/** * $Id: BL_DeformableGameObject.cpp 28254 2010-04-18 10:28:37Z campbellbarton $ * * ***** 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 ***** */ #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 &shape) { shape.clear(); if (m_pDeformer) { Mesh* mesh = ((BL_MeshDeformer*)m_pDeformer)->GetMesh(); // this check is normally superfluous: a shape deformer can only be created if the mesh // has relative keys if (mesh && mesh->key && mesh->key->type==KEY_RELATIVE) { KeyBlock *kb; for (kb = (KeyBlock*)mesh->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 mit(m_meshSlots); for(mit.begin(); !mit.end(); ++mit) { (*mit)->SetDeformer(deformer); } }