forked from bartvdbraak/blender
117 lines
2.9 KiB
C++
117 lines
2.9 KiB
C++
/*
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* ***** BEGIN GPL 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.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 LICENSE BLOCK *****
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*/
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/** \file gameengine/Converter/BL_DeformableGameObject.cpp
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* \ingroup bgeconv
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*/
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#include "BL_DeformableGameObject.h"
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#include "BL_ShapeDeformer.h"
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#include "BL_ShapeActionActuator.h"
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#include "RAS_MaterialBucket.h"
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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()
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{
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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();
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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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replica->ProcessReplica();
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return replica;
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}
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bool BL_DeformableGameObject::SetActiveAction(BL_ShapeActionActuator *act, short priority, double curtime)
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{
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if (curtime != m_lastframe) {
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m_activePriority = 9999;
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m_lastframe= curtime;
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m_activeAct = NULL;
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}
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if (priority<=m_activePriority)
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{
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if (m_activeAct && (m_activeAct!=act))
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m_activeAct->SetBlendTime(0.0f); /* Reset the blend timer */
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m_activeAct = act;
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m_activePriority = priority;
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m_lastframe = curtime;
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return true;
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}
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else {
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act->SetBlendTime(0.0f);
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return false;
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}
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}
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bool BL_DeformableGameObject::GetShape(vector<float> &shape)
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{
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shape.clear();
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BL_ShapeDeformer* shape_deformer = dynamic_cast<BL_ShapeDeformer*>(m_pDeformer);
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if (shape_deformer)
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{
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// this check is normally superfluous: a shape deformer can only be created if the mesh
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// has relative keys
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Key* key = shape_deformer->GetKey();
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if (key && key->type==KEY_RELATIVE)
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{
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KeyBlock *kb;
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for (kb = (KeyBlock *)key->block.first; kb; kb = (KeyBlock *)kb->next)
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{
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shape.push_back(kb->curval);
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}
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}
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}
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return !shape.empty();
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}
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void BL_DeformableGameObject::SetDeformer(class RAS_Deformer* deformer)
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{
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m_pDeformer = deformer;
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SG_QList::iterator<RAS_MeshSlot> mit(m_meshSlots);
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for (mit.begin(); !mit.end(); ++mit)
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{
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(*mit)->SetDeformer(deformer);
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}
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}
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