blender/source/gameengine/Converter/BL_ModifierDeformer.h

116 lines
2.9 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_ModifierDeformer.h
* \ingroup bgeconv
*/
#ifndef __BL_MODIFIERDEFORMER_H__
#define __BL_MODIFIERDEFORMER_H__
#if defined(WIN32) && !defined(FREE_WINDOWS)
#pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning
#endif //WIN32
#include "BL_ShapeDeformer.h"
#include "BL_DeformableGameObject.h"
#include <vector>
struct DerivedMesh;
struct Object;
class BL_ModifierDeformer : public BL_ShapeDeformer
{
public:
static bool HasCompatibleDeformer(Object *ob);
static bool HasArmatureDeformer(Object *ob);
BL_ModifierDeformer(BL_DeformableGameObject *gameobj,
Scene *scene,
Object *bmeshobj,
RAS_MeshObject *mesh)
:
BL_ShapeDeformer(gameobj,bmeshobj, mesh),
m_lastModifierUpdate(-1),
m_scene(scene),
m_dm(NULL)
{
m_recalcNormal = false;
};
/* this second constructor is needed for making a mesh deformable on the fly. */
BL_ModifierDeformer(BL_DeformableGameObject *gameobj,
struct Scene *scene,
struct Object *bmeshobj_old,
struct Object *bmeshobj_new,
class RAS_MeshObject *mesh,
bool release_object,
BL_ArmatureObject* arma = NULL)
:
BL_ShapeDeformer(gameobj, bmeshobj_old, bmeshobj_new, mesh, release_object, false, arma),
m_lastModifierUpdate(-1),
m_scene(scene),
m_dm(NULL)
{
};
virtual void ProcessReplica();
virtual RAS_Deformer *GetReplica();
virtual ~BL_ModifierDeformer();
virtual bool UseVertexArray()
{
return false;
}
bool Update (void);
bool Apply(RAS_IPolyMaterial *mat);
void ForceUpdate()
{
m_lastModifierUpdate = -1.0;
};
virtual struct DerivedMesh* GetFinalMesh()
{
return m_dm;
}
// The derived mesh returned by this function must be released!
virtual struct DerivedMesh* GetPhysicsMesh();
protected:
double m_lastModifierUpdate;
Scene *m_scene;
DerivedMesh *m_dm;
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:BL_ModifierDeformer")
#endif
};
#endif