BGE: Allow skinned meshes with modifiers to do skinning updates in parallel.
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@@ -197,6 +197,15 @@ bool BL_ModifierDeformer::Update(void)
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}
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m_lastModifierUpdate=m_gameobj->GetLastFrame();
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bShapeUpdate = true;
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int nmat = m_pMeshObject->NumMaterials();
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for (int imat=0; imat<nmat; imat++) {
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RAS_MeshMaterial *mmat = m_pMeshObject->GetMeshMaterial(imat);
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RAS_MeshSlot **slot = mmat->m_slots[(void*)m_gameobj];
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if (!slot || !*slot)
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continue;
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(*slot)->m_pDerivedMesh = m_dm;
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}
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}
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return bShapeUpdate;
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}
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@@ -206,14 +215,5 @@ bool BL_ModifierDeformer::Apply(RAS_IPolyMaterial *mat)
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if (!Update())
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return false;
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// drawing is based on derived mesh, must set it in the mesh slots
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int nmat = m_pMeshObject->NumMaterials();
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for (int imat=0; imat<nmat; imat++) {
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RAS_MeshMaterial *mmat = m_pMeshObject->GetMeshMaterial(imat);
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RAS_MeshSlot **slot = mmat->m_slots[(void*)m_gameobj];
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if (!slot || !*slot)
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continue;
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(*slot)->m_pDerivedMesh = m_dm;
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}
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return true;
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}
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@@ -1601,7 +1601,6 @@ void KX_Scene::AddAnimatedObject(CValue* gameobj)
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static void update_anim_thread_func(TaskPool *pool, void *taskdata, int UNUSED(threadid))
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{
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KX_GameObject *gameobj, *child;
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RAS_Deformer *deformer;
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CListValue *children;
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bool needs_update;
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double curtime = *(double*)BLI_task_pool_userdata(pool);
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@@ -1649,12 +1648,7 @@ static void update_anim_thread_func(TaskPool *pool, void *taskdata, int UNUSED(t
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for (int j=0; j<children->GetCount(); ++j) {
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child = (KX_GameObject*)children->GetValue(j);
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deformer = child->GetDeformer();
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// This check is ugly, but the modifier deformer currently doesn't
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// work if called from here. This is a quick work-around to prevent
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// crashing, but it really should be fixed.
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if (deformer && !dynamic_cast<BL_ModifierDeformer*>(deformer)) {
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if (child->GetDeformer()) {
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child->GetDeformer()->Update();
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}
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}
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