diff options
author | Benoit Bolsee <benoit.bolsee@online.be> | 2009-11-25 01:44:29 +0300 |
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committer | Benoit Bolsee <benoit.bolsee@online.be> | 2009-11-25 01:44:29 +0300 |
commit | 5b722b1e8755c2d3b0c981087f3016f16a2b891a (patch) | |
tree | ece1d250a7e8cb72b9f393d394a1edb684dbf577 /source/gameengine/Rasterizer/RAS_MeshObject.h | |
parent | 6c55047b4019a3491934bae38bbf229e6b0e6a48 (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.h | 12 |
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() { |