blender/source/gameengine/Converter/BL_SkinDeformer.h
Benoit Bolsee 2bece8dcb5 BGE Patch: Add Shape Action support and update MSCV_7 project file for glew.
Shape Action are now supported in the BGE. A new type of actuator "Shape Action" is available on mesh objects. It can be combined with Action actuator on parent armature. Only relative keys are supported. All the usual action options are available: type, blending, priority, Python API. Only actions with shape channels should be specified of course, otherwise the actuator has no effect. Shape action will still work after a mesh replacement provided that the new mesh has compatible shape keys.
2008-06-18 06:46:49 +00:00

100 lines
2.6 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 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)
{
if (m_armobj){
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);
/* 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();
bool Update (void);
bool Apply (class RAS_IPolyMaterial *polymat);
void ForceUpdate()
{
m_lastArmaUpdate = -1.0;
};
protected:
BL_ArmatureObject* m_armobj; // Our parent object
float m_time;
double m_lastArmaUpdate;
ListBase* m_defbase;
float m_obmat[4][4]; // the reference matrix for skeleton deform
bool m_releaseobject;
};
#endif