diff options
author | Mitchell Stokes <mogurijin@gmail.com> | 2014-04-24 06:37:54 +0400 |
---|---|---|
committer | Mitchell Stokes <mogurijin@gmail.com> | 2014-04-24 06:39:57 +0400 |
commit | f5c3c624f8e62f266994be42fa4c85ce579321c0 (patch) | |
tree | 1ecddb7f709c95840ffc5711f912e23d867306a3 | |
parent | 4e5e3a978e497dad315fec2e3690c977a06ca779 (diff) |
BGE Cleanup: Moving reinstancing physics shapes from KX_ConvertPhysicsObject to PHY_IPhysicsController
This was the last item in KX_ConvertPhysicsObject. Therefore,
KX_ConvertPhysicsObject.h and KX_ConvertPhysicsObjects.cpp have been
removed.
12 files changed, 47 insertions, 143 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index 47d25c5fd5b..2fefea7d02a 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -180,7 +180,6 @@ extern Material defmaterial; /* material.c */ #include "SG_BBox.h" #include "SG_Tree.h" -#include "KX_ConvertPhysicsObject.h" #ifdef WITH_BULLET #include "CcdPhysicsEnvironment.h" #include "CcdGraphicController.h" diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp index 1df518467a4..bad99b5518b 100644 --- a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp +++ b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp @@ -50,7 +50,6 @@ #include "DummyPhysicsEnvironment.h" -#include "KX_ConvertPhysicsObject.h" #ifdef WITH_BULLET #include "CcdPhysicsEnvironment.h" diff --git a/source/gameengine/Converter/KX_SoftBodyDeformer.cpp b/source/gameengine/Converter/KX_SoftBodyDeformer.cpp index fcdaaaa761a..877aebff556 100644 --- a/source/gameengine/Converter/KX_SoftBodyDeformer.cpp +++ b/source/gameengine/Converter/KX_SoftBodyDeformer.cpp @@ -36,7 +36,6 @@ #include "MT_assert.h" -#include "KX_ConvertPhysicsObject.h" #include "KX_SoftBodyDeformer.h" #include "RAS_MeshObject.h" #include "CTR_Map.h" diff --git a/source/gameengine/Ketsji/CMakeLists.txt b/source/gameengine/Ketsji/CMakeLists.txt index 141dd5e25f3..09ef1677d7c 100644 --- a/source/gameengine/Ketsji/CMakeLists.txt +++ b/source/gameengine/Ketsji/CMakeLists.txt @@ -77,7 +77,6 @@ set(SRC KX_CharacterWrapper.cpp KX_ConstraintActuator.cpp KX_ConstraintWrapper.cpp - KX_ConvertPhysicsObjects.cpp KX_Dome.cpp KX_EmptyObject.cpp KX_FontObject.cpp @@ -151,7 +150,6 @@ set(SRC KX_ClientObjectInfo.h KX_ConstraintActuator.h KX_ConstraintWrapper.h - KX_ConvertPhysicsObject.h KX_Dome.h KX_EmptyObject.h KX_FontObject.h diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h b/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h deleted file mode 100644 index efe4f2ead36..00000000000 --- a/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h +++ /dev/null @@ -1,43 +0,0 @@ -/* - * ***** 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 KX_ConvertPhysicsObject.h - * \ingroup ketsji - */ - -#ifndef __KX_CONVERTPHYSICSOBJECT_H__ -#define __KX_CONVERTPHYSICSOBJECT_H__ - -class KX_GameObject; -class RAS_MeshObject; - -#ifdef WITH_BULLET - -bool KX_ReInstanceBulletShapeFromMesh(KX_GameObject *gameobj, KX_GameObject *from_gameobj, RAS_MeshObject* from_meshobj); - -#endif -#endif /* __KX_CONVERTPHYSICSOBJECT_H__ */ diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp deleted file mode 100644 index 111d62ba83e..00000000000 --- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp +++ /dev/null @@ -1,87 +0,0 @@ -/* - * ***** 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/Ketsji/KX_ConvertPhysicsObjects.cpp - * \ingroup ketsji - */ - -#ifdef _MSC_VER -# pragma warning (disable:4786) -#endif - -#include "KX_ConvertPhysicsObject.h" - -#include "KX_GameObject.h" -#include "RAS_MeshObject.h" - -#ifdef WITH_BULLET - -#include "CcdPhysicsEnvironment.h" -#include "CcdPhysicsController.h" - -/* Refresh the physics object from either an object or a mesh. - * gameobj must be valid - * from_gameobj and from_meshobj can be NULL - * - * when setting the mesh, the following vars get priority - * 1) from_meshobj - creates the phys mesh from RAS_MeshObject - * 2) from_gameobj - creates the phys mesh from the DerivedMesh where possible, else the RAS_MeshObject - * 3) gameobj - update the phys mesh from DerivedMesh or RAS_MeshObject - * - * Most of the logic behind this is in shapeInfo->UpdateMesh(...) - */ -bool KX_ReInstanceBulletShapeFromMesh(KX_GameObject *gameobj, KX_GameObject *from_gameobj, RAS_MeshObject* from_meshobj) -{ - CcdPhysicsController *spc= static_cast<CcdPhysicsController*>(gameobj->GetPhysicsController()); - CcdShapeConstructionInfo *shapeInfo; - - /* if this is the child of a compound shape this can happen - * don't support compound shapes for now */ - if (spc==NULL) - return false; - - shapeInfo = spc->GetShapeInfo(); - - if (shapeInfo->m_shapeType != PHY_SHAPE_MESH/* || spc->GetSoftBody()*/) - return false; - - spc->DeleteControllerShape(); - - if (from_gameobj==NULL && from_meshobj==NULL) - from_gameobj= gameobj; - - /* updates the arrays used for making the new bullet mesh */ - shapeInfo->UpdateMesh(from_gameobj, from_meshobj); - - /* create the new bullet mesh */ - CcdConstructionInfo& cci = spc->GetConstructionInfo(); - btCollisionShape* bm= shapeInfo->CreateBulletShape(cci.m_margin, cci.m_bGimpact, !cci.m_bSoft); - - spc->ReplaceControllerShape(bm); - return true; -} -#endif // WITH_BULLET diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp index ec64d09d147..bd8d68819ad 100644 --- a/source/gameengine/Ketsji/KX_GameObject.cpp +++ b/source/gameengine/Ketsji/KX_GameObject.cpp @@ -1908,11 +1908,11 @@ PyObject *KX_GameObject::PyReinstancePhysicsMesh(PyObject *args) ) { return NULL; } -#ifdef WITH_BULLET + /* gameobj and mesh can be NULL */ - if (KX_ReInstanceBulletShapeFromMesh(this, gameobj, mesh)) + if (GetPhysicsController() && GetPhysicsController()->ReinstancePhysicsShape(gameobj, mesh)) Py_RETURN_TRUE; -#endif + Py_RETURN_FALSE; } diff --git a/source/gameengine/Ketsji/KX_MeshProxy.cpp b/source/gameengine/Ketsji/KX_MeshProxy.cpp index c288c647fa2..a6f2f728674 100644 --- a/source/gameengine/Ketsji/KX_MeshProxy.cpp +++ b/source/gameengine/Ketsji/KX_MeshProxy.cpp @@ -42,7 +42,6 @@ #include "KX_BlenderMaterial.h" #include "KX_PyMath.h" -#include "KX_ConvertPhysicsObject.h" #include "PyObjectPlus.h" diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp index 50885515976..4ed5d83a2b7 100644 --- a/source/gameengine/Ketsji/KX_Scene.cpp +++ b/source/gameengine/Ketsji/KX_Scene.cpp @@ -95,7 +95,6 @@ #ifdef WITH_BULLET #include "KX_SoftBodyDeformer.h" -#include "KX_ConvertPhysicsObject.h" #endif #include "KX_Light.h" @@ -1276,11 +1275,10 @@ void KX_Scene::ReplaceMesh(class CValue* obj,void* meshobj, bool use_gfx, bool u gameobj->AddMeshUser(); } -#ifdef WITH_BULLET if (use_phys) { /* update the new assigned mesh with the physics mesh */ - KX_ReInstanceBulletShapeFromMesh(gameobj, NULL, use_gfx?NULL:mesh); + if (gameobj->GetPhysicsController()) + gameobj->GetPhysicsController()->ReinstancePhysicsShape(NULL, use_gfx?NULL:mesh); } -#endif } /* Font Object routines */ diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp index 33726018268..c98cf212265 100644 --- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp +++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp @@ -1625,6 +1625,41 @@ PHY_IPhysicsController* CcdPhysicsController::GetReplicaForSensors() return replica; } +/* Refresh the physics object from either an object or a mesh. + * from_gameobj and from_meshobj can be NULL + * + * when setting the mesh, the following vars get priority + * 1) from_meshobj - creates the phys mesh from RAS_MeshObject + * 2) from_gameobj - creates the phys mesh from the DerivedMesh where possible, else the RAS_MeshObject + * 3) this - update the phys mesh from DerivedMesh or RAS_MeshObject + * + * Most of the logic behind this is in shapeInfo->UpdateMesh(...) + */ +bool CcdPhysicsController::ReinstancePhysicsShape(KX_GameObject *from_gameobj, RAS_MeshObject *from_meshobj) +{ + CcdShapeConstructionInfo *shapeInfo; + + shapeInfo = this->GetShapeInfo(); + + if (shapeInfo->m_shapeType != PHY_SHAPE_MESH/* || spc->GetSoftBody()*/) + return false; + + this->DeleteControllerShape(); + + if (from_gameobj==NULL && from_meshobj==NULL) + from_gameobj = KX_GameObject::GetClientObject((KX_ClientObjectInfo*)this->GetNewClientInfo()); + + /* updates the arrays used for making the new bullet mesh */ + shapeInfo->UpdateMesh(from_gameobj, from_meshobj); + + /* create the new bullet mesh */ + CcdConstructionInfo& cci = this->GetConstructionInfo(); + btCollisionShape* bm= shapeInfo->CreateBulletShape(cci.m_margin, cci.m_bGimpact, !cci.m_bSoft); + + this->ReplaceControllerShape(bm); + return true; +} + /////////////////////////////////////////////////////////// ///A small utility class, DefaultMotionState /// diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.h b/source/gameengine/Physics/Bullet/CcdPhysicsController.h index 0d6d40861c5..d8bb0d06d10 100644 --- a/source/gameengine/Physics/Bullet/CcdPhysicsController.h +++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.h @@ -704,6 +704,8 @@ protected: return GetConstructionInfo().m_shapeInfo->m_shapeType == PHY_SHAPE_COMPOUND; } + virtual bool ReinstancePhysicsShape(KX_GameObject *from_gameobj, RAS_MeshObject* from_meshobj); + #ifdef WITH_CXX_GUARDEDALLOC MEM_CXX_CLASS_ALLOC_FUNCS("GE:CcdPhysicsController") #endif diff --git a/source/gameengine/Physics/common/PHY_IPhysicsController.h b/source/gameengine/Physics/common/PHY_IPhysicsController.h index a1d0972a950..2ffb115e3b2 100644 --- a/source/gameengine/Physics/common/PHY_IPhysicsController.h +++ b/source/gameengine/Physics/common/PHY_IPhysicsController.h @@ -41,6 +41,9 @@ class MT_Vector3; class MT_Point3; class MT_Matrix3x3; +class KX_GameObject; +class RAS_MeshObject; + /** * PHY_IPhysicsController is the abstract simplified Interface to a physical object. * It contains the IMotionState and IDeformableMesh Interfaces. @@ -124,6 +127,8 @@ class PHY_IPhysicsController : public PHY_IController virtual bool IsDynamic() = 0; virtual bool IsCompound() = 0; + virtual bool ReinstancePhysicsShape(KX_GameObject *from_gameobj, RAS_MeshObject* from_meshobj) = 0; + #ifdef WITH_CXX_GUARDEDALLOC MEM_CXX_CLASS_ALLOC_FUNCS("GE:PHY_IPhysicsController") |