Patch: [ #2439 ] Makes objects react properly to deformations after a mesh replacemen...
authorKester Maddock <Christopher.Maddock.1@uni.massey.ac.nz>
Mon, 18 Apr 2005 11:44:21 +0000 (11:44 +0000)
committerKester Maddock <Christopher.Maddock.1@uni.massey.ac.nz>
Mon, 18 Apr 2005 11:44:21 +0000 (11:44 +0000)
from brian hayward (bthayward)

Detailed description:
 Currently, when an armature deformed object's mesh is replaced by the ReplaceMesh actuator, the new mesh fails to deform to the armature's movement.

 My patch fixes this by properly replacing the deform controller along with the mesh (when appropriete).

 For instance, if one had an animated character using any of the standard deformation techniques (armature, ipo, RVK, or AVK), that character's mesh would currently be prevented from changing mid-game. It could be replaced, but the new mesh would lack the controller which tells it how to deform. If one wanted to dynamiclly add a hat on top of the character's head, it would require storing a secondary prebuilt character (mesh, armature, logic, ect...) on another layer FOR EACH HAT the character could possibly wear, then swapping out the whole character when the hat change was desired. So if you had 4 possible hat/character combos, you would have 4 character meshes, 4 armatures, 4 sets of logic, and so on. I find this lack of flexibility to be unresonable.

 With my patch, one could accomplish the same thing mearly by making one version of the character in the main layer, and adding an invisible object atop the character's head (which is parented to the head bone). Then whenever it becomes desirable, one can replace the invisible object's mesh with the desirable hat's mesh, then make it visible. With my patch, the hat object would then continue to deform to the character's head regardless of which hat was currently being worn.

 *note 1*
 for armature/mesh deformations, the new mesh must have properly assigned vertex groups which match one or more of the bones of the target armature before the replaceMesh call is made. Otherwise the vertices won't react to the armature because they won't know how. (not sure if vertices can be scripted to change groups after the game has started)

 *note 2*
 The added processing time involved with replacing the object's deform controller is negligible.

source/gameengine/Converter/BL_BlenderDataConversion.cpp
source/gameengine/Converter/BL_DeformableGameObject.h
source/gameengine/Converter/BL_SkinDeformer.h
source/gameengine/GameLogic/SCA_LogicManager.cpp
source/gameengine/GameLogic/SCA_LogicManager.h
source/gameengine/Ketsji/KX_GameObject.cpp
source/gameengine/Ketsji/KX_GameObject.h
source/gameengine/Ketsji/KX_Scene.cpp

index d3b994eda91c8b42dcb1e1b4eb0fcd78a0b877ab..8295600b6cfb0a9f8cb8e2bfa0326894c81e4c97 100644 (file)
@@ -1170,6 +1170,11 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
                        
                        // needed for python scripting
                        logicmgr->RegisterGameObjectName(gameobj->GetName(),gameobj);
+
+                       // needed for dynamic object morphing
+                       logicmgr->RegisterGameObj(gameobj, blenderobject);
+                       for (int i = 0; i < gameobj->GetMeshCount(); i++)
+                               logicmgr->RegisterGameMeshName(gameobj->GetMesh(i)->GetName(), blenderobject);
        
                        converter->RegisterGameObject(gameobj, blenderobject);  
                        
index 1f05d2fcbcc63c67e604063614dcb897371a22d0..720a152575aff7c191938869f80828c199e4815a 100644 (file)
@@ -56,8 +56,9 @@ public:
        BL_DeformableGameObject(void* sgReplicationInfo, SG_Callbacks callbacks) :
                KX_GameObject(sgReplicationInfo,callbacks),
                m_pDeformer(NULL)
-{
-         };
+       {
+               m_isDeformable = true;
+       };
        virtual ~BL_DeformableGameObject();
 
