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-rw-r--r--projectfiles_vc9/gameengine/physics/PHY_Physics/PHY_Bullet/PHY_Bullet.vcproj12
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp102
-rw-r--r--source/gameengine/Converter/BL_MeshDeformer.cpp9
-rw-r--r--source/gameengine/Converter/BL_MeshDeformer.h2
-rw-r--r--source/gameengine/Converter/BL_ModifierDeformer.cpp73
-rw-r--r--source/gameengine/Converter/BL_ModifierDeformer.h5
-rw-r--r--source/gameengine/Converter/BL_ShapeDeformer.cpp9
-rw-r--r--source/gameengine/Converter/BL_ShapeDeformer.h1
-rw-r--r--source/gameengine/Converter/BL_SkinDeformer.cpp45
-rw-r--r--source/gameengine/Converter/BL_SkinDeformer.h2
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObject.h2
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp51
-rw-r--r--source/gameengine/Physics/Bullet/CMakeLists.txt3
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.cpp200
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.h5
-rw-r--r--source/gameengine/Physics/Bullet/Makefile2
-rw-r--r--source/gameengine/Physics/Bullet/SConscript3
-rw-r--r--source/gameengine/Rasterizer/RAS_Deformer.h10
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp46
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.h6
20 files changed, 359 insertions, 229 deletions
diff --git a/projectfiles_vc9/gameengine/physics/PHY_Physics/PHY_Bullet/PHY_Bullet.vcproj b/projectfiles_vc9/gameengine/physics/PHY_Physics/PHY_Bullet/PHY_Bullet.vcproj
index e6991592d40..9f16283e1cd 100644
--- a/projectfiles_vc9/gameengine/physics/PHY_Physics/PHY_Bullet/PHY_Bullet.vcproj
+++ b/projectfiles_vc9/gameengine/physics/PHY_Physics/PHY_Bullet/PHY_Bullet.vcproj
@@ -42,7 +42,7 @@
<Tool
Name="VCCLCompilerTool"
Optimization="0"
- AdditionalIncludeDirectories="..\..\..\..\..\..\lib\windows\python\include\python2.5;..\..\..\..\..\..\build\msvc_9\intern\moto\include;..\..\..\..\..\..\build\msvc_9\intern\string\include;..\..\..\..\..\..\build\msvc_9\extern\bullet\include;..\..\..\..\..\..\build\msvc_9\extern\glew\include;..\..\..\..\..\..\build\msvc_9\intern\SoundSystem\include;..\..\..\..\..\source\gameengine\Physics\common;..\..\..\..\..\source\gameengine\Physics\Bullet;..\..\..\..\..\source\gameengine\Rasterizer;..\..\..\..\..\source\gameengine\Ketsji;..\..\..\..\..\source\gameengine\Expressions;..\..\..\..\..\source\gameengine\GameLogic;..\..\..\..\..\source\gameengine\SceneGraph;..\..\..\..\..\source\kernel\gen_system;..\..\..\..\..\source\blender\makesdna"
+ AdditionalIncludeDirectories="..\..\..\..\..\..\lib\windows\python\include\python2.5;..\..\..\..\..\..\build\msvc_9\intern\moto\include;..\..\..\..\..\..\build\msvc_9\intern\string\include;..\..\..\..\..\..\build\msvc_9\extern\bullet\include;..\..\..\..\..\..\build\msvc_9\extern\glew\include;..\..\..\..\..\..\build\msvc_9\intern\SoundSystem\include;..\..\..\..\..\..\build\msvc_9\intern\guardedalloc\include;..\..\..\..\..\source\gameengine\Physics\common;..\..\..\..\..\source\gameengine\Physics\Bullet;..\..\..\..\..\source\gameengine\Rasterizer;..\..\..\..\..\source\gameengine\Ketsji;..\..\..\..\..\source\gameengine\Expressions;..\..\..\..\..\source\gameengine\GameLogic;..\..\..\..\..\source\gameengine\SceneGraph;..\..\..\..\..\source\kernel\gen_system;..\..\..\..\..\source\blender\makesdna;..\..\..\..\..\source\blender\blenkernel;..\..\..\..\..\source\blender\blenlib"
PreprocessorDefinitions="WIN32;_DEBUG;_LIB"
MinimalRebuild="false"
BasicRuntimeChecks="3"
@@ -110,7 +110,7 @@
/>
<Tool
Name="VCCLCompilerTool"
- AdditionalIncludeDirectories="..\..\..\..\..\..\lib\windows\python\include\python2.5;..\..\..\..\..\..\build\msvc_9\intern\moto\include;..\..\..\..\..\..\build\msvc_9\intern\string\include;..\..\..\..\..\..\build\msvc_9\extern\bullet\include;..\..\..\..\..\..\build\msvc_9\extern\glew\include;..\..\..\..\..\..\build\msvc_9\intern\SoundSystem\include;..\..\..\..\..\source\gameengine\Physics\common;..\..\..\..\..\source\gameengine\Physics\Bullet;..\..\..\..\..\source\gameengine\Rasterizer;..\..\..\..\..\source\gameengine\Ketsji;..\..\..\..\..\source\gameengine\Expressions;..\..\..\..\..\source\gameengine\GameLogic;..\..\..\..\..\source\gameengine\SceneGraph;..\..\..\..\..\source\kernel\gen_system;..\..\..\..\..\source\blender\makesdna"
+ AdditionalIncludeDirectories="..\..\..\..\..\..\lib\windows\python\include\python2.5;..\..\..\..\..\..\build\msvc_9\intern\moto\include;..\..\..\..\..\..\build\msvc_9\intern\string\include;..\..\..\..\..\..\build\msvc_9\extern\bullet\include;..\..\..\..\..\..\build\msvc_9\extern\glew\include;..\..\..\..\..\..\build\msvc_9\intern\SoundSystem\include;..\..\..\..\..\..\build\msvc_9\intern\guardedalloc\include;..\..\..\..\..\source\gameengine\Physics\common;..\..\..\..\..\source\gameengine\Physics\Bullet;..\..\..\..\..\source\gameengine\Rasterizer;..\..\..\..\..\source\gameengine\Ketsji;..\..\..\..\..\source\gameengine\Expressions;..\..\..\..\..\source\gameengine\GameLogic;..\..\..\..\..\source\gameengine\SceneGraph;..\..\..\..\..\source\kernel\gen_system;..\..\..\..\..\source\blender\makesdna;..\..\..\..\..\source\blender\blenkernel;..\..\..\..\..\source\blender\blenlib"
PreprocessorDefinitions="WIN32;NDEBUG;_LIB"
RuntimeLibrary="0"
UsePrecompiledHeader="0"
@@ -176,7 +176,7 @@
/>
<Tool
Name="VCCLCompilerTool"
