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_ModifierDeformer.h" 00039 #include "CTR_Map.h" 00040 #include "STR_HashedString.h" 00041 #include "RAS_IPolygonMaterial.h" 00042 #include "RAS_MeshObject.h" 00043 #include "PHY_IGraphicController.h" 00044 00045 //#include "BL_ArmatureController.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 "DNA_ipo_types.h" 00052 #include "DNA_curve_types.h" 00053 #include "DNA_modifier_types.h" 00054 #include "DNA_scene_types.h" 00055 #include "BLI_utildefines.h" 00056 #include "BKE_armature.h" 00057 #include "BKE_action.h" 00058 #include "BKE_key.h" 00059 #include "BKE_ipo.h" 00060 #include "MT_Point3.h" 00061 00062 extern "C"{ 00063 #include "BKE_customdata.h" 00064 #include "BKE_DerivedMesh.h" 00065 #include "BKE_lattice.h" 00066 #include "BKE_modifier.h" 00067 } 00068 00069 00070 #include "BLI_blenlib.h" 00071 #include "BLI_math.h" 00072 00073 #define __NLA_DEFNORMALS 00074 //#undef __NLA_DEFNORMALS 00075 00076 00077 BL_ModifierDeformer::~BL_ModifierDeformer() 00078 { 00079 if (m_dm) { 00080 // deformedOnly is used as a user counter 00081 if (--m_dm->deformedOnly == 0) { 00082 m_dm->needsFree = 1; 00083 m_dm->release(m_dm); 00084 } 00085 } 00086 }; 00087 00088 RAS_Deformer *BL_ModifierDeformer::GetReplica() 00089 { 00090 BL_ModifierDeformer *result; 00091 00092 result = new BL_ModifierDeformer(*this); 00093 result->ProcessReplica(); 00094 return result; 00095 } 00096 00097 void BL_ModifierDeformer::ProcessReplica() 00098 { 00099 /* Note! - This is not inherited from PyObjectPlus */ 00100 BL_ShapeDeformer::ProcessReplica(); 00101 if (m_dm) 00102 // by default try to reuse mesh, deformedOnly is used as a user count 00103 m_dm->deformedOnly++; 00104 // this will force an update and if the mesh cannot be reused, a new one will be created 00105 m_lastModifierUpdate = -1; 00106 } 00107 00108 bool BL_ModifierDeformer::HasCompatibleDeformer(Object *ob) 00109 { 00110 if (!ob->modifiers.first) 00111 return false; 00112 // soft body cannot use mesh modifiers 00113 if ((ob->gameflag & OB_SOFT_BODY) != 0) 00114 return false; 00115 ModifierData* md; 00116 for (md = (ModifierData*)ob->modifiers.first; md; md = (ModifierData*)md->next) { 00117 if (modifier_dependsOnTime(md)) 00118 continue; 00119 if (!(md->mode & eModifierMode_Realtime)) 00120 continue; 00121 /* armature modifier are handled by SkinDeformer, not ModifierDeformer */ 00122 if (md->type == eModifierType_Armature ) 00123 continue; 00124 return true; 00125 } 00126 return false; 00127 } 00128 00129 bool BL_ModifierDeformer::HasArmatureDeformer(Object *ob) 00130 { 00131 if (!ob->modifiers.first) 00132 return false; 00133 00134 ModifierData* md = (ModifierData*)ob->modifiers.first; 00135 if(md->type == eModifierType_Armature ) 00136 return true; 00137 00138 return false; 00139 } 00140 00141 // return a deformed mesh that supports mapping (with a valid CD_ORIGINDEX layer) 00142 struct DerivedMesh* BL_ModifierDeformer::GetPhysicsMesh() 00143 { 00144 // we need to compute the deformed mesh taking into account the current 00145 // shape and skin deformers, we cannot just call mesh_create_derived_physics() 00146 // because that would use the m_transvers