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Diffstat (limited to 'source/gameengine/Converter/BL_ShapeDeformer.cpp')
-rw-r--r-- | source/gameengine/Converter/BL_ShapeDeformer.cpp | 182 |
1 files changed, 182 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..fc6498579ad --- /dev/null +++ b/source/gameengine/Converter/BL_ShapeDeformer.cpp @@ -0,0 +1,182 @@ +/** + * $Id$ + * + * ***** 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 "DNA_ipo_types.h" +#include "DNA_curve_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_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(class KX_GameObject* replica) +{ + BL_ShapeDeformer *result; + + result = new BL_ShapeDeformer(*this); + result->ProcessReplica(); + return result; +} + +void BL_ShapeDeformer::ProcessReplica() +{ +} + +bool BL_ShapeDeformer::LoadShapeDrivers(Object* arma) +{ + IpoCurve *icu; + + m_shapeDrivers.clear(); + // check if this mesh has armature driven shape keys + if (m_bmesh->key->ipo) { + for(icu= (IpoCurve*)m_bmesh->key->ipo->curve.first; icu; icu= (IpoCurve*)icu->next) { + if(icu->driver && + (icu->flag & IPO_MUTE) == 0 && + icu->driver->type == IPO_DRIVER_TYPE_NORMAL && + icu->driver->ob == arma && + icu->driver->blocktype == ID_AR) { + // this shape key ipo curve has a driver on the parent armature + // record this curve in the shape deformer so that the corresponding + m_shapeDrivers.push_back(icu); + } + } + } + return !m_shapeDrivers.empty(); +} + +bool BL_ShapeDeformer::ExecuteShapeDrivers(void) +{ + if (!m_shapeDrivers.empty() && PoseUpdated()) { + vector<IpoCurve*>::iterator it; + void *poin; + int type; + + // the shape drivers use the bone matrix as input. Must + // update the matrix now + m_armobj->ApplyPose(); + + for (it=m_shapeDrivers.begin(); it!=m_shapeDrivers.end(); it++) { + // no need to set a specific time: this curve has a driver + IpoCurve *icu = *it; + calc_icu(icu, 1.0f); + poin = get_ipo_poin((ID*)m_bmesh->key, icu, &type); + if (poin) + write_ipo_poin(poin, type, icu->curval); + } + + ForceUpdate(); + m_armobj->RestorePose(); + + 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(); + + // 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; +} |