111 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			111 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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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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 * 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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 * ***** END GPL LICENSE BLOCK *****
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 */
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/** \file BL_DeformableGameObject.h
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 *  \ingroup bgeconv
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 */
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#ifndef BL_DEFORMABLEGAMEOBJECT
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#define BL_DEFORMABLEGAMEOBJECT
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#if defined(WIN32) && !defined(FREE_WINDOWS)
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#pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning
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#endif //WIN32
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#include "DNA_mesh_types.h"
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#include "KX_GameObject.h"
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#include "BL_MeshDeformer.h"
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#include "KX_SoftBodyDeformer.h"
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#include <vector>
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class BL_ShapeActionActuator;
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struct Key;
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class BL_DeformableGameObject : public KX_GameObject  
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{
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public:
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	CValue*		GetReplica();
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	double GetLastFrame ()
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	{
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		return m_lastframe;
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	}
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	Object* GetBlendObject()
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	{
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		return m_blendobj;
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	}
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	virtual void Relink(CTR_Map<CTR_HashedPtr, void*>*map)
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	{
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		if (m_pDeformer)
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			m_pDeformer->Relink (map);
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		KX_GameObject::Relink(map);
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	};
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	void ProcessReplica();
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	BL_DeformableGameObject(Object* blendobj, void* sgReplicationInfo, SG_Callbacks callbacks) :
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		KX_GameObject(sgReplicationInfo,callbacks),
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		m_pDeformer(NULL),
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		m_activeAct(NULL),
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		m_lastframe(0.),
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		m_blendobj(blendobj),
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		m_activePriority(9999)
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	{
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		m_isDeformable = true;
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	};
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	virtual ~BL_DeformableGameObject();
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	bool SetActiveAction(class BL_ShapeActionActuator *act, short priority, double curtime);
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	bool GetShape(vector<float> &shape);
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	virtual void	SetDeformer(class RAS_Deformer* deformer);
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	virtual class RAS_Deformer* GetDeformer()
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	{
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		return m_pDeformer;
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	}
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public:
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protected:	
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	RAS_Deformer		*m_pDeformer;
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	class BL_ShapeActionActuator *m_activeAct;
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	double		m_lastframe;
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	Object*		m_blendobj;
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	short		m_activePriority;
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#ifdef WITH_CXX_GUARDEDALLOC
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public:
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	void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:BL_DeformableGameObject"); }
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	void operator delete( void *mem ) { MEM_freeN(mem); }
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#endif
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};
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#endif
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