forked from bartvdbraak/blender
fe05f97841
This required BL_ArmatureObject to have tighter control over armatures and poses. Also, (Blender) armature objects are now copied instead of shared between BL_ArmatureObjects to avoid race conditions. Also, due to the armature copy, shape key drivers need a bit of extra fiddling to get the correct armature copy. Initially OpenMP was used for threading, but then BLI_task was used due to being less compiler dependent. This commit also places time spent on skinning updates in the Animation profiler category (was previously under the Rasterizer category).
87 lines
2.2 KiB
C++
87 lines
2.2 KiB
C++
/*
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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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/** \file BL_ShapeDeformer.h
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* \ingroup bgeconv
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*/
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#ifndef __BL_SHAPEDEFORMER_H__
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#define __BL_SHAPEDEFORMER_H__
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#ifdef _MSC_VER
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# pragma warning (disable:4786) /* get rid of stupid stl-visual compiler debug warning */
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#endif
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#include "BL_SkinDeformer.h"
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#include "BL_DeformableGameObject.h"
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#include <vector>
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class BL_ShapeDeformer : public BL_SkinDeformer
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{
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public:
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BL_ShapeDeformer(BL_DeformableGameObject *gameobj,
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Object *bmeshobj,
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RAS_MeshObject *mesh);
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/* this second constructor is needed for making a mesh deformable on the fly. */
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BL_ShapeDeformer(BL_DeformableGameObject *gameobj,
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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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bool recalc_normal,
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BL_ArmatureObject* arma = NULL);
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virtual RAS_Deformer *GetReplica();
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virtual void ProcessReplica();
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virtual ~BL_ShapeDeformer();
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bool Update (void);
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bool LoadShapeDrivers(KX_GameObject* parent);
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bool ExecuteShapeDrivers(void);
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struct Key *GetKey();
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void ForceUpdate()
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{
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m_lastShapeUpdate = -1.0;
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};
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protected:
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bool m_useShapeDrivers;
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double m_lastShapeUpdate;
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struct Key* m_key;
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#ifdef WITH_CXX_GUARDEDALLOC
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MEM_CXX_CLASS_ALLOC_FUNCS("GE:BL_ShapeDeformer")
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#endif
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};
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#endif
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