forked from bartvdbraak/blender
2e6d576182
Armatures are back Split screen Double sided lightning Ambient lighting Alpha test Material IPO support (one per object atm) Blender materials GLSL shaders - Python access Up to three texture samplers from the material panel ( 2D & Cube map ) Python access to a second set of uv coordinates See http://www.elysiun.com/forum/viewtopic.php?t=58057
111 lines
2.9 KiB
C++
111 lines
2.9 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/BL DUAL LICENSE BLOCK *****
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*/
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#ifndef BL_SKINDEFORMER
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#define BL_SKINDEFORMER
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#ifdef WIN32
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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 "GEN_HashedPtr.h"
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#include "BL_MeshDeformer.h"
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#include "BL_ArmatureObject.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_object_types.h"
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#include "BKE_armature.h"
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#include "RAS_Deformer.h"
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class BL_SkinDeformer : public BL_MeshDeformer
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{
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public:
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// void SetArmatureController (BL_ArmatureController *cont);
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virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map)
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{
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void **h_obj = (*map)[m_armobj];
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if (h_obj){
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SetArmature( (BL_ArmatureObject*)(*h_obj) );
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}
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else
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m_armobj=NULL;
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}
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void SetArmature (class BL_ArmatureObject *armobj);
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BL_SkinDeformer(struct Object *bmeshobj,
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class BL_SkinMeshObject *mesh,
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BL_ArmatureObject* arma = NULL)
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: //
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BL_MeshDeformer(bmeshobj, mesh),
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m_armobj(arma),
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m_lastUpdate(-1),
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m_defbase(&bmeshobj->defbase),
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m_releaseobject(false)
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{
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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_SkinDeformer(struct Object *bmeshobj_old,
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struct Object *bmeshobj_new,
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class BL_SkinMeshObject *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_MeshDeformer(bmeshobj_old, mesh),
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m_armobj(arma),
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m_lastUpdate(-1),
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m_defbase(&bmeshobj_old->defbase),
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m_releaseobject(release_object)
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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_SkinDeformer();
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void Update (void);
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bool Apply (class RAS_IPolyMaterial *polymat);
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protected:
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BL_ArmatureObject* m_armobj; // Our parent object
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float m_time;
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double m_lastUpdate;
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ListBase* m_defbase;
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bool m_releaseobject;
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};
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#endif
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