2002-10-12 11:37:38 +00:00
/**
* $ Id $
*
2008-04-16 22:40:48 +00:00
* * * * * * BEGIN GPL LICENSE BLOCK * * * * *
2002-10-12 11:37:38 +00:00
*
* 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
2008-04-16 22:40:48 +00:00
* of the License , or ( at your option ) any later version .
2002-10-12 11:37:38 +00:00
*
* 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 .
*
2008-04-16 22:40:48 +00:00
* * * * * * END GPL LICENSE BLOCK * * * * *
2002-10-12 11:37:38 +00:00
*/
2004-03-22 22:02:18 +00:00
# ifdef WIN32
2002-10-12 11:37:38 +00:00
# pragma warning (disable : 4786)
2004-03-22 22:02:18 +00:00
# endif
2002-10-12 11:37:38 +00:00
2005-03-25 10:33:39 +00:00
# include "MT_assert.h"
2002-10-18 14:36:34 +00:00
// defines USE_ODE to choose physics engine
2002-10-12 11:37:38 +00:00
# include "KX_ConvertPhysicsObject.h"
2009-06-08 20:08:19 +00:00
# include "BL_DeformableGameObject.h"
2002-10-12 11:37:38 +00:00
# include "RAS_MeshObject.h"
# include "KX_Scene.h"
# include "SYS_System.h"
2008-09-24 03:12:10 +00:00
# include "BL_SkinMeshObject.h"
# include "BulletSoftBody/btSoftBody.h"
2002-10-12 11:37:38 +00:00
# include "PHY_Pro.h" //todo cleanup
# include "KX_ClientObjectInfo.h"
# include "GEN_Map.h"
# include "GEN_HashedPtr.h"
# include "KX_PhysicsEngineEnums.h"
# include "PHY_Pro.h"
# include "KX_MotionState.h" // bridge between motionstate and scenegraph node
2002-11-25 15:29:57 +00:00
2009-06-08 20:08:19 +00:00
extern " C " {
# include "BKE_DerivedMesh.h"
}
2002-10-12 11:37:38 +00:00
# ifdef USE_ODE
# include "KX_OdePhysicsController.h"
2002-10-18 14:36:34 +00:00
# include "OdePhysicsEnvironment.h"
2002-10-12 11:37:38 +00:00
# endif //USE_ODE
2002-10-18 14:36:34 +00:00
// USE_SUMO_SOLID is defined in headerfile KX_ConvertPhysicsObject.h
2002-10-12 11:37:38 +00:00
# ifdef USE_SUMO_SOLID
2005-07-16 21:47:54 +00:00
2002-10-12 11:37:38 +00:00
# include "SumoPhysicsEnvironment.h"
# include "KX_SumoPhysicsController.h"
// sumo physics specific
# include "SM_Object.h"
# include "SM_FhObject.h"
# include "SM_Scene.h"
# include "SM_ClientObjectInfo.h"
# include "KX_SumoPhysicsController.h"
2004-11-22 11:49:35 +00:00
struct KX_PhysicsInstance
{
DT_VertexBaseHandle m_vertexbase ;
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
RAS_DisplayArray * m_darray ;
2004-11-22 11:49:35 +00:00
RAS_IPolyMaterial * m_material ;
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
KX_PhysicsInstance ( DT_VertexBaseHandle vertex_base , RAS_DisplayArray * darray , RAS_IPolyMaterial * mat )
2004-11-22 11:49:35 +00:00
: m_vertexbase ( vertex_base ) ,
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
m_darray ( darray ) ,
m_material ( mat )
2004-11-22 11:49:35 +00:00
{
}
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
2004-11-22 11:49:35 +00:00
~ KX_PhysicsInstance ( )
{
DT_DeleteVertexBase ( m_vertexbase ) ;
}
} ;
2004-05-08 00:25:20 +00:00
static GEN_Map < GEN_HashedPtr , DT_ShapeHandle > map_gamemesh_to_sumoshape ;
2004-11-22 11:49:35 +00:00
static GEN_Map < GEN_HashedPtr , KX_PhysicsInstance * > map_gamemesh_to_instance ;
2002-10-12 11:37:38 +00:00
// forward declarations
2004-11-22 10:19:19 +00:00
static void BL_RegisterSumoObject ( KX_GameObject * gameobj , class SM_Scene * sumoScene , class SM_Object * sumoObj , const STR_String & matname , bool isDynamic , bool isActor ) ;
static DT_ShapeHandle CreateShapeFromMesh ( RAS_MeshObject * meshobj , bool polytope ) ;
2002-10-12 11:37:38 +00:00
2004-03-22 22:02:18 +00:00
void KX_ConvertSumoObject ( KX_GameObject * gameobj ,
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
RAS_MeshObject * meshobj ,
KX_Scene * kxscene ,
PHY_ShapeProps * kxshapeprops ,
PHY_MaterialProps * kxmaterial ,
struct KX_ObjectProperties * objprop )
2002-10-12 11:37:38 +00:00
{
SM_ShapeProps * smprop = new SM_ShapeProps ;
smprop - > m_ang_drag = kxshapeprops - > m_ang_drag ;
smprop - > m_do_anisotropic = kxshapeprops - > m_do_anisotropic ;
smprop - > m_do_fh = kxshapeprops - > m_do_fh ;
smprop - > m_do_rot_fh = kxshapeprops - > m_do_rot_fh ;
smprop - > m_friction_scaling [ 0 ] = kxshapeprops - > m_friction_scaling [ 0 ] ;
smprop - > m_friction_scaling [ 1 ] = kxshapeprops - > m_friction_scaling [ 1 ] ;
smprop - > m_friction_scaling [ 2 ] = kxshapeprops - > m_friction_scaling [ 2 ] ;
2004-04-14 05:57:24 +00:00
smprop - > m_inertia = MT_Vector3 ( 1. , 1. , 1. ) * kxshapeprops - > m_inertia ;
2002-10-12 11:37:38 +00:00
smprop - > m_lin_drag = kxshapeprops - > m_lin_drag ;
smprop - > m_mass = kxshapeprops - > m_mass ;
2004-03-22 22:02:18 +00:00
smprop - > m_radius = objprop - > m_radius ;
2002-10-12 11:37:38 +00:00
SM_MaterialProps * smmaterial = new SM_MaterialProps ;
smmaterial - > m_fh_damping = kxmaterial - > m_fh_damping ;
smmaterial - > m_fh_distance = kxmaterial - > m_fh_distance ;
smmaterial - > m_fh_normal = kxmaterial - > m_fh_normal ;
smmaterial - > m_fh_spring = kxmaterial - > m_fh_spring ;
smmaterial - > m_friction = kxmaterial - > m_friction ;
2005-08-02 14:59:49 +00:00
smmaterial - > m_restitution = kxmaterial - > m_restitution ;
2002-10-12 11:37:38 +00:00
2004-03-22 22:02:18 +00:00
SumoPhysicsEnvironment * sumoEnv =
2002-10-12 11:37:38 +00:00
( SumoPhysicsEnvironment * ) kxscene - > GetPhysicsEnvironment ( ) ;
