forked from bartvdbraak/blender
BGE: some more cleanup in GetReplica/ProcessReplica of deformers: make them consistent with the other classes.
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5553d2c014
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076d1910f5
@ -46,7 +46,7 @@ void BL_DeformableGameObject::ProcessReplica()
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KX_GameObject::ProcessReplica();
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if (m_pDeformer)
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m_pDeformer= (BL_MeshDeformer*)m_pDeformer->GetReplica(this);
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m_pDeformer= (BL_MeshDeformer*)m_pDeformer->GetReplica();
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}
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CValue* BL_DeformableGameObject::GetReplica()
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@ -64,7 +64,8 @@ public:
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virtual void SetSimulatedTime(double time){};
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virtual bool Apply(class RAS_IPolyMaterial *mat);
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virtual bool Update(void){ return false; };
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virtual RAS_Deformer* GetReplica(class KX_GameObject* replica){return NULL;};
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virtual RAS_Deformer* GetReplica(){return NULL;};
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virtual void ProcessReplica() { };
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struct Mesh* GetMesh() { return m_bmesh; };
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// virtual void InitDeform(double time){};
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@ -76,7 +76,7 @@ BL_ModifierDeformer::~BL_ModifierDeformer()
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}
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};
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RAS_Deformer *BL_ModifierDeformer::GetReplica(class KX_GameObject* replica)
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RAS_Deformer *BL_ModifierDeformer::GetReplica()
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{
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BL_ModifierDeformer *result;
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@ -73,7 +73,7 @@ public:
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};
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virtual void ProcessReplica();
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virtual RAS_Deformer *GetReplica(class KX_GameObject* replica);
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virtual RAS_Deformer *GetReplica();
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virtual ~BL_ModifierDeformer();
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virtual bool UseVertexArray()
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{
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@ -68,7 +68,7 @@ BL_ShapeDeformer::~BL_ShapeDeformer()
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{
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};
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RAS_Deformer *BL_ShapeDeformer::GetReplica(class KX_GameObject* replica)
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RAS_Deformer *BL_ShapeDeformer::GetReplica()
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{
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BL_ShapeDeformer *result;
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@ -77,11 +77,6 @@ RAS_Deformer *BL_ShapeDeformer::GetReplica(class KX_GameObject* replica)
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return result;
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}
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void BL_ShapeDeformer::ProcessReplica()
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{
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BL_SkinDeformer::ProcessReplica();
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}
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bool BL_ShapeDeformer::LoadShapeDrivers(Object* arma)
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{
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IpoCurve *icu;
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@ -66,8 +66,7 @@ public:
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{
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};
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virtual void ProcessReplica();
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virtual RAS_Deformer *GetReplica(class KX_GameObject* replica);
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virtual RAS_Deformer *GetReplica();
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virtual ~BL_ShapeDeformer();
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bool Update (void);
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@ -108,7 +108,7 @@ void BL_SkinDeformer::Relink(GEN_Map<class GEN_HashedPtr, void*>*map)
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void **h_obj = (*map)[m_armobj];
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if (h_obj)
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SetArmature( (BL_ArmatureObject*)(*h_obj) );
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m_armobj = (BL_ArmatureObject*)(*h_obj);
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else
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m_armobj=NULL;
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}
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@ -151,21 +151,16 @@ bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat)
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return true;
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}
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RAS_Deformer *BL_SkinDeformer::GetReplica(class KX_GameObject* replica)
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RAS_Deformer *BL_SkinDeformer::GetReplica()
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{
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BL_SkinDeformer *result;
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result = new BL_SkinDeformer(*this);
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/* Not inherited from PyObjectPlus so this isnt needed */
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/* Just call a dummy function below, will be optimized out */
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/* there is m_armobj that must be fixed but we cannot do it now, it will be done in Relink */
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result->ProcessReplica();
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return result;
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}
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void BL_SkinDeformer::ProcessReplica()
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{
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}
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//void where_is_pose (Object *ob);
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//void armature_deform_verts(Object *armOb, Object *target, float (*vertexCos)[3], int numVerts, int deformflag);
