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Blender
V2.59
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00001 /* 00002 * $Id: BL_ModifierDeformer.h 35063 2011-02-22 10:33:14Z jesterking $ 00003 * 00004 * ***** BEGIN GPL LICENSE BLOCK ***** 00005 * 00006 * This program is free software; you can redistribute it and/or 00007 * modify it under the terms of the GNU General Public License 00008 * as published by the Free Software Foundation; either version 2 00009 * of the License, or (at your option) any later version. 00010 * 00011 * This program is distributed in the hope that it will be useful, 00012 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00013 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00014 * GNU General Public License for more details. 00015 * 00016 * You should have received a copy of the GNU General Public License 00017 * along with this program; if not, write to the Free Software Foundation, 00018 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 00019 * 00020 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. 00021 * All rights reserved. 00022 * 00023 * The Original Code is: all of this file. 00024 * 00025 * Contributor(s): none yet. 00026 * 00027 * ***** END GPL LICENSE BLOCK ***** 00028 */ 00029 00034 #ifndef BL_MODIFIERDEFORMER 00035 #define BL_MODIFIERDEFORMER 00036 00037 #if defined(WIN32) && !defined(FREE_WINDOWS) 00038 #pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning 00039 #endif //WIN32 00040 00041 #include "BL_ShapeDeformer.h" 00042 #include "BL_DeformableGameObject.h" 00043 #include <vector> 00044 00045 struct DerivedMesh; 00046 struct Object; 00047 00048 class BL_ModifierDeformer : public BL_ShapeDeformer 00049 { 00050 public: 00051 static bool HasCompatibleDeformer(Object *ob); 00052 static bool HasArmatureDeformer(Object *ob); 00053 00054 00055 BL_ModifierDeformer(BL_DeformableGameObject *gameobj, 00056 Scene *scene, 00057 Object *bmeshobj, 00058 RAS_MeshObject *mesh) 00059 : 00060 BL_ShapeDeformer(gameobj,bmeshobj, mesh), 00061 m_lastModifierUpdate(-1), 00062 m_scene(scene), 00063 m_dm(NULL) 00064 { 00065 m_recalcNormal = false; 00066 }; 00067 00068 /* this second constructor is needed for making a mesh deformable on the fly. */ 00069 BL_ModifierDeformer(BL_DeformableGameObject *gameobj, 00070 struct Scene *scene, 00071 struct Object *bmeshobj_old, 00072 struct Object *bmeshobj_new, 00073 class RAS_MeshObject *mesh, 00074 bool release_object, 00075 BL_ArmatureObject* arma = NULL) 00076 : 00077 BL_ShapeDeformer(gameobj, bmeshobj_old, bmeshobj_new, mesh, release_object, false, arma), 00078 m_lastModifierUpdate(-1), 00079 m_scene(scene), 00080 m_dm(NULL) 00081 { 00082 }; 00083 00084 virtual void ProcessReplica(); 00085 virtual RAS_Deformer *GetReplica(); 00086 virtual ~BL_ModifierDeformer(); 00087 virtual bool UseVertexArray() 00088 { 00089 return false; 00090 } 00091 00092 bool Update (void); 00093 bool Apply(RAS_IPolyMaterial *mat); 00094 void ForceUpdate() 00095 { 00096 m_lastModifierUpdate = -1.0; 00097 }; 00098 virtual struct DerivedMesh* GetFinalMesh() 00099 { 00100 return m_dm; 00101 } 00102 // The derived mesh returned by this function must be released! 00103 virtual struct DerivedMesh* GetPhysicsMesh(); 00104 00105 protected: 00106 double m_lastModifierUpdate; 00107 Scene *m_scene; 00108 DerivedMesh *m_dm; 00109 00110 00111 #ifdef WITH_CXX_GUARDEDALLOC 00112 public: 00113 void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:BL_ModifierDeformer"); } 00114 void operator delete( void *mem ) { MEM_freeN(mem); } 00115 #endif 00116 }; 00117 00118 #endif 00119