but don't have an action got the pose of already added armatures, even though they're not related. This also fixes an issue where the armature in Blender would end up in the pose from the game after ESC, removes unneeded copies made during armature evaluation, and also solves the constraint copying hack.
183 lines
4.8 KiB
C++
183 lines
4.8 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifdef WIN32
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#pragma warning (disable : 4786)
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#endif //WIN32
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#include "MEM_guardedalloc.h"
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#include "BL_ShapeDeformer.h"
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#include "GEN_Map.h"
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#include "STR_HashedString.h"
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#include "RAS_IPolygonMaterial.h"
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#include "BL_SkinMeshObject.h"
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//#include "BL_ArmatureController.h"
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#include "DNA_armature_types.h"
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#include "DNA_action_types.h"
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#include "DNA_key_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_ipo_types.h"
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#include "DNA_curve_types.h"
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#include "BKE_armature.h"
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#include "BKE_action.h"
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#include "BKE_key.h"
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#include "BKE_ipo.h"
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#include "MT_Point3.h"
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extern "C"{
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#include "BKE_lattice.h"
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}
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#include "BKE_utildefines.h"
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#include "BLI_blenlib.h"
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#include "BLI_arithb.h"
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#define __NLA_DEFNORMALS
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//#undef __NLA_DEFNORMALS
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BL_ShapeDeformer::~BL_ShapeDeformer()
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{
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};
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RAS_Deformer *BL_ShapeDeformer::GetReplica()
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{
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BL_ShapeDeformer *result;
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result = new BL_ShapeDeformer(*this);
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result->ProcessReplica();
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return result;
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}
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void BL_ShapeDeformer::ProcessReplica()
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{
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}
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bool BL_ShapeDeformer::LoadShapeDrivers(Object* arma)
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{
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IpoCurve *icu;
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m_shapeDrivers.clear();
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// check if this mesh has armature driven shape keys
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if (m_bmesh->key->ipo) {
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for(icu= (IpoCurve*)m_bmesh->key->ipo->curve.first; icu; icu= (IpoCurve*)icu->next) {
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if(icu->driver &&
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(icu->flag & IPO_MUTE) == 0 &&
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icu->driver->type == IPO_DRIVER_TYPE_NORMAL &&
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icu->driver->ob == arma &&
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icu->driver->blocktype == ID_AR) {
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// this shape key ipo curve has a driver on the parent armature
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// record this curve in the shape deformer so that the corresponding
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m_shapeDrivers.push_back(icu);
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}
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}
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}
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return !m_shapeDrivers.empty();
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}
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bool BL_ShapeDeformer::ExecuteShapeDrivers(void)
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{
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if (!m_shapeDrivers.empty() && PoseUpdated()) {
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vector<IpoCurve*>::iterator it;
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void *poin;
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int type;
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// the shape drivers use the bone matrix as input. Must
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// update the matrix now
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m_armobj->ApplyPose();
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for (it=m_shapeDrivers.begin(); it!=m_shapeDrivers.end(); it++) {
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// no need to set a specific time: this curve has a driver
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IpoCurve *icu = *it;
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calc_icu(icu, 1.0f);
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poin = get_ipo_poin((ID*)m_bmesh->key, icu, &type);
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if (poin)
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write_ipo_poin(poin, type, icu->curval);
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}
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ForceUpdate();
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m_armobj->RestorePose();
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return true;
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}
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return false;
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}
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bool BL_ShapeDeformer::Update(void)
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{
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bool bShapeUpdate = false;
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bool bSkinUpdate = false;
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ExecuteShapeDrivers();
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/* See if the object shape has changed */
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if (m_lastShapeUpdate != m_gameobj->GetLastFrame()) {
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/* the key coefficient have been set already, we just need to blend the keys */
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Object* blendobj = m_gameobj->GetBlendObject();
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// make sure the vertex weight cache is in line with this object
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m_pMeshObject->CheckWeightCache(blendobj);
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/* we will blend the key directly in mvert array: it is used by armature as the start position */
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do_rel_key(0, m_bmesh->totvert, m_bmesh->totvert, (char *)m_bmesh->mvert->co, m_bmesh->key, 0);
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// Don't release the weight array as in Blender, it will most likely be reusable on next frame
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// The weight array are ultimately deleted when the skin mesh is destroyed
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/* Update the current frame */
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m_lastShapeUpdate=m_gameobj->GetLastFrame();
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// As we have changed, the mesh, the skin deformer must update as well.
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// This will force the update
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BL_SkinDeformer::ForceUpdate();
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bShapeUpdate = true;
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}
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// check for armature deform
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bSkinUpdate = BL_SkinDeformer::Update();
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if (!bSkinUpdate && bShapeUpdate) {
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// this means that there is no armature, we still need to copy the vertex to m_transverts
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// and update the normal (was not done after shape key calculation)
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/* store verts locally */
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VerifyStorage();
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for (int v =0; v<m_bmesh->totvert; v++)
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VECCOPY(m_transverts[v], m_bmesh->mvert[v].co);
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#ifdef __NLA_DEFNORMALS
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RecalcNormals();
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#endif
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bSkinUpdate = true;
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}
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return bSkinUpdate;
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}
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