- AdditionalIncludeDirectories="..\..\..\..\..\..\lib\windows\python\include\python2.5;..\..\..\..\..\..\build\msvc_9\intern\moto\include;..\..\..\..\..\..\build\msvc_9\intern\string\include;..\..\..\..\..\..\build\msvc_9\extern\bullet\include;..\..\..\..\..\..\build\msvc_9\extern\glew\include;..\..\..\..\..\..\build\msvc_9\intern\SoundSystem\include;..\..\..\..\..\source\gameengine\Physics\common;..\..\..\..\..\source\gameengine\Physics\Bullet;..\..\..\..\..\source\gameengine\Rasterizer;..\..\..\..\..\source\gameengine\Ketsji;..\..\..\..\..\source\gameengine\Expressions;..\..\..\..\..\source\gameengine\GameLogic;..\..\..\..\..\source\gameengine\SceneGraph;..\..\..\..\..\source\kernel\gen_system;..\..\..\..\..\source\blender\makesdna"
+ AdditionalIncludeDirectories="..\..\..\..\..\..\lib\windows\python\include\python2.5;..\..\..\..\..\..\build\msvc_9\intern\moto\include;..\..\..\..\..\..\build\msvc_9\intern\string\include;..\..\..\..\..\..\build\msvc_9\extern\bullet\include;..\..\..\..\..\..\build\msvc_9\extern\glew\include;..\..\..\..\..\..\build\msvc_9\intern\SoundSystem\include;..\..\..\..\..\..\build\msvc_9\intern\guardedalloc\include;..\..\..\..\..\source\gameengine\Physics\common;..\..\..\..\..\source\gameengine\Physics\Bullet;..\..\..\..\..\source\gameengine\Rasterizer;..\..\..\..\..\source\gameengine\Ketsji;..\..\..\..\..\source\gameengine\Expressions;..\..\..\..\..\source\gameengine\GameLogic;..\..\..\..\..\source\gameengine\SceneGraph;..\..\..\..\..\source\kernel\gen_system;..\..\..\..\..\source\blender\makesdna;..\..\..\..\..\source\blender\blenkernel;..\..\..\..\..\source\blender\blenlib"
PreprocessorDefinitions="WIN32;NDEBUG;_LIB"
RuntimeLibrary="0"
UsePrecompiledHeader="0"
@@ -243,7 +243,7 @@
<Tool
Name="VCCLCompilerTool"
Optimization="0"
- AdditionalIncludeDirectories="..\..\..\..\..\..\lib\windows\python\include\python2.5;..\..\..\..\..\..\build\msvc_9\intern\moto\include;..\..\..\..\..\..\build\msvc_9\intern\string\include;..\..\..\..\..\..\build\msvc_9\extern\bullet\include;..\..\..\..\..\..\build\msvc_9\extern\glew\include;..\..\..\..\..\..\build\msvc_9\intern\SoundSystem\include;..\..\..\..\..\source\gameengine\Physics\common;..\..\..\..\..\source\gameengine\Physics\Bullet;..\..\..\..\..\source\gameengine\Rasterizer;..\..\..\..\..\source\gameengine\Ketsji;..\..\..\..\..\source\gameengine\Expressions;..\..\..\..\..\source\gameengine\GameLogic;..\..\..\..\..\source\gameengine\SceneGraph;..\..\..\..\..\source\kernel\gen_system;..\..\..\..\..\source\blender\makesdna"
+ AdditionalIncludeDirectories="..\..\..\..\..\..\lib\windows\python\include\python2.5;..\..\..\..\..\..\build\msvc_9\intern\moto\include;..\..\..\..\..\..\build\msvc_9\intern\string\include;..\..\..\..\..\..\build\msvc_9\extern\bullet\include;..\..\..\..\..\..\build\msvc_9\extern\glew\include;..\..\..\..\..\..\build\msvc_9\intern\SoundSystem\include;..\..\..\..\..\..\build\msvc_9\intern\guardedalloc\include;..\..\..\..\..\source\gameengine\Physics\common;..\..\..\..\..\source\gameengine\Physics\Bullet;..\..\..\..\..\source\gameengine\Rasterizer;..\..\..\..\..\source\gameengine\Ketsji;..\..\..\..\..\source\gameengine\Expressions;..\..\..\..\..\source\gameengine\GameLogic;..\..\..\..\..\source\gameengine\SceneGraph;..\..\..\..\..\source\kernel\gen_system;..\..\..\..\..\source\blender\makesdna;..\..\..\..\..\source\blender\blenkernel;..\..\..\..\..\source\blender\blenlib"
PreprocessorDefinitions="WIN32;_DEBUG;_LIB"
MinimalRebuild="false"
BasicRuntimeChecks="3"
@@ -312,7 +312,7 @@
<Tool
Name="VCCLCompilerTool"
Optimization="0"
- AdditionalIncludeDirectories="..\..\..\..\..\..\lib\windows\python\include\python2.5;..\..\..\..\..\..\build\msvc_9\intern\moto\include;..\..\..\..\..\..\build\msvc_9\intern\string\include;..\..\..\..\..\..\build\msvc_9\extern\bullet\include;..\..\..\..\..\..\build\msvc_9\extern\glew\include;..\..\..\..\..\..\build\msvc_9\intern\SoundSystem\include;..\..\..\..\..\source\gameengine\Physics\common;..\..\..\..\..\source\gameengine\Physics\Bullet;..\..\..\..\..\source\gameengine\Rasterizer;..\..\..\..\..\source\gameengine\Ketsji;..\..\..\..\..\source\gameengine\Expressions;..\..\..\..\..\source\gameengine\GameLogic;..\..\..\..\..\source\gameengine\SceneGraph;..\..\..\..\..\source\kernel\gen_system;..\..\..\..\..\source\blender\makesdna"
+ AdditionalIncludeDirectories="..\..\..\..\..\..\lib\windows\python\include\python2.5;..\..\..\..\..\..\build\msvc_9\intern\moto\include;..\..\..\..\..\..\build\msvc_9\intern\string\include;..\..\..\..\..\..\build\msvc_9\extern\bullet\include;..\..\..\..\..\..\build\msvc_9\extern\glew\include;..\..\..\..\..\..\build\msvc_9\intern\SoundSystem\include;..\..\..\..\..\..\build\msvc_9\intern\guardedalloc\include;..\..\..\..\..\source\gameengine\Physics\common;..\..\..\..\..\source\gameengine\Physics\Bullet;..\..\..\..\..\source\gameengine\Rasterizer;..\..\..\..\..\source\gameengine\Ketsji;..\..\..\..\..\source\gameengine\Expressions;..\..\..\..\..\source\gameengine\GameLogic;..\..\..\..\..\source\gameengine\SceneGraph;..\..\..\..\..\source\kernel\gen_system;..\..\..\..\..\source\blender\makesdna;..\..\..\..\..\source\blender\blenkernel;..\..\..\..\..\source\blender\blenlib"
PreprocessorDefinitions="WIN32;_DEBUG;_LIB"
MinimalRebuild="false"
BasicRuntimeChecks="3"
@@ -380,7 +380,7 @@
/>
<Tool
Name="VCCLCompilerTool"
- AdditionalIncludeDirectories="..\..\..\..\..\..\lib\windows\python\include\python2.5;..\..\..\..\..\..\build\msvc_9\intern\moto\include;..\..\..\..\..\..\build\msvc_9\intern\string\include;..\..\..\..\..\..\build\msvc_9\extern\bullet\include;..\..\..\..\..\..\build\msvc_9\extern\glew\include;..\..\..\..\..\..\build\msvc_9\intern\SoundSystem\include;..\..\..\..\..\source\gameengine\Physics\common;..\..\..\..\..\source\gameengine\Physics\Bullet;..\..\..\..\..\source\gameengine\Rasterizer;..\..\..\..\..\source\gameengine\Ketsji;..\..\..\..\..\source\gameengine\Expressions;..\..\..\..\..\source\gameengine\GameLogic;..\..\..\..\..\source\gameengine\SceneGraph;..\..\..\..\..\source\kernel\gen_system;..\..\..\..\..\source\blender\makesdna"
