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Diffstat (limited to 'source/gameengine/Converter/BL_SkinDeformer.cpp')
-rw-r--r--source/gameengine/Converter/BL_SkinDeformer.cpp384
1 files changed, 0 insertions, 384 deletions
diff --git a/source/gameengine/Converter/BL_SkinDeformer.cpp b/source/gameengine/Converter/BL_SkinDeformer.cpp
deleted file mode 100644
index 16700859ebe..00000000000
--- a/source/gameengine/Converter/BL_SkinDeformer.cpp
+++ /dev/null
@@ -1,384 +0,0 @@
-/*
- * ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 *****
- */
-
-/** \file gameengine/Converter/BL_SkinDeformer.cpp
- * \ingroup bgeconv
- */
-
-#ifdef _MSC_VER
-# pragma warning (disable:4786)
-#endif
-
-// Eigen3 stuff used for BGEDeformVerts
-#include <Eigen/Core>
-#include <Eigen/LU>
-
-#include "BL_SkinDeformer.h"
-#include "CTR_Map.h"
-#include "STR_HashedString.h"
-#include "RAS_IPolygonMaterial.h"
-#include "RAS_MeshObject.h"
-
-//#include "BL_ArmatureController.h"
-#include "DNA_armature_types.h"
-#include "DNA_action_types.h"
-#include "DNA_mesh_types.h"
-#include "DNA_meshdata_types.h"
-#include "DNA_modifier_types.h"
-#include "BLI_utildefines.h"
-#include "BKE_armature.h"
-#include "BKE_action.h"
-#include "MT_Point3.h"
-
-extern "C"{
- #include "BKE_lattice.h"
- #include "BKE_deform.h"
-}
-
-
-#include "BLI_blenlib.h"
-#include "BLI_math.h"
-
-#define __NLA_DEFNORMALS
-//#undef __NLA_DEFNORMALS
-
-static short get_deformflags(struct Object *bmeshobj)
-{
- short flags = ARM_DEF_VGROUP;
-
- ModifierData *md;
- for (md = (ModifierData *)bmeshobj->modifiers.first; md; md = md->next)
- {
- if (md->type == eModifierType_Armature)
- {
- flags |= ((ArmatureModifierData*)md)->deformflag;
- break;
- }
- }
-
- return flags;
-}
-
-BL_SkinDeformer::BL_SkinDeformer(BL_DeformableGameObject *gameobj,
- struct Object *bmeshobj,
- class RAS_MeshObject *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),
- m_recalcNormal(true),
- m_copyNormals(false),
- m_dfnrToPC(NULL)
-{
- copy_m4_m4(m_obmat, bmeshobj->obmat);
- m_deformflags = get_deformflags(bmeshobj);
-};
-
-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 RAS_MeshObject *mesh,
- bool release_object,
- bool recalc_normal,
- BL_ArmatureObject* arma) :
- BL_MeshDeformer(gameobj, bmeshobj_old, mesh),
- m_armobj(arma),
- m_lastArmaUpdate(-1),
- //m_defbase(&bmeshobj_old->defbase),
- m_releaseobject(release_object),
- m_recalcNormal(recalc_normal),
- m_copyNormals(false),
- m_dfnrToPC(NULL)
- {
- // 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.
- copy_m4_m4(m_obmat, bmeshobj_new->obmat);
- m_deformflags = get_deformflags(bmeshobj_new);
- }
-
-BL_SkinDeformer::~BL_SkinDeformer()
-{
- if (m_releaseobject && m_armobj)
- m_armobj->Release();
- if (m_dfnrToPC)
- delete [] m_dfnrToPC;
-}
-
-void BL_SkinDeformer::Relink(CTR_Map<class CTR_HashedPtr, void*>*map)
-{
- if (m_armobj) {
- void **h_obj = (*map)[m_armobj];
-
- if (h_obj)
- m_armobj = (BL_ArmatureObject*)(*h_obj);
- else
- m_armobj=NULL;
- }
-
- BL_MeshDeformer::Relink(map);
-}
-
-bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat)
-{
- // We do everything in UpdateInternal() now so we can thread it.
