/** * $Id$ * * ***** 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., 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 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 "GEN_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(GEN_Map*map); void SetArmature (class BL_ArmatureObject *armobj); BL_SkinDeformer(BL_DeformableGameObject *gameobj, struct Object *bmeshobj, class BL_SkinMeshObject *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 BL_SkinMeshObject *mesh, bool release_object, bool recalc_normal, BL_ArmatureObject* arma = NULL); virtual RAS_Deformer *GetReplica(); 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()) { return true; } return false; } void ForceUpdate() { m_lastArmaUpdate = -1.0; }; 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; }; #endif