blender/source/gameengine/Converter/BL_DeformableGameObject.cpp
Nathan Letwory 00291b5cf4 [GameEngine] Commit all Kester's changes made to the gameengine to restore 2.25 like physics.
[SCons] Build with Solid as default when enabling the gameengine in the build process
[SCons] Build solid and qhull from the extern directory and link statically against them

That was about it.

There are a few things that needs double checking:

* Makefiles
* Projectfiles
* All the other systems than Linux and Windows on which the build (with scons) has been successfully tested.
2004-03-22 22:02:18 +00:00

66 lines
1.9 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL LICENSE BLOCK *****
*/
#include "BL_DeformableGameObject.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
BL_DeformableGameObject::~BL_DeformableGameObject()
{
if (m_pDeformer)
delete m_pDeformer; // __NLA : Temporary until we decide where to put this
}
void BL_DeformableGameObject::ProcessReplica(KX_GameObject* replica)
{
KX_GameObject::ProcessReplica(replica);
if (m_pDeformer){
((BL_DeformableGameObject*)replica)->m_pDeformer = m_pDeformer->GetReplica();
}
}
CValue* BL_DeformableGameObject::GetReplica()
{
BL_DeformableGameObject* replica = new BL_DeformableGameObject(*this);//m_float,GetName());
// this will copy properties and so on...
CValue::AddDataToReplica(replica);
ProcessReplica(replica);
return replica;
}