241 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			241 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * $Id$
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 *
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 * ***** BEGIN GPL LICENSE BLOCK *****
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 *
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software Foundation,
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 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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 *
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 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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 * All rights reserved.
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 *
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 * The Original Code is: all of this file.
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 *
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 * Contributor(s): none yet.
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 *
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 * ***** END GPL LICENSE BLOCK *****
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 */
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/** \file gameengine/Converter/BL_SkinDeformer.cpp
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 *  \ingroup bgeconv
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 */
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#if defined(WIN32) && !defined(FREE_WINDOWS)
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#pragma warning (disable : 4786)
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#endif //WIN32
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#include "BL_SkinDeformer.h"
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#include "GEN_Map.h"
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#include "STR_HashedString.h"
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#include "RAS_IPolygonMaterial.h"
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#include "RAS_MeshObject.h"
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//#include "BL_ArmatureController.h"
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#include "DNA_armature_types.h"
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#include "DNA_action_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "BLI_utildefines.h"
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#include "BKE_armature.h"
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#include "BKE_action.h"
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#include "MT_Point3.h"
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extern "C"{
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	#include "BKE_lattice.h"
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}
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#include "BLI_blenlib.h"
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#include "BLI_math.h"
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#define __NLA_DEFNORMALS
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//#undef __NLA_DEFNORMALS
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BL_SkinDeformer::BL_SkinDeformer(BL_DeformableGameObject *gameobj,
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								struct Object *bmeshobj, 
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								class RAS_MeshObject *mesh,
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								BL_ArmatureObject* arma)
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							:	//
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							BL_MeshDeformer(gameobj, bmeshobj, mesh),
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							m_armobj(arma),
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							m_lastArmaUpdate(-1),
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							//m_defbase(&bmeshobj->defbase),
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							m_releaseobject(false),
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							m_poseApplied(false),
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							m_recalcNormal(true)
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{
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	copy_m4_m4(m_obmat, bmeshobj->obmat);
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};
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BL_SkinDeformer::BL_SkinDeformer(
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	BL_DeformableGameObject *gameobj,
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	struct Object *bmeshobj_old,	// Blender object that owns the new mesh
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	struct Object *bmeshobj_new,	// Blender object that owns the original mesh
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	class RAS_MeshObject *mesh,
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	bool release_object,
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	bool recalc_normal,
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	BL_ArmatureObject* arma)	:	
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		BL_MeshDeformer(gameobj, bmeshobj_old, mesh),
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		m_armobj(arma),
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		m_lastArmaUpdate(-1),
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		//m_defbase(&bmeshobj_old->defbase),
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		m_releaseobject(release_object),
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		m_recalcNormal(recalc_normal)
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	{
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		// this is needed to ensure correct deformation of mesh:
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		// the deformation is done with Blender's armature_deform_verts() function
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		// that takes an object as parameter and not a mesh. The object matrice is used
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		// in the calculation, so we must use the matrix of the original object to
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		// simulate a pure replacement of the mesh.
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		copy_m4_m4(m_obmat, bmeshobj_new->obmat);
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	}
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BL_SkinDeformer::~BL_SkinDeformer()
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{
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	if(m_releaseobject && m_armobj)
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		m_armobj->Release();
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}
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void BL_SkinDeformer::Relink(GEN_Map<class GEN_HashedPtr, void*>*map)
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{
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	if (m_armobj) {
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		void **h_obj = (*map)[m_armobj];
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		if (h_obj)
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			m_armobj = (BL_ArmatureObject*)(*h_obj);
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		else
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			m_armobj=NULL;
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	}
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	BL_MeshDeformer::Relink(map);
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}
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bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat)
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{
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	RAS_MeshSlot::iterator it;
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	RAS_MeshMaterial *mmat;
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	RAS_MeshSlot *slot;
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	size_t i, nmat, imat;
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	// update the vertex in m_transverts
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	if (!Update())
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		return false;
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	if (m_transverts) {
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		// the vertex cache is unique to this deformer, no need to update it
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		// if it wasn't updated! We must update all the materials at once
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		// because we will not get here again for the other material
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		nmat = m_pMeshObject->NumMaterials();
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		for (imat=0; imat<nmat; imat++) {
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			mmat = m_pMeshObject->GetMeshMaterial(imat);
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			if(!mmat->m_slots[(void*)m_gameobj])
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				continue;
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			slot = *mmat->m_slots[(void*)m_gameobj];
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			// for each array
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			for(slot->begin(it); !slot->end(it); slot->next(it)) {
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				// for each vertex
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				// copy the untransformed data from the original mvert
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				for(i=it.startvertex; i<it.endvertex; i++) {
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					RAS_TexVert& v = it.vertex[i];
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					v.SetXYZ(m_transverts[v.getOrigIndex()]);
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				}
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			}
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		}
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	}
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	return true;
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}
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RAS_Deformer *BL_SkinDeformer::GetReplica()
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{
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	BL_SkinDeformer *result;
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	result = new BL_SkinDeformer(*this);
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	/* there is m_armobj that must be fixed but we cannot do it now, it will be done in Relink */
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	result->ProcessReplica();
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	return result;
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}
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void BL_SkinDeformer::ProcessReplica()
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{
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	BL_MeshDeformer::ProcessReplica();
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	m_lastArmaUpdate = -1;
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	m_releaseobject = false;
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}
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//void where_is_pose (Object *ob);
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//void armature_deform_verts(Object *armOb, Object *target, float (*vertexCos)[3], int numVerts, int deformflag); 
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bool BL_SkinDeformer::UpdateInternal(bool shape_applied)
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{
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	/* See if the armature has been updated for this frame */
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	if (PoseUpdated()){	
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		float obmat[4][4];	// the original object matrice 
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		/* XXX note: where_is_pose() (from BKE_armature.h) calculates all matrices needed to start deforming */
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		/* but it requires the blender object pointer... */
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		Object* par_arma = m_armobj->GetArmatureObject();
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		if(!shape_applied) {
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			/* store verts locally */
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			VerifyStorage();
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			/* duplicate */
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			for (int v =0; v<m_bmesh->totvert; v++)
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				VECCOPY(m_transverts[v], m_bmesh->mvert[v].co);
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		}
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		m_armobj->ApplyPose();
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		// save matrix first
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		copy_m4_m4(obmat, m_objMesh->obmat);
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		// set reference matrix
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		copy_m4_m4(m_objMesh->obmat, m_obmat);
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		armature_deform_verts( par_arma, m_objMesh, NULL, m_transverts, NULL, m_bmesh->totvert, ARM_DEF_VGROUP, NULL, NULL );
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		// restore matrix 
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		copy_m4_m4(m_objMesh->obmat, obmat);
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#ifdef __NLA_DEFNORMALS
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		if (m_recalcNormal)
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			RecalcNormals();
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#endif
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		/* Update the current frame */
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		m_lastArmaUpdate=m_armobj->GetLastFrame();
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		m_armobj->RestorePose();
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		/* dynamic vertex, cannot use display list */
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		m_bDynamic = true;
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		/* indicate that the m_transverts and normals are up to date */
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		return true;
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	}
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	return false;
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}
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bool BL_SkinDeformer::Update(void)
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{
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	return UpdateInternal(false);
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}
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/* XXX note: I propose to drop this function */
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void BL_SkinDeformer::SetArmature(BL_ArmatureObject *armobj)
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{
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	// only used to set the object now
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	m_armobj = armobj;
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}
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