+ AdditionalIncludeDirectories="..\..\..\..\..\..\lib\windows\python\include\python2.5;..\..\..\..\..\..\build\msvc_9\intern\moto\include;..\..\..\..\..\..\build\msvc_9\intern\string\include;..\..\..\..\..\..\build\msvc_9\extern\bullet\include;..\..\..\..\..\..\build\msvc_9\extern\glew\include;..\..\..\..\..\..\build\msvc_9\intern\SoundSystem\include;..\..\..\..\..\..\build\msvc_9\intern\guardedalloc\include;..\..\..\..\..\source\gameengine\Physics\common;..\..\..\..\..\source\gameengine\Physics\Bullet;..\..\..\..\..\source\gameengine\Rasterizer;..\..\..\..\..\source\gameengine\Ketsji;..\..\..\..\..\source\gameengine\Expressions;..\..\..\..\..\source\gameengine\GameLogic;..\..\..\..\..\source\gameengine\SceneGraph;..\..\..\..\..\source\kernel\gen_system;..\..\..\..\..\source\blender\makesdna;..\..\..\..\..\source\blender\blenkernel;..\..\..\..\..\source\blender\blenlib"
PreprocessorDefinitions="WIN32;NDEBUG;_LIB"
RuntimeLibrary="2"
UsePrecompiledHeader="0"
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 09604e5c2e3..9ea623f17e4 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -1249,18 +1249,34 @@ static void my_tex_space_mesh(Mesh *me)
}
-static void my_get_local_bounds(Object *ob, float *center, float *size)
+static void my_get_local_bounds(Object *ob, DerivedMesh *dm, float *center, float *size)
{
BoundBox *bb= NULL;
/* uses boundbox, function used by Ketsji */
switch (ob->type)
{
case OB_MESH:
- bb= ( (Mesh *)ob->data )->bb;
- if(bb==0)
+ if (dm)
+ {
+ float min_r[3], max_r[3];
+ INIT_MINMAX(min_r, max_r);
+ dm->getMinMax(dm, min_r, max_r);
+ size[0]= 0.5*fabs(max_r[0] - min_r[0]);
+ size[1]= 0.5*fabs(max_r[1] - min_r[1]);
+ size[2]= 0.5*fabs(max_r[2] - min_r[2]);
+
+ center[0]= 0.5*(max_r[0] + min_r[0]);
+ center[1]= 0.5*(max_r[1] + min_r[1]);
+ center[2]= 0.5*(max_r[2] + min_r[2]);
+ return;
+ } else
{
- my_tex_space_mesh((struct Mesh *)ob->data);
bb= ( (Mesh *)ob->data )->bb;
+ if(bb==0)
+ {
+ my_tex_space_mesh((struct Mesh *)ob->data);
+ bb= ( (Mesh *)ob->data )->bb;
+ }
}
break;
case OB_CURVE:
@@ -1498,7 +1514,10 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
}
KX_BoxBounds bb;
- my_get_local_bounds(blenderobject,objprop.m_boundobject.box.m_center,bb.m_extends);
+ DerivedMesh* dm = NULL;
+ if (gameobj->GetDeformer())
+ dm = gameobj->GetDeformer()->GetFinalMesh();
+ my_get_local_bounds(blenderobject,dm,objprop.m_boundobject.box.m_center,bb.m_extends);
if (blenderobject->gameflag & OB_BOUNDS)
{
switch (blenderobject->boundtype)
@@ -1567,7 +1586,7 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
{
#ifdef USE_BULLET
case UseBullet:
- KX_ConvertBulletObject(gameobj, meshobj, kxscene, shapeprops, smmaterial, &objprop);
+ KX_ConvertBulletObject(gameobj, meshobj, dm, kxscene, shapeprops, smmaterial, &objprop);
break;
#endif
@@ -1947,8 +1966,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
int activeLayerBitInfo = blenderscene->lay;
- // templist to find Root Parents (object with no parents)
- CListValue* templist = new CListValue();
+ // list of all object converted, active and inactive
CListValue* sumolist = new CListValue();
vector<parentChildLink> vec_parent_child;
@@ -2048,9 +2066,6 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
gameobj->SetName(blenderobject->id.name);
- // templist to find Root Parents (object with no parents)
- templist->Add(gameobj->AddRef());
-
// update children/parent hierarchy
if ((blenderobject->parent != 0)&&(!converter->addInitFromFrame))
{
@@ -2243,9 +2258,6 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
gameobj->SetName(blenderobject->id.name);
- // templist to find Root Parents (object with no parents)
- templist->Add(gameobj->AddRef());
-
// update children/parent hierarchy
if ((blenderobject->parent != 0)&&(!converter->addInitFromFrame))
{
@@ -2398,8 +2410,6 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
for ( i=0;i<childrenlist->GetCount();i++)
{
KX_GameObject* obj = static_cast<KX_GameObject*>(childrenlist->GetValue(i));
- if (templist->RemoveValue(obj))
- obj->Release();
if (sumolist->RemoveValue(obj))
obj->Release();
if (logicbrick_conversionlist->RemoveValue(obj))
@@ -2455,16 +2465,47 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
vec_parent_child.clear();
// find 'root' parents (object that has not parents in SceneGraph)
- for (i=0;i<templist->GetCount();++i)
+ for (i=0;i<sumolist->GetCount();++i)
{
- KX_GameObject* gameobj = (KX_GameObject*) templist->GetValue(i);
+ KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i);
if (gameobj->GetSGNode()->GetSGParent() == 0)
{
parentlist->Add(gameobj->AddRef());
gameobj->NodeUpdateGS(0);
}
}
-
+
+ // create graphic controller for culling
+ if (kxscene->GetDbvtCulling())
+ {
+ bool occlusion = false;
+ for (i=0; i<sumolist->GetCount();i++)
+ {
+ KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i);
+ if (gameobj->GetMeshCount() > 0)
+ {
+ MT_Point3 box[2];
+ gameobj->GetSGNode()->BBox().getmm(box, MT_Transform::Identity());
+ // box[0] is the min, box[1] is the max
+ bool isactive = objectlist->SearchValue(gameobj);
+ BL_CreateGraphicObjectNew(gameobj,box[0],box[1],kxscene,isactive,physics_engine);
+ if (gameobj->GetOccluder())
+ occlusion = true;
+ }
+ }
+ if (occlusion)
+ kxscene->SetDbvtOcclusionRes(blenderscene->world->occlusionRes);
+ }
+
+ // now that the scenegraph is complete, let's instantiate the deformers.