 };
index 255537e5b7acd6cd735ab9d578a25b42b883b146..416266fef9c41fdd3522d8431b566cd1cf56691a 100644 (file)
@@ -79,7 +79,21 @@ public:
                for (bDeformGroup *dg=(bDeformGroup*)m_defbase->first; dg; dg=(bDeformGroup*)dg->next)
                        dg->data = (void*)get_named_bone(barm, dg->name);
 */
-       };      
+       };
+
+       /* this second constructor is needed for making a mesh deformable on the fly. */
+
+       BL_SkinDeformer(        struct Object *bmeshobj_old,
+                                               struct Object *bmeshobj_new,
+                                               class BL_SkinMeshObject *mesh)
+                                               :BL_MeshDeformer(bmeshobj_old, mesh),
+                                               m_armobj(NULL),
+                                               m_lastUpdate(-1),
+                                               m_defbase(&bmeshobj_old->defbase)
+       {
+               GB_build_mats(bmeshobj_new->parent->obmat, bmeshobj_new->obmat, m_premat, m_postmat);
+               GB_validate_defgroups((Mesh*)bmeshobj_old->data, m_defbase);
+       };
 
        virtual void ProcessReplica();
        virtual RAS_Deformer *GetReplica();
index 483a3c59a260824c9ca0302b488c345290705650..262f458abb28e634166d0b85a6f9c18644c70c17 100644 (file)
@@ -116,6 +116,21 @@ void SCA_LogicManager::RegisterGameObjectName(const STR_String& gameobjname,
 
 
 
+void SCA_LogicManager::RegisterGameMeshName(const STR_String& gamemeshname, void* blendobj)
+{
+       STR_HashedString mn = gamemeshname;
+       m_map_gamemeshname_to_blendobj.insert(mn, blendobj);
+}
+
+
+
+void SCA_LogicManager::RegisterGameObj(CValue* gameobj, void* blendobj) 
+{
+       m_map_gameobj_to_blendobj.insert(CHashedPtr(gameobj), blendobj);
+}
+
+
+
 CValue* SCA_LogicManager::GetGameObjectByName(const STR_String& gameobjname)
 {
        STR_HashedString mn = "OB"+gameobjname;
@@ -128,6 +143,22 @@ CValue* SCA_LogicManager::GetGameObjectByName(const STR_String& gameobjname)
 }
 
 
+void* SCA_LogicManager::FindBlendObjByGameObj(CValue* gameobject) 
+{
+       void **obp= m_map_gameobj_to_blendobj[CHashedPtr(gameobject)];
+       return obp?*obp:NULL;
+}
+
+
+
+void* SCA_LogicManager::FindBlendObjByGameMeshName(const STR_String& gamemeshname) 
+{
+       STR_HashedString mn = gamemeshname;
+       void **obp= m_map_gamemeshname_to_blendobj[mn];
+       return obp?*obp:NULL;
+}
+
+
 
 void SCA_LogicManager::RemoveSensor(SCA_ISensor* sensor)
 {
index 7af1190f03b4f924bad4ae4305e782326d4e574a..6e1ddd652cbcb73ba374f0a526f2326ffb7e2503 100644 (file)
@@ -47,6 +47,8 @@
 #include "STR_HashedString.h"
 #include "Value.h"
 
+#include "KX_HashedPtr.h"
+
 using namespace std;
 typedef list<class SCA_IController*> controllerlist;
 
@@ -111,6 +113,9 @@ class SCA_LogicManager
        GEN_Map<STR_HashedString,void*>         m_mapStringToMeshes;
        GEN_Map<STR_HashedString,void*>         m_mapStringToActions;
 
+       GEN_Map<STR_HashedString,void*>         m_map_gamemeshname_to_blendobj;
+       GEN_Map<CHashedPtr,void*>                       m_map_gameobj_to_blendobj;
+
        vector<SmartActuatorPtr>                        m_removedActuators;
 
 public:
@@ -149,6 +154,12 @@ public:
 
        void    RegisterGameObjectName(const STR_String& gameobjname,CValue* gameobj);
        class CValue*   GetGameObjectByName(const STR_String& gameobjname);
+
+       void    RegisterGameMeshName(const STR_String& gamemeshname, void* blendobj);
+       void*   FindBlendObjByGameMeshName(const STR_String& gamemeshname);
+
+       void    RegisterGameObj(CValue* gameobj, void* blendobj);
+       void*   FindBlendObjByGameObj(CValue* gameobj);
 };
 
