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Diffstat (limited to 'source/gameengine/Converter/BL_SkinDeformer.cpp')
-rw-r--r--source/gameengine/Converter/BL_SkinDeformer.cpp47
1 files changed, 32 insertions, 15 deletions
diff --git a/source/gameengine/Converter/BL_SkinDeformer.cpp b/source/gameengine/Converter/BL_SkinDeformer.cpp
index f96c40c098f..d8e7a9cdadf 100644
--- a/source/gameengine/Converter/BL_SkinDeformer.cpp
+++ b/source/gameengine/Converter/BL_SkinDeformer.cpp
@@ -99,9 +99,26 @@ BL_SkinDeformer::~BL_SkinDeformer()
m_armobj->Release();
}
+void BL_SkinDeformer::Relink(GEN_Map<class GEN_HashedPtr, void*>*map)
+{
+ if (m_armobj) {
+ void **h_obj = (*map)[m_armobj];
+
+ if (h_obj)
+ SetArmature( (BL_ArmatureObject*)(*h_obj) );
+ else
+ m_armobj=NULL;
+ }
+
+ BL_MeshDeformer::Relink(map);
+}
+
bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat)
{
- size_t i, j;
+ RAS_MeshSlot::iterator it;
+ RAS_MeshMaterial *mmat;
+ RAS_MeshSlot *slot;
+ size_t i;
// update the vertex in m_transverts
Update();
@@ -110,16 +127,18 @@ bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat)
// Duplicated objects with more than one ploymaterial (=multiple mesh slot per object)
// share the same mesh (=the same cache). As the rendering is done per polymaterial
// cycling through the objects, the entire mesh cache cannot be updated in one shot.
- vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat);
+ mmat = m_pMeshObject->GetMeshMaterial(mat);
+ if(!mmat->m_slots[(void*)m_gameobj])
+ return true;
- // For each array
- for (i=0; i<vertexarrays.size(); i++) {
- KX_VertexArray& vertexarray = (*vertexarrays[i]);
+ slot = *mmat->m_slots[(void*)m_gameobj];
- // For each vertex
+ // for each array
+ for(slot->begin(it); !slot->end(it); slot->next(it)) {
+ // for each vertex
// copy the untransformed data from the original mvert
- for (j=0; j<vertexarray.size(); j++) {
- RAS_TexVert& v = vertexarray[j];
+ for(i=it.startvertex; i<it.endvertex; i++) {
+ RAS_TexVert& v = it.vertex[i];
v.SetXYZ(m_transverts[v.getOrigIndex()]);
}
}
@@ -147,14 +166,10 @@ bool BL_SkinDeformer::Update(void)
/* See if the armature has been updated for this frame */
if (PoseUpdated()){
float obmat[4][4]; // the original object matrice
-
+
/* XXX note: where_is_pose() (from BKE_armature.h) calculates all matrices needed to start deforming */
/* but it requires the blender object pointer... */
Object* par_arma = m_armobj->GetArmatureObject();
- if (!PoseApplied()){
- m_armobj->ApplyPose();
- where_is_pose( par_arma );
- }
/* store verts locally */
VerifyStorage();
@@ -163,6 +178,8 @@ bool BL_SkinDeformer::Update(void)
for (int v =0; v<m_bmesh->totvert; v++)
VECCOPY(m_transverts[v], m_bmesh->mvert[v].co);
+ m_armobj->ApplyPose();
+
// save matrix first
Mat4CpyMat4(obmat, m_objMesh->obmat);
// set reference matrix
@@ -179,11 +196,11 @@ bool BL_SkinDeformer::Update(void)
/* Update the current frame */
m_lastArmaUpdate=m_armobj->GetLastFrame();
- /* reset for next frame */
- PoseApplied(false);
+
/* indicate that the m_transverts and normals are up to date */
return true;
}
+
return false;
}