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Diffstat (limited to 'source/gameengine/Converter/BL_SkinDeformer.h')
-rw-r--r--source/gameengine/Converter/BL_SkinDeformer.h98
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+/**
+ * $Id$
+ *
+ * ***** BEGIN GPL/BL DUAL 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. The Blender
+ * Foundation also sells licenses for use in proprietary software under
+ * the Blender License. See http://www.blender.org/BL/ for information
+ * about this.
+ *
+ * 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/BL DUAL 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 "BL_MeshDeformer.h"
+#include "BL_ArmatureObject.h"
+
+#include "DNA_mesh_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)
+ {
+ 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_MeshDeformer(bmeshobj, mesh),
+ m_armobj(NULL),
+ m_defbase(&bmeshobj->defbase),
+ m_lastUpdate(-1)
+ {
+ /* Build all precalculatable matrices for bones */
+
+ GB_build_mats(bmeshobj->parent->obmat, bmeshobj->obmat, m_premat, m_postmat);
+ GB_validate_defgroups((Mesh*)bmeshobj->data, m_defbase);
+ // Validate bone data in bDeformGroups
+/*
+ for (bDeformGroup *dg=(bDeformGroup*)m_defbase->first; dg; dg=(bDeformGroup*)dg->next)
+ dg->data = (void*)get_named_bone(barm, dg->name);
+*/
+ };
+
+ virtual void ProcessReplica();
+ virtual RAS_Deformer *GetReplica();
+ virtual ~BL_SkinDeformer();
+ void Update (void);
+ bool Apply (class RAS_IPolyMaterial *polymat);
+
+protected:
+ BL_ArmatureObject *m_armobj; // Our parent object
+ float m_premat[4][4];
+ float m_postmat[4][4];
+ float m_time;
+ double m_lastUpdate;
+ ListBase *m_defbase;
+};
+
+#endif
+