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authorBenoit Bolsee <benoit.bolsee@online.be>2008-06-18 10:46:49 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2008-06-18 10:46:49 +0400
commit2bece8dcb5104bc95149b0c40723f1dc855d6b29 (patch)
tree6bf9f626e03847e48f4b065d2765e4d0099dde64 /source/gameengine/Converter/BL_MeshDeformer.h
parentb4c123c275172eb4f8477ea90c3f68d61565483b (diff)
BGE Patch: Add Shape Action support and update MSCV_7 project file for glew.
Shape Action are now supported in the BGE. A new type of actuator "Shape Action" is available on mesh objects. It can be combined with Action actuator on parent armature. Only relative keys are supported. All the usual action options are available: type, blending, priority, Python API. Only actions with shape channels should be specified of course, otherwise the actuator has no effect. Shape action will still work after a mesh replacement provided that the new mesh has compatible shape keys.
Diffstat (limited to 'source/gameengine/Converter/BL_MeshDeformer.h')
-rw-r--r--source/gameengine/Converter/BL_MeshDeformer.h4
1 files changed, 3 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_MeshDeformer.h b/source/gameengine/Converter/BL_MeshDeformer.h
index 88dc2500859..8d8b56b1eed 100644
--- a/source/gameengine/Converter/BL_MeshDeformer.h
+++ b/source/gameengine/Converter/BL_MeshDeformer.h
@@ -32,6 +32,7 @@
#include "RAS_Deformer.h"
#include "DNA_object_types.h"
+#include "DNA_key_types.h"
#include "MT_Point3.h"
#include <stdlib.h>
@@ -56,8 +57,9 @@ public:
virtual ~BL_MeshDeformer();
virtual void SetSimulatedTime(double time){};
virtual bool Apply(class RAS_IPolyMaterial *mat);
- virtual void Update(void){};
+ virtual bool Update(void){ return false; };
virtual RAS_Deformer* GetReplica(){return NULL;};
+ struct Mesh* GetMesh() { return m_bmesh; };
// virtual void InitDeform(double time){};
protected:
class BL_SkinMeshObject* m_pMeshObject;