don't apply vertex transformation for deformable game soft bodies.

set a fake world transform for game soft bodies, based on center of the AABB, so visiblity and some game logic works. note: this world transform is not smooth.
This commit is contained in:
2008-09-25 21:04:41 +00:00
parent 9a7c53782b
commit 6732718ef1
4 changed files with 39 additions and 8 deletions

View File

@@ -672,11 +672,11 @@ void KX_ConvertODEEngineObject(KX_GameObject* gameobj,
{
btSoftBody* m_softBody;
class RAS_MeshObject* m_pMeshObject;
class BL_DeformableGameObject* m_gameobj;
class KX_GameObject* m_gameobj;
public:
KX_SoftBodyDeformer(btSoftBody* softBody,RAS_MeshObject* pMeshObject,BL_DeformableGameObject* gameobj)
KX_SoftBodyDeformer(btSoftBody* softBody,RAS_MeshObject* pMeshObject,KX_GameObject* gameobj)
: m_softBody(softBody),
m_pMeshObject(pMeshObject),
m_gameobj(gameobj)
@@ -703,6 +703,8 @@ void KX_ConvertODEEngineObject(KX_GameObject* gameobj,
// 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
@@ -748,6 +750,12 @@ void KX_ConvertODEEngineObject(KX_GameObject* gameobj,
//printf("getReplica\n");
return 0;
}
virtual bool SkipVertexTransform()
{
return true;
}
protected:
//class RAS_MeshObject *m_pMesh;
};
@@ -1089,7 +1097,7 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
if (softBody && gameobj->GetMesh(0))//only the first mesh, if any
{
//should be a mesh then, so add a soft body deformer
KX_SoftBodyDeformer* softbodyDeformer = new KX_SoftBodyDeformer(softBody, gameobj->GetMesh(0),(BL_DeformableGameObject*)gameobj);
KX_SoftBodyDeformer* softbodyDeformer = new KX_SoftBodyDeformer(softBody, gameobj->GetMesh(0),gameobj);
gameobj->SetDeformer(softbodyDeformer);
}

View File

@@ -401,13 +401,17 @@ void CcdPhysicsController::CreateRigidbody()
{
startTrans = rbci.m_startWorldTransform;
}
startTrans.setIdentity();
//startTrans.setIdentity();
m_object->setWorldTransform(startTrans);
m_object->setInterpolationWorldTransform(startTrans);
m_MotionState->setWorldPosition(0,0,0);
//m_object->setWorldTransform(startTrans);
//m_object->setInterpolationWorldTransform(startTrans);
m_MotionState->setWorldPosition(startTrans.getOrigin().getX(),startTrans.getOrigin().getY(),startTrans.getOrigin().getZ());
m_MotionState->setWorldOrientation(0,0,0,1);
// btVector3 wp = m_softBody->getWorldTransform().getOrigin();
// MT_Point3 center(wp.getX(),wp.getY(),wp.getZ());
// m_gameobj->NodeSetWorldPosition(center);
} else
{
@@ -502,10 +506,22 @@ bool CcdPhysicsController::SynchronizeMotionStates(float time)
{
//sync non-static to motionstate, and static from motionstate (todo: add kinematic etc.)
btSoftBody* sb = GetSoftBody();
if (sb)
{
btVector3 aabbMin,aabbMax;
sb->getAabb(aabbMin,aabbMax);
btVector3 worldPos = (aabbMax+aabbMin)*0.5f;
m_MotionState->setWorldPosition(worldPos[0],worldPos[1],worldPos[2]);
m_MotionState->calculateWorldTransformations();
return true;
}
btRigidBody* body = GetRigidBody();
if (body && !body->isStaticObject())
{
const btVector3& worldPos = body->getCenterOfMassPosition();
m_MotionState->setWorldPosition(worldPos[0],worldPos[1],worldPos[2]);

View File

@@ -45,6 +45,10 @@ public:
virtual bool Apply(class RAS_IPolyMaterial *polymat)=0;
virtual bool Update(void)=0;
virtual RAS_Deformer *GetReplica()=0;
virtual bool SkipVertexTransform()
{
return false;
}
protected:
class RAS_MeshObject *m_pMesh;
};

View File

@@ -539,7 +539,10 @@ void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRa
ms.m_mesh->SortPolygons(ms, cameratrans*MT_Transform(ms.m_OpenGLMatrix));
rendertools->PushMatrix();
rendertools->applyTransform(rasty,ms.m_OpenGLMatrix,m_material->GetDrawingMode());
if (!ms.m_pDeformer || !ms.m_pDeformer->SkipVertexTransform())
{
rendertools->applyTransform(rasty,ms.m_OpenGLMatrix,m_material->GetDrawingMode());
}
if(rasty->QueryLists())
if(ms.m_DisplayList)