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/Rasterizer/RAS_MeshObject.h | |
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/Rasterizer/RAS_MeshObject.h')
-rw-r--r-- | source/gameengine/Rasterizer/RAS_MeshObject.h | 8 |
1 files changed, 8 insertions, 0 deletions
diff --git a/source/gameengine/Rasterizer/RAS_MeshObject.h b/source/gameengine/Rasterizer/RAS_MeshObject.h index e763d6e7c7f..bf9c0f7b682 100644 --- a/source/gameengine/Rasterizer/RAS_MeshObject.h +++ b/source/gameengine/Rasterizer/RAS_MeshObject.h @@ -126,6 +126,7 @@ public: /* vertex and polygon acces */ int NumVertices(RAS_IPolyMaterial* mat); RAS_TexVert* GetVertex(unsigned int matid, unsigned int index); + const float* GetVertexLocation(unsigned int orig_index); int NumPolygons(); RAS_Polygon* GetPolygon(int num) const; @@ -141,6 +142,13 @@ public: bool culled); void RemoveFromBuckets(void *clientobj); + void EndConversion() { +#if 0 + m_sharedvertex_map.clear(); // SharedVertex + vector<vector<SharedVertex> > shared_null(0); + shared_null.swap( m_sharedvertex_map ); /* really free the memory */ +#endif + } /* colors */ void DebugColor(unsigned int abgr); |