blender/source/gameengine/Converter/BL_SkinDeformer.h
Benoit Bolsee cc33fcfe7b Commit patch #2439: Mesh replacement in BGE will react properly to armature deform
Changing the mesh of an object that has a deform controller (armature) is now properly handled. The new mesh must have vertex groups matching the armature bones. In simple terms, the new mesh must deform correctly when you assign it to the object in Blender and you test the action. It will deform the same when you replace the object mesh during the game.
2008-04-05 13:33:08 +00:00

106 lines
2.9 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL 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