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Diffstat (limited to 'source/gameengine/Converter/BL_SkinDeformer.cpp')
-rw-r--r--source/gameengine/Converter/BL_SkinDeformer.cpp172
1 files changed, 99 insertions, 73 deletions
diff --git a/source/gameengine/Converter/BL_SkinDeformer.cpp b/source/gameengine/Converter/BL_SkinDeformer.cpp
index d6aee363a16..d8563763954 100644
--- a/source/gameengine/Converter/BL_SkinDeformer.cpp
+++ b/source/gameengine/Converter/BL_SkinDeformer.cpp
@@ -57,86 +57,96 @@ extern "C"{
#define __NLA_DEFNORMALS
//#undef __NLA_DEFNORMALS
-BL_SkinDeformer::~BL_SkinDeformer()
+BL_SkinDeformer::BL_SkinDeformer(BL_DeformableGameObject *gameobj,
+ struct Object *bmeshobj,
+ class BL_SkinMeshObject *mesh,
+ BL_ArmatureObject* arma)
+ : //
+ BL_MeshDeformer(gameobj, bmeshobj, mesh),
+ m_armobj(arma),
+ m_lastArmaUpdate(-1),
+ m_defbase(&bmeshobj->defbase),
+ m_releaseobject(false),
+ m_poseApplied(false)
{
- if(m_releaseobject && m_armobj)
- m_armobj->Release();
+ Mat4CpyMat4(m_obmat, bmeshobj->obmat);
};
-/* XXX note, this __NLA_OLDDEFORM define seems to be obsolete */
+BL_SkinDeformer::BL_SkinDeformer(
+ BL_DeformableGameObject *gameobj,
+ struct Object *bmeshobj_old, // Blender object that owns the new mesh
+ struct Object *bmeshobj_new, // Blender object that owns the original mesh
+ class BL_SkinMeshObject *mesh,
+ bool release_object,
+ BL_ArmatureObject* arma) :
+ BL_MeshDeformer(gameobj, bmeshobj_old, mesh),
+ m_armobj(arma),
+ m_lastArmaUpdate(-1),
+ m_defbase(&bmeshobj_old->defbase),
+ m_releaseobject(release_object)
+ {
+ // this is needed to ensure correct deformation of mesh:
+ // the deformation is done with Blender's armature_deform_verts() function
+ // that takes an object as parameter and not a mesh. The object matrice is used
+ // in the calculation, so we must use the matrix of the original object to
+ // simulate a pure replacement of the mesh.
+ Mat4CpyMat4(m_obmat, bmeshobj_new->obmat);
+ }
-bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat)
+BL_SkinDeformer::~BL_SkinDeformer()
{
- size_t i, j, index;
- vecVertexArray array;
-#ifdef __NLA_OLDDEFORM
- vecMVertArray mvarray;
-#else
- vecIndexArrays mvarray;
-#endif
- vecMDVertArray dvarray;
- vecIndexArrays diarray;
+ if(m_releaseobject && m_armobj)
+ m_armobj->Release();
+}
- RAS_TexVert *tv;
-#ifdef __NLA_OLDDEFORM
- MVert *mvert;
- MDeformVert *dvert;
-#endif
- MT_Point3 pt;
-// float co[3];
+void BL_SkinDeformer::Relink(GEN_Map<class GEN_HashedPtr, void*>*map)
+{
+ if (m_armobj) {
+ void **h_obj = (*map)[m_armobj];
- if (!m_armobj)
- return false;
+ if (h_obj)
+ SetArmature( (BL_ArmatureObject*)(*h_obj) );
+ else
+ m_armobj=NULL;
+ }
- Update();
+ BL_MeshDeformer::Relink(map);
+}
- array = m_pMeshObject->GetVertexCache(mat);
-#ifdef __NLA_OLDDEFORM
- dvarray = m_pMeshObject->GetDVertCache(mat);
-#endif
- mvarray = m_pMeshObject->GetMVertCache(mat);
- diarray = m_pMeshObject->GetDIndexCache(mat);
-
+bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat)
+{
+ RAS_MeshSlot::iterator it;
+ RAS_MeshMaterial *mmat;
+ RAS_MeshSlot *slot;
+ size_t i;
- // For each array
- for (i=0; i<array.size(); i++){
- // For each vertex
- for (j=0; j<array[i]->size(); j++){
-
- tv = &((*array[i])[j]);
-
- index = ((*diarray[i])[j]);
-#ifdef __NLA_OLDDEFORM
- pt = tv->xyz();
- mvert = ((*mvarray[i])[index]);
- dvert = ((*dvarray[i])[index]);
-#endif
-
- // Copy the untransformed data from the original mvert
-#ifdef __NLA_OLDDEFORM
- co[0]=mvert->co[0];
- co[1]=mvert->co[1];
- co[2]=mvert->co[2];
-
- // Do the deformation
-/* XXX note, doesnt exist anymore */
-// GB_calc_armature_deform(co, dvert);
- tv->SetXYZ(co);
-#else
- // Set the data
- tv->SetXYZ(m_transverts[((*mvarray[i])[index])]);
-#ifdef __NLA_DEFNORMALS
+ // update the vertex in m_transverts
+ Update();
- tv->SetNormal(m_transnors[((*mvarray[i])[index])]);
-#endif
-#endif
+ // The vertex cache can only be updated for this deformer:
+ // 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.
+ mmat = m_pMeshObject->GetMeshMaterial(mat);
+ if(!mmat->m_slots[(void*)m_gameobj])
+ return true;
+
+ slot = *mmat->m_slots[(void*)m_gameobj];
+
+ // 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(i=it.startvertex; i<it.endvertex; i++) {
+ RAS_TexVert& v = it.vertex[i];
+ v.SetXYZ(m_transverts[v.getOrigIndex()]);
}
}
-
+
return true;
}
-RAS_Deformer *BL_SkinDeformer::GetReplica()
+RAS_Deformer *BL_SkinDeformer::GetReplica(class KX_GameObject* replica)
{
BL_SkinDeformer *result;
@@ -151,19 +161,15 @@ void BL_SkinDeformer::ProcessReplica()
//void where_is_pose (Object *ob);
//void armature_deform_verts(Object *armOb, Object *target, float (*vertexCos)[3], int numVerts, int deformflag);
-void BL_SkinDeformer::Update(void)
+bool BL_SkinDeformer::Update(void)
{
/* See if the armature has been updated for this frame */
- if (m_lastUpdate!=m_armobj->GetLastFrame()){
-
- /* Do all of the posing necessary */
- m_armobj->ApplyPose();
-
+ 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();
- where_is_pose( par_arma );
/* store verts locally */
VerifyStorage();
@@ -172,12 +178,32 @@ void 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
+ Mat4CpyMat4(m_objMesh->obmat, m_obmat);
+
armature_deform_verts( par_arma, m_objMesh, NULL, m_transverts, NULL, m_bmesh->totvert, ARM_DEF_VGROUP, NULL, NULL );
+
+ // restore matrix
+ Mat4CpyMat4(m_objMesh->obmat, obmat);
+
+#ifdef __NLA_DEFNORMALS
RecalcNormals();
+#endif
/* Update the current frame */
- m_lastUpdate=m_armobj->GetLastFrame();
+ m_lastArmaUpdate=m_armobj->GetLastFrame();
+
+ m_armobj->RestorePose();
+
+ /* indicate that the m_transverts and normals are up to date */
+ return true;
}
+
+ return false;
}
/* XXX note: I propose to drop this function */