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authorErwin Coumans <blender@erwincoumans.com>2008-09-24 07:12:10 +0400
committerErwin Coumans <blender@erwincoumans.com>2008-09-24 07:12:10 +0400
commit3b09c0b0d5a5bea78f0832532f8c206280ae6456 (patch)
tree42b036ffaa18d7ddf3b65a581ed49bb73130551f /source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
parent7eae8d0c7ba8d352faca05e6de4886f3ebd3f169 (diff)
Created a KX_SoftBodyDeformer for real-time soft bodies.
Added SetDeformer/GetDeformer() to KX_GameObject. Store mapping between graphics/soft body vertices (work-in-progress) Real-time soft body integration is still very premature, but for a quick preview, see this testfile: http://bulletphysics.com/ftp/pub/test/index.php?dir=blender/&file=soft_test.blend
Diffstat (limited to 'source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp110
1 files changed, 109 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
index 46b53d07efc..c4411a58856 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
@@ -38,6 +38,8 @@
#include "RAS_MeshObject.h"
#include "KX_Scene.h"
#include "SYS_System.h"
+#include "BL_SkinMeshObject.h"
+#include "BulletSoftBody/btSoftBody.h"
#include "PHY_Pro.h" //todo cleanup
#include "KX_ClientObjectInfo.h"
@@ -765,7 +767,7 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
}
case KX_BOUNDMESH:
{
- if (!ci.m_mass)
+ if (!ci.m_mass ||objprop->m_softbody)
{
// mesh shapes can be shared, check first if we already have a shape on that mesh
class CcdShapeConstructionInfo *sharedShapeInfo = CcdShapeConstructionInfo::FindMesh(meshobj, false);
@@ -988,6 +990,112 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
physicscontroller->SetObject(gameobj->GetSGNode());
+ class KX_SoftBodyDeformer : public RAS_Deformer
+ {
+ btSoftBody* m_softBody;
+ class BL_SkinMeshObject* m_pMeshObject;
+ class BL_DeformableGameObject* m_gameobj;
+
+
+ public:
+ KX_SoftBodyDeformer(btSoftBody* softBody,BL_SkinMeshObject* pMeshObject,BL_DeformableGameObject* gameobj)
+ : m_softBody(softBody),
+ m_pMeshObject(pMeshObject),
+ m_gameobj(gameobj)
+ {
+ //printf("KX_SoftBodyDeformer\n");
+ };
+
+ virtual ~KX_SoftBodyDeformer()
+ {
+ //printf("~KX_SoftBodyDeformer\n");
+ };
+ virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map)
+ {
+ //printf("relink\n");
+ }
+ virtual bool Apply(class RAS_IPolyMaterial *polymat)
+ {
+ //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))
+ {
+ // for each vertex
+ // copy the untransformed data from the original mvert
+ int count = 0;
+ {
+
+ for(i=it.startvertex; i<it.endvertex; i++,count++)
+ {
+ }
+ }
+ btSoftBody::tNodeArray& nodes(m_softBody->m_nodes);
+
+ if (count == m_softBody->m_userIndexMapping.size())
+ {
+ int index = 0;
+ for(i=it.startvertex; i<it.endvertex; i++,index++) {
+ RAS_TexVert& v = it.vertex[i];
+
+ MT_Point3 pt (
+ nodes[m_softBody->m_userIndexMapping[index]].m_x.getX(),
+ nodes[m_softBody->m_userIndexMapping[index]].m_x.getY(),
+ nodes[m_softBody->m_userIndexMapping[index]].m_x.getZ());
+ v.SetXYZ(pt);
+
+ //(m_transverts[v.getOrigIndex()]);
+ }
+ }
+
+ }
+
+ return true;
+ }
+ virtual bool Update(void)
+ {
+ //printf("update\n");
+ return true;//??
+ }
+ virtual RAS_Deformer *GetReplica()
+ {
+ //printf("getReplica\n");
+ return 0;
+ }
+ protected:
+ //class RAS_MeshObject *m_pMesh;
+ };
+
+ ///test for soft bodies
+ if (objprop->m_softbody && physicscontroller)
+ {
+ btSoftBody* softBody = physicscontroller->GetSoftBody();
+ if (softBody && gameobj->GetMesh(0))
+ {
+ //should be a mesh then, so add a soft body deformer
+ KX_SoftBodyDeformer* softbodyDeformer = new KX_SoftBodyDeformer(softBody, (BL_SkinMeshObject*)gameobj->GetMesh(0),(BL_DeformableGameObject*)gameobj);
+ gameobj->SetDeformer(softbodyDeformer);
+
+ }
+ }
+
}