 #endif //__KX_LOGICMANAGER
index c89bf33b21c3ab2cb0ff777b10ca5cadb97cbe59..6e2c8a3d5d773a7c051ad5eaa883c21dc9b44b4b 100644 (file)
@@ -72,7 +72,8 @@ KX_GameObject::KX_GameObject(
        m_bSuspendDynamics(false),
        m_bUseObjectColor(false),
        m_bVisible(true),
-       m_pPhysicsController1(NULL)
+       m_pPhysicsController1(NULL),
+       m_isDeformable(false)
 {
        m_ignore_activity_culling = false;
        m_pClient_info = new KX_ClientObjectInfo(this, KX_ClientObjectInfo::ACTOR);
index c84d905da8bd9cd5dc850aa9e0278d12085ea622..fa116795ef4a0675e9b9a46a80b21d80ab9e7b72 100644 (file)
@@ -87,6 +87,8 @@ protected:
        MT_CmMatrix4x4                                          m_OpenGL_4x4Matrix;
        
 public:
+       bool                                                            m_isDeformable;
+
        virtual void    /* This function should be virtual - derived classed override it */
        Relink(
                GEN_Map<GEN_HashedPtr, void*> *map
index eb3f8821b62311eb030b91fa2727c1faf069d306..67c056650bb016763c4e73fe64b9c7ce36d6bcb0 100644 (file)
@@ -73,6 +73,9 @@
 #include "PHY_IPhysicsEnvironment.h"
 #include "KX_IPhysicsController.h"
 
+#include "BL_SkinDeformer.h"
+#include "BL_DeformableGameObject.h"
+
 
 void* KX_SceneReplicationFunc(SG_IObject* node,void* gameobj,void* scene)
 {
@@ -719,8 +722,33 @@ void KX_Scene::NewRemoveObject(class CValue* gameobj)
 void KX_Scene::ReplaceMesh(class CValue* gameobj,void* meshobj)
 {
        KX_GameObject* newobj = (KX_GameObject*) gameobj;
+       RAS_MeshObject* mesh = (RAS_MeshObject*) meshobj;
+
        newobj->RemoveMeshes();
-       newobj->AddMesh((RAS_MeshObject*)meshobj);
+       newobj->AddMesh(mesh);
+
+       if (newobj->m_isDeformable && mesh->m_class == 1) {
+               Object* blendobj = (struct Object*)m_logicmgr->FindBlendObjByGameObj(newobj);
+               Object* oldblendobj = (struct Object*)m_logicmgr->FindBlendObjByGameMeshName(mesh->GetName());
+               if (blendobj->parent && blendobj->parent->type == OB_ARMATURE && blendobj->partype==PARSKEL && ((Mesh*)blendobj->data)->dvert) {
+                       BL_SkinDeformer* skindeformer = new BL_SkinDeformer(oldblendobj, blendobj, (BL_SkinMeshObject*)mesh);
+                       skindeformer->SetArmature((BL_ArmatureObject*) newobj->GetParent());
+                       
+                       // FIXME: should the old m_pDeformer be deleted?
+                       // delete ((BL_DeformableGameObject*)newobj)->m_pDeformer
+                       
+                       ((BL_DeformableGameObject*)newobj)->m_pDeformer = skindeformer;
+               }
+               else if (((Mesh*)blendobj->data)->dvert) {
+                       BL_MeshDeformer* meshdeformer = new BL_MeshDeformer(oldblendobj, (BL_SkinMeshObject*)mesh);
+                       
+                       // FIXME: should the old m_pDeformer be deleted?
+                       // delete ((BL_DeformableGameObject*)newobj)->m_pDeformer
+                       
+                       ((BL_DeformableGameObject*)newobj)->m_pDeformer = meshdeformer;
+               }
+       }
+
        newobj->Bucketize();
 }