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

BL_SkinDeformer.cpp « Converter « gameengine « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 0f884674c095e8e00943089ddd01350cf627b006 (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
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
/**
 * $Id$
 *
 * ***** 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 *****
 */

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

#include "BL_SkinDeformer.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_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "BKE_armature.h"
#include "BKE_action.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_SkinDeformer::BL_SkinDeformer(
	struct Object *bmeshobj_old,	// Blender object that owns the new mesh
	struct Object *bmeshobj_new,	// Blender object that owns the original mesh
	class BL_SkinMeshObject *mesh,
	bool release_object,
	BL_ArmatureObject* arma)	:	
		BL_MeshDeformer(bmeshobj_old, mesh),
		m_armobj(arma),
		m_lastUpdate(-1),
		m_defbase(&bmeshobj_old->defbase),
		m_releaseobject(release_object)
	{
		Mat4CpyMat4(m_obmat, bmeshobj_old->obmat);
		m_restoremat = true;
		// this is needed to ensure correct deformation of mesh:
		// the deformation is done with Blender's armature_deform_verts() function
		// that takes an object as parameter and not a mesh. The object matrice is used
		// in the calculation, so we must force the same matrice to simulate a pure replacement of mesh
		Mat4CpyMat4(bmeshobj_old->obmat, bmeshobj_new->obmat);
	}

BL_SkinDeformer::~BL_SkinDeformer()
{
	if(m_releaseobject && m_armobj)
		m_armobj->Release();
	if (m_restoremat)
		Mat4CpyMat4(m_objMesh->obmat, m_obmat);
}

bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat)
{
	size_t			i, j, index;
	vecVertexArray	array;
	vecIndexArrays	mvarray;
	vecMDVertArray	dvarray;
	vecIndexArrays	diarray;

	RAS_TexVert *tv;
	MT_Point3 pt;
//	float co[3];

	if (!m_armobj)
		return false;

	Update();

	array = m_pMeshObject->GetVertexCache(mat);
	mvarray = m_pMeshObject->GetMVertCache(mat);
	diarray = m_pMeshObject->GetDIndexCache(mat);
	
	// For each array
	for (i=0; i<array.size(); i++) {
		//	For each vertex
		for (j=0; j<array[i]->size(); j++) {

			tv = &((*array[i])[j]);
			
			index = ((*diarray[i])[j]);
			
			//	Copy the untransformed data from the original mvert
			//	Set the data
			tv->SetXYZ(m_transverts[((*mvarray[i])[index])]);
		}
	}

	return true;
}

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

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

void BL_SkinDeformer::ProcessReplica()
{
}

//void where_is_pose (Object *ob);
//void armature_deform_verts(Object *armOb, Object *target, float (*vertexCos)[3], int numVerts, int deformflag); 
void BL_SkinDeformer::Update(void)
{
	/* See if the armature has been updated for this frame */
	if (m_lastUpdate!=m_armobj->GetLastFrame()){	
		
		/* Do all of the posing necessary */
		m_armobj->ApplyPose();
		
		/* XXX note: where_is_pose() (from BKE_armature.h) calculates all matrices needed to start deforming */
		/* but it requires the blender object pointer... */

		Object* par_arma = m_armobj->GetArmatureObject();
		where_is_pose( par_arma ); 

		/* store verts locally */
		VerifyStorage();
	
		/* duplicate */
		for (int v =0; v<m_bmesh->totvert; v++)
			VECCOPY(m_transverts[v], m_bmesh->mvert[v].co);

		armature_deform_verts( par_arma, m_objMesh, NULL, m_transverts, NULL, m_bmesh->totvert, ARM_DEF_VGROUP, NULL, NULL );
#ifdef __NLA_DEFNORMALS
		RecalcNormals();
#endif

		/* Update the current frame */
		m_lastUpdate=m_armobj->GetLastFrame();
	}
}

/* XXX note: I propose to drop this function */
void BL_SkinDeformer::SetArmature(BL_ArmatureObject *armobj)
{
	// only used to set the object now
	m_armobj = armobj;
}