SM_Scene * sceneptr = sumoEnv - > GetSumoScene ( ) ;
SM_Object * sumoObj = NULL ;
2004-04-28 09:08:42 +00:00
if ( objprop - > m_dyna & & objprop - > m_isactor )
2002-10-12 11:37:38 +00:00
{
2004-03-22 22:02:18 +00:00
DT_ShapeHandle shape = NULL ;
2004-11-22 10:19:19 +00:00
bool polytope = false ;
2004-03-22 22:02:18 +00:00
switch ( objprop - > m_boundclass )
2002-10-12 11:37:38 +00:00
{
2004-03-22 22:02:18 +00:00
case KX_BOUNDBOX :
2004-04-16 06:26:33 +00:00
shape = DT_NewBox ( objprop - > m_boundobject . box . m_extends [ 0 ] ,
objprop - > m_boundobject . box . m_extends [ 1 ] ,
objprop - > m_boundobject . box . m_extends [ 2 ] ) ;
smprop - > m_inertia . scale ( objprop - > m_boundobject . box . m_extends [ 0 ] * objprop - > m_boundobject . box . m_extends [ 0 ] ,
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
objprop - > m_boundobject . box . m_extends [ 1 ] * objprop - > m_boundobject . box . m_extends [ 1 ] ,
objprop - > m_boundobject . box . m_extends [ 2 ] * objprop - > m_boundobject . box . m_extends [ 2 ] ) ;
2004-04-16 06:26:33 +00:00
smprop - > m_inertia * = smprop - > m_mass / MT_Vector3 ( objprop - > m_boundobject . box . m_extends ) . length ( ) ;
2004-03-22 22:02:18 +00:00
break ;
case KX_BOUNDCYLINDER :
2004-04-16 06:26:33 +00:00
shape = DT_NewCylinder ( smprop - > m_radius , objprop - > m_boundobject . c . m_height ) ;
smprop - > m_inertia . scale ( smprop - > m_mass * smprop - > m_radius * smprop - > m_radius ,
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
smprop - > m_mass * smprop - > m_radius * smprop - > m_radius ,
smprop - > m_mass * objprop - > m_boundobject . c . m_height * objprop - > m_boundobject . c . m_height ) ;
2004-03-22 22:02:18 +00:00
break ;
case KX_BOUNDCONE :
shape = DT_NewCone ( objprop - > m_radius , objprop - > m_boundobject . c . m_height ) ;
2004-04-16 06:26:33 +00:00
smprop - > m_inertia . scale ( smprop - > m_mass * smprop - > m_radius * smprop - > m_radius ,
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
smprop - > m_mass * smprop - > m_radius * smprop - > m_radius ,
smprop - > m_mass * objprop - > m_boundobject . c . m_height * objprop - > m_boundobject . c . m_height ) ;
2004-03-22 22:02:18 +00:00
break ;
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
/* Dynamic mesh objects. WARNING! slow. */
2004-11-22 10:19:19 +00:00
case KX_BOUNDPOLYTOPE :
polytope = true ;
// fall through
2004-03-22 22:02:18 +00:00
case KX_BOUNDMESH :
if ( meshobj & & meshobj - > NumPolygons ( ) > 0 )
{
2004-11-22 10:19:19 +00:00
if ( ( shape = CreateShapeFromMesh ( meshobj , polytope ) ) )
2004-04-16 06:26:33 +00:00
{
// TODO: calculate proper inertia
smprop - > m_inertia * = smprop - > m_mass * smprop - > m_radius * smprop - > m_radius ;
2004-03-22 22:02:18 +00:00
break ;
2004-04-16 06:26:33 +00:00
}
2004-03-22 22:02:18 +00:00
}
/* If CreateShapeFromMesh fails, fall through and use sphere */
default :
case KX_BOUNDSPHERE :
shape = DT_NewSphere ( objprop - > m_radius ) ;
2004-04-16 06:26:33 +00:00
smprop - > m_inertia * = smprop - > m_mass * smprop - > m_radius * smprop - > m_radius ;
2004-03-22 22:02:18 +00:00
break ;
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
2002-10-12 11:37:38 +00:00
}
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
2004-03-22 22:02:18 +00:00
sumoObj = new SM_Object ( shape , ! objprop - > m_ghost ? smmaterial : NULL , smprop , NULL ) ;
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
2004-03-22 22:02:18 +00:00
sumoObj - > setRigidBody ( objprop - > m_angular_rigidbody ? true : false ) ;
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
2004-04-14 05:57:24 +00:00
BL_RegisterSumoObject ( gameobj , sceneptr , sumoObj , " " , true , true ) ;
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
2002-10-12 11:37:38 +00:00
}
else {
// non physics object
if ( meshobj )
{
int numpolys = meshobj - > NumPolygons ( ) ;
{
DT_ShapeHandle complexshape = 0 ;
2004-11-22 10:19:19 +00:00
bool polytope = false ;
2002-10-12 11:37:38 +00:00
2004-03-22 22:02:18 +00:00
switch ( objprop - > m_boundclass )
2002-10-12 11:37:38 +00:00
{
2004-03-22 22:02:18 +00:00
case KX_BOUNDBOX :
complexshape = DT_NewBox ( objprop - > m_boundobject . box . m_extends [ 0 ] , objprop - > m_boundobject . box . m_extends [ 1 ] , objprop - > m_boundobject . box . m_extends [ 2 ] ) ;
break ;
case KX_BOUNDSPHERE :
complexshape = DT_NewSphere ( objprop - > m_boundobject . c . m_radius ) ;
break ;
case KX_BOUNDCYLINDER :
complexshape = DT_NewCylinder ( objprop - > m_boundobject . c . m_radius , objprop - > m_boundobject . c . m_height ) ;
break ;
case KX_BOUNDCONE :
complexshape = DT_NewCone ( objprop - > m_boundobject . c . m_radius , objprop - > m_boundobject . c . m_height ) ;
break ;
2004-11-22 10:19:19 +00:00
case KX_BOUNDPOLYTOPE :
polytope = true ;
// fall through
2004-03-22 22:02:18 +00:00
default :
case KX_BOUNDMESH :
if ( numpolys > 0 )
{
2004-11-22 10:19:19 +00:00
complexshape = CreateShapeFromMesh ( meshobj , polytope ) ;
2004-03-22 22:02:18 +00:00
//std::cout << "Convert Physics Mesh: " << meshobj->GetName() << std::endl;
/* if (!complexshape)
{
// Something has to be done here - if the object has no polygons, it will not be able to have
// sensors attached to it.
