Blender  V2.59
BL_DeformableGameObject.cpp
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00001 /*
00002  * $Id: BL_DeformableGameObject.cpp 35167 2011-02-25 13:30:41Z jesterking $
00003  *
00004  * ***** BEGIN GPL LICENSE BLOCK *****
00005  *
00006  * This program is free software; you can redistribute it and/or
00007  * modify it under the terms of the GNU General Public License
00008  * as published by the Free Software Foundation; either version 2
00009  * of the License, or (at your option) any later version.
00010  *
00011  * This program is distributed in the hope that it will be useful,
00012  * but WITHOUT ANY WARRANTY; without even the implied warranty of
00013  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00014  * GNU General Public License for more details.
00015  *
00016  * You should have received a copy of the GNU General Public License
00017  * along with this program; if not, write to the Free Software Foundation,
00018  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
00019  *
00020  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
00021  * All rights reserved.
00022  *
00023  * The Original Code is: all of this file.
00024  *
00025  * Contributor(s): none yet.
00026  *
00027  * ***** END GPL LICENSE BLOCK *****
00028  */
00029 
00035 #include "BL_DeformableGameObject.h"
00036 #include "BL_ShapeDeformer.h"
00037 #include "BL_ShapeActionActuator.h"
00038 #include "RAS_MaterialBucket.h"
00039 
00040 
00041 BL_DeformableGameObject::~BL_DeformableGameObject()
00042 {
00043         if (m_pDeformer)
00044                 delete m_pDeformer;             //      __NLA : Temporary until we decide where to put this
00045 }
00046 
00047 void BL_DeformableGameObject::ProcessReplica()
00048 {
00049         KX_GameObject::ProcessReplica();
00050 
00051         if (m_pDeformer)
00052                 m_pDeformer= (BL_MeshDeformer*)m_pDeformer->GetReplica();
00053 }
00054 
00055 CValue*         BL_DeformableGameObject::GetReplica()
00056 {
00057 
00058         BL_DeformableGameObject* replica = new BL_DeformableGameObject(*this);//m_float,GetName());
00059         replica->ProcessReplica();
00060         return replica;
00061 }
00062 
00063 bool BL_DeformableGameObject::SetActiveAction(BL_ShapeActionActuator *act, short priority, double curtime)
00064 {
00065         if (curtime != m_lastframe){
00066                 m_activePriority = 9999;
00067                 m_lastframe= curtime;
00068                 m_activeAct = NULL;
00069         }
00070 
00071         if (priority<=m_activePriority)
00072         {
00073                 if (m_activeAct && (m_activeAct!=act))
00074                         m_activeAct->SetBlendTime(0.0f);        /* Reset the blend timer */
00075                 m_activeAct = act;
00076                 m_activePriority = priority;
00077                 m_lastframe = curtime;
00078         
00079                 return true;
00080         }
00081         else{
00082                 act->SetBlendTime(0.0f);
00083                 return false;
00084         }
00085 }
00086 
00087 bool BL_DeformableGameObject::GetShape(vector<float> &shape)
00088 {
00089         shape.clear();
00090         if (m_pDeformer)
00091         {
00092                 Mesh* mesh = ((BL_MeshDeformer*)m_pDeformer)->GetMesh();
00093                 // this check is normally superfluous: a shape deformer can only be created if the mesh
00094                 // has relative keys
00095                 if (mesh && mesh->key && mesh->key->type==KEY_RELATIVE) 
00096                 {
00097                         KeyBlock *kb;
00098                         for (kb = (KeyBlock*)mesh->key->block.first; kb; kb = (KeyBlock*)kb->next)
00099                         {
00100                                 shape.push_back(kb->curval);
00101                         }
00102                 }
00103         }
00104         return !shape.empty();
00105 }
00106 
00107 void BL_DeformableGameObject::SetDeformer(class RAS_Deformer* deformer)
00108 {
00109         m_pDeformer = deformer;
00110 
00111         SG_QList::iterator<RAS_MeshSlot> mit(m_meshSlots);
00112         for(mit.begin(); !mit.end(); ++mit)
00113         {
00114                 (*mit)->SetDeformer(deformer);
00115         }
00116 }
00117