blender/source/gameengine/Converter/BL_SkinDeformer.h

125 lines
3.3 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_SkinDeformer.h
* \ingroup bgeconv
*/
#ifndef __BL_SKINDEFORMER_H__
#define __BL_SKINDEFORMER_H__
#if defined(WIN32) && !defined(FREE_WINDOWS)
#pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning
#endif //WIN32
#include "CTR_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(CTR_Map<class CTR_HashedPtr, void*>*map);
void SetArmature (class BL_ArmatureObject *armobj);
BL_SkinDeformer(BL_DeformableGameObject *gameobj,
struct Object *bmeshobj,
class RAS_MeshObject *mesh,
BL_ArmatureObject* arma = NULL);
/* this second constructor is needed for making a mesh deformable on the fly. */
BL_SkinDeformer(BL_DeformableGameObject *gameobj,
struct Object *bmeshobj_old,
struct Object *bmeshobj_new,
class RAS_MeshObject *mesh,
bool release_object,
bool recalc_normal,
BL_ArmatureObject* arma = NULL);
virtual RAS_Deformer *GetReplica();
virtual void ProcessReplica();
virtual ~BL_SkinDeformer();
bool Update (void);
bool UpdateInternal (bool shape_applied);
bool Apply (class RAS_IPolyMaterial *polymat);
bool UpdateBuckets(void)
{
// update the deformer and all the mesh slots; Apply() does it well, so just call it.
return Apply(NULL);
}
bool PoseUpdated(void)
{
if (m_armobj && m_lastArmaUpdate!=m_armobj->GetLastFrame()) {
return true;
}
return false;
}
void ForceUpdate()
{
m_lastArmaUpdate = -1.0;
};
virtual bool ShareVertexArray()
{
return false;
}
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;
bool m_poseApplied;
bool m_recalcNormal;
bool m_copyNormals; // dirty flag so we know if Apply() needs to copy normal information (used for BGEDeformVerts())
struct bPoseChannel** m_dfnrToPC;
short m_deformflags;
void BlenderDeformVerts();
void BGEDeformVerts();
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:BL_SkinDeformer")
#endif
};
#endif