blender/source/gameengine/Converter/BL_SkinDeformer.h
Campbell Barton 14d33b3c1f BGE guardedalloc, Uses WITH_CXX_GUARDEDALLOC but gives a string to MEM_mallocN for better tracking memory usage.
* off by default.
* new/delete are at the bottom of each class
* python BGE objects have the new/delete in the Py_Header macro.
2009-08-18 15:37:31 +00:00

118 lines
3.1 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_SKINDEFORMER
#define BL_SKINDEFORMER
#ifdef WIN32
#pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning
#endif //WIN32
#include "GEN_HashedPtr.h"
#include "BL_MeshDeformer.h"
#include "BL_ArmatureObject.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#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);
void SetArmature (class BL_ArmatureObject *armobj);
BL_SkinDeformer(BL_DeformableGameObject *gameobj,
struct Object *bmeshobj,
class BL_SkinMeshObject *mesh,
BL_ArmatureObject* arma = NULL);
/* 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 BL_SkinMeshObject *mesh,
bool release_object,
bool recalc_normal,
BL_ArmatureObject* arma = NULL);
virtual RAS_Deformer *GetReplica();
virtual void ProcessReplica();
virtual ~BL_SkinDeformer();
bool Update (void);
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;
}
void ForceUpdate()
{
m_lastArmaUpdate = -1.0;
};
virtual bool ShareVertexArray()
{
return false;
}
protected:
BL_ArmatureObject* m_armobj; // Our parent object
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( unsigned int num_bytes) { return MEM_mallocN(num_bytes, "GE:BL_SkinDeformer"); }
void operator delete( void *mem ) { MEM_freeN(mem); }
#endif
};
#endif