DT_Vector3 pt = { 0. , 0. , 0. } ;
complexshape = DT_NewSphere ( 1.0 ) ;
objprop - > m_ghost = evilObject = true ;
} */
}
break ;
2002-10-12 11:37:38 +00:00
}
if ( complexshape )
{
SM_Object * dynamicParent = NULL ;
if ( objprop - > m_dynamic_parent )
{
// problem is how to find the dynamic parent
// in the scenegraph
KX_SumoPhysicsController * sumoctrl =
( KX_SumoPhysicsController * )
objprop - > m_dynamic_parent - > GetPhysicsController ( ) ;
if ( sumoctrl )
{
dynamicParent = sumoctrl - > GetSumoObject ( ) ;
}
2005-03-25 10:33:39 +00:00
MT_assert ( dynamicParent ) ;
2002-10-12 11:37:38 +00:00
}
2004-03-22 22:02:18 +00:00
sumoObj = new SM_Object ( complexshape , ! objprop - > m_ghost ? smmaterial : NULL , NULL , dynamicParent ) ;
2002-10-12 11:37:38 +00:00
const STR_String & matname = meshobj - > GetMaterialName ( 0 ) ;
BL_RegisterSumoObject ( gameobj , sceneptr ,
2004-04-14 05:57:24 +00:00
sumoObj ,
2004-04-11 02:50:02 +00:00
matname ,
2002-10-12 11:37:38 +00:00
objprop - > m_dyna ,
objprop - > m_isactor ) ;
}
}
}
}
// physics object get updated here !
2002-10-18 14:36:34 +00:00
// lazy evaluation because we might not support scaling !gameobj->UpdateTransform();
2002-10-12 11:37:38 +00:00
if ( objprop - > m_in_active_layer & & sumoObj )
{
sceneptr - > add ( * sumoObj ) ;
}
}
2004-11-22 10:19:19 +00:00
static void BL_RegisterSumoObject (
2004-04-11 02:50:02 +00:00
KX_GameObject * gameobj ,
class SM_Scene * sumoScene ,
class SM_Object * sumoObj ,
const STR_String & matname ,
bool isDynamic ,
bool isActor )
{
2002-10-12 11:37:38 +00:00
PHY_IMotionState * motionstate = new KX_MotionState ( gameobj - > GetSGNode ( ) ) ;
// need easy access, not via 'node' etc.
2004-04-14 05:57:24 +00:00
KX_SumoPhysicsController * physicscontroller = new KX_SumoPhysicsController ( sumoScene , sumoObj , motionstate , isDynamic ) ;
2005-08-22 18:31:19 +00:00
gameobj - > SetPhysicsController ( physicscontroller , isDynamic ) ;
2005-03-25 10:33:39 +00:00
2004-03-22 22:02:18 +00:00
if ( ! gameobj - > getClientInfo ( ) )
std : : cout < < " BL_RegisterSumoObject: WARNING: Object " < < gameobj - > GetName ( ) < < " has no client info " < < std : : endl ;
2005-03-25 10:33:39 +00:00
physicscontroller - > setNewClientInfo ( gameobj - > getClientInfo ( ) ) ;
2002-10-12 11:37:38 +00:00
gameobj - > GetSGNode ( ) - > AddSGController ( physicscontroller ) ;
2004-03-22 22:02:18 +00:00
gameobj - > getClientInfo ( ) - > m_type = ( isActor ? KX_ClientObjectInfo : : ACTOR : KX_ClientObjectInfo : : STATIC ) ;
2002-10-12 11:37:38 +00:00
// store materialname in auxinfo, needed for touchsensors
2004-04-11 02:50:02 +00:00
gameobj - > getClientInfo ( ) - > m_auxilary_info = ( matname . Length ( ) ? ( void * ) ( matname . ReadPtr ( ) + 2 ) : NULL ) ;
2002-10-12 11:37:38 +00:00
physicscontroller - > SetObject ( gameobj - > GetSGNode ( ) ) ;
2004-04-14 05:57:24 +00:00
}
2002-10-12 11:37:38 +00:00
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
static DT_ShapeHandle InstancePhysicsComplex ( RAS_MeshObject * meshobj , RAS_DisplayArray * darray , RAS_IPolyMaterial * mat )
2004-11-22 10:19:19 +00:00
{
// instance a mesh from a single vertex array & material
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
const RAS_TexVert * vertex_array = & darray - > m_vertex [ 0 ] ;
DT_VertexBaseHandle vertex_base = DT_NewVertexBase ( vertex_array [ 0 ] . getXYZ ( ) , sizeof ( RAS_TexVert ) ) ;
2004-11-22 10:19:19 +00:00
DT_ShapeHandle shape = DT_NewComplexShape ( vertex_base ) ;
std : : vector < DT_Index > indices ;
for ( int p = 0 ; p < meshobj - > NumPolygons ( ) ; p + + )
{
RAS_Polygon * poly = meshobj - > GetPolygon ( p ) ;
// only add polygons that have the collisionflag set
if ( poly - > IsCollider ( ) )
{
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
DT_Begin ( ) ;
DT_VertexIndex ( poly - > GetVertexOffset ( 0 ) ) ;
DT_VertexIndex ( poly - > GetVertexOffset ( 1 ) ) ;
DT_VertexIndex ( poly - > GetVertexOffset ( 2 ) ) ;
DT_End ( ) ;
2004-11-22 10:19:19 +00:00
// tesselate
if ( poly - > VertexCount ( ) = = 4 )
{
DT_Begin ( ) ;
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
DT_VertexIndex ( poly - > GetVertexOffset ( 0 ) ) ;
DT_VertexIndex ( poly - > GetVertexOffset ( 2 ) ) ;
DT_VertexIndex ( poly - > GetVertexOffset ( 3 ) ) ;
2004-11-22 10:19:19 +00:00
DT_End ( ) ;
}
}
}
//DT_VertexIndices(indices.size(), &indices[0]);
DT_EndComplexShape ( ) ;
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
map_gamemesh_to_instance . insert ( GEN_HashedPtr ( meshobj ) , new KX_PhysicsInstance ( vertex_base , darray , mat ) ) ;
2004-11-22 10:19:19 +00:00
return shape ;
}
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
static DT_ShapeHandle InstancePhysicsPolytope ( RAS_MeshObject * meshobj , RAS_DisplayArray * darray , RAS_IPolyMaterial * mat )
2004-11-22 10:19:19 +00:00
{
// instance a mesh from a single vertex array & material
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
const RAS_TexVert * vertex_array = & darray - > m_vertex [ 0 ] ;
DT_VertexBaseHandle vertex_base = DT_NewVertexBase ( vertex_array [ 0 ] . getXYZ ( ) , sizeof ( RAS_TexVert ) ) ;
2004-11-22 10:19:19 +00:00
std : : vector < DT_Index > indices ;
for ( int p = 0 ; p < meshobj - > NumPolygons ( ) ; p + + )
{
RAS_Polygon * poly = meshobj - > GetPolygon ( p ) ;
// only add polygons that have the collisionflag set
if ( poly - > IsCollider ( ) )
{
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
indices . push_back ( poly - > GetVertexOffset ( 0 ) ) ;
indices . push_back ( poly - > GetVertexOffset ( 1 ) ) ;
indices . push_back ( poly - > GetVertexOffset ( 2 ) ) ;
2004-11-22 10:19:19 +00:00
if ( poly - > VertexCount ( ) = = 4 )
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
indices . push_back ( poly - > GetVertexOffset ( 3 ) ) ;
2004-11-22 10:19:19 +00:00
}
}
DT_ShapeHandle shape = DT_NewPolytope ( vertex_base ) ;
DT_VertexIndices ( indices . size ( ) , & indices [ 0 ] ) ;
DT_EndPolytope ( ) ;
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
map_gamemesh_to_instance . insert ( GEN_HashedPtr ( meshobj ) , new KX_PhysicsInstance ( vertex_base , darray , mat ) ) ;
2004-11-22 10:19:19 +00:00
return shape ;
}
// This will have to be a method in a class somewhere...
