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authorBenoit Bolsee <benoit.bolsee@online.be>2009-12-04 14:27:40 +0300
committerBenoit Bolsee <benoit.bolsee@online.be>2009-12-04 14:27:40 +0300
commit0b6873a776552bd47c305ee1bc4e629a76da0037 (patch)
treea64b73ec3bba5adfc5e6cf23722fd93fcdec8a4e /source/gameengine/Physics/Bullet/CcdPhysicsController.h
parent1dcca75e047a54630c9c005c994fa3b21d6863cd (diff)
BGE: Add option to return UV coordinates aofthe hit point to KX_GameObject::rayCast(). Details in PyDoc.
Diffstat (limited to 'source/gameengine/Physics/Bullet/CcdPhysicsController.h')
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.h11
1 files changed, 9 insertions, 2 deletions
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.h b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
index dcb0af62cf9..637007e2857 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.h
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
@@ -52,12 +52,16 @@ class btCollisionShape;
#define CCD_BSB_COL_VF_SS 16 /* Vertex/Face based soft vs soft */
-
// Shape contructor
// It contains all the information needed to create a simple bullet shape at runtime
class CcdShapeConstructionInfo
{
public:
+ struct UVco
+ {
+ float uv[2];
+ };
+
static CcdShapeConstructionInfo* FindMesh(class RAS_MeshObject* mesh, struct DerivedMesh* dm, bool polytope, bool gimpact);
CcdShapeConstructionInfo() :
@@ -103,7 +107,7 @@ public:
btTriangleMeshShape* GetMeshShape(void)
{
- return m_unscaledShape;
+ return (m_unscaledShape);
}
CcdShapeConstructionInfo* GetChildShape(int i)
{
@@ -174,6 +178,9 @@ public:
std::vector<int> m_triFaceArray; // Contains an array of triplets of face indicies
// quads turn into 2 tris
+ std::vector<UVco> m_triFaceUVcoArray; // Contains an array of pair of UV coordinate for each vertex of faces
+ // quads turn into 2 tris
+
void setVertexWeldingThreshold1(float threshold)
{
m_weldingThreshold1 = threshold*threshold;