already deformed previously by BL_ModifierDeformer::Update(), 00147 // so restart from scratch by forcing a full update the shape/skin deformers 00148 // (will do nothing if there is no such deformer) 00149 BL_ShapeDeformer::ForceUpdate(); 00150 BL_ShapeDeformer::Update(); 00151 // now apply the modifiers but without those that don't support mapping 00152 Object* blendobj = m_gameobj->GetBlendObject(); 00153 /* hack: the modifiers require that the mesh is attached to the object 00154 It may not be the case here because of replace mesh actuator */ 00155 Mesh *oldmesh = (Mesh*)blendobj->data; 00156 blendobj->data = m_bmesh; 00157 DerivedMesh *dm = mesh_create_derived_physics(m_scene, blendobj, m_transverts, CD_MASK_MESH); 00158 /* restore object data */ 00159 blendobj->data = oldmesh; 00160 /* m_transverts is correct here (takes into account deform only modifiers) */ 00161 /* the derived mesh returned by this function must be released by the caller !!! */ 00162 return dm; 00163 } 00164 00165 bool BL_ModifierDeformer::Update(void) 00166 { 00167 bool bShapeUpdate = BL_ShapeDeformer::Update(); 00168 00169 if (bShapeUpdate || m_lastModifierUpdate != m_gameobj->GetLastFrame()) { 00170 // static derived mesh are not updated 00171 if (m_dm == NULL || m_bDynamic) { 00172 /* execute the modifiers */ 00173 Object* blendobj = m_gameobj->GetBlendObject(); 00174 /* hack: the modifiers require that the mesh is attached to the object 00175 It may not be the case here because of replace mesh actuator */ 00176 Mesh *oldmesh = (Mesh*)blendobj->data; 00177 blendobj->data = m_bmesh; 00178 /* execute the modifiers */ 00179 DerivedMesh *dm = mesh_create_derived_no_virtual(m_scene, blendobj, m_transverts, CD_MASK_MESH); 00180 /* restore object data */ 00181 blendobj->data = oldmesh; 00182 /* free the current derived mesh and replace, (dm should never be NULL) */ 00183 if (m_dm != NULL) { 00184 // HACK! use deformedOnly as a user counter 00185 if (--m_dm->deformedOnly == 0) { 00186 m_dm->needsFree = 1; 00187 m_dm->release(m_dm); 00188 } 00189 } 00190 m_dm = dm; 00191 // get rid of temporary data 00192 m_dm->needsFree = 0; 00193 m_dm->release(m_dm); 00194 // HACK! use deformedOnly as a user counter 00195 m_dm->deformedOnly = 1; 00196 /* update the graphic controller */ 00197 PHY_IGraphicController *ctrl = m_gameobj->GetGraphicController(); 00198 if (ctrl) { 00199 float min_r[3], max_r[3]; 00200 INIT_MINMAX(min_r, max_r); 00201 m_dm->getMinMax(m_dm, min_r, max_r); 00202 ctrl->setLocalAabb(min_r, max_r); 00203 } 00204 } 00205 m_lastModifierUpdate=m_gameobj->GetLastFrame(); 00206 bShapeUpdate = true; 00207 } 00208 return bShapeUpdate; 00209 } 00210 00211 bool BL_ModifierDeformer::Apply(RAS_IPolyMaterial *mat) 00212 { 00213 if (!Update()) 00214 return false; 00215 00216 // drawing is based on derived mesh, must set it in the mesh slots 00217 int nmat = m_pMeshObject->NumMaterials(); 00218 for (int imat=0; imat<nmat; imat++) { 00219 RAS_MeshMaterial *mmat = m_pMeshObject->GetMeshMaterial(imat); 00220 RAS_MeshSlot **slot = mmat->m_slots[(void*)m_gameobj]; 00221 if(!slot || !*slot) 00222 continue; 00223 (*slot)->m_pDerivedMesh = m_dm; 00224 } 00225 return true; 00226 }