Blender V2.61 - r43446
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00001 /* 00002 * ***** BEGIN GPL LICENSE BLOCK ***** 00003 * 00004 * This program is free software; you can redistribute it and/or 00005 * modify it under the terms of the GNU General Public License 00006 * as published by the Free Software Foundation; either version 2 00007 * of the License, or (at your option) any later version. 00008 * 00009 * This program is distributed in the hope that it will be useful, 00010 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00011 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00012 * GNU General Public License for more details. 00013 * 00014 * You should have received a copy of the GNU General Public License 00015 * along with this program; if not, write to the Free Software Foundation, 00016 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 00017 * 00018 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. 00019 * All rights reserved. 00020 * 00021 * The Original Code is: all of this file. 00022 * 00023 * Contributor(s): none yet. 00024 * 00025 * ***** END GPL LICENSE BLOCK ***** 00026 */ 00027 00033 #if defined(WIN32) && !defined(FREE_WINDOWS) 00034 #pragma warning (disable : 4786) 00035 #endif //WIN32 00036 00037 #include "MEM_guardedalloc.h" 00038 #include "BL_ShapeDeformer.h" 00039 #include "CTR_Map.h" 00040 #include "STR_HashedString.h" 00041 #include "RAS_IPolygonMaterial.h" 00042 #include "RAS_MeshObject.h" 00043 00044 //#include "BL_ArmatureController.h" 00045 #include "DNA_anim_types.h" 00046 #include "DNA_armature_types.h" 00047 #include "DNA_action_types.h" 00048 #include "DNA_key_types.h" 00049 #include "DNA_mesh_types.h" 00050 #include "DNA_meshdata_types.h" 00051 #include "BKE_armature.h" 00052 #include "BKE_action.h" 00053 #include "BKE_key.h" 00054 #include "BKE_ipo.h" 00055 #include "MT_Point3.h" 00056 00057 extern "C"{ 00058 #include "BKE_lattice.h" 00059 #include "BKE_animsys.h" 00060 } 00061 00062 00063 #include "BLI_blenlib.h" 00064 #include "BLI_math.h" 00065 00066 #define __NLA_DEFNORMALS 00067 //#undef __NLA_DEFNORMALS 00068 00069 BL_ShapeDeformer::BL_ShapeDeformer(BL_DeformableGameObject *gameobj, 00070 Object *bmeshobj, 00071 RAS_MeshObject *mesh) 00072 : 00073 BL_SkinDeformer(gameobj,bmeshobj, mesh), 00074 m_useShapeDrivers(false), 00075 m_lastShapeUpdate(-1) 00076 { 00077 m_key = m_bmesh->key; 00078 m_bmesh->key = copy_key(m_key); 00079 }; 00080 00081 /* this second constructor is needed for making a mesh deformable on the fly. */ 00082 BL_ShapeDeformer::BL_ShapeDeformer(BL_DeformableGameObject *gameobj, 00083 Object *bmeshobj_old, 00084 Object *bmeshobj_new, 00085 RAS_MeshObject *mesh, 00086 bool release_object, 00087 bool recalc_normal, 00088 BL_ArmatureObject* arma) 00089 : 00090 BL_SkinDeformer(gameobj, bmeshobj_old, bmeshobj_new, mesh, release_object, recalc_normal, arma), 00091 m_useShapeDrivers(false), 00092 m_lastShapeUpdate(-1) 00093 { 00094 m_key = m_bmesh->key; 00095 m_bmesh->key = copy_key(m_key); 00096 }; 00097 00098 BL_ShapeDeformer::~BL_ShapeDeformer() 00099 { 00100 if (m_key && m_bmesh->key) 00101 { 00102 free_key(m_bmesh->key); 00103 m_bmesh->key = m_key; 00104 } 00105 }; 00106 00107 RAS_Deformer *BL_ShapeDeformer::GetReplica() 00108 { 00109 BL_ShapeDeformer *result; 00110 00111 result = new BL_ShapeDeformer(*this); 00112 result->ProcessReplica(); 00113 return result; 00114 } 00115 00116 void BL_ShapeDeformer::ProcessReplica() 00117 { 00118 BL_SkinDeformer::ProcessReplica(); 00119 m_lastShapeUpdate = -1; 00120 } 00121 00122 bool BL_ShapeDeformer::LoadShapeDrivers(Object* arma) 00123 { 00124 // This used to check if we had drivers from this armature, 00125 // now we just assume we want to use shape drivers 00126 // and let the animsys handle things. 