2009-11-24 22:44:29 +00:00
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/**
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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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2010-02-12 13:34:04 +00:00
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2009-11-24 22:44:29 +00:00
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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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#ifdef WIN32
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#pragma warning (disable : 4786)
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#endif //WIN32
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#include "MT_assert.h"
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#include "KX_ConvertPhysicsObject.h"
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#include "KX_SoftBodyDeformer.h"
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#include "RAS_MeshObject.h"
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#include "GEN_Map.h"
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#include "GEN_HashedPtr.h"
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#ifdef USE_BULLET
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#include "CcdPhysicsEnvironment.h"
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#include "CcdPhysicsController.h"
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#include "BulletSoftBody/btSoftBody.h"
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#include "KX_BulletPhysicsController.h"
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#include "btBulletDynamicsCommon.h"
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void KX_SoftBodyDeformer::Relink(GEN_Map<class GEN_HashedPtr, void*>*map)
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{
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void **h_obj = (*map)[m_gameobj];
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if (h_obj) {
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m_gameobj = (BL_DeformableGameObject*)(*h_obj);
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m_pMeshObject = m_gameobj->GetMesh(0);
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} else {
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m_gameobj = NULL;
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m_pMeshObject = NULL;
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}
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}
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bool KX_SoftBodyDeformer::Apply(class RAS_IPolyMaterial *polymat)
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{
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KX_BulletPhysicsController* ctrl = (KX_BulletPhysicsController*) m_gameobj->GetPhysicsController();
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if (!ctrl)
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return false;
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btSoftBody* softBody= ctrl->GetSoftBody();
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if (!softBody)
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return false;
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//printf("apply\n");
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RAS_MeshSlot::iterator it;
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RAS_MeshMaterial *mmat;
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RAS_MeshSlot *slot;
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size_t i;
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// update the vertex in m_transverts
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Update();
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// The vertex cache can only be updated for this deformer:
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// Duplicated objects with more than one ploymaterial (=multiple mesh slot per object)
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// share the same mesh (=the same cache). As the rendering is done per polymaterial
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// cycling through the objects, the entire mesh cache cannot be updated in one shot.
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mmat = m_pMeshObject->GetMeshMaterial(polymat);
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if(!mmat->m_slots[(void*)m_gameobj])
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return true;
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slot = *mmat->m_slots[(void*)m_gameobj];
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// for each array
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for(slot->begin(it); !slot->end(it); slot->next(it))
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{
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btSoftBody::tNodeArray& nodes(softBody->m_nodes);
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int index = 0;
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for(i=it.startvertex; i<it.endvertex; i++,index++) {
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RAS_TexVert& v = it.vertex[i];
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btAssert(v.getSoftBodyIndex() >= 0);
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MT_Point3 pt (
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nodes[v.getSoftBodyIndex()].m_x.getX(),
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nodes[v.getSoftBodyIndex()].m_x.getY(),
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nodes[v.getSoftBodyIndex()].m_x.getZ());
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v.SetXYZ(pt);
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MT_Vector3 normal (
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nodes[v.getSoftBodyIndex()].m_n.getX(),
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nodes[v.getSoftBodyIndex()].m_n.getY(),
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nodes[v.getSoftBodyIndex()].m_n.getZ());
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v.SetNormal(normal);
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}
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}
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return true;
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}
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#endif
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