Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorCampbell Barton <ideasman42@gmail.com>2018-11-30 07:11:32 +0300
committerCampbell Barton <ideasman42@gmail.com>2018-11-30 07:11:32 +0300
commit8f8c23865922a77458f548752ffccb048b96ea5b (patch)
tree27766448763f940c6c736de51c4ac4f1942ce920 /source/gameengine
parentc312cc171b3e85306fb4c0d67f260bac14af2bfe (diff)
parent8c85f1316cdebc636f0210478a8a36b9475269fd (diff)
Merge branch 'master' into blender2.8
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/Converter/BL_ShapeDeformer.cpp237
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;
+}