// Update SOLID with a changed physics mesh.
// not used... yet.
2004-11-22 11:49:35 +00:00
bool KX_ReInstanceShapeFromMesh ( RAS_MeshObject * meshobj )
2004-11-22 10:19:19 +00:00
{
2004-11-22 11:49:35 +00:00
KX_PhysicsInstance * instance = * map_gamemesh_to_instance [ GEN_HashedPtr ( meshobj ) ] ;
if ( instance )
2004-11-22 10:19:19 +00:00
{
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
const RAS_TexVert * vertex_array = & instance - > m_darray - > m_vertex [ 0 ] ;
DT_ChangeVertexBase ( instance - > m_vertexbase , vertex_array [ 0 ] . getXYZ ( ) ) ;
2004-11-22 10:19:19 +00:00
return true ;
}
return false ;
}
static DT_ShapeHandle CreateShapeFromMesh ( RAS_MeshObject * meshobj , bool polytope )
2002-10-12 11:37:38 +00:00
{
2004-03-22 22:02:18 +00:00
DT_ShapeHandle * shapeptr = map_gamemesh_to_sumoshape [ GEN_HashedPtr ( meshobj ) ] ;
2004-11-22 10:19:19 +00:00
// Mesh has already been converted: reuse
2002-10-12 11:37:38 +00:00
if ( shapeptr )
{
return * shapeptr ;
}
2004-11-22 10:19:19 +00:00
// Mesh has no polygons!
2002-10-12 11:37:38 +00:00
int numpolys = meshobj - > NumPolygons ( ) ;
if ( ! numpolys )
{
return NULL ;
}
2004-11-22 10:19:19 +00:00
// Count the number of collision polygons and check they all come from the same
// vertex array
2002-10-12 11:37:38 +00:00
int numvalidpolys = 0 ;
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
RAS_DisplayArray * darray = NULL ;
2004-11-22 10:19:19 +00:00
RAS_IPolyMaterial * poly_material = NULL ;
bool reinstance = true ;
2002-10-12 11:37:38 +00:00
2004-03-22 22:02:18 +00:00
for ( int p = 0 ; p < numpolys ; p + + )
2002-10-12 11:37:38 +00:00
{
2004-03-22 22:02:18 +00:00
RAS_Polygon * poly = meshobj - > GetPolygon ( p ) ;
2002-10-12 11:37:38 +00:00
// only add polygons that have the collisionflag set
2004-03-22 22:02:18 +00:00
if ( poly - > IsCollider ( ) )
2002-10-12 11:37:38 +00:00
{
2004-11-22 10:19:19 +00:00
// check polygon is from the same vertex array
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
if ( poly - > GetDisplayArray ( ) ! = darray )
2004-11-22 10:19:19 +00:00
{
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
if ( darray = = NULL )
darray = poly - > GetDisplayArray ( ) ;
2004-11-22 10:19:19 +00:00
else
{
reinstance = false ;
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
darray = NULL ;
2004-11-22 10:19:19 +00:00
}
}
// check poly is from the same material
if ( poly - > GetMaterial ( ) - > GetPolyMaterial ( ) ! = poly_material )
{
if ( poly_material )
{
reinstance = false ;
poly_material = NULL ;
}
else
poly_material = poly - > GetMaterial ( ) - > GetPolyMaterial ( ) ;
}
// count the number of collision polys
2004-03-22 22:02:18 +00:00
numvalidpolys + + ;
2004-11-22 10:19:19 +00:00
// We have one collision poly, and we can't reinstance, so we
// might as well break here.
if ( ! reinstance )
break ;
2004-03-22 22:02:18 +00:00
}
}
2004-11-22 10:19:19 +00:00
// No collision polygons
2004-03-22 22:02:18 +00:00
if ( numvalidpolys < 1 )
return NULL ;
2004-11-22 10:19:19 +00:00
DT_ShapeHandle shape ;
if ( reinstance )
2004-03-22 22:02:18 +00:00
{
2004-11-22 10:19:19 +00:00
if ( polytope )
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
shape = InstancePhysicsPolytope ( meshobj , darray , poly_material ) ;
2004-11-22 10:19:19 +00:00
else
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
shape = InstancePhysicsComplex ( meshobj , darray , poly_material ) ;
2004-11-22 10:19:19 +00:00
}
else
{
if ( polytope )
{
std : : cout < < " CreateShapeFromMesh: " < < meshobj - > GetName ( ) < < " is not suitable for polytope. " < < std : : endl ;
if ( ! poly_material )
std : : cout < < " Check mesh materials. " < < std : : endl ;
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
if ( darray = = NULL )
2004-11-22 10:19:19 +00:00
std : : cout < < " Check number of vertices. " < < std : : endl ;
}
shape = DT_NewComplexShape ( NULL ) ;
2004-03-22 22:02:18 +00:00
2004-11-22 10:19:19 +00:00
numvalidpolys = 0 ;
for ( int p2 = 0 ; p2 < numpolys ; p2 + + )
{
RAS_Polygon * poly = meshobj - > GetPolygon ( p2 ) ;
// only add polygons that have the collisionflag set
if ( poly - > IsCollider ( ) )
{ /* We have to tesselate here because SOLID can only raycast triangles */
DT_Begin ( ) ;
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
/* V1, V2, V3 */
DT_Vertex ( poly - > GetVertex ( 2 ) - > getXYZ ( ) ) ;
DT_Vertex ( poly - > GetVertex ( 1 ) - > getXYZ ( ) ) ;
DT_Vertex ( poly - > GetVertex ( 0 ) - > getXYZ ( ) ) ;
2004-11-22 10:19:19 +00:00
2004-03-22 22:02:18 +00:00
numvalidpolys + + ;
2004-11-22 10:19:19 +00:00
DT_End ( ) ;
if ( poly - > VertexCount ( ) = = 4 )
{
DT_Begin ( ) ;
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
/* V1, V3, V4 */
DT_Vertex ( poly - > GetVertex ( 3 ) - > getXYZ ( ) ) ;
DT_Vertex ( poly - > GetVertex ( 2 ) - > getXYZ ( ) ) ;
DT_Vertex ( poly - > GetVertex ( 0 ) - > getXYZ ( ) ) ;
2004-11-22 10:19:19 +00:00
numvalidpolys + + ;
DT_End ( ) ;
}
2002-10-12 11:37:38 +00:00
}
}
2004-11-22 10:19:19 +00:00
DT_EndComplexShape ( ) ;
2002-10-12 11:37:38 +00:00
}
if ( numvalidpolys > 0 )
{
map_gamemesh_to_sumoshape . insert ( GEN_HashedPtr ( meshobj ) , shape ) ;
return shape ;
}
2004-03-22 22:02:18 +00:00
delete shape ;
2002-10-12 11:37:38 +00:00
return NULL ;
}
void KX_ClearSumoSharedShapes ( )
{
int numshapes = map_gamemesh_to_sumoshape . size ( ) ;
2004-11-22 10:19:19 +00:00
int i ;
for ( i = 0 ; i < numshapes ; i + + )
2002-10-12 11:37:38 +00:00
{
DT_ShapeHandle shape = * map_gamemesh_to_sumoshape . at ( i ) ;
DT_DeleteShape ( shape ) ;
}
map_gamemesh_to_sumoshape . clear ( ) ;
