blender/source/gameengine/Converter/BL_SkinDeformer.h
Brecht Van Lommel 06d57fdae0 Shape Keys
Internal change to not apply the shape keys to the Mesh vertex coordinates,
but rather use it as part of the derivedmesh/displist evaluation. This only
has one practical advantage right now, which is that you can now make a
linked duplicate and pin it's shape key to a different shape than the first
object.

Further, this makes shape keys correctly fit into the modifier stack design,
which will help implement some other features later. Also it means the mesh
vertex coordinates are now really the orco's.
2009-10-22 09:31:07 +00:00

119 lines
3.1 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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_SKINDEFORMER
#define BL_SKINDEFORMER
#ifdef WIN32
#pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning
#endif //WIN32
#include "GEN_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(GEN_Map<class GEN_HashedPtr, void*>*map);
void SetArmature (class BL_ArmatureObject *armobj);
BL_SkinDeformer(BL_DeformableGameObject *gameobj,
struct Object *bmeshobj,
class BL_SkinMeshObject *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 BL_SkinMeshObject *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( unsigned int num_bytes) { return MEM_mallocN(num_bytes, "GE:BL_SkinDeformer"); }
void operator delete( void *mem ) { MEM_freeN(mem); }
#endif
};
#endif