blender/source/gameengine/Converter/BL_DeformableGameObject.h
Erwin Coumans 3b09c0b0d5 Created a KX_SoftBodyDeformer for real-time soft bodies.
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
2008-09-24 03:12:10 +00:00

110 lines
2.5 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;
}
virtual void SetDeformer(class RAS_Deformer* deformer)
{
m_pDeformer = deformer;
}
virtual class RAS_Deformer* GetDeformer()
{
return m_pDeformer;
}
public:
protected:
RAS_Deformer *m_pDeformer;
class BL_ShapeActionActuator *m_activeAct;
double m_lastframe;
Object* m_blendobj;
short m_activePriority;
};
#endif