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Blender
V2.59
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00001 /* 00002 * $Id: BL_ModifierDeformer.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_ModifierDeformer.h" 00041 #include "CTR_Map.h" 00042 #include "STR_HashedString.h" 00043 #include "RAS_IPolygonMaterial.h" 00044 #include "RAS_MeshObject.h" 00045 #include "PHY_IGraphicController.h" 00046 00047 //#include "BL_ArmatureController.h" 00048 #include "DNA_armature_types.h" 00049 #include "DNA_action_types.h" 00050 #include "DNA_key_types.h" 00051 #include "DNA_mesh_types.h" 00052 #include "DNA_meshdata_types.h" 00053 #include "DNA_ipo_types.h" 00054 #include "DNA_curve_types.h" 00055 #include "DNA_modifier_types.h" 00056 #include "DNA_scene_types.h" 00057 #include "BLI_utildefines.h" 00058 #include "BKE_armature.h" 00059 #include "BKE_action.h" 00060 #include "BKE_key.h" 00061 #include "BKE_ipo.h" 00062 #include "MT_Point3.h" 00063 00064 extern "C"{ 00065 #include "BKE_customdata.h" 00066 #include "BKE_DerivedMesh.h" 00067 #include "BKE_lattice.h" 00068 #include "BKE_modifier.h" 00069 } 00070 00071 00072 #include "BLI_blenlib.h" 00073 #include "BLI_math.h" 00074 00075 #define __NLA_DEFNORMALS 00076 //#undef __NLA_DEFNORMALS 00077 00078 00079 BL_ModifierDeformer::~BL_ModifierDeformer() 00080 { 00081 if (m_dm) { 00082 // deformedOnly is used as a user counter 00083 if (--m_dm->deformedOnly == 0) { 00084 m_dm->needsFree = 1; 00085 m_dm->release(m_dm); 00086 } 00087 } 00088 }; 00089 00090 RAS_Deformer *BL_ModifierDeformer::GetReplica() 00091 { 00092 BL_ModifierDeformer *result; 00093 00094 result = new BL_ModifierDeformer(*this); 00095 result->ProcessReplica(); 00096 return result; 00097 } 00098 00099 void BL_ModifierDeformer::ProcessReplica() 00100 { 00101 /* Note! - This is not inherited from PyObjectPlus */ 00102 BL_ShapeDeformer::ProcessReplica(); 00103 if (m_dm) 00104 // by default try to reuse mesh, deformedOnly is used as a user count 00105 m_dm->deformedOnly++; 00106 // this will force an update and if the mesh cannot be reused, a new one will be created 00107 m_lastModifierUpdate = -1; 00108 } 00109 00110 bool BL_ModifierDeformer::HasCompatibleDeformer(Object *ob) 00111 { 00112 if (!ob->modifiers.first) 00113 return false; 00114 // soft body cannot use mesh modifiers 00115 if ((ob->gameflag & OB_SOFT_BODY) != 0) 00116 return false; 00117 ModifierData* md; 00118 for (md = (ModifierData*)ob->modifiers.first; md; md = (ModifierData*)md->next) { 00119 if (modifier_dependsOnTime(md)) 00120 continue; 00121 if (!(md->mode & eModifierMode_Realtime)) 00122 continue; 00123 /* armature modifier are handled by SkinDeformer, not ModifierDeformer */ 00124 if (md->type == eModifierType_Armature ) 00125 continue; 00126 return true; 00127 } 00128 return false; 00129 } 00130 00131 bool BL_ModifierDeformer::HasArmatureDeformer(Object *ob) 00132 { 00133 if (!ob->modifiers.first) 00134 return false; 00135 00136 ModifierData* md = (ModifierData*)ob->modifiers.first; 00137 if(md->type == eModifierType_Armature ) 00138 return true; 00139 00140 return false; 00141 } 00142 00143 // return a deformed mesh that supports mapping (with a valid CD_ORIGINDEX layer) 00144 struct DerivedMesh* BL_ModifierDeformer::GetPhysicsMesh() 00145 { 00146 // we need to compute the deformed mesh taking