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BL_SkinDeformer.cpp

/**
 * $Id: BL_SkinDeformer.cpp,v 1.5 2004/03/22 22:01:25 jesterking Exp $
 *
 * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version. The Blender
 * Foundation also sells licenses for use in proprietary software under
 * the Blender License.  See http://www.blender.org/BL/ for information
 * about this.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 *
 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
 * All rights reserved.
 *
 * The Original Code is: all of this file.
 *
 * Contributor(s): none yet.
 *
 * ***** END GPL/BL DUAL LICENSE BLOCK *****
 */

#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

#ifdef WIN32
#pragma warning (disable : 4786)
#endif //WIN32

#include "GEN_Map.h"
#include "STR_HashedString.h"
#include "RAS_IPolygonMaterial.h"
#include "BL_SkinMeshObject.h"

//#include "BL_ArmatureController.h"
#include "BL_SkinDeformer.h"
#include "DNA_armature_types.h"
#include "DNA_action_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "BKE_armature.h"
#include "BKE_action.h"
#include "MT_Point3.h"

#include "BLI_blenlib.h"
#include "BLI_arithb.h"

#define __NLA_DEFNORMALS
//#undef __NLA_DEFNORMALS

BL_SkinDeformer::~BL_SkinDeformer()
{
};

00066 bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat)
{
      size_t                  i, j, index;
      vecVertexArray    array;
#ifdef __NLA_OLDDEFORM
      vecMVertArray     mvarray;
#else
      vecIndexArrays    mvarray;
#endif
      vecMDVertArray    dvarray;
      vecIndexArrays    diarray;

      RAS_TexVert *tv;
#ifdef __NLA_OLDDEFORM
      MVert *mvert;
      MDeformVert *dvert;
#endif
      MT_Point3 pt;
//    float co[3];

      if (!m_armobj)
            return false;

      Update();

      array = m_pMeshObject->GetVertexCache(mat);
#ifdef __NLA_OLDDEFORM
      dvarray = m_pMeshObject->GetDVertCache(mat);
#endif
      mvarray = m_pMeshObject->GetMVertCache(mat);
      diarray = m_pMeshObject->GetDIndexCache(mat);
      

      // For each array
      for (i=0; i<array.size(); i++){
            //    For each vertex
            for (j=0; j<array[i]->size(); j++){

                  tv = &((*array[i])[j]);
                  
                  index = ((*diarray[i])[j]);
#ifdef __NLA_OLDDEFORM
                  pt = tv->xyz();
                  mvert = ((*mvarray[i])[index]);
                  dvert = ((*dvarray[i])[index]);
#endif
                  
                  //    Copy the untransformed data from the original mvert
#ifdef __NLA_OLDDEFORM
                  co[0]=mvert->co[0];
                  co[1]=mvert->co[1];
                  co[2]=mvert->co[2];

                  //    Do the deformation
                  GB_calc_armature_deform(co, dvert);
                  tv->SetXYZ(co);
#else
                  //    Set the data
                  tv->SetXYZ(m_transverts[((*mvarray[i])[index])]);
#ifdef __NLA_DEFNORMALS

                  tv->SetNormal(m_transnors[((*mvarray[i])[index])]);
#endif
#endif
            }
      }
      
      return true;
}

RAS_Deformer *BL_SkinDeformer::GetReplica()
{
      BL_SkinDeformer *result;

      result = new BL_SkinDeformer(*this);
      result->ProcessReplica();
      return result;
}

void BL_SkinDeformer::ProcessReplica()
{
}

void BL_SkinDeformer::Update(void)
{

      /* See if the armature has been updated for this frame */
      if (m_lastUpdate!=m_armobj->GetLastFrame()){    
            
            /* Do all of the posing necessary */
            GB_init_armature_deform (m_defbase, m_premat, m_postmat);
            m_armobj->ApplyPose();
            precalc_armature_posemats (m_armobj->GetArmature());
            for (Bone *curBone=(Bone*)m_armobj->GetArmature()->bonebase.first; curBone; curBone=(Bone*)curBone->next)
                  precalc_bone_defmat(curBone);
            
            VerifyStorage();

            /* Transform the verts & store locally */
            for (int v =0; v<m_bmesh->totvert; v++){
                  float co[3];

                  co[0]=m_bmesh->mvert[v].co[0];
                  co[1]=m_bmesh->mvert[v].co[1];
                  co[2]=m_bmesh->mvert[v].co[2];
                  GB_calc_armature_deform(co, &m_bmesh->dvert[v]);

                  m_transverts[v]=MT_Point3(co);
            }
            
            RecalcNormals();
            

            /* Update the current frame */
            m_lastUpdate=m_armobj->GetLastFrame();
      }
}

void BL_SkinDeformer::SetArmature(BL_ArmatureObject *armobj)
{
      m_armobj = armobj;

      for (bDeformGroup *dg=(bDeformGroup*)m_defbase->first; dg; dg=(bDeformGroup*)dg->next)
                  dg->data = (void*)get_named_bone(m_armobj->GetArmature(), dg->name);
            
            GB_validate_defgroups(m_bmesh, m_defbase);
}

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