2004-11-22 10:19:19 +00:00
2004-11-22 11:49:35 +00:00
for ( i = 0 ; i < map_gamemesh_to_instance . size ( ) ; i + + )
delete * map_gamemesh_to_instance . at ( i ) ;
2004-11-22 10:19:19 +00:00
2004-11-22 11:49:35 +00:00
map_gamemesh_to_instance . clear ( ) ;
2002-10-12 11:37:38 +00:00
}
2005-07-16 21:47:54 +00:00
2002-10-12 11:37:38 +00:00
# endif //USE_SUMO_SOLID
# ifdef USE_ODE
void KX_ConvertODEEngineObject ( KX_GameObject * gameobj ,
RAS_MeshObject * meshobj ,
KX_Scene * kxscene ,
struct PHY_ShapeProps * shapeprops ,
struct PHY_MaterialProps * smmaterial ,
struct KX_ObjectProperties * objprop )
{
2005-03-25 10:33:39 +00:00
2002-10-12 11:37:38 +00:00
// not yet, future extension :)
bool dyna = objprop - > m_dyna ;
bool fullRigidBody = ( objprop - > m_dyna & & objprop - > m_angular_rigidbody ) ! = 0 ;
bool phantom = objprop - > m_ghost ;
class PHY_IMotionState * motionstate = new KX_MotionState ( gameobj - > GetSGNode ( ) ) ;
class ODEPhysicsEnvironment * odeEnv =
( ODEPhysicsEnvironment * ) kxscene - > GetPhysicsEnvironment ( ) ;
dxSpace * space = odeEnv - > GetOdeSpace ( ) ;
dxWorld * world = odeEnv - > GetOdeWorld ( ) ;
2005-03-25 10:33:39 +00:00
bool isSphere = false ;
2002-10-12 11:37:38 +00:00
2005-03-25 10:33:39 +00:00
switch ( objprop - > m_boundclass )
2002-10-12 11:37:38 +00:00
{
2005-03-25 10:33:39 +00:00
case KX_BOUNDBOX :
{
2002-10-12 11:37:38 +00:00
2005-03-25 10:33:39 +00:00
KX_OdePhysicsController * physicscontroller =
new KX_OdePhysicsController (
dyna ,
fullRigidBody ,
phantom ,
motionstate ,
space ,
world ,
shapeprops - > m_mass ,
smmaterial - > m_friction ,
smmaterial - > m_restitution ,
isSphere ,
objprop - > m_boundobject . box . m_center ,
objprop - > m_boundobject . box . m_extends ,
objprop - > m_boundobject . c . m_radius
) ;
gameobj - > SetPhysicsController ( physicscontroller ) ;
physicscontroller - > setNewClientInfo ( gameobj - > getClientInfo ( ) ) ;
gameobj - > GetSGNode ( ) - > AddSGController ( physicscontroller ) ;
bool isActor = objprop - > m_isactor ;
STR_String materialname ;
if ( meshobj )
materialname = meshobj - > GetMaterialName ( 0 ) ;
const char * matname = materialname . ReadPtr ( ) ;
physicscontroller - > SetObject ( gameobj - > GetSGNode ( ) ) ;
2002-10-12 11:37:38 +00:00
2005-03-25 10:33:39 +00:00
break ;
}
default :
{
}
} ;
2002-10-12 11:37:38 +00:00
}
# endif // USE_ODE
2005-07-16 21:47:54 +00:00
# ifdef USE_BULLET
# include "CcdPhysicsEnvironment.h"
# include "CcdPhysicsController.h"
2006-11-21 00:53:40 +00:00
# include "BulletCollision/BroadphaseCollision/btBroadphaseInterface.h"
2005-07-16 21:47:54 +00:00
# include "KX_BulletPhysicsController.h"
2006-11-21 00:53:40 +00:00
# include "btBulletDynamicsCommon.h"
2005-07-16 21:47:54 +00:00
2006-04-13 05:11:34 +00:00
# ifdef WIN32
# if _MSC_VER >= 1310
//only use SIMD Hull code under Win32
2006-04-26 03:20:28 +00:00
//#define TEST_HULL 1
2006-04-14 03:18:17 +00:00
# ifdef TEST_HULL
2006-04-13 05:11:34 +00:00
# define USE_HULL 1
2006-04-26 03:20:28 +00:00
//#define TEST_SIMD_HULL 1
2006-04-13 05:11:34 +00:00
# include "NarrowPhaseCollision/Hull.h"
2006-04-14 03:18:17 +00:00
# endif //#ifdef TEST_HULL
2006-04-13 05:11:34 +00:00
# endif //_MSC_VER
# endif //WIN32
2005-07-16 21:47:54 +00:00
2008-09-25 03:02:30 +00:00
class KX_SoftBodyDeformer : public RAS_Deformer
{
2009-06-08 20:08:19 +00:00
class RAS_MeshObject * m_pMeshObject ;
class BL_DeformableGameObject * m_gameobj ;
2008-09-25 03:02:30 +00:00
public :
2009-06-08 20:08:19 +00:00
KX_SoftBodyDeformer ( RAS_MeshObject * pMeshObject , BL_DeformableGameObject * gameobj )
2008-09-26 02:27:59 +00:00
: m_pMeshObject ( pMeshObject ) ,
2008-09-25 03:02:30 +00:00
m_gameobj ( gameobj )
{
//printf("KX_SoftBodyDeformer\n");
} ;
virtual ~ KX_SoftBodyDeformer ( )
{
//printf("~KX_SoftBodyDeformer\n");
} ;
virtual void Relink ( GEN_Map < class GEN_HashedPtr , void * > * map )
{
2009-06-08 20:08:19 +00:00
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 ;
}
2008-09-25 03:02:30 +00:00
}
virtual bool Apply ( class RAS_IPolyMaterial * polymat )
{
2008-09-26 02:27:59 +00:00
KX_BulletPhysicsController * ctrl = ( KX_BulletPhysicsController * ) m_gameobj - > GetPhysicsController ( ) ;
if ( ! ctrl )
return false ;
btSoftBody * softBody = ctrl - > GetSoftBody ( ) ;
if ( ! softBody )
return false ;
2008-09-25 03:02:30 +00:00
//printf("apply\n");
RAS_MeshSlot : : iterator it ;
RAS_MeshMaterial * mmat ;
RAS_MeshSlot * slot ;
size_t i ;
// update the vertex in m_transverts
Update ( ) ;
2008-09-25 21:04:41 +00:00
2008-09-25 03:02:30 +00:00
// 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 ) )
{
2008-09-26 02:27:59 +00:00
btSoftBody : : tNodeArray & nodes ( softBody - > m_nodes ) ;
2008-09-25 03:02:30 +00:00
int index = 0 ;
for ( i = it . startvertex ; i < it . endvertex ; i + + , index + + ) {
RAS_TexVert & v = it . vertex [ i ] ;
2008-09-26 02:27:59 +00:00
btAssert ( v . getSoftBodyIndex ( ) > = 0 ) ;
2008-09-25 03:02:30 +00:00
MT_Point3 pt (
nodes [ v . getSoftBodyIndex ( ) ] . m_x . getX ( ) ,
nodes [ v . getSoftBodyIndex ( ) ] . m_x . getY ( ) ,
nodes [ v . getSoftBodyIndex ( ) ] . m_x . getZ ( ) ) ;
v . SetXYZ ( pt ) ;
2008-09-25 17:53:15 +00:00
MT_Vector3 normal (
nodes [ v . getSoftBodyIndex ( ) ] . m_n . getX ( ) ,
nodes [ v . getSoftBodyIndex ( ) ] . m_n . getY ( ) ,
nodes [ v . getSoftBodyIndex ( ) ] . m_n . getZ ( ) ) ;
v . SetNormal ( normal ) ;
2008-09-25 03:02:30 +00:00
}
}
return true ;
}
virtual bool Update ( void )
{
//printf("update\n");
2009-06-08 20:08:19 +00:00
m_bDynamic = true ;
2008-09-25 03:02:30 +00:00
return true ; //??
