blender/source/gameengine/Rasterizer/RAS_Deformer.h
Brecht Van Lommel c8b4cf9206 2.50:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD

Notes:
* Game and sequencer RNA, and sequencer header are now out of date
  a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
  not needed anymore.
  * Fix "duplicate strip" always increase the user count for ipo.
  * IPO pinning on sequencer strips was lost during Undo.
2009-06-08 20:08:19 +00:00

82 lines
2.0 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 RAS_DEFORMER
#define RAS_DEFORMER
#ifdef WIN32
#pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning
#endif //WIN32
#include <stdlib.h>
#include "GEN_Map.h"
struct DerivedMesh;
class RAS_Deformer
{
public:
RAS_Deformer() : m_pMesh(NULL), m_bDynamic(false) {};
virtual ~RAS_Deformer(){};
virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map)=0;
virtual bool Apply(class RAS_IPolyMaterial *polymat)=0;
virtual bool Update(void)=0;
virtual bool UpdateBuckets(void)=0;
virtual RAS_Deformer *GetReplica()=0;
virtual void ProcessReplica()=0;
virtual bool SkipVertexTransform()
{
return false;
}
virtual bool ShareVertexArray()
{
return true;
}
virtual bool UseVertexArray()
{
return true;
}
// true when deformer produces varying vertex (shape or armature)
bool IsDynamic()
{
return m_bDynamic;
}
virtual struct DerivedMesh* GetFinalMesh()
{
return NULL;
}
protected:
class RAS_MeshObject *m_pMesh;
bool m_bDynamic;
};
#endif