diff options
Diffstat (limited to 'source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp | 87 |
1 files changed, 0 insertions, 87 deletions
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp deleted file mode 100644 index 111d62ba83e..00000000000 --- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp +++ /dev/null @@ -1,87 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): none yet. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp - * \ingroup ketsji - */ - -#ifdef _MSC_VER -# pragma warning (disable:4786) -#endif - -#include "KX_ConvertPhysicsObject.h" - -#include "KX_GameObject.h" -#include "RAS_MeshObject.h" - -#ifdef WITH_BULLET - -#include "CcdPhysicsEnvironment.h" -#include "CcdPhysicsController.h" - -/* Refresh the physics object from either an object or a mesh. - * gameobj must be valid - * from_gameobj and from_meshobj can be NULL - * - * when setting the mesh, the following vars get priority - * 1) from_meshobj - creates the phys mesh from RAS_MeshObject - * 2) from_gameobj - creates the phys mesh from the DerivedMesh where possible, else the RAS_MeshObject - * 3) gameobj - update the phys mesh from DerivedMesh or RAS_MeshObject - * - * Most of the logic behind this is in shapeInfo->UpdateMesh(...) - */ -bool KX_ReInstanceBulletShapeFromMesh(KX_GameObject *gameobj, KX_GameObject *from_gameobj, RAS_MeshObject* from_meshobj) -{ - CcdPhysicsController *spc= static_cast<CcdPhysicsController*>(gameobj->GetPhysicsController()); - CcdShapeConstructionInfo *shapeInfo; - - /* if this is the child of a compound shape this can happen - * don't support compound shapes for now */ - if (spc==NULL) - return false; - - shapeInfo = spc->GetShapeInfo(); - - if (shapeInfo->m_shapeType != PHY_SHAPE_MESH/* || spc->GetSoftBody()*/) - return false; - - spc->DeleteControllerShape(); - - if (from_gameobj==NULL && from_meshobj==NULL) - from_gameobj= gameobj; - - /* updates the arrays used for making the new bullet mesh */ - shapeInfo->UpdateMesh(from_gameobj, from_meshobj); - - /* create the new bullet mesh */ - CcdConstructionInfo& cci = spc->GetConstructionInfo(); - btCollisionShape* bm= shapeInfo->CreateBulletShape(cci.m_margin, cci.m_bGimpact, !cci.m_bSoft); - - spc->ReplaceControllerShape(bm); - return true; -} -#endif // WITH_BULLET |