forked from bartvdbraak/blender
a1bef84ea8
Added Bullet/Gimpact concave collision detection to Blender. If your build system isn't updated yet, please add extern/bullet2/src/BulletCollision/Gimpact/* This allows moving/dynamic concave triangle meshes (decomposing meshes into compound convex shapes, and using 'compound' shapes is still preferred)
88 lines
2.4 KiB
C++
88 lines
2.4 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 RAS_Deformer* GetReplica(class KX_GameObject* replica){return NULL;};
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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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