00127 m_useShapeDrivers = true; 00128 00129 return true; 00130 } 00131 00132 bool BL_ShapeDeformer::ExecuteShapeDrivers(void) 00133 { 00134 if (m_useShapeDrivers && PoseUpdated()) { 00135 // the shape drivers use the bone matrix as input. Must 00136 // update the matrix now 00137 m_armobj->ApplyPose(); 00138 00139 // We don't need an actual time, just use 0 00140 BKE_animsys_evaluate_animdata(NULL, &GetKey()->id, GetKey()->adt, 0.f, ADT_RECALC_DRIVERS); 00141 00142 ForceUpdate(); 00143 m_armobj->RestorePose(); 00144 m_bDynamic = true; 00145 return true; 00146 } 00147 return false; 00148 } 00149 00150 bool BL_ShapeDeformer::Update(void) 00151 { 00152 bool bShapeUpdate = false; 00153 bool bSkinUpdate = false; 00154 00155 ExecuteShapeDrivers(); 00156 00157 /* See if the object shape has changed */ 00158 if (m_lastShapeUpdate != m_gameobj->GetLastFrame()) { 00159 /* the key coefficient have been set already, we just need to blend the keys */ 00160 Object* blendobj = m_gameobj->GetBlendObject(); 00161 00162 // make sure the vertex weight cache is in line with this object 00163 m_pMeshObject->CheckWeightCache(blendobj); 00164 00165 /* we will blend the key directly in m_transverts array: it is used by armature as the start position */ 00166 /* m_bmesh->key can be NULL in case of Modifier deformer */ 00167 if (m_bmesh->key) { 00168 /* store verts locally */ 00169 VerifyStorage(); 00170 00171 do_rel_key(0, m_bmesh->totvert, m_bmesh->totvert, (char *)(float *)m_transverts, m_bmesh->key, NULL, 0); /* last arg is ignored */ 00172 m_bDynamic = true; 00173 } 00174 00175 // Don't release the weight array as in Blender, it will most likely be reusable on next frame 00176 // The weight array are ultimately deleted when the skin mesh is destroyed 00177 00178 /* Update the current frame */ 00179 m_lastShapeUpdate=m_gameobj->GetLastFrame(); 00180 00181 // As we have changed, the mesh, the skin deformer must update as well. 00182 // This will force the update 00183 BL_SkinDeformer::ForceUpdate(); 00184 bShapeUpdate = true; 00185 } 00186 // check for armature deform 00187 bSkinUpdate = BL_SkinDeformer::UpdateInternal(bShapeUpdate && m_bDynamic); 00188 00189 // non dynamic deformer = Modifer without armature and shape keys, no need to create storage 00190 if (!bSkinUpdate && bShapeUpdate && m_bDynamic) { 00191 // this means that there is no armature, we still need to 00192 // update the normal (was not done after shape key calculation) 00193 00194 #ifdef __NLA_DEFNORMALS 00195 if (m_recalcNormal) 00196 RecalcNormals(); 00197 #endif 00198 bSkinUpdate = true; 00199 } 00200 return bSkinUpdate; 00201 } 00202 00203 Key *BL_ShapeDeformer::GetKey() 00204 { 00205 return m_bmesh->key; 00206 } 00207 00208 void BL_ShapeDeformer::SetKey(Key *key) 00209 { 00210 m_bmesh->key = key; 00211 }