/** * $Id$ * * ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 ***** * Deformer that supports armature skinning */ #ifdef WIN32 #pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning #endif //WIN32 #include "MEM_guardedalloc.h" #include "DNA_key_types.h" #include "DNA_mesh_types.h" #include "DNA_meshdata_types.h" #include "RAS_BucketManager.h" #include "RAS_IPolygonMaterial.h" #include "KX_GameObject.h" #include "BL_SkinMeshObject.h" #include "BL_DeformableGameObject.h" BL_SkinMeshObject::BL_SkinMeshObject(Mesh* mesh) : RAS_MeshObject (mesh) { m_bDeformed = true; if (m_mesh && m_mesh->key) { KeyBlock *kb; int count=0; // initialize weight cache for shape objects // count how many keys in this mesh for(kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next) count++; m_cacheWeightIndex.resize(count,-1); } } BL_SkinMeshObject::~BL_SkinMeshObject() { if (m_mesh && m_mesh->key) { KeyBlock *kb; // remove the weight cache to avoid memory leak for(kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next) { if(kb->weights) MEM_freeN(kb->weights); kb->weights= NULL; } } } void BL_SkinMeshObject::UpdateBuckets(void* clientobj,double* oglmatrix,bool useObjectColor,const MT_Vector4& rgbavec, bool visible, bool culled) { list::iterator it; list::iterator sit; for(it = m_materials.begin();it!=m_materials.end();++it) { if(!it->m_slots[clientobj]) continue; RAS_MeshSlot *slot = *it->m_slots[clientobj]; slot->SetDeformer(((BL_DeformableGameObject*)clientobj)->GetDeformer()); } RAS_MeshObject::UpdateBuckets(clientobj, oglmatrix, useObjectColor, rgbavec, visible, culled); } static int get_def_index(Object* ob, const char* vgroup) { bDeformGroup *curdef; int index = 0; for (curdef = (bDeformGroup*)ob->defbase.first; curdef; curdef=(bDeformGroup*)curdef->next, index++) if (!strcmp(curdef->name, vgroup)) return index; return -1; } void BL_SkinMeshObject::CheckWeightCache(Object* obj) { KeyBlock *kb; int kbindex, defindex; MDeformVert *dvert= NULL; int totvert, i, j; float *weights; if (!m_mesh->key) return; for(kbindex=0, kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next, kbindex++) { // first check the cases where the weight must be cleared if (kb->vgroup[0] == 0 || m_mesh->dvert == NULL || (defindex = get_def_index(obj, kb->vgroup)) == -1) { if (kb->weights) { MEM_freeN(kb->weights); kb->weights = NULL; } m_cacheWeightIndex[kbindex] = -1; } else if (m_cacheWeightIndex[kbindex] != defindex) { // a weight array is required but the cache is not matching if (kb->weights) { MEM_freeN(kb->weights); kb->weights = NULL; } dvert= m_mesh->dvert; totvert= m_mesh->totvert; weights= (float*)MEM_callocN(totvert*sizeof(float), "weights"); for (i=0; i < totvert; i++, dvert++) { for(j=0; jtotweight; j++) { if (dvert->dw[j].def_nr == defindex) { weights[i]= dvert->dw[j].weight; break; } } } kb->weights = weights; m_cacheWeightIndex[kbindex] = defindex; } } }