/** * $Id$ * * ***** 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 ***** */ #ifdef WIN32 #pragma warning (disable : 4786) #endif //WIN32 #include "MT_assert.h" #include "KX_ConvertPhysicsObject.h" #include "KX_SoftBodyDeformer.h" #include "RAS_MeshObject.h" #include "GEN_Map.h" #include "GEN_HashedPtr.h" #ifdef USE_BULLET #include "CcdPhysicsEnvironment.h" #include "CcdPhysicsController.h" #include "BulletSoftBody/btSoftBody.h" #include "KX_BulletPhysicsController.h" #include "btBulletDynamicsCommon.h" void KX_SoftBodyDeformer::Relink(GEN_Map*map) { void **h_obj = (*map)[m_gameobj]; if (h_obj) { m_gameobj = (BL_DeformableGameObject*)(*h_obj); m_pMeshObject = m_gameobj->GetMesh(0); } else { m_gameobj = NULL; m_pMeshObject = NULL; } } bool KX_SoftBodyDeformer::Apply(class RAS_IPolyMaterial *polymat) { KX_BulletPhysicsController* ctrl = (KX_BulletPhysicsController*) m_gameobj->GetPhysicsController(); if (!ctrl) return false; btSoftBody* softBody= ctrl->GetSoftBody(); if (!softBody) return false; //printf("apply\n"); RAS_MeshSlot::iterator it; RAS_MeshMaterial *mmat; RAS_MeshSlot *slot; size_t i; // update the vertex in m_transverts Update(); // The vertex cache can only be updated for this deformer: // Duplicated objects with more than one ploymaterial (=multiple mesh slot per object) // share the same mesh (=the same cache). As the rendering is done per polymaterial // cycling through the objects, the entire mesh cache cannot be updated in one shot. mmat = m_pMeshObject->GetMeshMaterial(polymat); if(!mmat->m_slots[(void*)m_gameobj]) return true; slot = *mmat->m_slots[(void*)m_gameobj]; // for each array for(slot->begin(it); !slot->end(it); slot->next(it)) { btSoftBody::tNodeArray& nodes(softBody->m_nodes); int index = 0; for(i=it.startvertex; i= 0); MT_Point3 pt ( nodes[v.getSoftBodyIndex()].m_x.getX(), nodes[v.getSoftBodyIndex()].m_x.getY(), nodes[v.getSoftBodyIndex()].m_x.getZ()); v.SetXYZ(pt); MT_Vector3 normal ( nodes[v.getSoftBodyIndex()].m_n.getX(), nodes[v.getSoftBodyIndex()].m_n.getY(), nodes[v.getSoftBodyIndex()].m_n.getZ()); v.SetNormal(normal); } } return true; } #endif