99fdf27af9
============================= * Clean up and optimizations in skinned/deformed mesh code. * Compatibility fixes and clean up in the rasterizer. * Changes related to GLSL shadow buffers which should have no effect, to keep the code in sync with apricot.
100 lines
2.5 KiB
C++
100 lines
2.5 KiB
C++
/**
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* $Id$
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*
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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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#ifndef BL_SHAPEDEFORMER
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#define BL_SHAPEDEFORMER
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#ifdef WIN32
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#pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning
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#endif //WIN32
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#include "BL_SkinDeformer.h"
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#include "BL_DeformableGameObject.h"
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#include <vector>
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struct IpoCurve;
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class BL_ShapeDeformer : public BL_SkinDeformer
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{
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public:
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virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map)
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{
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void **h_obj = (*map)[m_gameobj];
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if (h_obj){
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m_gameobj = (BL_DeformableGameObject*)(*h_obj);
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}
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else
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m_gameobj=NULL;
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// relink the underlying skin deformer
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BL_SkinDeformer::Relink(map);
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};
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BL_ShapeDeformer(BL_DeformableGameObject *gameobj,
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Object *bmeshobj,
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BL_SkinMeshObject *mesh)
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:
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BL_SkinDeformer(gameobj,bmeshobj, mesh),
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m_lastShapeUpdate(-1)
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{
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};
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/* this second constructor is needed for making a mesh deformable on the fly. */
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BL_ShapeDeformer(BL_DeformableGameObject *gameobj,
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struct Object *bmeshobj_old,
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struct Object *bmeshobj_new,
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class BL_SkinMeshObject *mesh,
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bool release_object,
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BL_ArmatureObject* arma = NULL)
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:
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BL_SkinDeformer(gameobj, bmeshobj_old, bmeshobj_new, mesh, release_object, arma),
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m_lastShapeUpdate(-1)
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{
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};
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virtual void ProcessReplica();
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virtual RAS_Deformer *GetReplica();
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virtual ~BL_ShapeDeformer();
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bool Update (void);
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bool LoadShapeDrivers(Object* arma);
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bool ExecuteShapeDrivers(void);
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void ForceUpdate()
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{
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m_lastShapeUpdate = -1.0;
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};
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protected:
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vector<IpoCurve*> m_shapeDrivers;
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double m_lastShapeUpdate;
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};
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#endif
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