diff options
author | Campbell Barton <ideasman42@gmail.com> | 2009-07-26 02:57:29 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2009-07-26 02:57:29 +0400 |
commit | e9ca43521f99c6b9baf6d9278f85323086fcade2 (patch) | |
tree | 58ab9f5afe70d77fa04f920fa2c55adb34cd2990 /source/gameengine/Ketsji/KX_GameObject.cpp | |
parent | 1c00eacca2b084d7189de33cb75e8612cb542030 (diff) |
BGE Physics
Add support back for reinstancePhysics mesh, a frequently requested feature in the BGE forums.
from what I can tell Sumo supported this but bullet never did.
Currently only accessible via python at the moment.
- rigid body, dynamic, static types work.
- instanced physics meshes are modified too.
- compound shapes are not supported.
Physics mesh can be re-instanced from...
* shape keys & armature deformations
* subsurf (any other modifiers too)
* RAS_TexVert's (can be modified from python)
Moved the reinstancePhysicsMesh functions from RAS_MeshObject into KX_GameObject since the physics data is stored here.
video and blend file demo.
http://www.graphicall.org/ftp/ideasman42/reinstance.ogv
http://www.graphicall.org/ftp/ideasman42/reinstance_demo.blend
Diffstat (limited to 'source/gameengine/Ketsji/KX_GameObject.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_GameObject.cpp | 24 |
1 files changed, 24 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp index b266095c715..36a9efe5b91 100644 --- a/source/gameengine/Ketsji/KX_GameObject.cpp +++ b/source/gameengine/Ketsji/KX_GameObject.cpp @@ -66,6 +66,7 @@ typedef unsigned long uint_ptr; #include "KX_PythonInit.h" #include "KX_PyMath.h" #include "KX_PythonSeq.h" +#include "KX_ConvertPhysicsObject.h" #include "SCA_IActuator.h" #include "SCA_ISensor.h" #include "SCA_IController.h" @@ -1183,6 +1184,7 @@ PyMethodDef KX_GameObject::Methods[] = { {"getPropertyNames", (PyCFunction)KX_GameObject::sPyGetPropertyNames,METH_NOARGS}, {"replaceMesh",(PyCFunction) KX_GameObject::sPyReplaceMesh, METH_O}, {"endObject",(PyCFunction) KX_GameObject::sPyEndObject, METH_NOARGS}, + {"reinstancePhysicsMesh", (PyCFunction)KX_GameObject::sPyReinstancePhysicsMesh,METH_VARARGS}, KX_PYMETHODTABLE(KX_GameObject, rayCastTo), KX_PYMETHODTABLE(KX_GameObject, rayCast), @@ -1280,6 +1282,28 @@ PyObject* KX_GameObject::PyEndObject() } +PyObject* KX_GameObject::PyReinstancePhysicsMesh(PyObject* args) +{ + KX_GameObject *gameobj= NULL; + RAS_MeshObject *mesh= NULL; + + PyObject *gameobj_py= NULL; + PyObject *mesh_py= NULL; + + if ( !PyArg_ParseTuple(args,"|OO:reinstancePhysicsMesh",&gameobj_py, &mesh_py) || + (gameobj_py && !ConvertPythonToGameObject(gameobj_py, &gameobj, true, "gameOb.reinstancePhysicsMesh(obj, mesh): KX_GameObject")) || + (mesh_py && !ConvertPythonToMesh(mesh_py, &mesh, true, "gameOb.reinstancePhysicsMesh(obj, mesh): KX_GameObject")) + ) { + return NULL; + } + + /* gameobj and mesh can be NULL */ + if(KX_ReInstanceBulletShapeFromMesh(this, gameobj, mesh)) + Py_RETURN_TRUE; + + Py_RETURN_FALSE; +} + PyObject* KX_GameObject::PyGetPosition() { |