diff options
Diffstat (limited to 'source/gameengine/Converter/BL_BlenderDataConversion.cpp')
-rw-r--r-- | source/gameengine/Converter/BL_BlenderDataConversion.cpp | 31 |
1 files changed, 25 insertions, 6 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index 9b9d5c95de9..5b72a10cd0d 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -129,6 +129,7 @@ #include "DNA_sound_types.h" #include "DNA_key_types.h" #include "DNA_armature_types.h" +#include "DNA_object_force.h" #include "MEM_guardedalloc.h" #include "BKE_utildefines.h" @@ -743,7 +744,8 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* } // Determine if we need to make a skinned mesh - if (mesh->dvert || mesh->key) { + if (mesh->dvert || mesh->key || ((blenderobj->gameflag & OB_SOFT_BODY) != 0)) + { meshobj = new BL_SkinMeshObject(mesh, lightlayer); skinMesh = true; } @@ -1320,6 +1322,23 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj, objprop.m_dyna = (blenderobject->gameflag & OB_DYNAMIC) != 0; objprop.m_softbody = (blenderobject->gameflag & OB_SOFT_BODY) != 0; objprop.m_angular_rigidbody = (blenderobject->gameflag & OB_RIGID_BODY) != 0; + + ///for game soft bodies + if (blenderobject->soft) + { + objprop.m_linearStiffness = blenderobject->soft->inspring; + objprop.m_angularStiffness = 1.f;//blenderobject->angularStiffness; + objprop.m_volumePreservation = 1.f;//blenderobject->volumePreservation; + objprop.m_gamesoftFlag = blenderobject->softflag;//blenderobject->gamesoftFlag; + + } else + { + objprop.m_linearStiffness = 0.5;//blenderobject->linearStiffness; + objprop.m_angularStiffness = 1.f;//blenderobject->angularStiffness; + objprop.m_volumePreservation = 1.f;//blenderobject->volumePreservation; + objprop.m_gamesoftFlag = 1;//blenderobject->gamesoftFlag; + } + objprop.m_ghost = (blenderobject->gameflag & OB_GHOST) != 0; objprop.m_disableSleeping = (blenderobject->gameflag & OB_COLLISION_RESPONSE) != 0;//abuse the OB_COLLISION_RESPONSE flag //mmm, for now, taks this for the size of the dynamicobject @@ -1554,20 +1573,20 @@ static KX_GameObject *gameobject_from_blenderobject( // not that we can have shape keys without dvert! BL_ShapeDeformer *dcont = new BL_ShapeDeformer((BL_DeformableGameObject*)gameobj, ob, (BL_SkinMeshObject*)meshobj); - ((BL_DeformableGameObject*)gameobj)->m_pDeformer = dcont; + ((BL_DeformableGameObject*)gameobj)->SetDeformer(dcont); if (bHasArmature) dcont->LoadShapeDrivers(ob->parent); } else if (bHasArmature) { BL_SkinDeformer *dcont = new BL_SkinDeformer((BL_DeformableGameObject*)gameobj, ob, (BL_SkinMeshObject*)meshobj); - ((BL_DeformableGameObject*)gameobj)->m_pDeformer = dcont; + ((BL_DeformableGameObject*)gameobj)->SetDeformer(dcont); } else if (bHasDvert) { // this case correspond to a mesh that can potentially deform but not with the // object to which it is attached for the moment. A skin mesh was created in // BL_ConvertMesh() so must create a deformer too! BL_MeshDeformer *dcont = new BL_MeshDeformer((BL_DeformableGameObject*)gameobj, ob, (BL_SkinMeshObject*)meshobj); - ((BL_DeformableGameObject*)gameobj)->m_pDeformer = dcont; + ((BL_DeformableGameObject*)gameobj)->SetDeformer(dcont); } MT_Point3 min = MT_Point3(center) - MT_Vector3(extents); @@ -2193,8 +2212,8 @@ void BL_ConvertBlenderObjects(struct Main* maggie, if (obj && blenderobj->parent && blenderobj->parent->type==OB_ARMATURE && blenderobj->partype==PARSKEL){ KX_GameObject *par = converter->FindGameObject(blenderobj->parent); - if (par && obj->m_pDeformer) - ((BL_SkinDeformer*)obj->m_pDeformer)->SetArmature((BL_ArmatureObject*) par); + if (par && obj->GetDeformer()) + ((BL_SkinDeformer*)obj->GetDeformer())->SetArmature((BL_ArmatureObject*) par); } } } |