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- /*
- * ***** 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__
- #ifdef _MSC_VER
- # 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();
- void UpdateTransverts();
- #ifdef WITH_CXX_GUARDEDALLOC
- MEM_CXX_CLASS_ALLOC_FUNCS("GE:BL_SkinDeformer")
- #endif
- };
- #endif /* __BL_SKINDEFORMER_H__ */
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