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Diffstat (limited to 'source/gameengine/Converter/BL_ModifierDeformer.cpp')
-rw-r--r--source/gameengine/Converter/BL_ModifierDeformer.cpp183
1 files changed, 183 insertions, 0 deletions
diff --git a/source/gameengine/Converter/BL_ModifierDeformer.cpp b/source/gameengine/Converter/BL_ModifierDeformer.cpp
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+++ b/source/gameengine/Converter/BL_ModifierDeformer.cpp
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+/**
+ * $Id$
+ *
+ * ***** 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_ModifierDeformer.h"
+#include "GEN_Map.h"
+#include "STR_HashedString.h"
+#include "RAS_IPolygonMaterial.h"
+#include "BL_SkinMeshObject.h"
+#include "PHY_IGraphicController.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 "DNA_modifier_types.h"
+#include "DNA_scene_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_customdata.h"
+ #include "BKE_DerivedMesh.h"
+ #include "BKE_lattice.h"
+ #include "BKE_modifier.h"
+}
+ #include "BKE_utildefines.h"
+
+#include "BLI_blenlib.h"
+#include "BLI_arithb.h"
+
+#define __NLA_DEFNORMALS
+//#undef __NLA_DEFNORMALS
+
+
+BL_ModifierDeformer::~BL_ModifierDeformer()
+{
+ if (m_dm) {
+ // deformedOnly is used as a user counter
+ if (--m_dm->deformedOnly == 0) {
+ m_dm->needsFree = 1;
+ m_dm->release(m_dm);
+ }
+ }
+};
+
+RAS_Deformer *BL_ModifierDeformer::GetReplica()
+{
+ BL_ModifierDeformer *result;
+
+ result = new BL_ModifierDeformer(*this);
+ result->ProcessReplica();
+ return result;
+}
+
+void BL_ModifierDeformer::ProcessReplica()
+{
+ /* Note! - This is not inherited from PyObjectPlus */
+ BL_ShapeDeformer::ProcessReplica();
+ if (m_dm)
+ // by default try to reuse mesh, deformedOnly is used as a user count
+ m_dm->deformedOnly++;
+ // this will force an update and if the mesh cannot be reused, a new one will be created
+ m_lastModifierUpdate = -1;
+}
+
+bool BL_ModifierDeformer::HasCompatibleDeformer(Object *ob)
+{
+ if (!ob->modifiers.first)
+ return false;
+ // soft body cannot use mesh modifiers
+ if ((ob->gameflag & OB_SOFT_BODY) != 0)
+ return false;
+ ModifierData* md;
+ for (md = (ModifierData*)ob->modifiers.first; md; md = (ModifierData*)md->next) {
+ if (modifier_dependsOnTime(md))
+ continue;
+ if (!(md->mode & eModifierMode_Realtime))
+ continue;
+ return true;
+ }
+ return false;
+}
+
+bool BL_ModifierDeformer::Update(void)
+{
+ bool bShapeUpdate = BL_ShapeDeformer::Update();
+
+ if (bShapeUpdate || m_lastModifierUpdate != m_gameobj->GetLastFrame()) {
+ // static derived mesh are not updated
+ if (m_dm == NULL || m_bDynamic) {
+ /* execute the modifiers */
+ Object* blendobj = m_gameobj->GetBlendObject();
+ /* hack: the modifiers require that the mesh is attached to the object
+ It may not be the case here because of replace mesh actuator */
+ Mesh *oldmesh = (Mesh*)blendobj->data;
+ blendobj->data = m_bmesh;
+ /* execute the modifiers */
+ DerivedMesh *dm = mesh_create_derived_no_virtual(m_scene, blendobj, m_transverts, CD_MASK_MESH);
+ /* restore object data */
+ blendobj->data = oldmesh;
+ /* free the current derived mesh and replace, (dm should never be NULL) */
+ if (m_dm != NULL) {
+ // HACK! use deformedOnly as a user counter
+ if (--m_dm->deformedOnly == 0) {
+ m_dm->needsFree = 1;
+ m_dm->release(m_dm);
+ }
+ }
+ m_dm = dm;
+ // get rid of temporary data
+ m_dm->needsFree = 0;
+ m_dm->release(m_dm);
+ // HACK! use deformedOnly as a user counter
+ m_dm->deformedOnly = 1;
+ /* update the graphic controller */
+ PHY_IGraphicController *ctrl = m_gameobj->GetGraphicController();
+ if (ctrl) {
+ float min_r[3], max_r[3];
+ INIT_MINMAX(min_r, max_r);
+ m_dm->getMinMax(m_dm, min_r, max_r);
+ ctrl->setLocalAabb(min_r, max_r);
+ }
+ }
+ m_lastModifierUpdate=m_gameobj->GetLastFrame();
+ bShapeUpdate = true;
+ }
+ return bShapeUpdate;
+}
+
+bool BL_ModifierDeformer::Apply(RAS_IPolyMaterial *mat)
+{
+ if (!Update())
+ return false;
+
+ // drawing is based on derived mesh, must set it in the mesh slots
+ int nmat = m_pMeshObject->NumMaterials();
+ for (int imat=0; imat<nmat; imat++) {
+ RAS_MeshMaterial *mmat = m_pMeshObject->GetMeshMaterial(imat);
+ RAS_MeshSlot **slot = mmat->m_slots[(void*)m_gameobj];
+ if(!slot || !*slot)
+ continue;
+ (*slot)->m_pDerivedMesh = m_dm;
+ }
+ return true;
+}