blender/source/gameengine/Converter/KX_SoftBodyDeformer.cpp
2010-02-12 13:34:04 +00:00

121 lines
3.2 KiB
C++

/**
* $Id$
*
* ***** 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<class GEN_HashedPtr, void*>*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<it.endvertex; i++,index++) {
RAS_TexVert& v = it.vertex[i];
btAssert(v.getSoftBodyIndex() >= 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