+ // We need that to create reusable derived mesh and physic shapes
+ for (i=0;i<sumolist->GetCount();++i)
+ {
+ KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i);
+ if (gameobj->GetDeformer())
+ gameobj->GetDeformer()->UpdateBuckets();
+ }
+
bool processCompoundChildren = false;
// create physics information
@@ -2498,28 +2539,6 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
BL_CreatePhysicsObjectNew(gameobj,blenderobject,meshobj,kxscene,layerMask,physics_engine,converter,processCompoundChildren);
}
- // create graphic controller for culling
- if (kxscene->GetDbvtCulling())
- {
- bool occlusion = false;
- for (i=0; i<sumolist->GetCount();i++)
- {
- KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i);
- if (gameobj->GetMeshCount() > 0)
- {
- MT_Point3 box[2];
- gameobj->GetSGNode()->BBox().getmm(box, MT_Transform::Identity());
- // box[0] is the min, box[1] is the max
- bool isactive = objectlist->SearchValue(gameobj);
- BL_CreateGraphicObjectNew(gameobj,box[0],box[1],kxscene,isactive,physics_engine);
- if (gameobj->GetOccluder())
- occlusion = true;
- }
- }
- if (occlusion)
- kxscene->SetDbvtOcclusionRes(blenderscene->world->occlusionRes);
- }
-
//set ini linearVel and int angularVel //rcruiz
if (converter->addInitFromFrame)
for (i=0;i<sumolist->GetCount();i++)
@@ -2605,7 +2624,6 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
}
}
- templist->Release();
sumolist->Release();
// convert global sound stuff
diff --git a/source/gameengine/Converter/BL_MeshDeformer.cpp b/source/gameengine/Converter/BL_MeshDeformer.cpp
index b6a59774636..b49544050d1 100644
--- a/source/gameengine/Converter/BL_MeshDeformer.cpp
+++ b/source/gameengine/Converter/BL_MeshDeformer.cpp
@@ -91,6 +91,15 @@ BL_MeshDeformer::~BL_MeshDeformer()
delete [] m_transnors;
}
+void BL_MeshDeformer::ProcessReplica()
+{
+ m_transverts = NULL;
+ m_transnors = NULL;
+ m_tvtot = 0;
+ m_bDynamic=false;
+ m_lastDeformUpdate = -1;
+}
+
void BL_MeshDeformer::Relink(GEN_Map<class GEN_HashedPtr, void*>*map)
{
void **h_obj = (*map)[m_gameobj];
diff --git a/source/gameengine/Converter/BL_MeshDeformer.h b/source/gameengine/Converter/BL_MeshDeformer.h
index 11ca3b00a1d..99ae5f9dea0 100644
--- a/source/gameengine/Converter/BL_MeshDeformer.h
+++ b/source/gameengine/Converter/BL_MeshDeformer.h
@@ -66,7 +66,7 @@ public:
virtual bool Update(void){ return false; };
virtual bool UpdateBuckets(void){ return false; };
virtual RAS_Deformer* GetReplica(){return NULL;};
- virtual void ProcessReplica() {m_bDynamic=false;};
+ virtual void ProcessReplica();
struct Mesh* GetMesh() { return m_bmesh; };
// virtual void InitDeform(double time){};
diff --git a/source/gameengine/Converter/BL_ModifierDeformer.cpp b/source/gameengine/Converter/BL_ModifierDeformer.cpp
index 3c4c0c5caad..fe539f9a6c5 100644
--- a/source/gameengine/Converter/BL_ModifierDeformer.cpp
+++ b/source/gameengine/Converter/BL_ModifierDeformer.cpp
@@ -72,8 +72,11 @@ extern "C"{
BL_ModifierDeformer::~BL_ModifierDeformer()
{
if (m_dm) {
- m_dm->needsFree = 1;
- m_dm->release(m_dm);
+ // deformedOnly is used as a user counter
+ if (--m_dm->deformedOnly == 0) {
+ m_dm->needsFree = 1;
+ m_dm->release(m_dm);
+ }
}
};
@@ -90,7 +93,10 @@ void BL_ModifierDeformer::ProcessReplica()
{
/* Note! - This is not inherited from PyObjectPlus */
BL_ShapeDeformer::ProcessReplica();
- m_dm = NULL;
+ if (m_dm)
+ // by default try to reuse mesh, deformedOnly is used as a user count
+ m_dm->deformedOnly++;
+ // this will force an update and if the mesh cannot be reused, a new one will be created
m_lastModifierUpdate = -1;
}
@@ -117,29 +123,40 @@ bool BL_ModifierDeformer::Update(void)
bool bShapeUpdate = BL_ShapeDeformer::Update();
if (bShapeUpdate || m_lastModifierUpdate != m_gameobj->GetLastFrame()) {
- /* execute the modifiers */
- Object* blendobj = m_gameobj->GetBlendObject();
- /* hack: the modifiers require that the mesh is attached to the object
- It may not be the case here because of replace mesh actuator */
- Mesh *oldmesh = (Mesh*)blendobj->data;
- blendobj->data = m_bmesh;
- /* execute the modifiers */
- DerivedMesh *dm = mesh_create_derived_no_virtual(blendobj, m_transverts, CD_MASK_MESH);
- /* restore object data */
- blendobj->data = oldmesh;
- /* free the current derived mesh and replace, (dm should never be NULL) */
- if (m_dm != NULL) {
- m_dm->needsFree = 1;
+ // static derived mesh are not updated
+ if (m_dm == NULL || m_bDynamic) {
+ /* execute the modifiers */
+ Object* blendobj = m_gameobj->GetBlendObject();
+ /* hack: the modifiers require that the mesh is attached to the object
+ It may not be the case here because of replace mesh actuator */
+ Mesh *oldmesh = (Mesh*)blendobj->data;
+ blendobj->data = m_bmesh;
+ /* execute the modifiers */
+ DerivedMesh *dm = mesh_create_derived_no_virtual(blendobj, m_transverts, CD_MASK_MESH);
+ /* restore object data */
+ blendobj->data = oldmesh;
+ /* free the current derived mesh and replace, (dm should never be NULL) */
+ if (m_dm != NULL) {
+ // HACK! use deformedOnly as a user counter
+ if (--m_dm->deformedOnly == 0) {
+ m_dm->needsFree = 1;
+ m_dm->release(m_dm);
+ }
+ }
+ m_dm = dm;
+ // get rid of temporary data
+ m_dm->needsFree = 0;
m_dm->release(m_dm);
- }
- m_dm = dm;
- /* update the graphic controller */
- PHY_IGraphicController *ctrl = m_gameobj->GetGraphicController();
- if (ctrl) {
- float min_r[3], max_r[3];
- INIT_MINMAX(min_r, max_r);
- m_dm->getMinMax(m_dm, min_r, max_r);
- ctrl->setLocalAabb(min_r, max_r);
+ // HACK! use deformedOnly as a user counter
+ m_dm->deformedOnly = 1;
+ /* update the graphic controller */
+ PHY_IGraphicController *ctrl = m_gameobj->GetGraphicController();
+ if (ctrl) {
+ float min_r[3], max_r[3];
+ INIT_MINMAX(min_r, max_r);
+ m_dm->getMinMax(m_dm, min_r, max_r);
+ ctrl->setLocalAabb(min_r, max_r);
+ }
}
m_lastModifierUpdate=m_gameobj->GetLastFrame();
bShapeUpdate = true;
@@ -156,10 +173,10 @@ bool BL_ModifierDeformer::Apply(RAS_IPolyMaterial *mat)
int nmat = m_pMeshObject->NumMaterials();
for (int imat=0; imat<nmat; imat++) {
RAS_MeshMaterial *mmat = m_pMeshObject->GetMeshMaterial(imat);
- RAS_MeshSlot *slot = *mmat->m_slots[(void*)m_gameobj];
- if(!slot)
+ RAS_MeshSlot **slot = mmat->m_slots[(void*)m_gameobj];
+ if(!slot || !*slot)
continue;
- slot->m_pDerivedMesh = m_dm;
+ (*slot)->m_pDerivedMesh = m_dm;
}
return true;
}
diff --git a/source/gameengine/Converter/BL_ModifierDeformer.h b/source/gameengine/Converter/BL_ModifierDeformer.h
