9ed079bf5c
Certain actuators hold a pointer to an objects: Property, SceneCamera, AddObject, Camera, Parent, TractTo. When a group is duplicated, the actuators that point to objects within the group will be relinked to point to the replicated objects and not to the original objects. This helps to setup self-contained group with a camera following a character for example. This feature also works when adding a single object (and all its children) with the AddObject actuator. The second part of the patch extends the protection against object deletion to all the actuators of the above list (previously, only the TrackTo, AddObject and Property actuators were protected). In case the target object of these actuators is deleted, the BGE won't crash.
98 lines
2.4 KiB
C++
98 lines
2.4 KiB
C++
/**
|
|
* $Id$
|
|
*
|
|
* ***** BEGIN GPL LICENSE BLOCK *****
|
|
*
|
|
* This program is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU General Public License
|
|
* as published by the Free Software Foundation; either version 2
|
|
* of the License, or (at your option) any later version.
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program; if not, write to the Free Software Foundation,
|
|
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
*
|
|
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
|
|
* All rights reserved.
|
|
*
|
|
* The Original Code is: all of this file.
|
|
*
|
|
* Contributor(s): none yet.
|
|
*
|
|
* ***** END GPL LICENSE BLOCK *****
|
|
*/
|
|
|
|
#ifndef BL_DEFORMABLEGAMEOBJECT
|
|
#define BL_DEFORMABLEGAMEOBJECT
|
|
|
|
#ifdef WIN32
|
|
#pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning
|
|
#endif //WIN32
|
|
|
|
#include "DNA_mesh_types.h"
|
|
#include "KX_GameObject.h"
|
|
#include "BL_MeshDeformer.h"
|
|
#include <vector>
|
|
|
|
class BL_ShapeActionActuator;
|
|
struct Key;
|
|
|
|
class BL_DeformableGameObject : public KX_GameObject
|
|
{
|
|
public:
|
|
|
|
CValue* GetReplica();
|
|
|
|
double GetLastFrame ()
|
|
{
|
|
return m_lastframe;
|
|
}
|
|
Object* GetBlendObject()
|
|
{
|
|
return m_blendobj;
|
|
}
|
|
virtual void Relink(GEN_Map<GEN_HashedPtr, void*>*map)
|
|
{
|
|
if (m_pDeformer)
|
|
m_pDeformer->Relink (map);
|
|
KX_GameObject::Relink(map);
|
|
};
|
|
void ProcessReplica(KX_GameObject* replica);
|
|
|
|
BL_DeformableGameObject(Object* blendobj, void* sgReplicationInfo, SG_Callbacks callbacks) :
|
|
KX_GameObject(sgReplicationInfo,callbacks),
|
|
m_pDeformer(NULL),
|
|
m_activeAct(NULL),
|
|
m_lastframe(0.),
|
|
m_blendobj(blendobj),
|
|
m_activePriority(9999)
|
|
{
|
|
m_isDeformable = true;
|
|
};
|
|
virtual ~BL_DeformableGameObject();
|
|
bool SetActiveAction(class BL_ShapeActionActuator *act, short priority, double curtime);
|
|
|
|
bool GetShape(vector<float> &shape);
|
|
Key* GetKey()
|
|
{
|
|
return (m_pDeformer) ? ((BL_MeshDeformer*)m_pDeformer)->GetMesh()->key : NULL;
|
|
}
|
|
|
|
public:
|
|
RAS_Deformer *m_pDeformer;
|
|
protected:
|
|
class BL_ShapeActionActuator *m_activeAct;
|
|
double m_lastframe;
|
|
Object* m_blendobj;
|
|
short m_activePriority;
|
|
|
|
};
|
|
|
|
#endif
|
|
|