blender/source/gameengine/Converter/BL_SkinDeformer.h
Erwin Coumans 2e6d576182 Sorry to break the cvs-closed status, so if you really need to make a new 2.40 build, just disable the game engine if it doesn't compile for a platform. Again, sorry if this breaks non-windows platforms, but I hope people help to get this amazing fix working for all platforms. Armature-fixing contribution from Snailrose. Also lots of cool things from Snailrose and Lagan.
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
2006-01-06 03:46:54 +00:00

111 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)
{
};
/* 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)
: //
BL_MeshDeformer(bmeshobj_old, mesh),
m_armobj(arma),
m_lastUpdate(-1),
m_defbase(&bmeshobj_old->defbase),
m_releaseobject(release_object)
{
};
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;
bool m_releaseobject;
};
#endif