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bool BL_SkinDeformer::Update(void)
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@ -67,8 +67,7 @@ public:
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bool recalc_normal,
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BL_ArmatureObject* arma = NULL);
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virtual void ProcessReplica();
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virtual RAS_Deformer *GetReplica(class KX_GameObject* replica);
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virtual RAS_Deformer *GetReplica();
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virtual ~BL_SkinDeformer();
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bool Update (void);
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bool Apply (class RAS_IPolyMaterial *polymat);
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@ -34,7 +34,7 @@
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// defines USE_ODE to choose physics engine
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#include "KX_ConvertPhysicsObject.h"
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#include "KX_GameObject.h"
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#include "BL_DeformableGameObject.h"
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#include "RAS_MeshObject.h"
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#include "KX_Scene.h"
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#include "SYS_System.h"
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@ -670,11 +670,11 @@ void KX_ConvertODEEngineObject(KX_GameObject* gameobj,
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class KX_SoftBodyDeformer : public RAS_Deformer
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{
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class RAS_MeshObject* m_pMeshObject;
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class KX_GameObject* m_gameobj;
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class RAS_MeshObject* m_pMeshObject;
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class BL_DeformableGameObject* m_gameobj;
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public:
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KX_SoftBodyDeformer(RAS_MeshObject* pMeshObject,KX_GameObject* gameobj)
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KX_SoftBodyDeformer(RAS_MeshObject* pMeshObject,BL_DeformableGameObject* gameobj)
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:m_pMeshObject(pMeshObject),
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m_gameobj(gameobj)
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{
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@ -687,7 +687,15 @@ void KX_ConvertODEEngineObject(KX_GameObject* gameobj,
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};
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virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map)
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{
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//printf("relink\n");
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void **h_obj = (*map)[m_gameobj];
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if (h_obj) {
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m_gameobj = (BL_DeformableGameObject*)(*h_obj);
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m_pMeshObject = m_gameobj->GetMesh(0);
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} else {
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m_gameobj = NULL;
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m_pMeshObject = NULL;
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}
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}
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virtual bool Apply(class RAS_IPolyMaterial *polymat)
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{
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@ -751,12 +759,16 @@ void KX_ConvertODEEngineObject(KX_GameObject* gameobj,
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//printf("update\n");
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return true;//??
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}
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virtual RAS_Deformer *GetReplica(class KX_GameObject* replica)
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virtual RAS_Deformer *GetReplica()
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{
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KX_SoftBodyDeformer* deformer = new KX_SoftBodyDeformer(replica->GetMesh(0),replica);
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KX_SoftBodyDeformer* deformer = new KX_SoftBodyDeformer(*this);
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deformer->ProcessReplica();
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return deformer;
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}
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virtual void ProcessReplica()
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{
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// we have two pointers to deal with but we cannot do it now, will be done in Relink
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}
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virtual bool SkipVertexTransform()
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{
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return true;
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@ -1187,9 +1199,8 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
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if (softBody && gameobj->GetMesh(0))//only the first mesh, if any
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{
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//should be a mesh then, so add a soft body deformer
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KX_SoftBodyDeformer* softbodyDeformer = new KX_SoftBodyDeformer( gameobj->GetMesh(0),gameobj);
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KX_SoftBodyDeformer* softbodyDeformer = new KX_SoftBodyDeformer( gameobj->GetMesh(0),(BL_DeformableGameObject*)gameobj);
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gameobj->SetDeformer(softbodyDeformer);
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}
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}
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@ -44,7 +44,8 @@ public:
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virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map)=0;
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virtual bool Apply(class RAS_IPolyMaterial *polymat)=0;
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virtual bool Update(void)=0;
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virtual RAS_Deformer *GetReplica(class KX_GameObject* replica)=0;
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virtual RAS_Deformer *GetReplica()=0;
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virtual void ProcessReplica()=0;
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virtual bool SkipVertexTransform()
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{
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return false;
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