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authorBenoit Bolsee <benoit.bolsee@online.be>2009-11-25 01:44:29 +0300
committerBenoit Bolsee <benoit.bolsee@online.be>2009-11-25 01:44:29 +0300
commit5b722b1e8755c2d3b0c981087f3016f16a2b891a (patch)
treeece1d250a7e8cb72b9f393d394a1edb684dbf577 /source/gameengine/Rasterizer/RAS_MeshObject.h
parent6c55047b4019a3491934bae38bbf229e6b0e6a48 (diff)
BGE: replace mesh works for Soft Body (including reinstantiation of physics soft body mesh).
Even a static mesh can be used as replacement: the mesh will be instantiated with the soft body settings of the object. The position and orientation of the soft body is preserved after the replacement. Known limitation: the velocity of the soft body is reset aftet the replacement. This is because soft body don't have a well defined velocity.
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_MeshObject.h')
-rw-r--r--source/gameengine/Rasterizer/RAS_MeshObject.h12
1 files changed, 3 insertions, 9 deletions
diff --git a/source/gameengine/Rasterizer/RAS_MeshObject.h b/source/gameengine/Rasterizer/RAS_MeshObject.h
index c9ca8152a7e..820d537ab10 100644
--- a/source/gameengine/Rasterizer/RAS_MeshObject.h
+++ b/source/gameengine/Rasterizer/RAS_MeshObject.h
@@ -70,9 +70,9 @@ private:
struct fronttoback;
protected:
+ vector<int> m_cacheWeightIndex;
list<RAS_MeshMaterial> m_materials;
Mesh* m_mesh;
- bool m_bDeformed;
public:
// for now, meshes need to be in a certain layer (to avoid sorting on lights in realtime)
@@ -80,7 +80,8 @@ public:
virtual ~RAS_MeshObject();
- bool IsDeformed() { return (m_bDeformed && m_mesh); }
+ // for shape keys,
+ void CheckWeightCache(struct Object* obj);
/* materials */
int NumMaterials();
@@ -132,13 +133,6 @@ public:
/* buckets */
virtual void AddMeshUser(void *clientobj, SG_QList *head, RAS_Deformer* deformer);
- virtual void UpdateBuckets(
- void* clientobj,
- double* oglmatrix,
- bool useObjectColor,
- const MT_Vector4& rgbavec,
- bool visible,
- bool culled);
void RemoveFromBuckets(void *clientobj);
void EndConversion() {