Welcome to mirror list, hosted at ThFree Co, Russian Federation.

BL_ShapeDeformer.cpp « Converter « gameengine « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 54b1041c328fac209e648291cf0410796386e0f9 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
/**
 * $Id: BL_ShapeDeformer.cpp 14444 2008-04-16 22:40:48Z hos $
 *
 * ***** 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 *****
 */

#ifdef WIN32
#pragma warning (disable : 4786)
#endif //WIN32

#include "MEM_guardedalloc.h"
#include "BL_ShapeDeformer.h"
#include "GEN_Map.h"
#include "STR_HashedString.h"
#include "RAS_IPolygonMaterial.h"
#include "BL_SkinMeshObject.h"

//#include "BL_ArmatureController.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_key.h"
#include "MT_Point3.h"

extern "C"{
	#include "BKE_lattice.h"
}
 #include "BKE_utildefines.h"

#include "BLI_blenlib.h"
#include "BLI_arithb.h"

#define __NLA_DEFNORMALS
//#undef __NLA_DEFNORMALS


BL_ShapeDeformer::~BL_ShapeDeformer()
{
};

RAS_Deformer *BL_ShapeDeformer::GetReplica()
{
	BL_ShapeDeformer *result;

	result = new BL_ShapeDeformer(*this);
	result->ProcessReplica();
	return result;
}

void BL_ShapeDeformer::ProcessReplica()
{
}

bool BL_ShapeDeformer::Update(void)
{
	bool bShapeUpdate = false;
	bool bSkinUpdate = false;

	/* 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 mvert array: it is used by armature as the start position */
		do_rel_key(0, m_bmesh->totvert, m_bmesh->totvert, (char *)m_bmesh->mvert->co, m_bmesh->key, 0);

		// 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::Update();

	if (!bSkinUpdate && bShapeUpdate) {
		// this means that there is no armature, we still need to copy the vertex to m_transverts
		// and update the normal (was not done after shape key calculation)

		/* store verts locally */
		VerifyStorage();

		for (int v =0; v<m_bmesh->totvert; v++)
			VECCOPY(m_transverts[v], m_bmesh->mvert[v].co);

		RecalcNormals();
		bSkinUpdate = true;
	}
	return bSkinUpdate;
}