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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.h
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.h')
-rw-r--r--source/gameengine/Rasterizer/RAS_MeshObject.h8
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);