Blender V2.61 - r43446
|
00001 /* 00002 * ***** BEGIN GPL LICENSE BLOCK ***** 00003 * 00004 * This program is free software; you can redistribute it and/or 00005 * modify it under the terms of the GNU General Public License 00006 * as published by the Free Software Foundation; either version 2 00007 * of the License, or (at your option) any later version. 00008 * 00009 * This program is distributed in the hope that it will be useful, 00010 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00011 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00012 * GNU General Public License for more details. 00013 * 00014 * You should have received a copy of the GNU General Public License 00015 * along with this program; if not, write to the Free Software Foundation, 00016 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 00017 * 00018 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. 00019 * All rights reserved. 00020 * 00021 * The Original Code is: all of this file. 00022 * 00023 * Contributor(s): none yet. 00024 * 00025 * ***** END GPL LICENSE BLOCK ***** 00026 */ 00027 00032 #ifndef BL_SKINDEFORMER 00033 #define BL_SKINDEFORMER 00034 00035 #if defined(WIN32) && !defined(FREE_WINDOWS) 00036 #pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning 00037 #endif //WIN32 00038 00039 #include "CTR_HashedPtr.h" 00040 #include "BL_MeshDeformer.h" 00041 #include "BL_ArmatureObject.h" 00042 00043 #include "DNA_mesh_types.h" 00044 #include "DNA_meshdata_types.h" 00045 #include "DNA_object_types.h" 00046 #include "BKE_armature.h" 00047 00048 #include "RAS_Deformer.h" 00049 00050 00051 class BL_SkinDeformer : public BL_MeshDeformer 00052 { 00053 public: 00054 // void SetArmatureController (BL_ArmatureController *cont); 00055 virtual void Relink(CTR_Map<class CTR_HashedPtr, void*>*map); 00056 void SetArmature (class BL_ArmatureObject *armobj); 00057 00058 BL_SkinDeformer(BL_DeformableGameObject *gameobj, 00059 struct Object *bmeshobj, 00060 class RAS_MeshObject *mesh, 00061 BL_ArmatureObject* arma = NULL); 00062 00063 /* this second constructor is needed for making a mesh deformable on the fly. */ 00064 BL_SkinDeformer(BL_DeformableGameObject *gameobj, 00065 struct Object *bmeshobj_old, 00066 struct Object *bmeshobj_new, 00067 class RAS_MeshObject *mesh, 00068 bool release_object, 00069 bool recalc_normal, 00070 BL_ArmatureObject* arma = NULL); 00071 00072 virtual RAS_Deformer *GetReplica(); 00073 virtual void ProcessReplica(); 00074 00075 virtual ~BL_SkinDeformer(); 00076 bool Update (void); 00077 bool UpdateInternal (bool shape_applied); 00078 bool Apply (class RAS_IPolyMaterial *polymat); 00079 bool UpdateBuckets(void) 00080 { 00081 // update the deformer and all the mesh slots; Apply() does it well, so just call it. 00082 return Apply(NULL); 00083 } 00084 bool PoseUpdated(void) 00085 { 00086 if (m_armobj && m_lastArmaUpdate!=m_armobj->GetLastFrame()) { 00087 return true; 00088 } 00089 return false; 00090 } 00091 00092 void ForceUpdate() 00093 { 00094 m_lastArmaUpdate = -1.0; 00095 }; 00096 virtual bool ShareVertexArray() 00097 { 00098 return false; 00099 } 00100 00101 protected: 00102 BL_ArmatureObject* m_armobj; // Our parent object 00103 float m_time; 00104 double m_lastArmaUpdate; 00105 //ListBase* m_defbase; 00106 float m_obmat[4][4]; // the reference matrix for skeleton deform 00107 bool m_releaseobject; 00108 bool m_poseApplied; 00109 bool m_recalcNormal; 00110 bool m_copyNormals; // dirty flag so we know if Apply() needs to copy normal information (used for BGEDeformVerts()) 00111 struct bPoseChannel** m_dfnrToPC; 00112 00113 void BlenderDeformVerts(); 00114 void BGEDeformVerts(); 00115 00116 00117 #ifdef WITH_CXX_GUARDEDALLOC 00118 public: 00119 void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:BL_SkinDeformer"); } 00120 void operator delete( void *mem ) { MEM_freeN(mem); } 00121 #endif 00122 }; 00123 00124 #endif 00125