forked from bartvdbraak/blender
c8b4cf9206
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-r19820:HEAD Notes: * Game and sequencer RNA, and sequencer header are now out of date a bit after changes in trunk.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.
108 lines
2.6 KiB
C++
108 lines
2.6 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_MODIFIERDEFORMER
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#define BL_MODIFIERDEFORMER
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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_ShapeDeformer.h"
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#include "BL_DeformableGameObject.h"
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#include <vector>
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struct DerivedMesh;
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struct Object;
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class BL_ModifierDeformer : public BL_ShapeDeformer
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{
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public:
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static bool HasCompatibleDeformer(Object *ob);
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BL_ModifierDeformer(BL_DeformableGameObject *gameobj,
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Scene *scene,
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Object *bmeshobj,
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BL_SkinMeshObject *mesh)
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:
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BL_ShapeDeformer(gameobj,bmeshobj, mesh),
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m_lastModifierUpdate(-1),
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m_scene(scene),
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m_dm(NULL)
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{
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m_recalcNormal = false;
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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_ModifierDeformer(BL_DeformableGameObject *gameobj,
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struct Scene *scene,
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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_ShapeDeformer(gameobj, bmeshobj_old, bmeshobj_new, mesh, release_object, false, arma),
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m_lastModifierUpdate(-1),
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m_scene(scene),
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m_dm(NULL)
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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_ModifierDeformer();
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virtual bool UseVertexArray()
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{
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return false;
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}
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bool Update (void);
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bool Apply(RAS_IPolyMaterial *mat);
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void ForceUpdate()
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{
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m_lastModifierUpdate = -1.0;
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};
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virtual struct DerivedMesh* GetFinalMesh()
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{
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return m_dm;
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}
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protected:
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double m_lastModifierUpdate;
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Scene *m_scene;
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DerivedMesh *m_dm;
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};
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#endif
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