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BL_SkinMeshObject.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_SKINMESHOBJECT
#define __BL_SKINMESHOBJECT

#ifdef WIN32
#pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning
#endif //WIN32
#include "MEM_guardedalloc.h"
#include "RAS_MeshObject.h"
#include "RAS_Deformer.h"
#include "RAS_IPolygonMaterial.h"

#include "BL_MeshDeformer.h"

#include "DNA_mesh_types.h"
#include "DNA_key_types.h"
#include "DNA_meshdata_types.h"

class BL_SkinMeshObject : public RAS_MeshObject
{

//	enum	{	BUCKET_MAX_INDICES = 16384};//2048};//8192};
//	enum	{	BUCKET_MAX_TRIANGLES = 4096};

protected:
	vector<int>				 m_cacheWeightIndex;

public:
	void Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec);
//	void Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec,class RAS_BucketManager* bucketmgr);

	BL_SkinMeshObject(Mesh* mesh, int lightlayer) : RAS_MeshObject (mesh, lightlayer)
	{ 
		m_class = 1;
		if (m_mesh && m_mesh->key)
		{
			KeyBlock *kb;
			int count=0;
			// initialize weight cache for shape objects
			// count how many keys in this mesh
			for(kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next)
				count++;
			m_cacheWeightIndex.resize(count,-1);
		}
	};

	virtual ~BL_SkinMeshObject()
	{
		if (m_mesh && m_mesh->key) 
		{
			KeyBlock *kb;
			// remove the weight cache to avoid memory leak 
			for(kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next) {
				if(kb->weights) 
					MEM_freeN(kb->weights);
				kb->weights= NULL;
			}
		}
	};
	
	// for shape keys, 
	void CheckWeightCache(struct Object* obj);

};

#endif