forked from bartvdbraak/blender
00291b5cf4
[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.
66 lines
1.9 KiB
C++
66 lines
1.9 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#include "BL_DeformableGameObject.h"
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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BL_DeformableGameObject::~BL_DeformableGameObject()
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{
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if (m_pDeformer)
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delete m_pDeformer; // __NLA : Temporary until we decide where to put this
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}
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void BL_DeformableGameObject::ProcessReplica(KX_GameObject* replica)
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{
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KX_GameObject::ProcessReplica(replica);
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if (m_pDeformer){
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((BL_DeformableGameObject*)replica)->m_pDeformer = m_pDeformer->GetReplica();
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}
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}
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CValue* BL_DeformableGameObject::GetReplica()
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{
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BL_DeformableGameObject* replica = new BL_DeformableGameObject(*this);//m_float,GetName());
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// this will copy properties and so on...
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CValue::AddDataToReplica(replica);
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ProcessReplica(replica);
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return replica;
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}
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