blender/source/gameengine/Converter/BL_ModifierDeformer.h
Benoit Bolsee d95a109990 BGE modifier: generate correct physic shape, share static derived mesh, share display list.
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.
2009-05-14 13:47:08 +00:00

103 lines
2.5 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 *****
*/
#ifndef BL_MODIFIERDEFORMER
#define BL_MODIFIERDEFORMER
#ifdef WIN32
#pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning
#endif //WIN32
#include "BL_ShapeDeformer.h"
#include "BL_DeformableGameObject.h"
#include <vector>
struct DerivedMesh;
struct Object;
class BL_ModifierDeformer : public BL_ShapeDeformer
{
public:
static bool HasCompatibleDeformer(Object *ob);
BL_ModifierDeformer(BL_DeformableGameObject *gameobj,
Object *bmeshobj,
BL_SkinMeshObject *mesh)
:
BL_ShapeDeformer(gameobj,bmeshobj, mesh),
m_lastModifierUpdate(-1),
m_dm(NULL)
{
m_recalcNormal = false;
};
/* this second constructor is needed for making a mesh deformable on the fly. */
BL_ModifierDeformer(BL_DeformableGameObject *gameobj,
struct Object *bmeshobj_old,
struct Object *bmeshobj_new,
class BL_SkinMeshObject *mesh,
bool release_object,
BL_ArmatureObject* arma = NULL)
:
BL_ShapeDeformer(gameobj, bmeshobj_old, bmeshobj_new, mesh, release_object, false, arma),
m_lastModifierUpdate(-1),
m_dm(NULL)
{
};
virtual void ProcessReplica();
virtual RAS_Deformer *GetReplica();
virtual ~BL_ModifierDeformer();
virtual bool UseVertexArray()
{
return false;
}
bool Update (void);
bool Apply(RAS_IPolyMaterial *mat);
void ForceUpdate()
{
m_lastModifierUpdate = -1.0;
};
virtual struct DerivedMesh* GetFinalMesh()
{
return m_dm;
}
protected:
double m_lastModifierUpdate;
DerivedMesh *m_dm;
};
#endif