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Diffstat (limited to 'source/gameengine/Converter/BL_DeformableGameObject.cpp')
-rw-r--r--source/gameengine/Converter/BL_DeformableGameObject.cpp55
1 files changed, 52 insertions, 3 deletions
diff --git a/source/gameengine/Converter/BL_DeformableGameObject.cpp b/source/gameengine/Converter/BL_DeformableGameObject.cpp
index 68a2e41ca47..e2610d2b405 100644
--- a/source/gameengine/Converter/BL_DeformableGameObject.cpp
+++ b/source/gameengine/Converter/BL_DeformableGameObject.cpp
@@ -28,6 +28,8 @@
*/
#include "BL_DeformableGameObject.h"
+#include "BL_ShapeDeformer.h"
+#include "BL_ShapeActionActuator.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
@@ -39,12 +41,14 @@ BL_DeformableGameObject::~BL_DeformableGameObject()
delete m_pDeformer; // __NLA : Temporary until we decide where to put this
}
-void BL_DeformableGameObject::ProcessReplica(KX_GameObject* replica)
+void BL_DeformableGameObject::ProcessReplica(KX_GameObject* replica)
{
+ BL_MeshDeformer *deformer;
KX_GameObject::ProcessReplica(replica);
- if (m_pDeformer){
- ((BL_DeformableGameObject*)replica)->m_pDeformer = m_pDeformer->GetReplica();
+ if (m_pDeformer) {
+ deformer = (BL_MeshDeformer*)m_pDeformer->GetReplica(replica);
+ ((BL_DeformableGameObject*)replica)->m_pDeformer = deformer;
}
}
@@ -60,3 +64,48 @@ CValue* BL_DeformableGameObject::GetReplica()
ProcessReplica(replica);
return replica;
}
+
+bool BL_DeformableGameObject::SetActiveAction(BL_ShapeActionActuator *act, short priority, double curtime)
+{
+ if (curtime != m_lastframe){
+ m_activePriority = 9999;
+ m_lastframe= curtime;
+ m_activeAct = NULL;
+ }
+
+ if (priority<=m_activePriority)
+ {
+ if (m_activeAct && (m_activeAct!=act))
+ m_activeAct->SetBlendTime(0.0f); /* Reset the blend timer */
+ m_activeAct = act;
+ m_activePriority = priority;
+ m_lastframe = curtime;
+
+ return true;
+ }
+ else{
+ act->SetBlendTime(0.0f);
+ return false;
+ }
+}
+
+bool BL_DeformableGameObject::GetShape(vector<float> &shape)
+{
+ shape.clear();
+ if (m_pDeformer)
+ {
+ Mesh* mesh = ((BL_MeshDeformer*)m_pDeformer)->GetMesh();
+ // this check is normally superfluous: a shape deformer can only be created if the mesh
+ // has relative keys
+ if (mesh && mesh->key && mesh->key->type==KEY_RELATIVE)
+ {
+ KeyBlock *kb;
+ for (kb = (KeyBlock*)mesh->key->block.first; kb; kb = (KeyBlock*)kb->next)
+ {
+ shape.push_back(kb->curval);
+ }
+ }
+ }
+ return !shape.empty();
+}
+