Blender  V2.59
BL_SkinDeformer.h
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00001 /*
00002  * $Id: BL_SkinDeformer.h 36523 2011-05-06 20:18:42Z blendix $
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_SKINDEFORMER
00035 #define BL_SKINDEFORMER
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 "CTR_HashedPtr.h"
00042 #include "BL_MeshDeformer.h"
00043 #include "BL_ArmatureObject.h"
00044 
00045 #include "DNA_mesh_types.h"
00046 #include "DNA_meshdata_types.h"
00047 #include "DNA_object_types.h"
00048 #include "BKE_armature.h"
00049 
00050 #include "RAS_Deformer.h"
00051 
00052 
00053 class BL_SkinDeformer : public BL_MeshDeformer  
00054 {
00055 public:
00056 //      void SetArmatureController (BL_ArmatureController *cont);
00057         virtual void Relink(CTR_Map<class CTR_HashedPtr, void*>*map);
00058         void SetArmature (class BL_ArmatureObject *armobj);
00059 
00060         BL_SkinDeformer(BL_DeformableGameObject *gameobj,
00061                                         struct Object *bmeshobj, 
00062                                         class RAS_MeshObject *mesh,
00063                                         BL_ArmatureObject* arma = NULL);
00064 
00065         /* this second constructor is needed for making a mesh deformable on the fly. */
00066         BL_SkinDeformer(BL_DeformableGameObject *gameobj,
00067                                         struct Object *bmeshobj_old,
00068                                         struct Object *bmeshobj_new,
00069                                         class RAS_MeshObject *mesh,
00070                                         bool release_object,
00071                                         bool recalc_normal,
00072                                         BL_ArmatureObject* arma = NULL);
00073 
00074         virtual RAS_Deformer *GetReplica();
00075         virtual void ProcessReplica();
00076 
00077         virtual ~BL_SkinDeformer();
00078         bool Update (void);
00079         bool UpdateInternal (bool shape_applied);
00080         bool Apply (class RAS_IPolyMaterial *polymat);
00081         bool UpdateBuckets(void) 
00082         {
00083                 // update the deformer and all the mesh slots; Apply() does it well, so just call it.
00084                 return Apply(NULL);
00085         }
00086         bool PoseUpdated(void)
00087                 { 
00088                         if (m_armobj && m_lastArmaUpdate!=m_armobj->GetLastFrame()) {
00089                                 return true;
00090                         }
00091                         return false;
00092                 }
00093 
00094         void ForceUpdate()
00095         {
00096                 m_lastArmaUpdate = -1.0;
00097         };
00098         virtual bool ShareVertexArray()
00099         {
00100                 return false;
00101         }
00102 
00103 protected:
00104         BL_ArmatureObject*              m_armobj;       //      Our parent object
00105         float                                   m_time;
00106         double                                  m_lastArmaUpdate;
00107         //ListBase*                             m_defbase;
00108         float                                   m_obmat[4][4];  // the reference matrix for skeleton deform
00109         bool                                    m_releaseobject;
00110         bool                                    m_poseApplied;
00111         bool                                    m_recalcNormal;
00112 
00113 
00114 #ifdef WITH_CXX_GUARDEDALLOC
00115 public:
00116         void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:BL_SkinDeformer"); }
00117         void operator delete( void *mem ) { MEM_freeN(mem); }
00118 #endif
00119 };
00120 
00121 #endif
00122