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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/Ketsji/KX_Scene.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/Ketsji/KX_Scene.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_Scene.cpp130
1 files changed, 69 insertions, 61 deletions
diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp
index e4054e07475..fff33ca82fd 100644
--- a/source/gameengine/Ketsji/KX_Scene.cpp
+++ b/source/gameengine/Ketsji/KX_Scene.cpp
@@ -74,7 +74,7 @@
#include "KX_IPhysicsController.h"
#include "KX_BlenderSceneConverter.h"
-#include "BL_SkinDeformer.h"
+#include "BL_ShapeDeformer.h"
#include "BL_DeformableGameObject.h"
// to get USE_BULLET!
@@ -809,67 +809,80 @@ int KX_Scene::NewRemoveObject(class CValue* gameobj)
-void KX_Scene::ReplaceMesh(class CValue* gameobj,void* meshobj)
+void KX_Scene::ReplaceMesh(class CValue* obj,void* meshobj)
{
- KX_GameObject* newobj = static_cast<KX_GameObject*>(gameobj);
+ KX_GameObject* gameobj = static_cast<KX_GameObject*>(obj);
RAS_MeshObject* mesh = static_cast<RAS_MeshObject*>(meshobj);
- const STR_String origMeshName = newobj->GetMesh(0)->GetName();
-
- if( !newobj || !mesh )
+ if(!gameobj || !mesh)
{
std::cout << "warning: invalid object, mesh will not be replaced" << std::endl;
return;
}
- newobj->RemoveMeshes();
- newobj->AddMesh(mesh);
-
- bool isDeformer = (newobj->m_isDeformable && mesh->m_class == 1);
- if(isDeformer)
- {
- /* FindBlendObjByGameObj() can return 0...
- In the case of 0 here,
- the replicated object that is calling this function
- is some how not in the map. (which is strange because it's added)
- So we will search the map by the first mesh name
- to try to locate it there. If its still not found
- spit some message rather than crash
- */
- Object* blendobj = static_cast<struct Object*>(m_logicmgr->FindBlendObjByGameObj(newobj));
- Object* oldblendobj = static_cast<struct Object*>(m_logicmgr->FindBlendObjByGameMeshName(mesh->GetName()));
+ gameobj->RemoveMeshes();
+ gameobj->AddMesh(mesh);
- bool parSkin = blendobj && blendobj->parent && blendobj->parent->type == OB_ARMATURE && blendobj->partype==PARSKEL;
- bool releaseParent = true;
- KX_GameObject* parentobj = newobj->GetParent();
-
-
- // lookup by mesh name if blendobj is 0
- if( !blendobj && parentobj )
+ if (gameobj->m_isDeformable)
+ {
+ BL_DeformableGameObject* newobj = static_cast<BL_DeformableGameObject*>( gameobj );
+
+ if (newobj->m_pDeformer)
{
- blendobj = static_cast<struct Object*>(m_logicmgr->FindBlendObjByGameMeshName(origMeshName));
-
- // replace the mesh on the parent armature
- if( blendobj )
- parSkin = parentobj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE;
-
- // can't do it
- else
- std::cout << "warning: child object for " << parentobj->GetName().ReadPtr()
- << " not found, and can't create!" << std::endl;
+ delete newobj->m_pDeformer;
+ newobj->m_pDeformer = NULL;
}
- if( blendobj && oldblendobj )
+ if (mesh->m_class == 1)
{
- isDeformer = (static_cast<Mesh*>(blendobj->data)->dvert != 0);
- BL_DeformableGameObject* deformIter =0;
-
- // armature parent
- if( parSkin && isDeformer )
+ // we must create a new deformer but which one?
+ KX_GameObject* parentobj = newobj->GetParent();
+ // this always return the original game object (also for replicate)
+ Object* blendobj = newobj->GetBlenderObject();
+ // object that owns the new mesh
+ Object* oldblendobj = static_cast<struct Object*>(m_logicmgr->FindBlendObjByGameMeshName(mesh->GetName()));
+ Mesh* blendmesh = mesh->GetMesh();
+
+ bool bHasShapeKey = blendmesh->key != NULL && blendmesh->key->type==KEY_RELATIVE;
+ bool bHasDvert = blendmesh->dvert != NULL;
+ bool bHasArmature =
+ parentobj && // current parent is armature
+ parentobj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE &&
+ oldblendobj && // needed for mesh deform
+ blendobj->parent && // original object had armature (not sure this test is needed)
+ blendobj->parent->type == OB_ARMATURE &&
+ blendobj->partype==PARSKEL &&
+ blendmesh->dvert!=NULL; // mesh has vertex group
+ bool releaseParent = true;
+
+ if (bHasShapeKey)
+ {
+ BL_ShapeDeformer* shapeDeformer;
+ if (bHasArmature)
+ {
+ shapeDeformer = new BL_ShapeDeformer(
+ newobj,
+ oldblendobj, blendobj,
+ static_cast<BL_SkinMeshObject*>(mesh),
+ true,
+ static_cast<BL_ArmatureObject*>( parentobj )
+ );
+ releaseParent= false;
+ }
+ else
+ {
+ shapeDeformer = new BL_ShapeDeformer(
+ newobj,
+ oldblendobj, blendobj,
+ static_cast<BL_SkinMeshObject*>(mesh),
+ false,
+ NULL
+ );
+ }
+ newobj->m_pDeformer = shapeDeformer;
+ }
+ else if (bHasArmature)
{
- deformIter = static_cast<BL_DeformableGameObject*>( newobj );
- delete deformIter->m_pDeformer;
-
BL_SkinDeformer* skinDeformer = new BL_SkinDeformer(
oldblendobj, blendobj,
static_cast<BL_SkinMeshObject*>(mesh),
@@ -877,27 +890,22 @@ void KX_Scene::ReplaceMesh(class CValue* gameobj,void* meshobj)
static_cast<BL_ArmatureObject*>( parentobj )
);
releaseParent= false;
- deformIter->m_pDeformer = skinDeformer;
+ newobj->m_pDeformer = skinDeformer;
}
-
- // normal deformer
- if( !parSkin && isDeformer)
+ else if (bHasDvert)
{
- deformIter = static_cast<BL_DeformableGameObject*>( newobj );
- delete deformIter->m_pDeformer;
-
BL_MeshDeformer* meshdeformer = new BL_MeshDeformer(
oldblendobj, static_cast<BL_SkinMeshObject*>(mesh)
);
-
- deformIter->m_pDeformer = meshdeformer;
+ newobj->m_pDeformer = meshdeformer;
}
+
+ // release parent reference if its not being used
+ if( releaseParent && parentobj)
+ parentobj->Release();
}
- // release parent reference if its not being used
- if( releaseParent && parentobj)
- parentobj->Release();
}
- newobj->Bucketize();
+ gameobj->Bucketize();
}