forked from bartvdbraak/blender
cb12337363
anything, only contained a hash map and functions to pass command line args to the game engine. Moved those to container and BlenderRoutines modules.
123 lines
3.2 KiB
C++
123 lines
3.2 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 *****
|
|
*/
|
|
|
|
/** \file BL_SkinDeformer.h
|
|
* \ingroup bgeconv
|
|
*/
|
|
|
|
#ifndef BL_SKINDEFORMER
|
|
#define BL_SKINDEFORMER
|
|
|
|
#if defined(WIN32) && !defined(FREE_WINDOWS)
|
|
#pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning
|
|
#endif //WIN32
|
|
|
|
#include "CTR_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(CTR_Map<class CTR_HashedPtr, void*>*map);
|
|
void SetArmature (class BL_ArmatureObject *armobj);
|
|
|
|
BL_SkinDeformer(BL_DeformableGameObject *gameobj,
|
|
struct Object *bmeshobj,
|
|
class RAS_MeshObject *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 RAS_MeshObject *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 UpdateInternal (bool shape_applied);
|
|
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(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:BL_SkinDeformer"); }
|
|
void operator delete( void *mem ) { MEM_freeN(mem); }
|
|
#endif
|
|
};
|
|
|
|
#endif
|
|
|