/** * $Id: BL_DeformableGameObject.h 29259 2010-06-06 01:15:44Z 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 ***** */ #ifndef BL_DEFORMABLEGAMEOBJECT #define BL_DEFORMABLEGAMEOBJECT #ifdef WIN32 #pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning #endif //WIN32 #include "DNA_mesh_types.h" #include "KX_GameObject.h" #include "BL_MeshDeformer.h" #include class BL_ShapeActionActuator; struct Key; class BL_DeformableGameObject : public KX_GameObject { public: CValue* GetReplica(); double GetLastFrame () { return m_lastframe; } Object* GetBlendObject() { return m_blendobj; } virtual void Relink(GEN_Map*map) { if (m_pDeformer) m_pDeformer->Relink (map); KX_GameObject::Relink(map); }; void ProcessReplica(); BL_DeformableGameObject(Object* blendobj, void* sgReplicationInfo, SG_Callbacks callbacks) : KX_GameObject(sgReplicationInfo,callbacks), m_pDeformer(NULL), m_activeAct(NULL), m_lastframe(0.), m_blendobj(blendobj), m_activePriority(9999) { m_isDeformable = true; }; virtual ~BL_DeformableGameObject(); bool SetActiveAction(class BL_ShapeActionActuator *act, short priority, double curtime); bool GetShape(vector &shape); Key* GetKey() { return (m_pDeformer) ? ((BL_MeshDeformer*)m_pDeformer)->GetMesh()->key : NULL; } virtual void SetDeformer(class RAS_Deformer* deformer); virtual class RAS_Deformer* GetDeformer() { return m_pDeformer; } public: protected: RAS_Deformer *m_pDeformer; class BL_ShapeActionActuator *m_activeAct; double m_lastframe; Object* m_blendobj; short m_activePriority; #ifdef WITH_CXX_GUARDEDALLOC public: void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:BL_DeformableGameObject"); } void operator delete( void *mem ) { MEM_freeN(mem); } #endif }; #endif