diff options
author | Campbell Barton <ideasman42@gmail.com> | 2018-11-30 07:11:32 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2018-11-30 07:11:32 +0300 |
commit | 8f8c23865922a77458f548752ffccb048b96ea5b (patch) | |
tree | 27766448763f940c6c736de51c4ac4f1942ce920 /source/gameengine/Converter | |
parent | c312cc171b3e85306fb4c0d67f260bac14af2bfe (diff) | |
parent | 8c85f1316cdebc636f0210478a8a36b9475269fd (diff) |
Merge branch 'master' into blender2.8
Diffstat (limited to 'source/gameengine/Converter')
-rw-r--r-- | source/gameengine/Converter/BL_ShapeDeformer.cpp | 237 |
1 files changed, 237 insertions, 0 deletions
diff --git a/source/gameengine/Converter/BL_ShapeDeformer.cpp b/source/gameengine/Converter/BL_ShapeDeformer.cpp new file mode 100644 index 00000000000..ca32e49ef5d --- /dev/null +++ b/source/gameengine/Converter/BL_ShapeDeformer.cpp @@ -0,0 +1,237 @@ +/* + * ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 ***** + */ + +/** \file gameengine/Converter/BL_ShapeDeformer.cpp + * \ingroup bgeconv + */ + +#ifdef _MSC_VER +# pragma warning (disable:4786) +#endif + +#include "MEM_guardedalloc.h" +#include "BL_ShapeDeformer.h" +#include "CTR_Map.h" +#include "STR_HashedString.h" +#include "RAS_IPolygonMaterial.h" +#include "RAS_MeshObject.h" + +#include "DNA_anim_types.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 "BKE_armature.h" +#include "BKE_action.h" +#include "BKE_global.h" +#include "BKE_main.h" +#include "BKE_key.h" +#include "BKE_fcurve.h" +#include "BKE_ipo.h" +#include "BKE_library.h" +#include "MT_Point3.h" + +extern "C"{ + #include "BKE_lattice.h" + #include "BKE_animsys.h" +} + +#include "BLI_blenlib.h" +#include "BLI_math.h" + +#define __NLA_DEFNORMALS +//#undef __NLA_DEFNORMALS + +BL_ShapeDeformer::BL_ShapeDeformer(BL_DeformableGameObject *gameobj, + Object *bmeshobj, + RAS_MeshObject *mesh) + : + BL_SkinDeformer(gameobj,bmeshobj, mesh), + m_useShapeDrivers(false), + m_lastShapeUpdate(-1) +{ + m_key = m_bmesh->key ? BKE_key_copy(G.main, m_bmesh->key) : NULL; +}; + +/* this second constructor is needed for making a mesh deformable on the fly. */ +BL_ShapeDeformer::BL_ShapeDeformer(BL_DeformableGameObject *gameobj, + Object *bmeshobj_old, + Object *bmeshobj_new, + RAS_MeshObject *mesh, + bool release_object, + bool recalc_normal, + BL_ArmatureObject* arma) + : + BL_SkinDeformer(gameobj, bmeshobj_old, bmeshobj_new, mesh, release_object, recalc_normal, arma), + m_useShapeDrivers(false), + m_lastShapeUpdate(-1) +{ + m_key = m_bmesh->key ? BKE_key_copy(G.main, m_bmesh->key) : NULL; +}; + +BL_ShapeDeformer::~BL_ShapeDeformer() +{ + if (m_key) + { + BKE_libblock_free(G.main, m_key); + m_key = NULL; + } +}; + +RAS_Deformer *BL_ShapeDeformer::GetReplica() +{ + BL_ShapeDeformer *result; + + result = new BL_ShapeDeformer(*this); + result->ProcessReplica(); + return result; +} + +void BL_ShapeDeformer::ProcessReplica() +{ + BL_SkinDeformer::ProcessReplica(); + m_lastShapeUpdate = -1; + + m_key = m_key ? BKE_key_copy(G.main, m_key) : NULL; +} + +bool BL_ShapeDeformer::LoadShapeDrivers(KX_GameObject* parent) +{ + // Only load shape drivers if we have a key + if (GetKey() == NULL) { + m_useShapeDrivers = false; + return false; + } + + // Fix drivers since BL_ArmatureObject makes copies + if (parent->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE && GetKey()->adt) { + BL_ArmatureObject *arma = (BL_ArmatureObject*)parent; + FCurve *fcu; + + for (fcu = (FCurve*)GetKey()->adt->drivers.first; fcu; fcu = (FCurve*)fcu->next) { + + DriverVar *dvar; + for (dvar = (DriverVar*)fcu->driver->variables.first; dvar; dvar = (DriverVar*)dvar->next) { + DRIVER_TARGETS_USED_LOOPER_BEGIN(dvar) + { + if (dtar->id) { + if ((Object*)dtar->id == arma->GetOrigArmatureObject()) + dtar->id = (ID*)arma->GetArmatureObject(); + } + } + DRIVER_TARGETS_LOOPER_END; + } + } + } + + // This used to check if we had drivers from this armature, + // now we just assume we want to use shape drivers + // and let the animsys handle things. + m_useShapeDrivers = true; + + return true; +} + +bool BL_ShapeDeformer::ExecuteShapeDrivers(void) +{ + if (m_useShapeDrivers && PoseUpdated()) { + // We don't need an actual time, just use 0 + BKE_animsys_evaluate_animdata(NULL, &GetKey()->id, GetKey()->adt, 0.f, ADT_RECALC_DRIVERS); + + ForceUpdate(); + m_bDynamic = true; + 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(); + + /* we will blend the key directly in m_transverts array: it is used by armature as the start position */ + /* m_key can be NULL in case of Modifier deformer */ + if (m_key) { + WeightsArrayCache cache = {0, NULL}; + float **per_keyblock_weights; + + /* store verts locally */ + VerifyStorage(); + + per_keyblock_weights = BKE_keyblock_get_per_block_weights(blendobj, m_key, &cache); + BKE_key_evaluate_relative(0, m_bmesh->totvert, m_bmesh->totvert, (char *)(float *)m_transverts, + m_key, NULL, per_keyblock_weights, 0); /* last arg is ignored */ + BKE_keyblock_free_per_block_weights(m_key, per_keyblock_weights, &cache); + + m_bDynamic = true; + } + + // 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::UpdateInternal(bShapeUpdate && m_bDynamic); + + // non dynamic deformer = Modifer without armature and shape keys, no need to create storage + if (!bSkinUpdate && bShapeUpdate && m_bDynamic) { + // this means that there is no armature, we still need to + // update the normal (was not done after shape key calculation) + +#ifdef __NLA_DEFNORMALS + if (m_recalcNormal) + RecalcNormals(); +#endif + + // We also need to handle transverts now (used to be in BL_SkinDeformer::Apply()) + UpdateTransverts(); + bSkinUpdate = true; + } + + return bSkinUpdate; +} + +Key *BL_ShapeDeformer::GetKey() +{ + return m_key; +} |