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authorCampbell Barton <ideasman42@gmail.com>2009-07-26 02:57:29 +0400
committerCampbell Barton <ideasman42@gmail.com>2009-07-26 02:57:29 +0400
commite9ca43521f99c6b9baf6d9278f85323086fcade2 (patch)
tree58ab9f5afe70d77fa04f920fa2c55adb34cd2990 /source/gameengine/Rasterizer/RAS_MeshObject.cpp
parent1c00eacca2b084d7189de33cb75e8612cb542030 (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/Rasterizer/RAS_MeshObject.cpp')
-rw-r--r--source/gameengine/Rasterizer/RAS_MeshObject.cpp7
1 files changed, 7 insertions, 0 deletions
diff --git a/source/gameengine/Rasterizer/RAS_MeshObject.cpp b/source/gameengine/Rasterizer/RAS_MeshObject.cpp
index 1dfcb0c512d..0ae6ad9d7ea 100644
--- a/source/gameengine/Rasterizer/RAS_MeshObject.cpp
+++ b/source/gameengine/Rasterizer/RAS_MeshObject.cpp
@@ -382,6 +382,13 @@ RAS_TexVert* RAS_MeshObject::GetVertex(unsigned int matid,
return NULL;
}
+const float* RAS_MeshObject::GetVertexLocation(unsigned int orig_index)
+{
+ vector<SharedVertex>& sharedmap = m_sharedvertex_map[orig_index];
+ vector<SharedVertex>::iterator it= sharedmap.begin();
+ return it->m_darray->m_vertex[it->m_offset].getXYZ();
+}
+
void RAS_MeshObject::AddMeshUser(void *clientobj, SG_QList *head, RAS_Deformer* deformer)
{
list<RAS_MeshMaterial>::iterator it;