d95a109990
This commit completes the support for modifiers in the BGE. - The physic shape is generated according to the derived mesh. This is true for all types of shapes and all types of objects except soft body. - Optimization for static derived mesh (mesh with modifiers but no armature and no shape keys). Replicas will share the derived mesh and the display list: less memory and faster rendering. With this optimization, the static derived mesh will render as fast as if the modifiers were applied. Known Limits: - Sharing of mesh and display list is only possible between in-game replicas or dupligroup. If you want to instantiate multiple objects with modifiers, use dupligroup to ensure best memory and GPU utilization. - rayCast() will interact with the derived mesh as follow: Hit position and hit normal are the real values according to the derived mesh but the KX_PolyProxy object refers to the original mesh. You should use it only to retrieve the material. - Dynamic derived mesh have very poor performance: They use direct openGL calls for rendering (no support for display list and vertex array) and they dont't share the derived mesh memory. Always apply modifiers on dynamic mesh for best performance. - Time dependent modifiers are not supported. - Modifiers are not supported for Bullet soft body.
90 lines
2.5 KiB
C++
90 lines
2.5 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef BL_MESHDEFORMER
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#define BL_MESHDEFORMER
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#include "RAS_Deformer.h"
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#include "DNA_object_types.h"
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#include "DNA_key_types.h"
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#include "MT_Point3.h"
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#include <stdlib.h>
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#ifdef WIN32
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#pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning
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#endif //WIN32
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class BL_DeformableGameObject;
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class BL_MeshDeformer : public RAS_Deformer
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{
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public:
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void VerifyStorage();
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void RecalcNormals();
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virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map);
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BL_MeshDeformer(BL_DeformableGameObject *gameobj,
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struct Object* obj,
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class BL_SkinMeshObject *meshobj ):
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m_pMeshObject(meshobj),
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m_bmesh((struct Mesh*)(obj->data)),
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m_transverts(0),
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m_transnors(0),
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m_objMesh(obj),
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m_tvtot(0),
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m_gameobj(gameobj),
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m_lastDeformUpdate(-1)
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{};
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virtual ~BL_MeshDeformer();
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virtual void SetSimulatedTime(double time){};
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virtual bool Apply(class RAS_IPolyMaterial *mat);
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virtual bool Update(void){ return false; };
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virtual bool UpdateBuckets(void){ return false; };
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virtual RAS_Deformer* GetReplica(){return NULL;};
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virtual void ProcessReplica();
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struct Mesh* GetMesh() { return m_bmesh; };
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// virtual void InitDeform(double time){};
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protected:
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class BL_SkinMeshObject* m_pMeshObject;
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struct Mesh* m_bmesh;
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// this is so m_transverts doesn't need to be converted
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// before deformation
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float (*m_transverts)[3];
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float (*m_transnors)[3];
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struct Object* m_objMesh;
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// --
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int m_tvtot;
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BL_DeformableGameObject* m_gameobj;
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double m_lastDeformUpdate;
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};
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#endif
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