}
2009-06-08 20:08:19 +00:00
virtual bool UpdateBuckets ( void )
2008-09-25 03:02:30 +00:00
{
2009-06-08 20:08:19 +00:00
// this is to update the mesh slots outside the rasterizer,
// no need to do it for this deformer, it's done in any case in Apply()
return false ;
2008-09-25 03:02:30 +00:00
}
2008-09-25 21:04:41 +00:00
2009-06-08 20:08:19 +00:00
virtual RAS_Deformer * GetReplica ( )
{
KX_SoftBodyDeformer * deformer = new KX_SoftBodyDeformer ( * this ) ;
deformer - > ProcessReplica ( ) ;
return deformer ;
}
virtual void ProcessReplica ( )
{
// we have two pointers to deal with but we cannot do it now, will be done in Relink
m_bDynamic = false ;
}
2008-09-25 21:04:41 +00:00
virtual bool SkipVertexTransform ( )
{
return true ;
}
2008-09-25 03:02:30 +00:00
protected :
//class RAS_MeshObject *m_pMesh;
} ;
2005-07-16 21:47:54 +00:00
// forward declarations
void KX_ConvertBulletObject ( class KX_GameObject * gameobj ,
class RAS_MeshObject * meshobj ,
2009-06-08 20:08:19 +00:00
struct DerivedMesh * dm ,
2005-07-16 21:47:54 +00:00
class KX_Scene * kxscene ,
struct PHY_ShapeProps * shapeprops ,
struct PHY_MaterialProps * smmaterial ,
struct KX_ObjectProperties * objprop )
{
2006-04-28 17:35:03 +00:00
CcdPhysicsEnvironment * env = ( CcdPhysicsEnvironment * ) kxscene - > GetPhysicsEnvironment ( ) ;
2005-07-16 21:47:54 +00:00
assert ( env ) ;
2006-12-01 03:29:20 +00:00
bool isbulletdyna = false ;
2009-06-08 20:08:19 +00:00
bool isbulletsensor = false ;
2005-07-16 21:47:54 +00:00
CcdConstructionInfo ci ;
2006-12-01 03:29:20 +00:00
class PHY_IMotionState * motionstate = new KX_MotionState ( gameobj - > GetSGNode ( ) ) ;
2008-08-21 15:19:54 +00:00
class CcdShapeConstructionInfo * shapeInfo = new CcdShapeConstructionInfo ( ) ;
2006-12-01 03:29:20 +00:00
if ( ! objprop - > m_dyna )
{
ci . m_collisionFlags | = btCollisionObject : : CF_STATIC_OBJECT ;
}
2008-03-15 20:52:03 +00:00
if ( objprop - > m_ghost )
{
ci . m_collisionFlags | = btCollisionObject : : CF_NO_CONTACT_RESPONSE ;
}
2006-12-01 03:29:20 +00:00
ci . m_MotionState = motionstate ;
ci . m_gravity = btVector3 ( 0 , 0 , 0 ) ;
2006-11-21 00:53:40 +00:00
ci . m_localInertiaTensor = btVector3 ( 0 , 0 , 0 ) ;
2005-07-16 21:47:54 +00:00
ci . m_mass = objprop - > m_dyna ? shapeprops - > m_mass : 0.f ;
2009-04-20 15:06:46 +00:00
ci . m_clamp_vel_min = shapeprops - > m_clamp_vel_min ;
ci . m_clamp_vel_max = shapeprops - > m_clamp_vel_max ;
BGE patch: new Physics button and margin parameter in Logic panel. Change subversion.
The Physics button controls the creation of a physics representation
of the object when starting the game. If the button is not selected,
the object is a pure graphical object with no physics representation
and all the other physics buttons are hidden.
Selecting this button gives access to the usual physics buttons.
The physics button is enabled by default to match previous Blender
behavior.
The margin parameter allows to control the collision margin from
the UI. Previously, this parameter was only accessible through
Python. By default, the collision margin is set to 0.0 on static
objects and 0.06 on dynamic objects.
To maintain compatibility with older games, the collision margin
is set to 0.06 on all objects when loading older blend file.
Note about the collision algorithms in Bullet 2.71
--------------------------------------------------
Bullet 2.71 handles the collision margin differently than Bullet 2.53
(the previous Bullet version in Blender). The collision margin is
now kept "inside" the object for box, sphere and cylinder bound
shapes. This means that two objects bound to any of these shape will
come in close contact when colliding.
The static mesh, convex hull and cone shapes still have their
collision margin "outside" the object, which leaves a space of 1
or 2 times the collision margin between objects.
The situation with Bullet 2.53 was more complicated, generally
leading to more space between objects, except for box-box collisions.
This means that running a old game under Bullet 2.71 may cause
visual problems, especially if the objects are small. You can fix
these problems by changing some visual aspect of the objects:
center, shape, size, position of children, etc.
