forked from bartvdbraak/blender
5b722b1e87
Even a static mesh can be used as replacement: the mesh will be instantiated with the soft body settings of the object. The position and orientation of the soft body is preserved after the replacement. Known limitation: the velocity of the soft body is reset aftet the replacement. This is because soft body don't have a well defined velocity.
119 lines
3.1 KiB
C++
119 lines
3.1 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_SKINDEFORMER
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#define BL_SKINDEFORMER
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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 "GEN_HashedPtr.h"
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#include "BL_MeshDeformer.h"
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#include "BL_ArmatureObject.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_object_types.h"
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#include "BKE_armature.h"
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#include "RAS_Deformer.h"
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class BL_SkinDeformer : public BL_MeshDeformer
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{
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public:
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// void SetArmatureController (BL_ArmatureController *cont);
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virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map);
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void SetArmature (class BL_ArmatureObject *armobj);
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BL_SkinDeformer(BL_DeformableGameObject *gameobj,
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struct Object *bmeshobj,
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class RAS_MeshObject *mesh,
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BL_ArmatureObject* arma = NULL);
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/* this second constructor is needed for making a mesh deformable on the fly. */
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BL_SkinDeformer(BL_DeformableGameObject *gameobj,
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struct Object *bmeshobj_old,
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struct Object *bmeshobj_new,
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class RAS_MeshObject *mesh,
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bool release_object,
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bool recalc_normal,
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BL_ArmatureObject* arma = NULL);
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virtual RAS_Deformer *GetReplica();
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virtual void ProcessReplica();
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virtual ~BL_SkinDeformer();
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bool Update (void);
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bool UpdateInternal (bool shape_applied);
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bool Apply (class RAS_IPolyMaterial *polymat);
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bool UpdateBuckets(void)
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{
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// update the deformer and all the mesh slots; Apply() does it well, so just call it.
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return Apply(NULL);
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}
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bool PoseUpdated(void)
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{
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if (m_armobj && m_lastArmaUpdate!=m_armobj->GetLastFrame()) {
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return true;
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}
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return false;
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}
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void ForceUpdate()
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{
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m_lastArmaUpdate = -1.0;
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};
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virtual bool ShareVertexArray()
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{
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return false;
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}
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protected:
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BL_ArmatureObject* m_armobj; // Our parent object
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float m_time;
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double m_lastArmaUpdate;
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//ListBase* m_defbase;
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float m_obmat[4][4]; // the reference matrix for skeleton deform
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bool m_releaseobject;
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bool m_poseApplied;
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bool m_recalcNormal;
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#ifdef WITH_CXX_GUARDEDALLOC
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public:
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void *operator new( unsigned int num_bytes) { return MEM_mallocN(num_bytes, "GE:BL_SkinDeformer"); }
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void operator delete( void *mem ) { MEM_freeN(mem); }
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#endif
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};
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#endif
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