into account the current 00147 // shape and skin deformers, we cannot just call mesh_create_derived_physics() 00148 // because that would use the m_transvers already deformed previously by BL_ModifierDeformer::Update(), 00149 // so restart from scratch by forcing a full update the shape/skin deformers 00150 // (will do nothing if there is no such deformer) 00151 BL_ShapeDeformer::ForceUpdate(); 00152 BL_ShapeDeformer::Update(); 00153 // now apply the modifiers but without those that don't support mapping 00154 Object* blendobj = m_gameobj->GetBlendObject(); 00155 /* hack: the modifiers require that the mesh is attached to the object 00156 It may not be the case here because of replace mesh actuator */ 00157 Mesh *oldmesh = (Mesh*)blendobj->data; 00158 blendobj->data = m_bmesh; 00159 DerivedMesh *dm = mesh_create_derived_physics(m_scene, blendobj, m_transverts, CD_MASK_MESH); 00160 /* restore object data */ 00161 blendobj->data = oldmesh; 00162 /* m_transverts is correct here (takes into account deform only modifiers) */ 00163 /* the derived mesh returned by this function must be released by the caller !!! */ 00164 return dm; 00165 } 00166 00167 bool BL_ModifierDeformer::Update(void) 00168 { 00169 bool bShapeUpdate = BL_ShapeDeformer::Update(); 00170 00171 if (bShapeUpdate || m_lastModifierUpdate != m_gameobj->GetLastFrame()) { 00172 // static derived mesh are not updated 00173 if (m_dm == NULL || m_bDynamic) { 00174 /* execute the modifiers */ 00175 Object* blendobj = m_gameobj->GetBlendObject(); 00176 /* hack: the modifiers require that the mesh is attached to the object 00177 It may not be the case here because of replace mesh actuator */ 00178 Mesh *oldmesh = (Mesh*)blendobj->data; 00179 blendobj->data = m_bmesh; 00180 /* execute the modifiers */ 00181 DerivedMesh *dm = mesh_create_derived_no_virtual(m_scene, blendobj, m_transverts, CD_MASK_MESH); 00182 /* restore object data */ 00183 blendobj->data = oldmesh; 00184 /* free the current derived mesh and replace, (dm should never be NULL) */ 00185 if (m_dm != NULL) { 00186 // HACK! use deformedOnly as a user counter 00187 if (--m_dm->deformedOnly == 0) { 00188 m_dm->needsFree = 1; 00189 m_dm->release(m_dm); 00190 } 00191 } 00192 m_dm = dm; 00193 // get rid of temporary data 00194 m_dm->needsFree = 0; 00195 m_dm->release(m_dm); 00196 // HACK! use deformedOnly as a user counter 00197 m_dm->deformedOnly = 1; 00198 /* update the graphic controller */ 00199 PHY_IGraphicController *ctrl = m_gameobj->GetGraphicController(); 00200 if (ctrl) { 00201 float min_r[3], max_r[3]; 00202 INIT_MINMAX(min_r, max_r); 00203 m_dm->getMinMax(m_dm, min_r, max_r); 00204 ctrl->setLocalAabb(min_r, max_r); 00205 } 00206 } 00207 m_lastModifierUpdate=m_gameobj->GetLastFrame(); 00208 bShapeUpdate = true; 00209 } 00210 return bShapeUpdate; 00211 } 00212 00213 bool BL_ModifierDeformer::Apply(RAS_IPolyMaterial *mat) 00214 { 00215 if (!Update()) 00216 return false; 00217 00218 // drawing is based on derived mesh, must set it in the mesh slots 00219 int nmat = m_pMeshObject->NumMaterials(); 00220 for (int imat=0; imat<nmat; imat++) { 00221 RAS_MeshMaterial *mmat = m_pMeshObject->GetMeshMaterial(imat); 00222 RAS_MeshSlot **slot = mmat->m_slots[(void*)m_gameobj]; 00223 if(!slot || !*slot) 00224 continue; 00225 (*slot)->m_pDerivedMesh = m_dm; 00226 } 00227 return true; 00228 }