index 465c287a88b..d5a1caeb91f 100644
--- a/source/gameengine/Converter/BL_ModifierDeformer.h
+++ b/source/gameengine/Converter/BL_ModifierDeformer.h
@@ -86,6 +86,11 @@ public:
{
m_lastModifierUpdate = -1.0;
};
+ virtual struct DerivedMesh* GetFinalMesh()
+ {
+ return m_dm;
+ }
+
protected:
double m_lastModifierUpdate;
diff --git a/source/gameengine/Converter/BL_ShapeDeformer.cpp b/source/gameengine/Converter/BL_ShapeDeformer.cpp
index e04d4dad015..12ef3ff84f1 100644
--- a/source/gameengine/Converter/BL_ShapeDeformer.cpp
+++ b/source/gameengine/Converter/BL_ShapeDeformer.cpp
@@ -77,6 +77,12 @@ RAS_Deformer *BL_ShapeDeformer::GetReplica()
return result;
}
+void BL_ShapeDeformer::ProcessReplica()
+{
+ BL_SkinDeformer::ProcessReplica();
+ m_lastShapeUpdate = -1;
+}
+
bool BL_ShapeDeformer::LoadShapeDrivers(Object* arma)
{
IpoCurve *icu;
@@ -163,7 +169,8 @@ bool BL_ShapeDeformer::Update(void)
// check for armature deform
bSkinUpdate = BL_SkinDeformer::Update();
- if (!bSkinUpdate && bShapeUpdate) {
+ // non dynamic deformer = Modifer without armature and shape keys, no need to create storage
+ if (!bSkinUpdate && bShapeUpdate && m_bDynamic) {
// this means that there is no armature, we still need to copy the vertex to m_transverts
// and update the normal (was not done after shape key calculation)
diff --git a/source/gameengine/Converter/BL_ShapeDeformer.h b/source/gameengine/Converter/BL_ShapeDeformer.h
index 1ec7bfdf74a..949e5e1e3ad 100644
--- a/source/gameengine/Converter/BL_ShapeDeformer.h
+++ b/source/gameengine/Converter/BL_ShapeDeformer.h
@@ -67,6 +67,7 @@ public:
};
virtual RAS_Deformer *GetReplica();
+ virtual void ProcessReplica();
virtual ~BL_ShapeDeformer();
bool Update (void);
diff --git a/source/gameengine/Converter/BL_SkinDeformer.cpp b/source/gameengine/Converter/BL_SkinDeformer.cpp
index e92c3b29543..a13f78e1b27 100644
--- a/source/gameengine/Converter/BL_SkinDeformer.cpp
+++ b/source/gameengine/Converter/BL_SkinDeformer.cpp
@@ -127,24 +127,26 @@ bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat)
if (!Update())
return false;
- // the vertex cache is unique to this deformer, no need to update it
- // if it wasn't updated! We must update all the materials at once
- // because we will not get here again for the other material
- nmat = m_pMeshObject->NumMaterials();
- for (imat=0; imat<nmat; imat++) {
- mmat = m_pMeshObject->GetMeshMaterial(imat);
- if(!mmat->m_slots[(void*)m_gameobj])
- continue;
-
- slot = *mmat->m_slots[(void*)m_gameobj];
-
- // for each array
- for(slot->begin(it); !slot->end(it); slot->next(it)) {
- // for each vertex
- // copy the untransformed data from the original mvert
- for(i=it.startvertex; i<it.endvertex; i++) {
- RAS_TexVert& v = it.vertex[i];
- v.SetXYZ(m_transverts[v.getOrigIndex()]);
+ if (m_transverts) {
+ // the vertex cache is unique to this deformer, no need to update it
+ // if it wasn't updated! We must update all the materials at once
+ // because we will not get here again for the other material
+ nmat = m_pMeshObject->NumMaterials();
+ for (imat=0; imat<nmat; imat++) {
+ mmat = m_pMeshObject->GetMeshMaterial(imat);
+ if(!mmat->m_slots[(void*)m_gameobj])
+ continue;
+
+ slot = *mmat->m_slots[(void*)m_gameobj];
+
+ // for each array
+ for(slot->begin(it); !slot->end(it); slot->next(it)) {
+ // for each vertex
+ // copy the untransformed data from the original mvert
+ for(i=it.startvertex; i<it.endvertex; i++) {
+ RAS_TexVert& v = it.vertex[i];
+ v.SetXYZ(m_transverts[v.getOrigIndex()]);
+ }
}
}
}
@@ -161,6 +163,13 @@ RAS_Deformer *BL_SkinDeformer::GetReplica()
return result;
}
+void BL_SkinDeformer::ProcessReplica()
+{
+ BL_MeshDeformer::ProcessReplica();
+ m_lastArmaUpdate = -1;
+ m_releaseobject = false;
+}
+
//void where_is_pose (Object *ob);
//void armature_deform_verts(Object *armOb, Object *target, float (*vertexCos)[3], int numVerts, int deformflag);
bool BL_SkinDeformer::Update(void)
diff --git a/source/gameengine/Converter/BL_SkinDeformer.h b/source/gameengine/Converter/BL_SkinDeformer.h
index 0a7b60788f9..8d3167746be 100644
--- a/source/gameengine/Converter/BL_SkinDeformer.h
+++ b/source/gameengine/Converter/BL_SkinDeformer.h
@@ -68,6 +68,8 @@ public:
BL_ArmatureObject* arma = NULL);
virtual RAS_Deformer *GetReplica();
+ virtual void ProcessReplica();
+
virtual ~BL_SkinDeformer();
bool Update (void);
bool Apply (class RAS_IPolyMaterial *polymat);
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h b/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
index 40c715974f9..5b912a123fe 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
@@ -47,6 +47,7 @@
class RAS_MeshObject;
class KX_Scene;
+struct DerivedMesh;
typedef enum {
KX_BOUNDBOX,
@@ -183,6 +184,7 @@ bool KX_ReInstanceShapeFromMesh(RAS_MeshObject* meshobj);
void KX_ConvertBulletObject( class KX_GameObject* gameobj,
class RAS_MeshObject* meshobj,
+ struct DerivedMesh* dm,
class KX_Scene* kxscene,
struct PHY_ShapeProps* shapeprops,
struct PHY_MaterialProps* smmaterial,
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
index 07fdc8ec41b..f18ffb56ccb 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
@@ -52,6 +52,10 @@
#include "KX_MotionState.h" // bridge between motionstate and scenegraph node
+extern "C"{
+ #include "BKE_DerivedMesh.h"
+}
+
#ifdef USE_ODE
#include "KX_OdePhysicsController.h"
@@ -792,6 +796,7 @@ void KX_ConvertODEEngineObject(KX_GameObject* gameobj,
void KX_ConvertBulletObject( class KX_GameObject* gameobj,
class RAS_MeshObject* meshobj,
+ struct DerivedMesh* dm,
class KX_Scene* kxscene,
struct PHY_ShapeProps* shapeprops,
struct PHY_MaterialProps* smmaterial,
@@ -884,42 +889,36 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
}
case KX_BOUNDPOLYTOPE:
{
- shapeInfo->SetMesh(meshobj, true,false);
+ shapeInfo->SetMesh(meshobj, dm,true,false);
bm = shapeInfo->CreateBulletShape();
break;
}
case KX_BOUNDMESH:
{
-
- if (!ci.m_mass ||objprop->m_softbody)
- {
- // mesh shapes can be shared, check first if we already have a shape on that mesh
- class CcdShapeConstructionInfo *sharedShapeInfo = CcdShapeConstructionInfo::FindMesh(meshobj, false);
- if (sharedShapeInfo != NULL)
- {
- delete shapeInfo;
- shapeInfo = sharedShapeInfo;
- shapeInfo->AddRef();
- } else
- {
- shapeInfo->SetMesh(meshobj, false,false);
- }
+ bool useGimpact = (ci.m_mass && !objprop->m_softbody);
- // Soft bodies require welding. Only avoid remove doubles for non-soft bodies!
