/* * ***** 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 ***** */ /** \file gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp * \ingroup ketsji */ #ifdef _MSC_VER # pragma warning (disable:4786) #endif #include "KX_ConvertPhysicsObject.h" #include "KX_GameObject.h" #include "RAS_MeshObject.h" #ifdef WITH_BULLET #include "CcdPhysicsEnvironment.h" #include "CcdPhysicsController.h" /* Refresh the physics object from either an object or a mesh. * gameobj must be valid * from_gameobj and from_meshobj can be NULL * * when setting the mesh, the following vars get priority * 1) from_meshobj - creates the phys mesh from RAS_MeshObject * 2) from_gameobj - creates the phys mesh from the DerivedMesh where possible, else the RAS_MeshObject * 3) gameobj - update the phys mesh from DerivedMesh or RAS_MeshObject * * Most of the logic behind this is in shapeInfo->UpdateMesh(...) */ bool KX_ReInstanceBulletShapeFromMesh(KX_GameObject *gameobj, KX_GameObject *from_gameobj, RAS_MeshObject* from_meshobj) { CcdPhysicsController *spc= static_cast(gameobj->GetPhysicsController()); CcdShapeConstructionInfo *shapeInfo; /* if this is the child of a compound shape this can happen * don't support compound shapes for now */ if (spc==NULL) return false; shapeInfo = spc->GetShapeInfo(); if (shapeInfo->m_shapeType != PHY_SHAPE_MESH/* || spc->GetSoftBody()*/) return false; spc->DeleteControllerShape(); if (from_gameobj==NULL && from_meshobj==NULL) from_gameobj= gameobj; /* updates the arrays used for making the new bullet mesh */ shapeInfo->UpdateMesh(from_gameobj, from_meshobj); /* create the new bullet mesh */ CcdConstructionInfo& cci = spc->GetConstructionInfo(); btCollisionShape* bm= shapeInfo->CreateBulletShape(cci.m_margin, cci.m_bGimpact, !cci.m_bSoft); spc->ReplaceControllerShape(bm); return true; } #endif // WITH_BULLET