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Diffstat (limited to 'source/gameengine/Ketsji')
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.cpp1
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.h17
-rw-r--r--source/gameengine/Ketsji/KX_Scene.cpp130
3 files changed, 86 insertions, 62 deletions
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp
index 5698c106b17..88b936aafd5 100644
--- a/source/gameengine/Ketsji/KX_GameObject.cpp
+++ b/source/gameengine/Ketsji/KX_GameObject.cpp
@@ -78,6 +78,7 @@ KX_GameObject::KX_GameObject(
m_bSuspendDynamics(false),
m_bUseObjectColor(false),
m_bIsNegativeScaling(false),
+ m_pBlenderObject(NULL),
m_bVisible(true),
m_pPhysicsController1(NULL),
m_pPhysicsEnvironment(NULL),
diff --git a/source/gameengine/Ketsji/KX_GameObject.h b/source/gameengine/Ketsji/KX_GameObject.h
index 8a90ec1463a..63a660617c4 100644
--- a/source/gameengine/Ketsji/KX_GameObject.h
+++ b/source/gameengine/Ketsji/KX_GameObject.h
@@ -55,7 +55,7 @@ struct KX_ClientObjectInfo;
class RAS_MeshObject;
class KX_IPhysicsController;
class PHY_IPhysicsEnvironment;
-
+struct Object;
/**
* KX_GameObject is the main class for dynamic objects.
@@ -71,6 +71,7 @@ protected:
STR_String m_text;
int m_layer;
std::vector<RAS_MeshObject*> m_meshes;
+ struct Object* m_pBlenderObject;
bool m_bSuspendDynamics;
bool m_bUseObjectColor;
@@ -360,6 +361,20 @@ public:
}
/**
+ * @section blender object accessor functions.
+ */
+
+ struct Object* GetBlenderObject( )
+ {
+ return m_pBlenderObject;
+ }
+
+ void SetBlenderObject( struct Object* obj)
+ {
+ m_pBlenderObject = obj;
+ }
+
+ /**
* Set the Scene graph node for this game object.
* warning - it is your responsibility to make sure
* all controllers look at this new node. You must
diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp
index e4054e07475..fff33ca82fd 100644
--- a/source/gameengine/Ketsji/KX_Scene.cpp
+++ b/source/gameengine/Ketsji/KX_Scene.cpp
@@ -74,7 +74,7 @@
#include "KX_IPhysicsController.h"
#include "KX_BlenderSceneConverter.h"
-#include "BL_SkinDeformer.h"
+#include "BL_ShapeDeformer.h"
#include "BL_DeformableGameObject.h"
// to get USE_BULLET!
@@ -809,67 +809,80 @@ int KX_Scene::NewRemoveObject(class CValue* gameobj)
-void KX_Scene::ReplaceMesh(class CValue* gameobj,void* meshobj)
+void KX_Scene::ReplaceMesh(class CValue* obj,void* meshobj)
{
- KX_GameObject* newobj = static_cast<KX_GameObject*>(gameobj);
+ KX_GameObject* gameobj = static_cast<KX_GameObject*>(obj);
RAS_MeshObject* mesh = static_cast<RAS_MeshObject*>(meshobj);
- const STR_String origMeshName = newobj->GetMesh(0)->GetName();
-
- if( !newobj || !mesh )
+ if(!gameobj || !mesh)
{
std::cout << "warning: invalid object, mesh will not be replaced" << std::endl;
return;
}
- newobj->RemoveMeshes();
- newobj->AddMesh(mesh);
-
- bool isDeformer = (newobj->m_isDeformable && mesh->m_class == 1);
- if(isDeformer)
- {
- /* FindBlendObjByGameObj() can return 0...
