Blender V2.61 - r43446
|
00001 /* 00002 * ***** BEGIN GPL LICENSE BLOCK ***** 00003 * 00004 * This program is free software; you can redistribute it and/or 00005 * modify it under the terms of the GNU General Public License 00006 * as published by the Free Software Foundation; either version 2 00007 * of the License, or (at your option) any later version. 00008 * 00009 * This program is distributed in the hope that it will be useful, 00010 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00011 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00012 * GNU General Public License for more details. 00013 * 00014 * You should have received a copy of the GNU General Public License 00015 * along with this program; if not, write to the Free Software Foundation, 00016 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 00017 * 00018 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. 00019 * All rights reserved. 00020 * 00021 * The Original Code is: all of this file. 00022 * 00023 * Contributor(s): none yet. 00024 * 00025 * ***** END GPL LICENSE BLOCK ***** 00026 */ 00027 00033 #include "BL_DeformableGameObject.h" 00034 #include "BL_ShapeDeformer.h" 00035 #include "BL_ShapeActionActuator.h" 00036 #include "RAS_MaterialBucket.h" 00037 00038 00039 BL_DeformableGameObject::~BL_DeformableGameObject() 00040 { 00041 if (m_pDeformer) 00042 delete m_pDeformer; // __NLA : Temporary until we decide where to put this 00043 } 00044 00045 void BL_DeformableGameObject::ProcessReplica() 00046 { 00047 KX_GameObject::ProcessReplica(); 00048 00049 if (m_pDeformer) 00050 m_pDeformer= (BL_MeshDeformer*)m_pDeformer->GetReplica(); 00051 } 00052 00053 CValue* BL_DeformableGameObject::GetReplica() 00054 { 00055 00056 BL_DeformableGameObject* replica = new BL_DeformableGameObject(*this);//m_float,GetName()); 00057 replica->ProcessReplica(); 00058 return replica; 00059 } 00060 00061 bool BL_DeformableGameObject::SetActiveAction(BL_ShapeActionActuator *act, short priority, double curtime) 00062 { 00063 if (curtime != m_lastframe){ 00064 m_activePriority = 9999; 00065 m_lastframe= curtime; 00066 m_activeAct = NULL; 00067 } 00068 00069 if (priority<=m_activePriority) 00070 { 00071 if (m_activeAct && (m_activeAct!=act)) 00072 m_activeAct->SetBlendTime(0.0f); /* Reset the blend timer */ 00073 m_activeAct = act; 00074 m_activePriority = priority; 00075 m_lastframe = curtime; 00076 00077 return true; 00078 } 00079 else{ 00080 act->SetBlendTime(0.0f); 00081 return false; 00082 } 00083 } 00084 00085 bool BL_DeformableGameObject::GetShape(vector<float> &shape) 00086 { 00087 shape.clear(); 00088 BL_ShapeDeformer* shape_deformer = dynamic_cast<BL_ShapeDeformer*>(m_pDeformer); 00089 if (shape_deformer) 00090 { 00091 // this check is normally superfluous: a shape deformer can only be created if the mesh 00092 // has relative keys 00093 Key* key = shape_deformer->GetKey(); 00094 if (key && key->type==KEY_RELATIVE) 00095 { 00096 KeyBlock *kb; 00097 for (kb = (KeyBlock*)key->block.first; kb; kb = (KeyBlock*)kb->next) 00098 { 00099 shape.push_back(kb->curval); 00100 } 00101 } 00102 } 00103 return !shape.empty(); 00104 } 00105 00106 void BL_DeformableGameObject::SetDeformer(class RAS_Deformer* deformer) 00107 { 00108 m_pDeformer = deformer; 00109 00110 SG_QList::iterator<RAS_MeshSlot> mit(m_meshSlots); 00111 for(mit.begin(); !mit.end(); ++mit) 00112 { 00113 (*mit)->SetDeformer(deformer); 00114 } 00115 } 00116