forked from bartvdbraak/blender
820c2df12c
To take advantage of this feature, you must have a mesh with relative shape keys and shape Ipo curves with drivers referring to bones of the mesh's parent armature. The BGE will automatically detect the dependency between the shape keys and the armature and execute the Ipo drivers during the rendering of the armature actions. This technique is used to make the armature action more natural: the shape keys compensate in places where the armature deformation is uggly and the drivers make sure that the shape correction is synchronized with the bone position. Note: This is not compatible with shape actions; BLender does not allow to have Shape Ipo Curves and Shape actions at the same time.
108 lines
2.7 KiB
C++
108 lines
2.7 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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{
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if (m_armobj){
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void **h_obj = (*map)[m_armobj];
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if (h_obj){
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SetArmature( (BL_ArmatureObject*)(*h_obj) );
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}
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else
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m_armobj=NULL;
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}
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}
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void SetArmature (class BL_ArmatureObject *armobj);
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BL_SkinDeformer(struct Object *bmeshobj,
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class BL_SkinMeshObject *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(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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virtual void ProcessReplica();
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virtual RAS_Deformer *GetReplica();
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virtual ~BL_SkinDeformer();
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bool Update (void);
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bool Apply (class RAS_IPolyMaterial *polymat);
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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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m_armobj->ApplyPose();
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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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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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};
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#endif
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