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- /*
- * ***** BEGIN GPL LICENSE BLOCK *****
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
- * All rights reserved.
- *
- * The Original Code is: all of this file.
- *
- * Contributor(s): none yet.
- *
- * ***** END GPL LICENSE BLOCK *****
- */
- /** \file gameengine/Converter/KX_SoftBodyDeformer.cpp
- * \ingroup bgeconv
- */
- #ifdef _MSC_VER
- # pragma warning (disable:4786)
- #endif //WIN32
- #include "MT_assert.h"
- #include "KX_SoftBodyDeformer.h"
- #include "RAS_MeshObject.h"
- #include "CTR_Map.h"
- #include "CTR_HashedPtr.h"
- #ifdef WITH_BULLET
- #include "CcdPhysicsEnvironment.h"
- #include "CcdPhysicsController.h"
- #include "BulletSoftBody/btSoftBody.h"
- #include "btBulletDynamicsCommon.h"
- void KX_SoftBodyDeformer::Relink(CTR_Map<class CTR_HashedPtr, void*>*map)
- {
- void **h_obj = (*map)[m_gameobj];
- if (h_obj) {
- m_gameobj = (BL_DeformableGameObject*)(*h_obj);
- m_pMeshObject = m_gameobj->GetMesh(0);
- } else {
- m_gameobj = NULL;
- m_pMeshObject = NULL;
- }
- }
- bool KX_SoftBodyDeformer::Apply(class RAS_IPolyMaterial *polymat)
- {
- CcdPhysicsController* ctrl = (CcdPhysicsController*) m_gameobj->GetPhysicsController();
- if (!ctrl)
- return false;
- btSoftBody* softBody= ctrl->GetSoftBody();
- if (!softBody)
- return false;
- //printf("apply\n");
- RAS_MeshSlot::iterator it;
- RAS_MeshMaterial *mmat;
- RAS_MeshSlot *slot;
- size_t i;
- // update the vertex in m_transverts
- Update();
- // The vertex cache can only be updated for this deformer:
- // Duplicated objects with more than one ploymaterial (=multiple mesh slot per object)
- // share the same mesh (=the same cache). As the rendering is done per polymaterial
- // cycling through the objects, the entire mesh cache cannot be updated in one shot.
- mmat = m_pMeshObject->GetMeshMaterial(polymat);
- if (!mmat->m_slots[(void*)m_gameobj])
- return true;
- slot = *mmat->m_slots[(void*)m_gameobj];
- // for each array
- for (slot->begin(it); !slot->end(it); slot->next(it))
- {
- btSoftBody::tNodeArray& nodes(softBody->m_nodes);
- int index = 0;
- for (i=it.startvertex; i<it.endvertex; i++,index++) {
- RAS_TexVert& v = it.vertex[i];
- btAssert(v.getSoftBodyIndex() >= 0);
- MT_Point3 pt (
- nodes[v.getSoftBodyIndex()].m_x.getX(),
- nodes[v.getSoftBodyIndex()].m_x.getY(),
- nodes[v.getSoftBodyIndex()].m_x.getZ());
- v.SetXYZ(pt);
- MT_Vector3 normal (
- nodes[v.getSoftBodyIndex()].m_n.getX(),
- nodes[v.getSoftBodyIndex()].m_n.getY(),
- nodes[v.getSoftBodyIndex()].m_n.getZ());
- v.SetNormal(normal);
- }
- }
- return true;
- }
- #endif
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