227 lines
		
	
	
		
			6.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			227 lines
		
	
	
		
			6.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * ***** BEGIN GPL LICENSE BLOCK *****
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 *
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software Foundation,
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 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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 *
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 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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 * All rights reserved.
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 *
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 * The Original Code is: all of this file.
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 *
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 * Contributor(s): none yet.
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 *
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 * ***** END GPL LICENSE BLOCK *****
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 */
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/** \file gameengine/Converter/BL_ModifierDeformer.cpp
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 *  \ingroup bgeconv
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 */
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#if defined(WIN32) && !defined(FREE_WINDOWS)
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#pragma warning (disable : 4786)
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#endif //WIN32
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#include "MEM_guardedalloc.h"
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#include "BL_ModifierDeformer.h"
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#include "CTR_Map.h"
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#include "STR_HashedString.h"
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#include "RAS_IPolygonMaterial.h"
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#include "RAS_MeshObject.h"
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#include "PHY_IGraphicController.h"
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//#include "BL_ArmatureController.h"
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#include "DNA_armature_types.h"
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#include "DNA_action_types.h"
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#include "DNA_key_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_ipo_types.h"
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#include "DNA_curve_types.h"
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#include "DNA_modifier_types.h"
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#include "DNA_scene_types.h"
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#include "BLI_utildefines.h"
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#include "BKE_armature.h"
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#include "BKE_action.h"
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#include "BKE_key.h"
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#include "BKE_ipo.h"
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#include "MT_Point3.h"
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extern "C"{
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	#include "BKE_customdata.h"
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	#include "BKE_DerivedMesh.h"
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	#include "BKE_lattice.h"
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	#include "BKE_modifier.h"
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}
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#include "BLI_blenlib.h"
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#include "BLI_math.h"
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#define __NLA_DEFNORMALS
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//#undef __NLA_DEFNORMALS
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BL_ModifierDeformer::~BL_ModifierDeformer()
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{
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	if (m_dm) {
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		// deformedOnly is used as a user counter
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		if (--m_dm->deformedOnly == 0) {
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			m_dm->needsFree = 1;
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			m_dm->release(m_dm);
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		}
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	}
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};
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RAS_Deformer *BL_ModifierDeformer::GetReplica()
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{
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	BL_ModifierDeformer *result;
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	result = new BL_ModifierDeformer(*this);
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	result->ProcessReplica();
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	return result;
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}
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void BL_ModifierDeformer::ProcessReplica()
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{
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	/* Note! - This is not inherited from PyObjectPlus */
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	BL_ShapeDeformer::ProcessReplica();
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	if (m_dm)
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		// by default try to reuse mesh, deformedOnly is used as a user count
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		m_dm->deformedOnly++;
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	// this will force an update and if the mesh cannot be reused, a new one will be created
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	m_lastModifierUpdate = -1;
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}
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bool BL_ModifierDeformer::HasCompatibleDeformer(Object *ob)
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{
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	if (!ob->modifiers.first)
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		return false;
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	// soft body cannot use mesh modifiers
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	if ((ob->gameflag & OB_SOFT_BODY) != 0)
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		return false;
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	ModifierData* md;
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	for (md = (ModifierData*)ob->modifiers.first; md; md = (ModifierData*)md->next) {
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		if (modifier_dependsOnTime(md))
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			continue;
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		if (!(md->mode & eModifierMode_Realtime))
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			continue;
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		/* armature modifier are handled by SkinDeformer, not ModifierDeformer */
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		if (md->type == eModifierType_Armature )
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			continue;
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		return true;
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	}
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	return false;
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}
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bool BL_ModifierDeformer::HasArmatureDeformer(Object *ob)
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{
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	if (!ob->modifiers.first)
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		return false;
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	ModifierData* md = (ModifierData*)ob->modifiers.first;
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	if(md->type == eModifierType_Armature )
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		return true;
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	return false;
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}
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// return a deformed mesh that supports mapping (with a valid CD_ORIGINDEX layer)
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struct DerivedMesh* BL_ModifierDeformer::GetPhysicsMesh()
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{
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	// we need to compute the deformed mesh taking into account the current
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	// shape and skin deformers, we cannot just call mesh_create_derived_physics()
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	// because that would use the m_transvers already deformed previously by BL_ModifierDeformer::Update(),
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	// so restart from scratch by forcing a full update the shape/skin deformers 
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	// (will do nothing if there is no such deformer)
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	BL_ShapeDeformer::ForceUpdate();
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	BL_ShapeDeformer::Update();
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	// now apply the modifiers but without those that don't support mapping
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	Object* blendobj = m_gameobj->GetBlendObject();
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	/* hack: the modifiers require that the mesh is attached to the object
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	   It may not be the case here because of replace mesh actuator */
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	Mesh *oldmesh = (Mesh*)blendobj->data;
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	blendobj->data = m_bmesh;
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	DerivedMesh *dm = mesh_create_derived_physics(m_scene, blendobj, m_transverts, CD_MASK_MESH);
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	/* restore object data */
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	blendobj->data = oldmesh;
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	/* m_transverts is correct here (takes into account deform only modifiers) */
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	/* the derived mesh returned by this function must be released by the caller !!! */
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	return dm;
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}
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bool BL_ModifierDeformer::Update(void)
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{
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	bool bShapeUpdate = BL_ShapeDeformer::Update();
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	if (bShapeUpdate || m_lastModifierUpdate != m_gameobj->GetLastFrame()) {
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		// static derived mesh are not updated
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		if (m_dm == NULL || m_bDynamic) {
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			/* execute the modifiers */
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			Object* blendobj = m_gameobj->GetBlendObject();
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			/* hack: the modifiers require that the mesh is attached to the object
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			   It may not be the case here because of replace mesh actuator */
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			Mesh *oldmesh = (Mesh*)blendobj->data;
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			blendobj->data = m_bmesh;
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			/* execute the modifiers */		
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			DerivedMesh *dm = mesh_create_derived_no_virtual(m_scene, blendobj, m_transverts, CD_MASK_MESH);
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			/* restore object data */
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			blendobj->data = oldmesh;
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			/* free the current derived mesh and replace, (dm should never be NULL) */
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			if (m_dm != NULL) {
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				// HACK! use deformedOnly as a user counter
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				if (--m_dm->deformedOnly == 0) {
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					m_dm->needsFree = 1;
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					m_dm->release(m_dm);
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				}
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			}
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			m_dm = dm;
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			// get rid of temporary data
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			m_dm->needsFree = 0;
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			m_dm->release(m_dm);
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			// HACK! use deformedOnly as a user counter
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			m_dm->deformedOnly = 1;
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			/* update the graphic controller */
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			PHY_IGraphicController *ctrl = m_gameobj->GetGraphicController();
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			if (ctrl) {
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				float min_r[3], max_r[3];
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				INIT_MINMAX(min_r, max_r);
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				m_dm->getMinMax(m_dm, min_r, max_r);
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				ctrl->setLocalAabb(min_r, max_r);
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			}
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		}
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		m_lastModifierUpdate=m_gameobj->GetLastFrame();
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		bShapeUpdate = true;
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	}
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	return bShapeUpdate;
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}
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bool BL_ModifierDeformer::Apply(RAS_IPolyMaterial *mat)
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{
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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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