blender/source/gameengine/Converter/BL_SkinDeformer.h
Chris Want 5d0a207ecb Patch from GSR that a) fixes a whole bunch of GPL/BL license
blocks that were previously missed; and b) greatly increase my
ohloh stats!
2008-04-16 22:40:48 +00:00

103 lines
2.7 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 **h_obj = (*map)[m_armobj];
if (h_obj){
SetArmature( (BL_ArmatureObject*)(*h_obj) );
}
else
m_armobj=NULL;
}
void SetArmature (class BL_ArmatureObject *armobj);
BL_SkinDeformer(struct Object *bmeshobj,
class BL_SkinMeshObject *mesh,
BL_ArmatureObject* arma = NULL)
: //
BL_MeshDeformer(bmeshobj, mesh),
m_armobj(arma),
m_lastUpdate(-1),
m_defbase(&bmeshobj->defbase),
m_releaseobject(false),
m_restoremat(false)
{
};
/* this second constructor is needed for making a mesh deformable on the fly. */
BL_SkinDeformer(struct Object *bmeshobj_old,
struct Object *bmeshobj_new,
class BL_SkinMeshObject *mesh,
bool release_object,
BL_ArmatureObject* arma = NULL);
virtual void ProcessReplica();
virtual RAS_Deformer *GetReplica();
virtual ~BL_SkinDeformer();
void Update (void);
bool Apply (class RAS_IPolyMaterial *polymat);
protected:
BL_ArmatureObject* m_armobj; // Our parent object
float m_time;
double m_lastUpdate;
ListBase* m_defbase;
float m_obmat[4][4]; // the original object matrice in case of dynamic mesh replacement
bool m_restoremat;
bool m_releaseobject;
};
#endif