blender/source/gameengine/Rasterizer/RAS_Deformer.h
Erwin Coumans 6732718ef1 don't apply vertex transformation for deformable game soft bodies.
set a fake world transform for game soft bodies, based on center of the AABB, so visiblity and some game logic works. note: this world transform is not smooth.
2008-09-25 21:04:41 +00:00

58 lines
1.5 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* 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,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
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* The Original Code is: all of this file.
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* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef RAS_DEFORMER
#define RAS_DEFORMER
#ifdef WIN32
#pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning
#endif //WIN32
#include "GEN_Map.h"
class RAS_Deformer
{
public:
RAS_Deformer(){};
virtual ~RAS_Deformer(){};
virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map)=0;
virtual bool Apply(class RAS_IPolyMaterial *polymat)=0;
virtual bool Update(void)=0;
virtual RAS_Deformer *GetReplica()=0;
virtual bool SkipVertexTransform()
{
return false;
}
protected:
class RAS_MeshObject *m_pMesh;
};
#endif