- // All that is left is telling the rasterizer if we've changed the mesh
- bool retval = !m_poseApplied;
- m_poseApplied = true;
- return retval;
-}
-
-RAS_Deformer *BL_SkinDeformer::GetReplica()
-{
- BL_SkinDeformer *result;
-
- result = new BL_SkinDeformer(*this);
- /* there is m_armobj that must be fixed but we cannot do it now, it will be done in Relink */
- result->ProcessReplica();
- return result;
-}
-
-void BL_SkinDeformer::ProcessReplica()
-{
- BL_MeshDeformer::ProcessReplica();
- m_lastArmaUpdate = -1;
- m_releaseobject = false;
- m_dfnrToPC = NULL;
-}
-
-void BL_SkinDeformer::BlenderDeformVerts()
-{
- float obmat[4][4]; // the original object matrix
- Object* par_arma = m_armobj->GetArmatureObject();
-
- // save matrix first
- copy_m4_m4(obmat, m_objMesh->obmat);
- // set reference matrix
- copy_m4_m4(m_objMesh->obmat, m_obmat);
-
- armature_deform_verts( par_arma, m_objMesh, NULL, m_transverts, NULL, m_bmesh->totvert, m_deformflags, NULL, NULL );
-
- // restore matrix
- copy_m4_m4(m_objMesh->obmat, obmat);
-
-#ifdef __NLA_DEFNORMALS
- if (m_recalcNormal)
- RecalcNormals();
-#endif
-}
-
-void BL_SkinDeformer::BGEDeformVerts()
-{
- Object *par_arma = m_armobj->GetArmatureObject();
- MDeformVert *dverts = m_bmesh->dvert;
- bDeformGroup *dg;
- int defbase_tot;
- Eigen::Matrix4f pre_mat, post_mat, chan_mat, norm_chan_mat;
-
- if (!dverts)
- return;
-
- defbase_tot = BLI_listbase_count(&m_objMesh->defbase);
-
- if (m_dfnrToPC == NULL)
- {
- m_dfnrToPC = new bPoseChannel*[defbase_tot];
- int i;
- for (i=0, dg=(bDeformGroup*)m_objMesh->defbase.first;
- dg;
- ++i, dg = dg->next)
- {
- m_dfnrToPC[i] = BKE_pose_channel_find_name(par_arma->pose, dg->name);
-
- if (m_dfnrToPC[i] && m_dfnrToPC[i]->bone->flag & BONE_NO_DEFORM)
- m_dfnrToPC[i] = NULL;
- }
- }
-
- post_mat = Eigen::Matrix4f::Map((float*)m_obmat).inverse() * Eigen::Matrix4f::Map((float*)m_armobj->GetArmatureObject()->obmat);
- pre_mat = post_mat.inverse();
-
- MDeformVert *dv= dverts;
- MDeformWeight *dw;
-
- for (int i=0; i<m_bmesh->totvert; ++i, dv++)
- {
- float contrib = 0.f, weight, max_weight=-1.f;
- bPoseChannel *pchan=NULL;
- Eigen::Map<Eigen::Vector3f> norm = Eigen::Vector3f::Map(m_transnors[i]);
- Eigen::Vector4f vec(0, 0, 0, 1);
- Eigen::Vector4f co(m_transverts[i][0],
- m_transverts[i][1],
- m_transverts[i][2],
- 1.f);
-
- if (!dv->totweight)
- continue;
-
- co = pre_mat * co;
-
- dw= dv->dw;
-
- for (unsigned int j= dv->totweight; j != 0; j--, dw++)
- {
- const int index = dw->def_nr;
-
- if (index < defbase_tot && (pchan=m_dfnrToPC[index]))
- {
- weight = dw->weight;
-
- if (weight)
- {
- chan_mat = Eigen::Matrix4f::Map((float*)pchan->chan_mat);
-
- // Update Vertex Position
- vec.noalias() += (chan_mat*co - co)*weight;
-
- // Save the most influential channel so we can use it to update the vertex normal
- if (weight > max_weight)
- {
- max_weight = weight;
- norm_chan_mat = chan_mat;
- }
-
- contrib += weight;
- }
- }
- }
-
- // Update Vertex Normal
- norm = norm_chan_mat.topLeftCorner<3, 3>()*norm;
-
- co.noalias() += vec/contrib;
- co[3] = 1.f; // Make sure we have a 1 for the w component!
-
- co = post_mat * co;
-
- m_transverts[i][0] = co[0];
- m_transverts[i][1] = co[1];
- m_transverts[i][2] = co[2];
- }
- m_copyNormals = true;
-}
-
-void BL_SkinDeformer::UpdateTransverts()
-{
- RAS_MeshSlot::iterator it;
- RAS_MeshMaterial *mmat;
- RAS_MeshSlot *slot;
- size_t i, nmat, imat;
-
- if (m_transverts) {
- // the vertex cache is unique to this deformer, no need to update it
- // if it wasn't updated! We must update all the materials at once
- // because we will not get here again for the other material
- nmat = m_pMeshObject->NumMaterials();
- for (imat=0; imat<nmat; imat++) {
- mmat = m_pMeshObject->GetMeshMaterial(imat);
- if (!mmat->m_slots[(void*)m_gameobj])
- continue;
-
- 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()]);
- if (m_copyNormals)
- v.SetNormal(m_transnors[v.getOrigIndex()]);
- }
- }
- }
-
- if (m_copyNormals)
- m_copyNormals = false;
- }
-}
-
-bool BL_SkinDeformer::UpdateInternal(bool shape_applied)
-{
- /* See if the armature has been updated for this frame */
- if (PoseUpdated()) {
-
- if (!shape_applied) {
- /* store verts locally */
- VerifyStorage();
-
- /* duplicate */
- for (int v =0; v<m_bmesh->totvert; v++)
- {
- copy_v3_v3(m_transverts[v], m_bmesh->mvert[v].co);
- normal_short_to_float_v3(m_transnors[v], m_bmesh->mvert[v].no);
- }
- }
-
- m_armobj->ApplyPose();
-
- if (m_armobj->GetVertDeformType() == ARM_VDEF_BGE_CPU)
- BGEDeformVerts();
- else
- BlenderDeformVerts();
-
- /* Update the current frame */
- m_lastArmaUpdate=m_armobj->GetLastFrame();
-
- m_armobj->RestorePose();
- /* dynamic vertex, cannot use display list */
- m_bDynamic = true;
-
- UpdateTransverts();
-
- m_poseApplied = false;
-
- /* indicate that the m_transverts and normals are up to date */
- return true;
- }
-
- return false;
-}
-
-bool BL_SkinDeformer::Update(void)
-{
- return UpdateInternal(false);
-}
-
-/* XXX note: I propose to drop this function */
-void BL_SkinDeformer::SetArmature(BL_ArmatureObject *armobj)
-{
- // only used to set the object now
- m_armobj = armobj;
-}