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BL_SkinDeformer.h « Converter « gameengine « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/**
 * $Id$
 *
 * ***** 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<class GEN_HashedPtr, void*>*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,
					BL_ArmatureObject* arma = NULL);

	virtual void ProcessReplica();
	virtual RAS_Deformer *GetReplica();
	virtual ~BL_SkinDeformer();
	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_lastArmaUpdate;
	ListBase*				m_defbase;
	float					m_obmat[4][4];	// the reference matrix for skeleton deform
	bool					m_releaseobject;
	bool					m_poseApplied;

};

#endif