soc-2008-mxcurioni: merged changes to revision 15705
[blender.git] / source / gameengine / Converter / BL_SkinDeformer.cpp
index d3442fe529811a2858333496e93afebf4520bc01..f96c40c098fa0ac51d53057980571b3560bc1a87 100644 (file)
@@ -66,7 +66,8 @@ BL_SkinDeformer::BL_SkinDeformer(BL_DeformableGameObject *gameobj,
                                                        m_armobj(arma),
                                                        m_lastArmaUpdate(-1),
                                                        m_defbase(&bmeshobj->defbase),
-                                                       m_releaseobject(false)
+                                                       m_releaseobject(false),
+                                                       m_poseApplied(false)
 {
        Mat4CpyMat4(m_obmat, bmeshobj->obmat);
 };
@@ -98,32 +99,28 @@ BL_SkinDeformer::~BL_SkinDeformer()
                m_armobj->Release();
 }
 
-bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *)
+bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat)
 {
        size_t i, j;
 
-       if (!Update())
-               // no need to update the cache
-               return false;
+       // update the vertex in m_transverts
+       Update();
 
-       // Update all materials at once, so we can do the above update test
-       // without ending up with some materials not updated
-       for(RAS_MaterialBucket::Set::iterator mit = m_pMeshObject->GetFirstMaterial();
-               mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
-               RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial();
+       // The vertex cache can only be updated for this deformer:
+       // Duplicated objects with more than one ploymaterial (=multiple mesh slot per object)
+       // share the same mesh (=the same cache). As the rendering is done per polymaterial
+       // cycling through the objects, the entire mesh cache cannot be updated in one shot.
+       vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat);
 
-               vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat);
+       // For each array
+       for (i=0; i<vertexarrays.size(); i++) {
+               KX_VertexArray& vertexarray = (*vertexarrays[i]);
 
-               // For each array
-               for (i=0; i<vertexarrays.size(); i++) {
-                       KX_VertexArray& vertexarray = (*vertexarrays[i]);
-
-                       // For each vertex
-                       // copy the untransformed data from the original mvert
-                       for (j=0; j<vertexarray.size(); j++) {
-                               RAS_TexVert& v = vertexarray[j];
-                               v.SetXYZ(m_transverts[v.getOrigIndex()]);
-                       }
+               // For each vertex
+               // copy the untransformed data from the original mvert
+               for (j=0; j<vertexarray.size(); j++) {
+                       RAS_TexVert& v = vertexarray[j];
+                       v.SetXYZ(m_transverts[v.getOrigIndex()]);
                }
        }
 
@@ -153,9 +150,11 @@ bool BL_SkinDeformer::Update(void)
                
                /* XXX note: where_is_pose() (from BKE_armature.h) calculates all matrices needed to start deforming */
                /* but it requires the blender object pointer... */
-
                Object* par_arma = m_armobj->GetArmatureObject();
-               where_is_pose( par_arma ); 
+               if (!PoseApplied()){
+                       m_armobj->ApplyPose();
+                       where_is_pose( par_arma ); 
+               }
 
                /* store verts locally */
                VerifyStorage();
@@ -180,7 +179,8 @@ bool BL_SkinDeformer::Update(void)
 
                /* Update the current frame */
                m_lastArmaUpdate=m_armobj->GetLastFrame();
-               
+               /* reset for next frame */
+               PoseApplied(false);
                /* indicate that the m_transverts and normals are up to date */
                return true;
        }