Blender  V2.59
BL_DeformableGameObject.h
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00001 /*
00002  * $Id: BL_DeformableGameObject.h 36523 2011-05-06 20:18:42Z blendix $
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 
00034 #ifndef BL_DEFORMABLEGAMEOBJECT
00035 #define BL_DEFORMABLEGAMEOBJECT
00036 
00037 #if defined(WIN32) && !defined(FREE_WINDOWS)
00038 #pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning
00039 #endif //WIN32
00040 
00041 #include "DNA_mesh_types.h"
00042 #include "KX_GameObject.h"
00043 #include "BL_MeshDeformer.h"
00044 #include "KX_SoftBodyDeformer.h"
00045 #include <vector>
00046 
00047 class BL_ShapeActionActuator;
00048 struct Key;
00049 
00050 class BL_DeformableGameObject : public KX_GameObject  
00051 {
00052 public:
00053         CValue*         GetReplica();
00054 
00055         double GetLastFrame ()
00056         {
00057                 return m_lastframe;
00058         }
00059         Object* GetBlendObject()
00060         {
00061                 return m_blendobj;
00062         }
00063         virtual void Relink(CTR_Map<CTR_HashedPtr, void*>*map)
00064         {
00065                 if (m_pDeformer)
00066                         m_pDeformer->Relink (map);
00067                 KX_GameObject::Relink(map);
00068         };
00069         void ProcessReplica();
00070 
00071         BL_DeformableGameObject(Object* blendobj, void* sgReplicationInfo, SG_Callbacks callbacks) :
00072                 KX_GameObject(sgReplicationInfo,callbacks),
00073                 m_pDeformer(NULL),
00074                 m_activeAct(NULL),
00075                 m_lastframe(0.),
00076                 m_blendobj(blendobj),
00077                 m_activePriority(9999)
00078         {
00079                 m_isDeformable = true;
00080         };
00081         virtual ~BL_DeformableGameObject();
00082         bool SetActiveAction(class BL_ShapeActionActuator *act, short priority, double curtime);
00083 
00084         bool GetShape(vector<float> &shape);
00085         Key* GetKey()
00086         {
00087                 if(m_pDeformer) {
00088                         BL_MeshDeformer *deformer= dynamic_cast<BL_MeshDeformer *>(m_pDeformer); // incase its not a MeshDeformer
00089                         if(deformer) {
00090                                 return deformer->GetMesh()->key;
00091                         }
00092 
00093 #if 0           // TODO. shape keys for softbody, currently they dont store a mesh.
00094                         KX_SoftBodyDeformer *deformer_soft= dynamic_cast<KX_SoftBodyDeformer *>(m_pDeformer);   
00095                         if(deformer) {
00096                                 return deformer->GetMesh()->key;
00097                         }
00098 #endif
00099                 }
00100                 return NULL;
00101         }
00102         
00103         virtual void    SetDeformer(class RAS_Deformer* deformer);
00104         virtual class RAS_Deformer* GetDeformer()
00105         {
00106                 return m_pDeformer;
00107         }
00108 
00109 public:
00110         
00111 protected:      
00112         
00113         RAS_Deformer            *m_pDeformer;
00114 
00115         class BL_ShapeActionActuator *m_activeAct;
00116         double          m_lastframe;
00117         Object*         m_blendobj;
00118         short           m_activePriority;
00119 
00120 
00121 #ifdef WITH_CXX_GUARDEDALLOC
00122 public:
00123         void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:BL_DeformableGameObject"); }
00124         void operator delete( void *mem ) { MEM_freeN(mem); }
00125 #endif
00126 };
00127 
00128 #endif
00129