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Diffstat (limited to 'source/gameengine/Converter/BL_SkinDeformer.h')
-rw-r--r--source/gameengine/Converter/BL_SkinDeformer.h56
1 files changed, 24 insertions, 32 deletions
diff --git a/source/gameengine/Converter/BL_SkinDeformer.h b/source/gameengine/Converter/BL_SkinDeformer.h
index f14baf09651..f87860021c6 100644
--- a/source/gameengine/Converter/BL_SkinDeformer.h
+++ b/source/gameengine/Converter/BL_SkinDeformer.h
@@ -50,56 +50,48 @@ class BL_SkinDeformer : public BL_MeshDeformer
{
public:
// void SetArmatureController (BL_ArmatureController *cont);
- virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map)
- {
- void **h_obj = (*map)[m_armobj];
- if (h_obj){
- SetArmature( (BL_ArmatureObject*)(*h_obj) );
- }
- else
- m_armobj=NULL;
- }
+ virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map);
void SetArmature (class BL_ArmatureObject *armobj);
- BL_SkinDeformer(struct Object *bmeshobj,
+ BL_SkinDeformer(BL_DeformableGameObject *gameobj,
+ struct Object *bmeshobj,
class BL_SkinMeshObject *mesh,
- BL_ArmatureObject* arma = NULL)
- : //
- BL_MeshDeformer(bmeshobj, mesh),
- m_armobj(arma),
- m_lastUpdate(-1),
- m_defbase(&bmeshobj->defbase),
- m_releaseobject(false)
- {
- };
+ BL_ArmatureObject* arma = NULL);
/* this second constructor is needed for making a mesh deformable on the fly. */
- BL_SkinDeformer(struct Object *bmeshobj_old,
+ BL_SkinDeformer(BL_DeformableGameObject *gameobj,
+ struct Object *bmeshobj_old,
struct Object *bmeshobj_new,
class BL_SkinMeshObject *mesh,
bool release_object,
- BL_ArmatureObject* arma = NULL)
- : //
- BL_MeshDeformer(bmeshobj_old, mesh),
- m_armobj(arma),
- m_lastUpdate(-1),
- m_defbase(&bmeshobj_old->defbase),
- m_releaseobject(release_object)
- {
- };
+ BL_ArmatureObject* arma = NULL);
virtual void ProcessReplica();
- virtual RAS_Deformer *GetReplica();
+ virtual RAS_Deformer *GetReplica(class KX_GameObject* replica);
virtual ~BL_SkinDeformer();
- void Update (void);
+ bool Update (void);
bool Apply (class RAS_IPolyMaterial *polymat);
+ bool PoseUpdated(void)
+ {
+ if (m_armobj && m_lastArmaUpdate!=m_armobj->GetLastFrame()) {
+ return true;
+ }
+ return false;
+ }
+
+ void ForceUpdate()
+ {
+ m_lastArmaUpdate = -1.0;
+ };
protected:
BL_ArmatureObject* m_armobj; // Our parent object
float m_time;
- double m_lastUpdate;
+ double m_lastArmaUpdate;
ListBase* m_defbase;
+ float m_obmat[4][4]; // the reference matrix for skeleton deform
bool m_releaseobject;
+ bool m_poseApplied;
};