forked from bartvdbraak/blender
cb12337363
anything, only contained a hash map and functions to pass command line args to the game engine. Moved those to container and BlenderRoutines modules.
130 lines
3.2 KiB
C++
130 lines
3.2 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 *****
|
|
*/
|
|
|
|
/** \file BL_DeformableGameObject.h
|
|
* \ingroup bgeconv
|
|
*/
|
|
|
|
#ifndef BL_DEFORMABLEGAMEOBJECT
|
|
#define BL_DEFORMABLEGAMEOBJECT
|
|
|
|
#if defined(WIN32) && !defined(FREE_WINDOWS)
|
|
#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 "KX_SoftBodyDeformer.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(CTR_Map<CTR_HashedPtr, void*>*map)
|
|
{
|
|
if (m_pDeformer)
|
|
m_pDeformer->Relink (map);
|
|
KX_GameObject::Relink(map);
|
|
};
|
|
void ProcessReplica();
|
|
|
|
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()
|
|
{
|
|
if(m_pDeformer) {
|
|
BL_MeshDeformer *deformer= dynamic_cast<BL_MeshDeformer *>(m_pDeformer); // incase its not a MeshDeformer
|
|
if(deformer) {
|
|
return deformer->GetMesh()->key;
|
|
}
|
|
|
|
#if 0 // TODO. shape keys for softbody, currently they dont store a mesh.
|
|
KX_SoftBodyDeformer *deformer_soft= dynamic_cast<KX_SoftBodyDeformer *>(m_pDeformer);
|
|
if(deformer) {
|
|
return deformer->GetMesh()->key;
|
|
}
|
|
#endif
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
virtual void SetDeformer(class RAS_Deformer* 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;
|
|
|
|
|
|
#ifdef WITH_CXX_GUARDEDALLOC
|
|
public:
|
|
void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:BL_DeformableGameObject"); }
|
|
void operator delete( void *mem ) { MEM_freeN(mem); }
|
|
#endif
|
|
};
|
|
|
|
#endif
|
|
|