2008-09-14 19:34:06 +00:00
ci . m_margin = objprop - > m_margin ;
2008-08-21 15:19:54 +00:00
shapeInfo - > m_radius = objprop - > m_radius ;
2006-12-01 03:29:20 +00:00
isbulletdyna = objprop - > m_dyna ;
2009-06-08 20:08:19 +00:00
isbulletsensor = objprop - > m_sensor ;
2006-12-01 03:29:20 +00:00
ci . m_localInertiaTensor = btVector3 ( ci . m_mass / 3.f , ci . m_mass / 3.f , ci . m_mass / 3.f ) ;
2006-11-21 00:53:40 +00:00
btCollisionShape * bm = 0 ;
2005-07-16 21:47:54 +00:00
switch ( objprop - > m_boundclass )
{
case KX_BOUNDSPHERE :
{
2008-08-21 15:19:54 +00:00
//float radius = objprop->m_radius;
//btVector3 inertiaHalfExtents (
// radius,
// radius,
// radius);
2005-07-16 21:47:54 +00:00
//blender doesn't support multisphere, but for testing:
//bm = new MultiSphereShape(inertiaHalfExtents,,&trans.getOrigin(),&radius,1);
2008-08-21 15:19:54 +00:00
shapeInfo - > m_shapeType = PHY_SHAPE_SPHERE ;
2009-06-08 20:08:19 +00:00
bm = shapeInfo - > CreateBulletShape ( ci . m_margin ) ;
2005-07-16 21:47:54 +00:00
break ;
} ;
case KX_BOUNDBOX :
{
2008-08-21 15:19:54 +00:00
shapeInfo - > m_halfExtend . setValue (
2005-07-16 21:47:54 +00:00
objprop - > m_boundobject . box . m_extends [ 0 ] ,
2008-08-21 15:19:54 +00:00
objprop - > m_boundobject . box . m_extends [ 1 ] ,
objprop - > m_boundobject . box . m_extends [ 2 ] ) ;
2005-07-16 21:47:54 +00:00
2008-08-21 15:19:54 +00:00
shapeInfo - > m_halfExtend / = 2.0 ;
shapeInfo - > m_halfExtend = shapeInfo - > m_halfExtend . absolute ( ) ;
shapeInfo - > m_shapeType = PHY_SHAPE_BOX ;
2009-06-08 20:08:19 +00:00
bm = shapeInfo - > CreateBulletShape ( ci . m_margin ) ;
2005-07-16 21:47:54 +00:00
break ;
} ;
case KX_BOUNDCYLINDER :
{
2008-08-21 15:19:54 +00:00
shapeInfo - > m_halfExtend . setValue (
2005-07-16 21:47:54 +00:00
objprop - > m_boundobject . c . m_radius ,
objprop - > m_boundobject . c . m_radius ,
objprop - > m_boundobject . c . m_height * 0.5f
) ;
2008-08-21 15:19:54 +00:00
shapeInfo - > m_shapeType = PHY_SHAPE_CYLINDER ;
2009-06-08 20:08:19 +00:00
bm = shapeInfo - > CreateBulletShape ( ci . m_margin ) ;
2005-07-16 21:47:54 +00:00
break ;
}
2008-08-21 15:19:54 +00:00
case KX_BOUNDCONE :
2005-07-16 21:47:54 +00:00
{
2008-08-21 15:19:54 +00:00
shapeInfo - > m_radius = objprop - > m_boundobject . c . m_radius ;
shapeInfo - > m_height = objprop - > m_boundobject . c . m_height ;
shapeInfo - > m_shapeType = PHY_SHAPE_CONE ;
2009-06-08 20:08:19 +00:00
bm = shapeInfo - > CreateBulletShape ( ci . m_margin ) ;
2005-07-16 21:47:54 +00:00
break ;
}
2008-08-21 15:19:54 +00:00
case KX_BOUNDPOLYTOPE :
2005-07-16 21:47:54 +00:00
{
2009-06-08 20:08:19 +00:00
shapeInfo - > SetMesh ( meshobj , dm , true , false ) ;
bm = shapeInfo - > CreateBulletShape ( ci . m_margin ) ;
2008-08-21 15:19:54 +00:00
break ;
}
case KX_BOUNDMESH :
{
2009-06-08 20:08:19 +00:00
bool useGimpact = ( ( ci . m_mass | | isbulletsensor ) & & ! objprop - > m_softbody ) ;
2008-09-26 06:25:35 +00:00
2009-06-08 20:08:19 +00:00
// mesh shapes can be shared, check first if we already have a shape on that mesh
class CcdShapeConstructionInfo * sharedShapeInfo = CcdShapeConstructionInfo : : FindMesh ( meshobj , dm , false , useGimpact ) ;
if ( sharedShapeInfo ! = NULL )
{
delete shapeInfo ;
shapeInfo = sharedShapeInfo ;
shapeInfo - > AddRef ( ) ;
2008-09-26 02:27:59 +00:00
} else
{
2009-06-08 20:08:19 +00:00
shapeInfo - > SetMesh ( meshobj , dm , false , useGimpact ) ;
}
// Soft bodies require welding. Only avoid remove doubles for non-soft bodies!
if ( objprop - > m_softbody )
{
shapeInfo - > setVertexWeldingThreshold1 ( objprop - > m_soft_welding ) ; //todo: expose this to the UI
2005-07-16 21:47:54 +00:00
}
2008-08-21 15:19:54 +00:00
2009-06-08 20:08:19 +00:00
bm = shapeInfo - > CreateBulletShape ( ci . m_margin ) ;
//should we compute inertia for dynamic shape?
//bm->calculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor);
2008-08-21 15:19:54 +00:00
break ;
2005-07-16 21:47:54 +00:00
}
}
// ci.m_localInertiaTensor.setValue(0.1f,0.1f,0.1f);
if ( ! bm )
2008-03-01 19:46:50 +00:00
{
delete motionstate ;
2008-08-21 15:19:54 +00:00
delete shapeInfo ;
2005-07-16 21:47:54 +00:00
return ;
2008-03-01 19:46:50 +00:00
}
2005-07-16 21:47:54 +00:00
2009-06-08 20:08:19 +00:00
//bm->setMargin(ci.m_margin);
2006-12-01 01:04:27 +00:00
2006-12-01 03:29:20 +00:00
if ( objprop - > m_isCompoundChild )
2006-12-01 01:04:27 +00:00
{
2006-12-01 03:29:20 +00:00
//find parent, compound shape and add to it
//take relative transform into account!
