blender/source/gameengine/Converter/BL_DeformableGameObject.cpp
Erwin Coumans a1bef84ea8 Allow Bullet soft bodies to be created using a AddObject actuator. Added a fake world coordinate system to game soft bodies, although the vertices are already in world space.
Added Bullet/Gimpact concave collision detection to Blender. If your build system isn't updated yet, please add extern/bullet2/src/BulletCollision/Gimpact/*
This allows moving/dynamic concave triangle meshes (decomposing meshes into compound convex shapes, and using 'compound' shapes is still preferred)
2008-09-26 02:27:59 +00:00

112 lines
2.8 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 *****
*/
#include "BL_DeformableGameObject.h"
#include "BL_ShapeDeformer.h"
#include "BL_ShapeActionActuator.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)
{
BL_MeshDeformer *deformer;
KX_GameObject::ProcessReplica(replica);
if (m_pDeformer) {
deformer = (BL_MeshDeformer*)m_pDeformer->GetReplica(replica);
((BL_DeformableGameObject*)replica)->m_pDeformer = deformer;
}
}
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;
}
bool BL_DeformableGameObject::SetActiveAction(BL_ShapeActionActuator *act, short priority, double curtime)
{
if (curtime != m_lastframe){
m_activePriority = 9999;
m_lastframe= curtime;
m_activeAct = NULL;
}
if (priority<=m_activePriority)
{
if (m_activeAct && (m_activeAct!=act))
m_activeAct->SetBlendTime(0.0f); /* Reset the blend timer */
m_activeAct = act;
m_activePriority = priority;
m_lastframe = curtime;
return true;
}
else{
act->SetBlendTime(0.0f);
return false;
}
}
bool BL_DeformableGameObject::GetShape(vector<float> &shape)
{
shape.clear();
if (m_pDeformer)
{
Mesh* mesh = ((BL_MeshDeformer*)m_pDeformer)->GetMesh();
// this check is normally superfluous: a shape deformer can only be created if the mesh
// has relative keys
if (mesh && mesh->key && mesh->key->type==KEY_RELATIVE)
{
KeyBlock *kb;
for (kb = (KeyBlock*)mesh->key->block.first; kb; kb = (KeyBlock*)kb->next)
{
shape.push_back(kb->curval);
}
}
}
return !shape.empty();
}