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Diffstat (limited to 'source/gameengine/Converter/BL_ShapeDeformer.cpp')
-rw-r--r--source/gameengine/Converter/BL_ShapeDeformer.cpp127
1 files changed, 127 insertions, 0 deletions
diff --git a/source/gameengine/Converter/BL_ShapeDeformer.cpp b/source/gameengine/Converter/BL_ShapeDeformer.cpp
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+++ b/source/gameengine/Converter/BL_ShapeDeformer.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_ShapeDeformer.h"
+#include "GEN_Map.h"
+#include "STR_HashedString.h"
+#include "RAS_IPolygonMaterial.h"
+#include "BL_SkinMeshObject.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 "BKE_armature.h"
+#include "BKE_action.h"
+#include "BKE_key.h"
+#include "MT_Point3.h"
+
+extern "C"{
+ #include "BKE_lattice.h"
+}
+ #include "BKE_utildefines.h"
+
+#include "BLI_blenlib.h"
+#include "BLI_arithb.h"
+
+#define __NLA_DEFNORMALS
+//#undef __NLA_DEFNORMALS
+
+
+BL_ShapeDeformer::~BL_ShapeDeformer()
+{
+};
+
+RAS_Deformer *BL_ShapeDeformer::GetReplica()
+{
+ BL_ShapeDeformer *result;
+
+ result = new BL_ShapeDeformer(*this);
+ result->ProcessReplica();
+ return result;
+}
+
+void BL_ShapeDeformer::ProcessReplica()
+{
+}
+
+bool BL_ShapeDeformer::Update(void)
+{
+ bool bShapeUpdate = false;
+ bool bSkinUpdate = false;
+
+ /* 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();
+
+ // make sure the vertex weight cache is in line with this object
+ m_pMeshObject->CheckWeightCache(blendobj);
+
+ /* we will blend the key directly in mvert array: it is used by armature as the start position */
+ do_rel_key(0, m_bmesh->totvert, m_bmesh->totvert, (char *)m_bmesh->mvert->co, m_bmesh->key, 0);
+
+ // 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::Update();
+
+ if (!bSkinUpdate && bShapeUpdate) {
+ // this means that there is no armature, we still need to copy the vertex to m_transverts
+ // and update the normal (was not done after shape key calculation)
+
+ /* store verts locally */
+ VerifyStorage();
+
+ for (int v =0; v<m_bmesh->totvert; v++)
+ VECCOPY(m_transverts[v], m_bmesh->mvert[v].co);
+
+#ifdef __NLA_DEFNORMALS
+ RecalcNormals();
+#endif
+ bSkinUpdate = true;
+ }
+ return bSkinUpdate;
+}