forked from bartvdbraak/blender
fc66b3f2ef
Support for physics is done by skiping the modifiers that don't support mapping to original mesh. This mapping is required to report the hit polygon to the application by the rayCast() function. Support for graphics is done by using the same render function that blender uses for the 3D view. This guantees equal result. Limitation: there is still a known bug if all these conditions are met: - Display list enabled - Old tex face with a several textures mapped to the same material - no armature or shape keys - active modifiers In this case, only a part of the mesh will be rendered with the wrong texture. To avoid this bug, use the GLSL materials or make sure to have 1 material=1 texture in your old tex face objects.
116 lines
3.0 KiB
C++
116 lines
3.0 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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_MODIFIERDEFORMER
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#define BL_MODIFIERDEFORMER
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#if defined(WIN32) && !defined(FREE_WINDOWS)
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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 "BL_ShapeDeformer.h"
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#include "BL_DeformableGameObject.h"
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#include <vector>
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struct DerivedMesh;
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struct Object;
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class BL_ModifierDeformer : public BL_ShapeDeformer
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{
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public:
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static bool HasCompatibleDeformer(Object *ob);
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static bool HasArmatureDeformer(Object *ob);
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BL_ModifierDeformer(BL_DeformableGameObject *gameobj,
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Scene *scene,
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Object *bmeshobj,
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RAS_MeshObject *mesh)
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:
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BL_ShapeDeformer(gameobj,bmeshobj, mesh),
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m_lastModifierUpdate(-1),
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m_scene(scene),
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m_dm(NULL)
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{
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m_recalcNormal = false;
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};
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/* this second constructor is needed for making a mesh deformable on the fly. */
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BL_ModifierDeformer(BL_DeformableGameObject *gameobj,
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struct Scene *scene,
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struct Object *bmeshobj_old,
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struct Object *bmeshobj_new,
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class RAS_MeshObject *mesh,
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bool release_object,
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BL_ArmatureObject* arma = NULL)
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:
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BL_ShapeDeformer(gameobj, bmeshobj_old, bmeshobj_new, mesh, release_object, false, arma),
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m_lastModifierUpdate(-1),
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m_scene(scene),
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m_dm(NULL)
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{
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};
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virtual void ProcessReplica();
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virtual RAS_Deformer *GetReplica();
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virtual ~BL_ModifierDeformer();
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virtual bool UseVertexArray()
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{
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return false;
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}
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bool Update (void);
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bool Apply(RAS_IPolyMaterial *mat);
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void ForceUpdate()
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{
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m_lastModifierUpdate = -1.0;
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};
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virtual struct DerivedMesh* GetFinalMesh()
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{
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return m_dm;
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}
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// The derived mesh returned by this function must be released!
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virtual struct DerivedMesh* GetPhysicsMesh();
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protected:
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double m_lastModifierUpdate;
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Scene *m_scene;
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DerivedMesh *m_dm;
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#ifdef WITH_CXX_GUARDEDALLOC
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public:
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void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:BL_ModifierDeformer"); }
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void operator delete( void *mem ) { MEM_freeN(mem); }
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#endif
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};
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#endif
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