORMALS
+//#undef __NLA_DEFNORMALS
+
+
+BL_ShapeDeformer::~BL_ShapeDeformer()
+{
+};
+
+RAS_Deformer *BL_ShapeDeformer::GetReplica(class KX_GameObject* replica)
+{
+ BL_ShapeDeformer *result;
+
+ result = new BL_ShapeDeformer(*this);
+ result->ProcessReplica();
+ return result;
+}
+
+void BL_ShapeDeformer::ProcessReplica()
+{
+}
+
+bool BL_ShapeDeformer::LoadShapeDrivers(Object* arma)
+{
+ IpoCurve *icu;
+
+ m_shapeDrivers.clear();
+ // check if this mesh has armature driven shape keys
+ if (m_bmesh->key->ipo) {
+ for(icu= (IpoCurve*)m_bmesh->key->ipo->curve.first; icu; icu= (IpoCurve*)icu->next) {
+ if(icu->driver &&
+ (icu->flag & IPO_MUTE) == 0 &&
+ icu->driver->type == IPO_DRIVER_TYPE_NORMAL &&
+ icu->driver->ob == arma &&
+ icu->driver->blocktype == ID_AR) {
+ // this shape key ipo curve has a driver on the parent armature
+ // record this curve in the shape deformer so that the corresponding
+ m_shapeDrivers.push_back(icu);
+ }
+ }
+ }
+ return !m_shapeDrivers.empty();
+}
+
+bool BL_ShapeDeformer::ExecuteShapeDrivers(void)
+{
+ if (!m_shapeDrivers.empty() && PoseUpdated()) {
+ vector<IpoCurve*>::iterator it;
+ void *poin;
+ int type;
+
+ // the shape drivers use the bone matrix as input. Must
+ // update the matrix now
+ m_armobj->ApplyPose();
+
+ for (it=m_shapeDrivers.begin(); it!=m_shapeDrivers.end(); it++) {
+ // no need to set a specific time: this curve has a driver
+ IpoCurve *icu = *it;
+ calc_icu(icu, 1.0f);
+ poin = get_ipo_poin((ID*)m_bmesh->key, icu, &type);
+ if (poin)
+ write_ipo_poin(poin, type, icu->curval);
+ }
+
+ ForceUpdate();
+ m_armobj->RestorePose();
+
+ return true;
+ }
+ return false;
+}
+
+bool BL_ShapeDeformer::Update(void)
+{
+ bool bShapeUpdate = false;
+ bool bSkinUpdate = false;
+
+ ExecuteShapeDrivers();
+
+ /* See if the object shape has changed */
+ if (m_lastShapeUpdate != m_gameobj->GetLastFrame()) {
+ /* the key coefficient have been set already, we just need to blend the keys */
+ Object* blendobj = m_gameobj->GetBlendObject();
+
+ // make sure the vertex weight cache is in line with this object
+ m_pMeshObject->CheckWeightCache(blendobj);
+
+ /* we will blend the key directly in mvert array: it is used by armature as the start position */
+ do_rel_key(0, m_bmesh->totvert, m_bmesh->totvert, (char *)m_bmesh->mvert->co, m_bmesh->key, 0);
+
+ // Don't release the weight array as in Blender, it will most likely be reusable on next frame
+ // The weight array are ultimately deleted when the skin mesh is destroyed
+
+ /* Update the current frame */
+ m_lastShapeUpdate=m_gameobj->GetLastFrame();
+
+ // As we have changed, the mesh, the skin deformer must update as well.
+ // This will force the update
+ BL_SkinDeformer::ForceUpdate();
+ bShapeUpdate = true;
+ }
+ // check for armature deform
+ bSkinUpdate = BL_SkinDeformer::Update();
+
+ if (!bSkinUpdate && bShapeUpdate) {
+ // this means that there is no armature, we still need to copy the vertex to m_transverts
+ // and update the normal (was not done after shape key calculation)
+
+ /* store verts locally */
+ VerifyStorage();
+
+ for (int v =0; v<m_bmesh->totvert; v++)
+ VECCOPY(m_transverts[v], m_bmesh->mvert[v].co);
+
+#ifdef __NLA_DEFNORMALS
+ RecalcNormals();
+#endif
+ bSkinUpdate = true;
+ }
+ return bSkinUpdate;
+}