blender/source/gameengine/Converter/BL_SkinDeformer.h

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/*
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* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
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*
* 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.
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*
* 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,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
* 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 LICENSE BLOCK *****
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*/
/** \file BL_SkinDeformer.h
* \ingroup bgeconv
*/
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#ifndef BL_SKINDEFORMER
#define BL_SKINDEFORMER
#if defined(WIN32) && !defined(FREE_WINDOWS)
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#pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning
#endif //WIN32
#include "GEN_HashedPtr.h"
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#include "BL_MeshDeformer.h"
#include "BL_ArmatureObject.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
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#include "DNA_object_types.h"
#include "BKE_armature.h"
#include "RAS_Deformer.h"
class BL_SkinDeformer : public BL_MeshDeformer
{
public:
// void SetArmatureController (BL_ArmatureController *cont);
virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map);
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void SetArmature (class BL_ArmatureObject *armobj);
BL_SkinDeformer(BL_DeformableGameObject *gameobj,
struct Object *bmeshobj,
class RAS_MeshObject *mesh,
BL_ArmatureObject* arma = NULL);
Patch: [ #2439 ] Makes objects react properly to deformations after a mesh replacement call. 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.
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/* this second constructor is needed for making a mesh deformable on the fly. */
BL_SkinDeformer(BL_DeformableGameObject *gameobj,
struct Object *bmeshobj_old,
struct Object *bmeshobj_new,
class RAS_MeshObject *mesh,
bool release_object,
bool recalc_normal,
BL_ArmatureObject* arma = NULL);
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virtual RAS_Deformer *GetReplica();
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virtual void ProcessReplica();
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virtual ~BL_SkinDeformer();
bool Update (void);
bool UpdateInternal (bool shape_applied);
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bool Apply (class RAS_IPolyMaterial *polymat);
bool UpdateBuckets(void)
{
// update the deformer and all the mesh slots; Apply() does it well, so just call it.
return Apply(NULL);
}
bool PoseUpdated(void)
{
if (m_armobj && m_lastArmaUpdate!=m_armobj->GetLastFrame()) {
return true;
}
return false;
}
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void ForceUpdate()
{
m_lastArmaUpdate = -1.0;
};
virtual bool ShareVertexArray()
{
return false;
}
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protected:
BL_ArmatureObject* m_armobj; // Our parent object
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float m_time;
double m_lastArmaUpdate;
//ListBase* m_defbase;
float m_obmat[4][4]; // the reference matrix for skeleton deform
bool m_releaseobject;
bool m_poseApplied;
bool m_recalcNormal;
#ifdef WITH_CXX_GUARDEDALLOC
public:
void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:BL_SkinDeformer"); }
void operator delete( void *mem ) { MEM_freeN(mem); }
#endif
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};
#endif