- if (objprop->m_softbody)
- {
- shapeInfo->setVertexWeldingThreshold1(objprop->m_soft_welding); //todo: expose this to the UI
- }
-
- bm = shapeInfo->CreateBulletShape();
- //no moving concave meshes, so don't bother calculating inertia
- //bm->calculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor);
+ // mesh shapes can be shared, check first if we already have a shape on that mesh
+ class CcdShapeConstructionInfo *sharedShapeInfo = CcdShapeConstructionInfo::FindMesh(meshobj, dm, false,useGimpact);
+ if (sharedShapeInfo != NULL)
+ {
+ delete shapeInfo;
+ shapeInfo = sharedShapeInfo;
+ shapeInfo->AddRef();
} else
{
- shapeInfo->SetMesh(meshobj, false,true);
- bm = shapeInfo->CreateBulletShape();
+ shapeInfo->SetMesh(meshobj, dm, false,useGimpact);
}
+ // Soft bodies require welding. Only avoid remove doubles for non-soft bodies!
+ if (objprop->m_softbody)
+ {
+ shapeInfo->setVertexWeldingThreshold1(objprop->m_soft_welding); //todo: expose this to the UI
+ }
+
+ bm = shapeInfo->CreateBulletShape();
+ //should we compute inertia for dynamic shape?
+ //bm->calculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor);
+
break;
}
}
diff --git a/source/gameengine/Physics/Bullet/CMakeLists.txt b/source/gameengine/Physics/Bullet/CMakeLists.txt
index ec2cdede683..02f2aa635af 100644
--- a/source/gameengine/Physics/Bullet/CMakeLists.txt
+++ b/source/gameengine/Physics/Bullet/CMakeLists.txt
@@ -32,6 +32,7 @@ SET(INC
../../../../extern/bullet2/src
../../../../extern/glew/include
../../../../intern/moto/include
+ ../../../../intern/guardedalloc
../../../kernel/gen_system
../../../../intern/string
../../../../intern/SoundSystem
@@ -41,6 +42,8 @@ SET(INC
../../GameLogic
../../SceneGraph
../../../../source/blender/makesdna
+ ../../../../source/blender/blenlib
+ ../../../../source/blender/blenkernel
${PYTHON_INC}
)
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
index 961e9096442..01e8aa2560f 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
@@ -35,6 +35,10 @@ subject to the following restrictions:
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
+extern "C"{
+#include "BKE_cdderivedmesh.h"
+}
+
class BP_Proxy;
///todo: fill all the empty CcdPhysicsController methods, hook them up to the btRigidBody class
@@ -1312,9 +1316,9 @@ void DefaultMotionState::calculateWorldTransformations()
// Shape constructor
std::map<RAS_MeshObject*, CcdShapeConstructionInfo*> CcdShapeConstructionInfo::m_meshShapeMap;
-CcdShapeConstructionInfo* CcdShapeConstructionInfo::FindMesh(RAS_MeshObject* mesh, bool polytope)
+CcdShapeConstructionInfo* CcdShapeConstructionInfo::FindMesh(RAS_MeshObject* mesh, struct DerivedMesh* dm, bool polytope, bool gimpact)
{
- if (polytope)
+ if (polytope || dm || gimpact)
// not yet supported
return NULL;
@@ -1324,9 +1328,9 @@ CcdShapeConstructionInfo* CcdShapeConstructionInfo::FindMesh(RAS_MeshObject* mes
return NULL;
}
-bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, bool polytope,bool useGimpact)
+bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, DerivedMesh* dm, bool polytope,bool useGimpact)
{
- int numpolys;
+ int numpolys, numverts;
m_useGimpact = useGimpact;
@@ -1335,6 +1339,7 @@ bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, bool polytope,bo
assert(IsUnused());
m_shapeType = PHY_SHAPE_NONE;
m_meshObject = NULL;
+ bool free_dm = false;
// No mesh object or mesh has no polys
if (!meshobj || meshobj->HasColliderPolygon()==false) {
@@ -1344,12 +1349,21 @@ bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, bool polytope,bo
return false;
}
- numpolys = meshobj->NumPolygons();
+ if (!dm) {
+ free_dm = true;
+ dm = CDDM_from_mesh(meshobj->GetMesh(), NULL);
+ }
+
+ MVert *mvert = dm->getVertArray(dm);
+ MFace *mface = dm->getFaceArray(dm);
+ numpolys = dm->getNumFaces(dm);
+ numverts = dm->getNumVerts(dm);
+ int* index = (int*)dm->getFaceDataArray(dm, CD_ORIGINDEX);
m_shapeType = (polytope) ? PHY_SHAPE_POLYTOPE : PHY_SHAPE_MESH;
/* Convert blender geometry into bullet mesh, need these vars for mapping */
- vector<bool> vert_tag_array(meshobj->GetMesh()->totvert, false);
+ vector<bool> vert_tag_array(numverts, false);
unsigned int tot_bt_verts= 0;
unsigned int orig_index;
int i;
@@ -1359,19 +1373,16 @@ bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, bool polytope,bo
// Tag verts we're using
for (int p2=0; p2<numpolys; p2++)
{
- RAS_Polygon* poly= meshobj->GetPolygon(p2);
+ MFace* mf = &mface[p2];
+ RAS_Polygon* poly = meshobj->GetPolygon(index[p2]);
// only add polygons that have the collision flag set
if (poly->IsCollider())
{
- for(i=0; i<poly->VertexCount(); i++) {
- orig_index= poly->GetVertex(i)->getOrigIndex();
- if (vert_tag_array[orig_index]==false)
- {
- vert_tag_array[orig_index]= true;
- tot_bt_verts++;
- }
- }
+ if (vert_tag_array[mf->v1]==false) {vert_tag_array[mf->v1]= true;tot_bt_verts++;}
+ if (vert_tag_array[mf->v2]==false) {vert_tag_array[mf->v2]= true;tot_bt_verts++;}
+ if (vert_tag_array[mf->v3]==false) {vert_tag_array[mf->v3]= true;tot_bt_verts++;}
+ if (mf->v4 && vert_tag_array[mf->v4]==false) {vert_tag_array[mf->v4]= true;tot_bt_verts++;}
}
}
@@ -1381,51 +1392,69 @@ bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, bool polytope,bo
for (int p2=0; p2<numpolys; p2++)
{
- RAS_Polygon* poly= meshobj->GetPolygon(p2);
+ MFace* mf = &mface[p2];
+ RAS_Polygon* poly= meshobj->GetPolygon(index[p2]);
// only add polygons that have the collisionflag set
if (poly->IsCollider())
{
- for(i=0; i<poly->VertexCount(); i++) {
- RAS_TexVert *v= poly->GetVertex(i);
- orig_index= v->getOrigIndex();
-
- if (vert_tag_array[orig_index]==true)
- {
- const float* vtx = v->getXYZ();
- vert_tag_array[orig_index]= false;
-
