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authorSergey Sharybin <sergey.vfx@gmail.com>2018-12-17 13:53:54 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2018-12-17 13:53:54 +0300
commitdcc11360c619f51a70466e7b3622cc1aebe08fd9 (patch)
tree1c6c297feff61226b66bea69fab4c907d2c3013f /source/gameengine
parent7d36a2a7753e89c86f40ffd7a1607c4888137171 (diff)
Remove some files restored in Game Engine
Most likely was caused by bad resolution of recent merge conflict.
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/Converter/BL_ShapeDeformer.cpp237
1 files changed, 0 insertions, 237 deletions
diff --git a/source/gameengine/Converter/BL_ShapeDeformer.cpp b/source/gameengine/Converter/BL_ShapeDeformer.cpp
deleted file mode 100644
index ca32e49ef5d..00000000000
--- a/source/gameengine/Converter/BL_ShapeDeformer.cpp
+++ /dev/null
@@ -1,237 +0,0 @@
-/*
- * ***** 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;
-}