blender/source/gameengine/Converter/BL_ShapeDeformer.h
Mitchell Stokes fe05f97841 BGE: Multi-threading animation updates and skinning.
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).
2014-04-06 16:30:59 -07:00

87 lines
2.2 KiB
C++

/*
* ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 *****
*/
/** \file BL_ShapeDeformer.h
* \ingroup bgeconv
*/
#ifndef __BL_SHAPEDEFORMER_H__
#define __BL_SHAPEDEFORMER_H__
#ifdef _MSC_VER
# pragma warning (disable:4786) /* get rid of stupid stl-visual compiler debug warning */
#endif
#include "BL_SkinDeformer.h"
#include "BL_DeformableGameObject.h"
#include <vector>
class BL_ShapeDeformer : public BL_SkinDeformer
{
public:
BL_ShapeDeformer(BL_DeformableGameObject *gameobj,
Object *bmeshobj,
RAS_MeshObject *mesh);
/* 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 RAS_MeshObject *mesh,
bool release_object,
bool recalc_normal,
BL_ArmatureObject* arma = NULL);
virtual RAS_Deformer *GetReplica();
virtual void ProcessReplica();
virtual ~BL_ShapeDeformer();
bool Update (void);
bool LoadShapeDrivers(KX_GameObject* parent);
bool ExecuteShapeDrivers(void);
struct Key *GetKey();
void ForceUpdate()
{
m_lastShapeUpdate = -1.0;
};
protected:
bool m_useShapeDrivers;
double m_lastShapeUpdate;
struct Key* m_key;
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:BL_ShapeDeformer")
#endif
};
#endif