blender/source/gameengine/Converter/BL_DeformableGameObject.cpp
Campbell Barton d5032657ed style cleanup
2012-06-06 22:38:39 +00:00

117 lines
2.9 KiB
C++

/*
* ***** 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 gameengine/Converter/BL_DeformableGameObject.cpp
* \ingroup bgeconv
*/
#include "BL_DeformableGameObject.h"
#include "BL_ShapeDeformer.h"
#include "BL_ShapeActionActuator.h"
#include "RAS_MaterialBucket.h"
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::ProcessReplica();
if (m_pDeformer)
m_pDeformer= (BL_MeshDeformer*)m_pDeformer->GetReplica();
}
CValue* BL_DeformableGameObject::GetReplica()
{
BL_DeformableGameObject* replica = new BL_DeformableGameObject(*this);//m_float,GetName());
replica->ProcessReplica();
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();
BL_ShapeDeformer* shape_deformer = dynamic_cast<BL_ShapeDeformer*>(m_pDeformer);
if (shape_deformer)
{
// this check is normally superfluous: a shape deformer can only be created if the mesh
// has relative keys
Key* key = shape_deformer->GetKey();
if (key && key->type==KEY_RELATIVE)
{
KeyBlock *kb;
for (kb = (KeyBlock*)key->block.first; kb; kb = (KeyBlock*)kb->next)
{
shape.push_back(kb->curval);
}
}
}
return !shape.empty();
}
void BL_DeformableGameObject::SetDeformer(class RAS_Deformer* deformer)
{
m_pDeformer = deformer;
SG_QList::iterator<RAS_MeshSlot> mit(m_meshSlots);
for (mit.begin(); !mit.end(); ++mit)
{
(*mit)->SetDeformer(deformer);
}
}