/* * ***** 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_ShapeDeformer.cpp * \ingroup bgeconv */ #ifdef _MSC_VER # pragma warning (disable:4786) #endif #include "MEM_guardedalloc.h" #include "BL_ShapeDeformer.h" #include "CTR_Map.h" #include "STR_HashedString.h" #include "RAS_IPolygonMaterial.h" #include "RAS_MeshObject.h" #include "DNA_anim_types.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 "BKE_armature.h" #include "BKE_action.h" #include "BKE_global.h" #include "BKE_main.h" #include "BKE_key.h" #include "BKE_ipo.h" #include "BKE_library.h" #include "MT_Point3.h" extern "C"{ #include "BKE_lattice.h" #include "BKE_animsys.h" } #include "BLI_blenlib.h" #include "BLI_math.h" #define __NLA_DEFNORMALS //#undef __NLA_DEFNORMALS BL_ShapeDeformer::BL_ShapeDeformer(BL_DeformableGameObject *gameobj, Object *bmeshobj, RAS_MeshObject *mesh) : BL_SkinDeformer(gameobj,bmeshobj, mesh), m_useShapeDrivers(false), m_lastShapeUpdate(-1) { m_key = BKE_key_copy(m_bmesh->key); }; /* this second constructor is needed for making a mesh deformable on the fly. */ BL_ShapeDeformer::BL_ShapeDeformer(BL_DeformableGameObject *gameobj, Object *bmeshobj_old, Object *bmeshobj_new, RAS_MeshObject *mesh, bool release_object, bool recalc_normal, BL_ArmatureObject* arma) : BL_SkinDeformer(gameobj, bmeshobj_old, bmeshobj_new, mesh, release_object, recalc_normal, arma), m_useShapeDrivers(false), m_lastShapeUpdate(-1) { m_key = BKE_key_copy(m_bmesh->key); }; BL_ShapeDeformer::~BL_ShapeDeformer() { if (m_key) { BKE_libblock_free(&G.main->key, m_key); m_key = NULL; } }; RAS_Deformer *BL_ShapeDeformer::GetReplica() { BL_ShapeDeformer *result; result = new BL_ShapeDeformer(*this); result->ProcessReplica(); return result; } void BL_ShapeDeformer::ProcessReplica() { BL_SkinDeformer::ProcessReplica(); m_lastShapeUpdate = -1; m_key = BKE_key_copy(m_key); } bool BL_ShapeDeformer::LoadShapeDrivers(Object* arma) { // This used to check if we had drivers from this armature, // now we just assume we want to use shape drivers // and let the animsys handle things. m_useShapeDrivers = true; return true; } bool BL_ShapeDeformer::ExecuteShapeDrivers(void) { if (m_useShapeDrivers && PoseUpdated()) { // the shape drivers use the bone matrix as input. Must // update the matrix now m_armobj->ApplyPose(); // We don't need an actual time, just use 0 BKE_animsys_evaluate_animdata(NULL, &GetKey()->id, GetKey()->adt, 0.f, ADT_RECALC_DRIVERS); ForceUpdate(); m_armobj->RestorePose(); m_bDynamic = true; return true; } return false; } bool BL_ShapeDeformer::Update(void) { bool bShapeUpdate = false; bool bSkinUpdate = false; ExecuteShapeDrivers(); /* See if the object shape has changed */ if (m_lastShapeUpdate != m_gameobj->GetLastFrame()) { /* the key coefficient have been set already, we just need to blend the keys */ Object* blendobj = m_gameobj->GetBlendObject(); // make sure the vertex weight cache is in line with this object m_pMeshObject->CheckWeightCache(blendobj); /* we will blend the key directly in m_transverts array: it is used by armature as the start position */ /* m_key can be NULL in case of Modifier deformer */ if (m_key) { /* store verts locally */ VerifyStorage(); BKE_key_evaluate_relative(0, m_bmesh->totvert, m_bmesh->totvert, (char *)(float *)m_transverts, m_key, NULL, 0); /* last arg is ignored */ m_bDynamic = true; } // Don't release the weight array as in Blender, it will most likely be reusable on next frame // The weight array are ultimately deleted when the skin mesh is destroyed /* Update the current frame */ m_lastShapeUpdate=m_gameobj->GetLastFrame(); // As we have changed, the mesh, the skin deformer must update as well. // This will force the update BL_SkinDeformer::ForceUpdate(); bShapeUpdate = true; } // check for armature deform bSkinUpdate = BL_SkinDeformer::UpdateInternal(bShapeUpdate && m_bDynamic); // non dynamic deformer = Modifer without armature and shape keys, no need to create storage if (!bSkinUpdate && bShapeUpdate && m_bDynamic) { // this means that there is no armature, we still need to // update the normal (was not done after shape key calculation) #ifdef __NLA_DEFNORMALS if (m_recalcNormal) RecalcNormals(); #endif bSkinUpdate = true; } return bSkinUpdate; } Key *BL_ShapeDeformer::GetKey() { return m_key; }