blender/source/gameengine/Converter/BL_ModifierDeformer.h
Brecht Van Lommel c8b4cf9206 2.50:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD

Notes:
* Game and sequencer RNA, and sequencer header are now out of date
  a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
  not needed anymore.
  * Fix "duplicate strip" always increase the user count for ipo.
  * IPO pinning on sequencer strips was lost during Undo.
2009-06-08 20:08:19 +00:00

108 lines
2.6 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.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef BL_MODIFIERDEFORMER
#define BL_MODIFIERDEFORMER
#ifdef WIN32
#pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning
#endif //WIN32
#include "BL_ShapeDeformer.h"
#include "BL_DeformableGameObject.h"
#include <vector>
struct DerivedMesh;
struct Object;
class BL_ModifierDeformer : public BL_ShapeDeformer
{
public:
static bool HasCompatibleDeformer(Object *ob);
BL_ModifierDeformer(BL_DeformableGameObject *gameobj,
Scene *scene,
Object *bmeshobj,
BL_SkinMeshObject *mesh)
:
BL_ShapeDeformer(gameobj,bmeshobj, mesh),
m_lastModifierUpdate(-1),
m_scene(scene),
m_dm(NULL)
{
m_recalcNormal = false;
};
/* this second constructor is needed for making a mesh deformable on the fly. */
BL_ModifierDeformer(BL_DeformableGameObject *gameobj,
struct Scene *scene,
struct Object *bmeshobj_old,
struct Object *bmeshobj_new,
class BL_SkinMeshObject *mesh,
bool release_object,
BL_ArmatureObject* arma = NULL)
:
BL_ShapeDeformer(gameobj, bmeshobj_old, bmeshobj_new, mesh, release_object, false, arma),
m_lastModifierUpdate(-1),
m_scene(scene),
m_dm(NULL)
{
};
virtual void ProcessReplica();
virtual RAS_Deformer *GetReplica();
virtual ~BL_ModifierDeformer();
virtual bool UseVertexArray()
{
return false;
}
bool Update (void);
bool Apply(RAS_IPolyMaterial *mat);
void ForceUpdate()
{
m_lastModifierUpdate = -1.0;
};
virtual struct DerivedMesh* GetFinalMesh()
{
return m_dm;
}
protected:
double m_lastModifierUpdate;
Scene *m_scene;
DerivedMesh *m_dm;
};
#endif