/* * ***** 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_ModifierDeformer.cpp * \ingroup bgeconv */ #ifdef _MSC_VER # pragma warning (disable:4786) #endif #include "MEM_guardedalloc.h" #include "BL_ModifierDeformer.h" #include "CTR_Map.h" #include "STR_HashedString.h" #include "RAS_IPolygonMaterial.h" #include "RAS_MeshObject.h" #include "PHY_IGraphicController.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_curve_types.h" #include "DNA_modifier_types.h" #include "DNA_scene_types.h" #include "BLI_utildefines.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_customdata.h" #include "BKE_DerivedMesh.h" #include "BKE_lattice.h" #include "BKE_modifier.h" #include "BKE_modifier_calc.h" } #include "BLI_blenlib.h" #include "BLI_math.h" BL_ModifierDeformer::~BL_ModifierDeformer() { if (m_dm) { // deformedOnly is used as a user counter if (--m_dm->deformedOnly == 0) { m_dm->needsFree = 1; m_dm->release(m_dm); } } }; RAS_Deformer *BL_ModifierDeformer::GetReplica() { BL_ModifierDeformer *result; result = new BL_ModifierDeformer(*this); result->ProcessReplica(); return result; } void BL_ModifierDeformer::ProcessReplica() { /* Note! - This is not inherited from PyObjectPlus */ BL_ShapeDeformer::ProcessReplica(); if (m_dm) // by default try to reuse mesh, deformedOnly is used as a user count m_dm->deformedOnly++; // this will force an update and if the mesh cannot be reused, a new one will be created m_lastModifierUpdate = -1; } bool BL_ModifierDeformer::HasCompatibleDeformer(Object *ob) { if (!ob->modifiers.first) return false; // soft body cannot use mesh modifiers if ((ob->gameflag & OB_SOFT_BODY) != 0) return false; ModifierData* md; for (md = (ModifierData *)ob->modifiers.first; md; md = md->next) { if (modifier_dependsOnTime(md)) continue; if (!(md->mode & eModifierMode_Realtime)) continue; /* armature modifier are handled by SkinDeformer, not ModifierDeformer */ if (md->type == eModifierType_Armature ) continue; return true; } return false; } bool BL_ModifierDeformer::HasArmatureDeformer(Object *ob) { if (!ob->modifiers.first) return false; ModifierData* md = (ModifierData*)ob->modifiers.first; if (md->type == eModifierType_Armature ) return true; return false; } // return a deformed mesh that supports mapping (with a valid CD_ORIGINDEX layer) struct DerivedMesh* BL_ModifierDeformer::GetPhysicsMesh() { /* we need to compute the deformed mesh taking into account the current * shape and skin deformers, we cannot just call mesh_create_derived_physics() * because that would use the m_transvers already deformed previously by BL_ModifierDeformer::Update(), * so restart from scratch by forcing a full update the shape/skin deformers * (will do nothing if there is no such deformer) */ BL_ShapeDeformer::ForceUpdate(); BL_ShapeDeformer::Update(); // now apply the modifiers but without those that don't support mapping Object* blendobj = m_gameobj->GetBlendObject(); /* hack: the modifiers require that the mesh is attached to the object * It may not be the case here because of replace mesh actuator */ Mesh *oldmesh = (Mesh*)blendobj->data; blendobj->data = m_bmesh; DerivedMesh *dm = mesh_create_derived_physics(m_scene, blendobj, m_transverts, CD_MASK_MESH); /* restore object data */ blendobj->data = oldmesh; /* m_transverts is correct here (takes into account deform only modifiers) */ /* the derived mesh returned by this function must be released by the caller !!! */ return dm; } bool BL_ModifierDeformer::Update(void) { bool bShapeUpdate = BL_ShapeDeformer::Update(); if (bShapeUpdate || m_lastModifierUpdate != m_gameobj->GetLastFrame()) { // static derived mesh are not updated if (m_dm == NULL || m_bDynamic) { /* execute the modifiers */ Object* blendobj = m_gameobj->GetBlendObject(); /* hack: the modifiers require that the mesh is attached to the object * It may not be the case here because of replace mesh actuator */ Mesh *oldmesh = (Mesh*)blendobj->data; blendobj->data = m_bmesh; /* execute the modifiers */ DerivedMesh *dm = mesh_create_derived_no_virtual(m_scene, blendobj, m_transverts, CD_MASK_MESH); /* restore object data */ blendobj->data = oldmesh; /* free the current derived mesh and replace, (dm should never be NULL) */ if (m_dm != NULL) { // HACK! use deformedOnly as a user counter if (--m_dm->deformedOnly == 0) { m_dm->needsFree = 1; m_dm->release(m_dm); } } m_dm = dm; // get rid of temporary data m_dm->needsFree = 0; m_dm->release(m_dm); // HACK! use deformedOnly as a user counter m_dm->deformedOnly = 1; DM_update_materials(m_dm, blendobj); /* update the graphic controller */ PHY_IGraphicController *ctrl = m_gameobj->GetGraphicController(); if (ctrl) { float min[3], max[3]; INIT_MINMAX(min, max); m_dm->getMinMax(m_dm, min, max); ctrl->SetLocalAabb(min, max); } } m_lastModifierUpdate=m_gameobj->GetLastFrame(); bShapeUpdate = true; int nmat = m_pMeshObject->NumMaterials(); for (int imat=0; imatGetMeshMaterial(imat); RAS_MeshSlot **slot = mmat->m_slots[(void*)m_gameobj]; if (!slot || !*slot) continue; (*slot)->m_pDerivedMesh = m_dm; } } return bShapeUpdate; } bool BL_ModifierDeformer::Apply(RAS_IPolyMaterial *mat) { if (!Update()) return false; return true; }