Blender  V2.59
BL_ShapeDeformer.cpp
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00001 /*
00002  * $Id: BL_ShapeDeformer.cpp 36523 2011-05-06 20:18:42Z blendix $
00003  *
00004  * ***** BEGIN GPL LICENSE BLOCK *****
00005  *
00006  * This program is free software; you can redistribute it and/or
00007  * modify it under the terms of the GNU General Public License
00008  * as published by the Free Software Foundation; either version 2
00009  * of the License, or (at your option) any later version.
00010  *
00011  * This program is distributed in the hope that it will be useful,
00012  * but WITHOUT ANY WARRANTY; without even the implied warranty of
00013  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00014  * GNU General Public License for more details.
00015  *
00016  * You should have received a copy of the GNU General Public License
00017  * along with this program; if not, write to the Free Software Foundation,
00018  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
00019  *
00020  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
00021  * All rights reserved.
00022  *
00023  * The Original Code is: all of this file.
00024  *
00025  * Contributor(s): none yet.
00026  *
00027  * ***** END GPL LICENSE BLOCK *****
00028  */
00029 
00035 #if defined(WIN32) && !defined(FREE_WINDOWS)
00036 #pragma warning (disable : 4786)
00037 #endif //WIN32
00038 
00039 #include "MEM_guardedalloc.h"
00040 #include "BL_ShapeDeformer.h"
00041 #include "CTR_Map.h"
00042 #include "STR_HashedString.h"
00043 #include "RAS_IPolygonMaterial.h"
00044 #include "RAS_MeshObject.h"
00045 
00046 //#include "BL_ArmatureController.h"
00047 #include "DNA_armature_types.h"
00048 #include "DNA_action_types.h"
00049 #include "DNA_key_types.h"
00050 #include "DNA_mesh_types.h"
00051 #include "DNA_meshdata_types.h"
00052 #include "DNA_ipo_types.h"
00053 #include "DNA_curve_types.h"
00054 #include "BKE_armature.h"
00055 #include "BKE_action.h"
00056 #include "BKE_key.h"
00057 #include "BKE_ipo.h"
00058 #include "MT_Point3.h"
00059 
00060 extern "C"{
00061         #include "BKE_lattice.h"
00062 }
00063  
00064 
00065 #include "BLI_blenlib.h"
00066 #include "BLI_math.h"
00067 
00068 #define __NLA_DEFNORMALS
00069 //#undef __NLA_DEFNORMALS
00070 
00071 
00072 BL_ShapeDeformer::~BL_ShapeDeformer()
00073 {
00074 };
00075 
00076 RAS_Deformer *BL_ShapeDeformer::GetReplica()
00077 {
00078         BL_ShapeDeformer *result;
00079 
00080         result = new BL_ShapeDeformer(*this);
00081         result->ProcessReplica();
00082         return result;
00083 }
00084 
00085 void BL_ShapeDeformer::ProcessReplica()
00086 {
00087         BL_SkinDeformer::ProcessReplica();
00088         m_lastShapeUpdate = -1;
00089 }
00090 
00091 bool BL_ShapeDeformer::LoadShapeDrivers(Object* arma)
00092 {
00093         IpoCurve *icu;
00094 
00095         m_shapeDrivers.clear();
00096         // check if this mesh has armature driven shape keys
00097         if (m_bmesh->key && m_bmesh->key->ipo) {
00098                 for(icu= (IpoCurve*)m_bmesh->key->ipo->curve.first; icu; icu= (IpoCurve*)icu->next) {
00099                         if(icu->driver && 
00100                                 (icu->flag & IPO_MUTE) == 0 &&
00101                                 icu->driver->type == IPO_DRIVER_TYPE_NORMAL &&
00102                                 icu->driver->ob == arma &&
00103                                 icu->driver->blocktype == ID_AR) {
00104                                 // this shape key ipo curve has a driver on the parent armature
00105                                 // record this curve in the shape deformer so that the corresponding
00106                                 m_shapeDrivers.push_back(icu);
00107                         }
00108                 }
00109         }
00110         return !m_shapeDrivers.empty();
00111 }
00112 
00113 bool BL_ShapeDeformer::ExecuteShapeDrivers(void)
00114 {
00115         if (!m_shapeDrivers.empty() && PoseUpdated()) {
00116                 vector<IpoCurve*>::iterator it;
00117 //              void *poin;
00118 //              int type;
00119 
00120                 // the shape drivers use the bone matrix as input. Must 
00121                 // update the matrix now
00122                 m_armobj->ApplyPose();
00123 
00124                 for (it=m_shapeDrivers.begin(); it!=m_shapeDrivers.end(); it++) {
00125                         // no need to set a specific time: this curve has a driver
00126                         // XXX IpoCurve *icu = *it;
00127                         //calc_icu(icu, 1.0f);
00128                         //poin = get_ipo_poin((ID*)m_bmesh->key, icu, &type);
00129                         //if (poin) 
00130                         //      write_ipo_poin(poin, type, icu->curval);
00131                 }
00132 
00133                 ForceUpdate();
00134                 m_armobj->RestorePose();
00135                 m_bDynamic = true;
00136                 return true;
00137         }
00138         return false;
00139 }
00140 
00141 bool BL_ShapeDeformer::Update(void)
00142 {
00143         bool bShapeUpdate = false;
00144         bool bSkinUpdate = false;
00145 
00146         ExecuteShapeDrivers();
00147 
00148         /* See if the object shape has changed */
00149         if (m_lastShapeUpdate != m_gameobj->GetLastFrame()) {
00150                 /* the key coefficient have been set already, we just need to blend the keys */
00151                 Object* blendobj = m_gameobj->GetBlendObject();
00152                 
00153                 // make sure the vertex weight cache is in line with this object
00154                 m_pMeshObject->CheckWeightCache(blendobj);
00155 
00156                 /* we will blend the key directly in m_transverts array: it is used by armature as the start position */
00157                 /* m_bmesh->key can be NULL in case of Modifier deformer */
00158                 if (m_bmesh->key) {
00159                         /* store verts locally */
00160                         VerifyStorage();
00161 
00162                         do_rel_key(0, m_bmesh->totvert, m_bmesh->totvert, (char *)(float *)m_transverts, m_bmesh->key, NULL, 0); /* last arg is ignored */
00163                         m_bDynamic = true;
00164                 }
00165 
00166                 // Don't release the weight array as in Blender, it will most likely be reusable on next frame 
00167                 // The weight array are ultimately deleted when the skin mesh is destroyed
00168                    
00169                 /* Update the current frame */
00170                 m_lastShapeUpdate=m_gameobj->GetLastFrame();
00171 
00172                 // As we have changed, the mesh, the skin deformer must update as well.
00173                 // This will force the update
00174                 BL_SkinDeformer::ForceUpdate();
00175                 bShapeUpdate = true;
00176         }
00177         // check for armature deform
00178         bSkinUpdate = BL_SkinDeformer::UpdateInternal(bShapeUpdate && m_bDynamic);
00179 
00180         // non dynamic deformer = Modifer without armature and shape keys, no need to create storage
00181         if (!bSkinUpdate && bShapeUpdate && m_bDynamic) {
00182                 // this means that there is no armature, we still need to 
00183                 // update the normal (was not done after shape key calculation)
00184 
00185 #ifdef __NLA_DEFNORMALS
00186                 if (m_recalcNormal)
00187                         RecalcNormals();
00188 #endif
00189                 bSkinUpdate = true;
00190         }
00191         return bSkinUpdate;
00192 }