blender/source/gameengine/Converter/BL_ShapeDeformer.h
Brecht Van Lommel c8b4cf9206 2.50:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD

Notes:
* Game and sequencer RNA, and sequencer header are now out of date
  a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
  not needed anymore.
  * Fix "duplicate strip" always increase the user count for ipo.
  * IPO pinning on sequencer strips was lost during Undo.
2009-06-08 20:08:19 +00:00

90 lines
2.3 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_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,
BL_SkinMeshObject *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 BL_SkinMeshObject *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;
};
#endif