2011-02-23 10:52:22 +00:00
										 
									 
								 
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								/*
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								 * $Id$
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								 *
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											2008-04-16 22:40:48 +00:00
										 
									 
								 
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								 * ***** BEGIN GPL LICENSE BLOCK *****
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								 *
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								 * This program is free software; you can redistribute it and/or
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								 * modify it under the terms of the GNU General Public License
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								 * as published by the Free Software Foundation; either version 2
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								 * of the License, or (at your option) any later version.
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								 *
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								 * This program is distributed in the hope that it will be useful,
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								 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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								 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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								 * GNU General Public License for more details.
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								 *
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								 * You should have received a copy of the GNU General Public License
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								 * along with this program; if not, write to the Free Software Foundation,
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											2010-02-12 13:34:04 +00:00
										 
									 
								 
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								 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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								 *
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								 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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								 * All rights reserved.
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								 *
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								 * The Original Code is: all of this file.
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								 *
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								 * Contributor(s): none yet.
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								 *
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											2008-04-16 22:40:48 +00:00
										 
									 
								 
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								 * ***** END GPL LICENSE BLOCK *****
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								 */
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											2011-02-25 13:30:41 +00:00
										 
									 
								 
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								/** \file gameengine/Converter/BL_DeformableGameObject.cpp
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								 *  \ingroup bgeconv
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								 */
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								#include "BL_DeformableGameObject.h"
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								#include "BL_ShapeDeformer.h"
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								#include "BL_ShapeActionActuator.h"
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								#include "RAS_MaterialBucket.h"
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								BL_DeformableGameObject::~BL_DeformableGameObject()
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								{
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									if (m_pDeformer)
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										delete m_pDeformer;		//	__NLA : Temporary until we decide where to put this
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								}
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								void BL_DeformableGameObject::ProcessReplica()
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								{
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									KX_GameObject::ProcessReplica();
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									if (m_pDeformer)
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										m_pDeformer= (BL_MeshDeformer*)m_pDeformer->GetReplica();
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								}
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								CValue*		BL_DeformableGameObject::GetReplica()
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								{
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									BL_DeformableGameObject* replica = new BL_DeformableGameObject(*this);//m_float,GetName());
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									replica->ProcessReplica();
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									return replica;
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								}
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								bool BL_DeformableGameObject::SetActiveAction(BL_ShapeActionActuator *act, short priority, double curtime)
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								{
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									if (curtime != m_lastframe){
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										m_activePriority = 9999;
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										m_lastframe= curtime;
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										m_activeAct = NULL;
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									}
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									if (priority<=m_activePriority)
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									{
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										if (m_activeAct && (m_activeAct!=act))
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											m_activeAct->SetBlendTime(0.0f);	/* Reset the blend timer */
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										m_activeAct = act;
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										m_activePriority = priority;
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										m_lastframe = curtime;
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										return true;
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									}
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									else{
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										act->SetBlendTime(0.0f);
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										return false;
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									}
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								}
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								bool BL_DeformableGameObject::GetShape(vector<float> &shape)
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								{
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									shape.clear();
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									if (m_pDeformer)
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									{
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										Mesh* mesh = ((BL_MeshDeformer*)m_pDeformer)->GetMesh();
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										// this check is normally superfluous: a shape deformer can only be created if the mesh
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										// has relative keys
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										if (mesh && mesh->key && mesh->key->type==KEY_RELATIVE) 
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										{
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											KeyBlock *kb;
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											for (kb = (KeyBlock*)mesh->key->block.first; kb; kb = (KeyBlock*)kb->next)
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											{
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												shape.push_back(kb->curval);
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											}
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										}
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									}
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									return !shape.empty();
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								}
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								void BL_DeformableGameObject::SetDeformer(class RAS_Deformer* deformer)
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								{
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									m_pDeformer = deformer;
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									SG_QList::iterator<RAS_MeshSlot> mit(m_meshSlots);
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									for(mit.begin(); !mit.end(); ++mit)
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									{
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										(*mit)->SetDeformer(deformer);
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									}
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								}
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