diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2009-06-09 00:08:19 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2009-06-09 00:08:19 +0400 |
commit | c8b4cf92067ffeb625aa39003baf5d8f7c3f0025 (patch) | |
tree | c6c50dbc3d90a65fca6c1ca56a93e4a57cf7e154 /source/gameengine/Converter/BL_SkinDeformer.h | |
parent | e93db433a086a3e739c0f4026cd500f0b595b0f1 (diff) | |
parent | d76a6f5231c015c35123d22e1f5c3ffcdfbf9bbd (diff) |
2.50:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD
Notes:
* Game and sequencer RNA, and sequencer header are now out of date
a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
not needed anymore.
* Fix "duplicate strip" always increase the user count for ipo.
* IPO pinning on sequencer strips was lost during Undo.
Diffstat (limited to 'source/gameengine/Converter/BL_SkinDeformer.h')
-rw-r--r-- | source/gameengine/Converter/BL_SkinDeformer.h | 16 |
1 files changed, 14 insertions, 2 deletions
diff --git a/source/gameengine/Converter/BL_SkinDeformer.h b/source/gameengine/Converter/BL_SkinDeformer.h index f87860021c6..7c43246a9d7 100644 --- a/source/gameengine/Converter/BL_SkinDeformer.h +++ b/source/gameengine/Converter/BL_SkinDeformer.h @@ -64,13 +64,20 @@ public: struct Object *bmeshobj_new, class BL_SkinMeshObject *mesh, bool release_object, + bool recalc_normal, BL_ArmatureObject* arma = NULL); + virtual RAS_Deformer *GetReplica(); virtual void ProcessReplica(); - virtual RAS_Deformer *GetReplica(class KX_GameObject* replica); + virtual ~BL_SkinDeformer(); bool Update (void); 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()) { @@ -83,15 +90,20 @@ public: { 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; + //ListBase* m_defbase; float m_obmat[4][4]; // the reference matrix for skeleton deform bool m_releaseobject; bool m_poseApplied; + bool m_recalcNormal; }; |