- *bt++ = vtx[0];
- *bt++ = vtx[1];
- *bt++ = vtx[2];
- }
+ if (vert_tag_array[mf->v1]==true)
+ {
+ const float* vtx = mvert[mf->v1].co;
+ vert_tag_array[mf->v1]= false;
+ *bt++ = vtx[0];
+ *bt++ = vtx[1];
+ *bt++ = vtx[2];
+ }
+ if (vert_tag_array[mf->v2]==true)
+ {
+ const float* vtx = mvert[mf->v2].co;
+ vert_tag_array[mf->v2]= false;
+ *bt++ = vtx[0];
+ *bt++ = vtx[1];
+ *bt++ = vtx[2];
+ }
+ if (vert_tag_array[mf->v3]==true)
+ {
+ const float* vtx = mvert[mf->v3].co;
+ vert_tag_array[mf->v3]= false;
+ *bt++ = vtx[0];
+ *bt++ = vtx[1];
+ *bt++ = vtx[2];
+ }
+ if (mf->v4 && vert_tag_array[mf->v4]==true)
+ {
+ const float* vtx = mvert[mf->v4].co;
+ vert_tag_array[mf->v4]= false;
+ *bt++ = vtx[0];
+ *bt++ = vtx[1];
+ *bt++ = vtx[2];
}
}
}
}
else {
unsigned int tot_bt_tris= 0;
- vector<int> vert_remap_array(meshobj->GetMesh()->totvert, 0);
+ vector<int> vert_remap_array(numverts, 0);
// Tag verts we're using
for (int p2=0; p2<numpolys; p2++)
{
- RAS_Polygon* poly= meshobj->GetPolygon(p2);
+ MFace* mf = &mface[p2];
+ RAS_Polygon* poly= meshobj->GetPolygon(index[p2]);
// only add polygons that have the collision flag set
if (poly->IsCollider())
{
- for(i=0; i<poly->VertexCount(); i++) {
- orig_index= poly->GetVertex(i)->getOrigIndex();
- if (vert_tag_array[orig_index]==false)
- {
- vert_tag_array[orig_index]= true;
- vert_remap_array[orig_index]= tot_bt_verts;
- tot_bt_verts++;
- }
- }
-
- tot_bt_tris += (i==4 ? 2:1); /* a quad or a tri */
+ if (vert_tag_array[mf->v1]==false)
+ {vert_tag_array[mf->v1]= true;vert_remap_array[mf->v1]= tot_bt_verts;tot_bt_verts++;}
+ if (vert_tag_array[mf->v2]==false)
+ {vert_tag_array[mf->v2]= true;vert_remap_array[mf->v2]= tot_bt_verts;tot_bt_verts++;}
+ if (vert_tag_array[mf->v3]==false)
+ {vert_tag_array[mf->v3]= true;vert_remap_array[mf->v3]= tot_bt_verts;tot_bt_verts++;}
+ if (mf->v4 && vert_tag_array[mf->v4]==false)
+ {vert_tag_array[mf->v4]= true;vert_remap_array[mf->v4]= tot_bt_verts;tot_bt_verts++;}
+ tot_bt_tris += (mf->v4 ? 2:1); /* a quad or a tri */
}
}
@@ -1437,76 +1466,67 @@ bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, bool polytope,bo
int *poly_index_pt= &m_polygonIndexArray[0];
int *tri_pt= &m_triFaceArray[0];
-
for (int p2=0; p2<numpolys; p2++)
{
- RAS_Polygon* poly= meshobj->GetPolygon(p2);
+ MFace* mf = &mface[p2];
+ RAS_Polygon* poly= meshobj->GetPolygon(index[p2]);
// only add polygons that have the collisionflag set
if (poly->IsCollider())
{
- RAS_TexVert *v1= poly->GetVertex(0);
- RAS_TexVert *v2= poly->GetVertex(1);
- RAS_TexVert *v3= poly->GetVertex(2);
- int i1= v1->getOrigIndex();
- int i2= v2->getOrigIndex();
- int i3= v3->getOrigIndex();
- const float* vtx;
+ MVert *v1= &mvert[mf->v1];
+ MVert *v2= &mvert[mf->v2];
+ MVert *v3= &mvert[mf->v3];
// the face indicies
- tri_pt[0]= vert_remap_array[i1];
- tri_pt[1]= vert_remap_array[i2];
- tri_pt[2]= vert_remap_array[i3];
+ tri_pt[0]= vert_remap_array[mf->v1];
+ tri_pt[1]= vert_remap_array[mf->v2];
+ tri_pt[2]= vert_remap_array[mf->v3];
tri_pt= tri_pt+3;
// m_polygonIndexArray
- *poly_index_pt= p2;
+ *poly_index_pt= index[p2];
poly_index_pt++;
// the vertex location
- if (vert_tag_array[i1]==true) { /* *** v1 *** */
- vert_tag_array[i1]= false;
- vtx = v1->getXYZ();
- *bt++ = vtx[0];
- *bt++ = vtx[1];
- *bt++ = vtx[2];
+ if (vert_tag_array[mf->v1]==true) { /* *** v1 *** */
+ vert_tag_array[mf->v1]= false;
+ *bt++ = v1->co[0];
+ *bt++ = v1->co[1];
+ *bt++ = v1->co[2];
}
- if (vert_tag_array[i2]==true) { /* *** v2 *** */
- vert_tag_array[i2]= false;
- vtx = v2->getXYZ();
- *bt++ = vtx[0];
- *bt++ = vtx[1];
- *bt++ = vtx[2];
+ if (vert_tag_array[mf->v2]==true) { /* *** v2 *** */
+ vert_tag_array[mf->v2]= false;
+ *bt++ = v2->co[0];
+ *bt++ = v2->co[1];
+ *bt++ = v2->co[2];
}
- if (vert_tag_array[i3]==true) { /* *** v3 *** */
- vert_tag_array[i3]= false;
- vtx = v3->getXYZ();
- *bt++ = vtx[0];
- *bt++ = vtx[1];
- *bt++ = vtx[2];
+ if (vert_tag_array[mf->v3]==true) { /* *** v3 *** */
+ vert_tag_array[mf->v3]= false;
+ *bt++ = v3->co[0];
+ *bt++ = v3->co[1];
+ *bt++ = v3->co[2];
}
- if (poly->VertexCount()==4)
+ if (mf->v4)
{
- RAS_TexVert *v4= poly->GetVertex(3);
- int i4= v4->getOrigIndex();
+ MVert *v4= &mvert[mf->v4];
- tri_pt[0]= vert_remap_array[i1];
- tri_pt[1]= vert_remap_array[i3];
- tri_pt[2]= vert_remap_array[i4];
+ tri_pt[0]= vert_remap_array[mf->v1];
+ tri_pt[1]= vert_remap_array[mf->v3];
+ tri_pt[2]= vert_remap_array[mf->v4];
tri_pt= tri_pt+3;
// m_polygonIndexArray
- *poly_index_pt= p2;
+ *poly_index_pt= index[p2];
poly_index_pt++;
// the vertex location
- if (vert_tag_array[i4]==true) { /* *** v4 *** */
- vert_tag_array[i4]= false;
- vtx = v4->getXYZ();
- *bt++ = vtx[0];
- *bt++ = vtx[1];
- *bt++ = vtx[2];
+ if (vert_tag_array[mf->v4]==true) { /* *** v4 *** */
+ vert_tag_array[mf->v4]= false;
+ *bt++ = v4->co[0];
+ *bt++ = v4->co[1];
+ *bt++ = v4->co[2];
}
}
}
@@ -1538,7 +1558,13 @@ bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, bool polytope,bo
#endif
m_meshObject = meshobj;
- if (!polytope)
+ if (free_dm) {
+ dm->release(dm);
+ dm = NULL;
+ }
+
+ // sharing only on static mesh at present, if you change that, you must also change in FindMesh
+ if (!polytope && !dm && !useGimpact)
{
// triangle shape can be shared, store the mesh object in the map
m_meshShapeMap.insert(std::pair<RAS_MeshObject*,CcdShapeConstructionInfo*>(meshobj,this));
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.h b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
index 4ab478b2106..315e2bdf429 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.h
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
@@ -36,6 +36,7 @@ extern bool gDisableDeactivation;
