blender/source/gameengine/Converter/BL_ShapeDeformer.h
Campbell Barton ed338da8c9 - WITH_CXX_GUARDEDALLOC working again
- CMake building without python or fluidsim working again (broke in recent commit)
- remove BLI_short_filename(), it wasnt used anywhere.
2010-06-06 01:15:44 +00:00

96 lines
2.5 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 *****
*/
#ifndef BL_SHAPEDEFORMER
#define BL_SHAPEDEFORMER
#ifdef WIN32
#pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning
#endif //WIN32
#include "BL_SkinDeformer.h"
#include "BL_DeformableGameObject.h"
#include <vector>
struct IpoCurve;
class BL_ShapeDeformer : public BL_SkinDeformer
{
public:
BL_ShapeDeformer(BL_DeformableGameObject *gameobj,
Object *bmeshobj,
RAS_MeshObject *mesh)
:
BL_SkinDeformer(gameobj,bmeshobj, mesh),
m_lastShapeUpdate(-1)
{
};
/* this second constructor is needed for making a mesh deformable on the fly. */
BL_ShapeDeformer(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)
:
BL_SkinDeformer(gameobj, bmeshobj_old, bmeshobj_new, mesh, release_object, recalc_normal, arma),
m_lastShapeUpdate(-1)
{
};
virtual RAS_Deformer *GetReplica();
virtual void ProcessReplica();
virtual ~BL_ShapeDeformer();
bool Update (void);
bool LoadShapeDrivers(Object* arma);
bool ExecuteShapeDrivers(void);
void ForceUpdate()
{
m_lastShapeUpdate = -1.0;
};
protected:
vector<IpoCurve*> m_shapeDrivers;
double m_lastShapeUpdate;
#ifdef WITH_CXX_GUARDEDALLOC
public:
void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:BL_ShapeDeformer"); }
void operator delete( void *mem ) { MEM_freeN(mem); }
#endif
};
#endif