3b09c0b0d5
Added SetDeformer/GetDeformer() to KX_GameObject. Store mapping between graphics/soft body vertices (work-in-progress) Real-time soft body integration is still very premature, but for a quick preview, see this testfile: http://bulletphysics.com/ftp/pub/test/index.php?dir=blender/&file=soft_test.blend
110 lines
2.5 KiB
C++
110 lines
2.5 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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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#ifndef BL_DEFORMABLEGAMEOBJECT
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#define BL_DEFORMABLEGAMEOBJECT
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#ifdef WIN32
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#pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning
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#endif //WIN32
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#include "DNA_mesh_types.h"
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#include "KX_GameObject.h"
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#include "BL_MeshDeformer.h"
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#include <vector>
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class BL_ShapeActionActuator;
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struct Key;
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class BL_DeformableGameObject : public KX_GameObject
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{
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public:
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CValue* GetReplica();
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double GetLastFrame ()
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{
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return m_lastframe;
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}
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Object* GetBlendObject()
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{
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return m_blendobj;
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}
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virtual void Relink(GEN_Map<GEN_HashedPtr, void*>*map)
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{
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if (m_pDeformer)
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m_pDeformer->Relink (map);
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KX_GameObject::Relink(map);
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};
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void ProcessReplica(KX_GameObject* replica);
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BL_DeformableGameObject(Object* blendobj, void* sgReplicationInfo, SG_Callbacks callbacks) :
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KX_GameObject(sgReplicationInfo,callbacks),
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m_pDeformer(NULL),
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m_activeAct(NULL),
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m_lastframe(0.),
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m_blendobj(blendobj),
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m_activePriority(9999)
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{
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m_isDeformable = true;
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};
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virtual ~BL_DeformableGameObject();
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bool SetActiveAction(class BL_ShapeActionActuator *act, short priority, double curtime);
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bool GetShape(vector<float> &shape);
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Key* GetKey()
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{
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return (m_pDeformer) ? ((BL_MeshDeformer*)m_pDeformer)->GetMesh()->key : NULL;
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}
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virtual void SetDeformer(class RAS_Deformer* deformer)
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{
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m_pDeformer = deformer;
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}
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virtual class RAS_Deformer* GetDeformer()
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{
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return m_pDeformer;
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}
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public:
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protected:
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RAS_Deformer *m_pDeformer;
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class BL_ShapeActionActuator *m_activeAct;
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double m_lastframe;
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Object* m_blendobj;
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short m_activePriority;
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};
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#endif
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