class CcdPhysicsEnvironment;
class btMotionState;
class RAS_MeshObject;
+struct DerivedMesh;
class btCollisionShape;
@@ -59,7 +60,7 @@ class CcdShapeConstructionInfo
public:
- static CcdShapeConstructionInfo* FindMesh(RAS_MeshObject* mesh, bool polytope);
+ static CcdShapeConstructionInfo* FindMesh(class RAS_MeshObject* mesh, struct DerivedMesh* dm, bool polytope, bool gimpact);
CcdShapeConstructionInfo() :
m_shapeType(PHY_SHAPE_NONE),
@@ -139,7 +140,7 @@ public:
return true;
}
- bool SetMesh(RAS_MeshObject* mesh, bool polytope,bool useGimpact);
+ bool SetMesh(class RAS_MeshObject* mesh, struct DerivedMesh* dm, bool polytope,bool useGimpact);
RAS_MeshObject* GetMesh(void)
{
return m_meshObject;
diff --git a/source/gameengine/Physics/Bullet/Makefile b/source/gameengine/Physics/Bullet/Makefile
index 48e537bb6a3..19b17de275a 100644
--- a/source/gameengine/Physics/Bullet/Makefile
+++ b/source/gameengine/Physics/Bullet/Makefile
@@ -51,4 +51,6 @@ CPPFLAGS += -I../../Expressions
CPPFLAGS += -I../../GameLogic
CPPFLAGS += -I../../SceneGraph
CPPFLAGS += -I../../../../source/blender/makesdna
+CPPFLAGS += -I../../../../source/blender/blenkernel
+CPPFLAGS += -I../../../../source/blender/blenlib
diff --git a/source/gameengine/Physics/Bullet/SConscript b/source/gameengine/Physics/Bullet/SConscript
index 115ab8bf730..c517d8b5d9d 100644
--- a/source/gameengine/Physics/Bullet/SConscript
+++ b/source/gameengine/Physics/Bullet/SConscript
@@ -14,7 +14,10 @@ incs += ' #source/gameengine/Expressions'
incs += ' #source/gameengine/GameLogic'
incs += ' #source/gameengine/SceneGraph'
incs += ' #source/blender/makesdna'
+incs += ' #source/blender/blenkernel'
+incs += ' #source/blender/blenlib'
incs += ' #intern/SoundSystem'
+incs += ' #intern/guardedalloc'
incs += ' ' + env['BF_BULLET_INC']
incs += ' ' + env['BF_PYTHON_INC']
diff --git a/source/gameengine/Rasterizer/RAS_Deformer.h b/source/gameengine/Rasterizer/RAS_Deformer.h
index bb8e3750485..9dc656ba56a 100644
--- a/source/gameengine/Rasterizer/RAS_Deformer.h
+++ b/source/gameengine/Rasterizer/RAS_Deformer.h
@@ -34,12 +34,15 @@
#pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning
#endif //WIN32
+#include <stdlib.h>
#include "GEN_Map.h"
+struct DerivedMesh;
+
class RAS_Deformer
{
public:
- RAS_Deformer() : m_pMesh(0), m_bDynamic(false) {};
+ RAS_Deformer() : m_pMesh(NULL), m_bDynamic(false) {};
virtual ~RAS_Deformer(){};
virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map)=0;
virtual bool Apply(class RAS_IPolyMaterial *polymat)=0;
@@ -60,6 +63,11 @@ public:
{
return m_bDynamic;
}
+ virtual struct DerivedMesh* GetFinalMesh()
+ {
+ return NULL;
+ }
+
protected:
class RAS_MeshObject *m_pMesh;
bool m_bDynamic;
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp
index f5324c6fbc9..014169f8838 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp
@@ -118,16 +118,24 @@ RAS_ListRasterizer::~RAS_ListRasterizer()
void RAS_ListRasterizer::RemoveListSlot(RAS_ListSlot* list)
{
- if (list->m_flag & LIST_STANDALONE)
- return ;
-
- RAS_ArrayLists::iterator it = mArrayLists.begin();
- while(it != mArrayLists.end()) {
- if (it->second == list) {
- mArrayLists.erase(it);
- break;
+ if (list->m_flag & LIST_DERIVEDMESH) {
+ RAS_DerivedMeshLists::iterator it = mDerivedMeshLists.begin();
+ while(it != mDerivedMeshLists.end()) {
+ if (it->second == list) {
+ mDerivedMeshLists.erase(it);
+ break;
+ }
+ it++;
+ }
+ } else {
+ RAS_ArrayLists::iterator it = mArrayLists.begin();
+ while(it != mArrayLists.end()) {
+ if (it->second == list) {
+ mArrayLists.erase(it);
+ break;
+ }
+ it++;
}
- it++;
}
}
@@ -143,9 +151,15 @@ RAS_ListSlot* RAS_ListRasterizer::FindOrAdd(RAS_MeshSlot& ms)
if(!localSlot) {
if (ms.m_pDerivedMesh) {
// that means that we draw based on derived mesh, a display list is possible
- // but it's unique to this mesh slot
- localSlot = new RAS_ListSlot(this);
- localSlot->m_flag |= LIST_STANDALONE;
+ // Note that we come here only for static derived mesh
+ RAS_DerivedMeshLists::iterator it = mDerivedMeshLists.find(ms.m_pDerivedMesh);
+ if(it == mDerivedMeshLists.end()) {
+ localSlot = new RAS_ListSlot(this);
+ localSlot->m_flag |= LIST_DERIVEDMESH;
+ mDerivedMeshLists.insert(std::pair<DerivedMesh*, RAS_ListSlot*>(ms.m_pDerivedMesh, localSlot));
+ } else {
+ localSlot = static_cast<RAS_ListSlot*>(it->second->AddRef());
+ }
} else {
RAS_ArrayLists::iterator it = mArrayLists.find(ms.m_displayArrays);
if(it == mArrayLists.end()) {
@@ -162,12 +176,12 @@ RAS_ListSlot* RAS_ListRasterizer::FindOrAdd(RAS_MeshSlot& ms)
void RAS_ListRasterizer::ReleaseAlloc()
{
- RAS_ArrayLists::iterator it = mArrayLists.begin();
- while(it != mArrayLists.end()) {
+ for(RAS_ArrayLists::iterator it = mArrayLists.begin();it != mArrayLists.end();++it)
delete it->second;
- it++;
- }
mArrayLists.clear();
+ for (RAS_DerivedMeshLists::iterator it = mDerivedMeshLists.begin();it != mDerivedMeshLists.end();++it)
+ delete it->second;
+ mDerivedMeshLists.clear();
}
void RAS_ListRasterizer::IndexPrimitives(RAS_MeshSlot& ms)
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.h
index 912f28af6aa..fe358808e4a 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.h
@@ -34,16 +34,20 @@ enum RAS_ListSlotFlags {
LIST_BEGIN =16,
LIST_END =32,
LIST_REGEN =64,
- LIST_STANDALONE =128,
+ LIST_DERIVEDMESH=128,
};
+struct DerivedMesh;
+
typedef std::map<RAS_DisplayArrayList, RAS_ListSlot*> RAS_ArrayLists;
+typedef std::map<DerivedMesh*, RAS_ListSlot*> RAS_DerivedMeshLists;
class RAS_ListRasterizer : public RAS_VAOpenGLRasterizer
{
bool mUseVertexArrays;
bool mATI;
RAS_ArrayLists mArrayLists;
+ RAS_DerivedMeshLists mDerivedMeshLists;
RAS_ListSlot* FindOrAdd(class RAS_MeshSlot& ms);
void ReleaseAlloc();