- In the case of 0 here,
- the replicated object that is calling this function
- is some how not in the map. (which is strange because it's added)
- So we will search the map by the first mesh name
- to try to locate it there. If its still not found
- spit some message rather than crash
- */
- Object* blendobj = static_cast<struct Object*>(m_logicmgr->FindBlendObjByGameObj(newobj));
- Object* oldblendobj = static_cast<struct Object*>(m_logicmgr->FindBlendObjByGameMeshName(mesh->GetName()));
+ gameobj->RemoveMeshes();
+ gameobj->AddMesh(mesh);
- bool parSkin = blendobj && blendobj->parent && blendobj->parent->type == OB_ARMATURE && blendobj->partype==PARSKEL;
- bool releaseParent = true;
- KX_GameObject* parentobj = newobj->GetParent();
-
-
- // lookup by mesh name if blendobj is 0
- if( !blendobj && parentobj )
+ if (gameobj->m_isDeformable)
+ {
+ BL_DeformableGameObject* newobj = static_cast<BL_DeformableGameObject*>( gameobj );
+
+ if (newobj->m_pDeformer)
{
- blendobj = static_cast<struct Object*>(m_logicmgr->FindBlendObjByGameMeshName(origMeshName));
-
- // replace the mesh on the parent armature
- if( blendobj )
- parSkin = parentobj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE;
-
- // can't do it
- else
- std::cout << "warning: child object for " << parentobj->GetName().ReadPtr()
- << " not found, and can't create!" << std::endl;
+ delete newobj->m_pDeformer;
+ newobj->m_pDeformer = NULL;
}
- if( blendobj && oldblendobj )
+ if (mesh->m_class == 1)
{
- isDeformer = (static_cast<Mesh*>(blendobj->data)->dvert != 0);
- BL_DeformableGameObject* deformIter =0;
-
- // armature parent
- if( parSkin && isDeformer )
+ // we must create a new deformer but which one?
+ KX_GameObject* parentobj = newobj->GetParent();
+ // this always return the original game object (also for replicate)
+ Object* blendobj = newobj->GetBlenderObject();
+ // object that owns the new mesh
+ Object* oldblendobj = static_cast<struct Object*>(m_logicmgr->FindBlendObjByGameMeshName(mesh->GetName()));
+ Mesh* blendmesh = mesh->GetMesh();
+
+ bool bHasShapeKey = blendmesh->key != NULL && blendmesh->key->type==KEY_RELATIVE;
+ bool bHasDvert = blendmesh->dvert != NULL;
+ bool bHasArmature =
+ parentobj && // current parent is armature
+ parentobj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE &&
+ oldblendobj && // needed for mesh deform
+ blendobj->parent && // original object had armature (not sure this test is needed)
+ blendobj->parent->type == OB_ARMATURE &&
+ blendobj->partype==PARSKEL &&
+ blendmesh->dvert!=NULL; // mesh has vertex group
+ bool releaseParent = true;
+
+ if (bHasShapeKey)
+ {
+ BL_ShapeDeformer* shapeDeformer;
+ if (bHasArmature)
+ {
+ shapeDeformer = new BL_ShapeDeformer(
+ newobj,
+ oldblendobj, blendobj,
+ static_cast<BL_SkinMeshObject*>(mesh),
+ true,
+ static_cast<BL_ArmatureObject*>( parentobj )
+ );
+ releaseParent= false;
+ }
+ else
+ {
+ shapeDeformer = new BL_ShapeDeformer(
+ newobj,
+ oldblendobj, blendobj,
+ static_cast<BL_SkinMeshObject*>(mesh),
+ false,
+ NULL
+ );
+ }
+ newobj->m_pDeformer = shapeDeformer;
+ }
+ else if (bHasArmature)
{
- deformIter = static_cast<BL_DeformableGameObject*>( newobj );
- delete deformIter->m_pDeformer;
-
BL_SkinDeformer* skinDeformer = new BL_SkinDeformer(
oldblendobj, blendobj,
static_cast<BL_SkinMeshObject*>(mesh),
@@ -877,27 +890,22 @@ void KX_Scene::ReplaceMesh(class CValue* gameobj,void* meshobj)
static_cast<BL_ArmatureObject*>( parentobj )
);
releaseParent= false;
- deformIter->m_pDeformer = skinDeformer;
+ newobj->m_pDeformer = skinDeformer;
}
-
- // normal deformer
- if( !parSkin && isDeformer)
+ else if (bHasDvert)
{
- deformIter = static_cast<BL_DeformableGameObject*>( newobj );
- delete deformIter->m_pDeformer;
-
BL_MeshDeformer* meshdeformer = new BL_MeshDeformer(
oldblendobj, static_cast<BL_SkinMeshObject*>(mesh)
);
-
- deformIter->m_pDeformer = meshdeformer;
+ newobj->m_pDeformer = meshdeformer;
}
+
+ // release parent reference if its not being used
+ if( releaseParent && parentobj)
+ parentobj->Release();
}
- // release parent reference if its not being used
- if( releaseParent && parentobj)
- parentobj->Release();
}
- newobj->Bucketize();
+ gameobj->Bucketize();
}