KX_BulletPhysicsController * parentCtrl = ( KX_BulletPhysicsController * ) objprop - > m_dynamic_parent - > GetPhysicsController ( ) ;
assert ( parentCtrl ) ;
2008-08-21 15:19:54 +00:00
CcdShapeConstructionInfo * parentShapeInfo = parentCtrl - > GetShapeInfo ( ) ;
2006-12-01 03:29:20 +00:00
btRigidBody * rigidbody = parentCtrl - > GetRigidBody ( ) ;
btCollisionShape * colShape = rigidbody - > getCollisionShape ( ) ;
assert ( colShape - > isCompound ( ) ) ;
btCompoundShape * compoundShape = ( btCompoundShape * ) colShape ;
2009-06-08 20:08:19 +00:00
// compute the local transform from parent, this may include several node in the chain
2008-09-13 11:46:07 +00:00
SG_Node * gameNode = gameobj - > GetSGNode ( ) ;
2009-06-08 20:08:19 +00:00
SG_Node * parentNode = objprop - > m_dynamic_parent - > GetSGNode ( ) ;
// relative transform
MT_Vector3 parentScale = parentNode - > GetWorldScaling ( ) ;
parentScale [ 0 ] = MT_Scalar ( 1.0 ) / parentScale [ 0 ] ;
parentScale [ 1 ] = MT_Scalar ( 1.0 ) / parentScale [ 1 ] ;
parentScale [ 2 ] = MT_Scalar ( 1.0 ) / parentScale [ 2 ] ;
MT_Vector3 relativeScale = gameNode - > GetWorldScaling ( ) * parentScale ;
MT_Matrix3x3 parentInvRot = parentNode - > GetWorldOrientation ( ) . transposed ( ) ;
MT_Vector3 relativePos = parentInvRot * ( ( gameNode - > GetWorldPosition ( ) - parentNode - > GetWorldPosition ( ) ) * parentScale ) ;
MT_Matrix3x3 relativeRot = parentInvRot * gameNode - > GetWorldOrientation ( ) ;
shapeInfo - > m_childScale . setValue ( relativeScale [ 0 ] , relativeScale [ 1 ] , relativeScale [ 2 ] ) ;
2008-09-13 11:46:07 +00:00
bm - > setLocalScaling ( shapeInfo - > m_childScale ) ;
2009-06-08 20:08:19 +00:00
shapeInfo - > m_childTrans . getOrigin ( ) . setValue ( relativePos [ 0 ] , relativePos [ 1 ] , relativePos [ 2 ] ) ;
float rot [ 12 ] ;
relativeRot . getValue ( rot ) ;
shapeInfo - > m_childTrans . getBasis ( ) . setFromOpenGLSubMatrix ( rot ) ;
2008-08-21 15:19:54 +00:00
parentShapeInfo - > AddShape ( shapeInfo ) ;
compoundShape - > addChildShape ( shapeInfo - > m_childTrans , bm ) ;
2006-12-01 03:29:20 +00:00
//do some recalc?
//recalc inertia for rigidbody
if ( ! rigidbody - > isStaticOrKinematicObject ( ) )
{
btVector3 localInertia ;
float mass = 1.f / rigidbody - > getInvMass ( ) ;
compoundShape - > calculateLocalInertia ( mass , localInertia ) ;
rigidbody - > setMassProps ( mass , localInertia ) ;
}
2009-06-08 20:08:19 +00:00
// delete motionstate as it's not used
delete motionstate ;
2006-12-01 03:29:20 +00:00
return ;
2006-12-01 01:04:27 +00:00
}
2006-12-01 03:29:20 +00:00
if ( objprop - > m_hasCompoundChildren )
{
2008-08-21 15:19:54 +00:00
// create a compound shape info
CcdShapeConstructionInfo * compoundShapeInfo = new CcdShapeConstructionInfo ( ) ;
compoundShapeInfo - > m_shapeType = PHY_SHAPE_COMPOUND ;
compoundShapeInfo - > AddShape ( shapeInfo ) ;
// create the compound shape manually as we already have the child shape
2006-12-01 03:29:20 +00:00
btCompoundShape * compoundShape = new btCompoundShape ( ) ;
2008-08-21 15:19:54 +00:00
compoundShape - > addChildShape ( shapeInfo - > m_childTrans , bm ) ;
// now replace the shape
2006-12-01 03:29:20 +00:00
bm = compoundShape ;
2008-08-21 15:19:54 +00:00
shapeInfo = compoundShapeInfo ;
2006-12-01 03:29:20 +00:00
}
2006-12-01 01:04:27 +00:00
2006-04-13 05:11:34 +00:00
# ifdef TEST_SIMD_HULL
if ( bm - > IsPolyhedral ( ) )
{
PolyhedralConvexShape * polyhedron = static_cast < PolyhedralConvexShape * > ( bm ) ;
if ( ! polyhedron - > m_optionalHull )
{
//first convert vertices in 'Point3' format
int numPoints = polyhedron - > GetNumVertices ( ) ;
Point3 * points = new Point3 [ numPoints + 1 ] ;
//first 4 points should not be co-planar, so add central point to satisfy MakeHull
points [ 0 ] = Point3 ( 0.f , 0.f , 0.f ) ;
2006-11-21 00:53:40 +00:00
btVector3 vertex ;
2006-04-13 05:11:34 +00:00
for ( int p = 0 ; p < numPoints ; p + + )
{
polyhedron - > GetVertex ( p , vertex ) ;
points [ p + 1 ] = Point3 ( vertex . getX ( ) , vertex . getY ( ) , vertex . getZ ( ) ) ;
}
Hull * hull = Hull : : MakeHull ( numPoints + 1 , points ) ;
polyhedron - > m_optionalHull = hull ;
}
}
# endif //TEST_SIMD_HULL
2005-07-16 21:47:54 +00:00
ci . m_collisionShape = bm ;
2008-08-21 15:19:54 +00:00
ci . m_shapeInfo = shapeInfo ;
2006-02-21 05:36:56 +00:00
ci . m_friction = smmaterial - > m_friction ; //tweak the friction a bit, so the default 0.5 works nice
2005-07-16 21:47:54 +00:00
ci . m_restitution = smmaterial - > m_restitution ;
2005-12-31 07:20:08 +00:00
ci . m_physicsEnv = env ;
2005-08-05 17:00:32 +00:00
// drag / damping is inverted
ci . m_linearDamping = 1.f - shapeprops - > m_lin_drag ;
ci . m_angularDamping = 1.f - shapeprops - > m_ang_drag ;
//need a bit of damping, else system doesn't behave well
2005-12-31 21:59:56 +00:00
ci . m_inertiaFactor = shapeprops - > m_inertia / 0.4f ; //defaults to 0.4, don't want to change behaviour
2008-09-28 03:07:13 +00:00
2008-09-29 03:09:03 +00:00
ci . m_do_anisotropic = shapeprops - > m_do_anisotropic ;
ci . m_anisotropicFriction . setValue ( shapeprops - > m_friction_scaling [ 0 ] , shapeprops - > m_friction_scaling [ 1 ] , shapeprops - > m_friction_scaling [ 2 ] ) ;
2008-09-29 06:58:49 +00:00
//////////
//do Fh, do Rot Fh
ci . m_do_fh = shapeprops - > m_do_fh ;
ci . m_do_rot_fh = shapeprops - > m_do_rot_fh ;
ci . m_fh_damping = smmaterial - > m_fh_damping ;
ci . m_fh_distance = smmaterial - > m_fh_distance ;
ci . m_fh_normal = smmaterial - > m_fh_normal ;
ci . m_fh_spring = smmaterial - > m_fh_spring ;
ci . m_radius = objprop - > m_radius ;
2008-09-29 03:09:03 +00:00
2008-09-28 03:07:13 +00:00
///////////////////
2008-09-25 03:02:30 +00:00
ci . m_gamesoftFlag = objprop - > m_gamesoftFlag ;
2008-09-28 03:07:13 +00:00
ci . m_soft_linStiff = objprop - > m_soft_linStiff ;
ci . m_soft_angStiff = objprop - > m_soft_angStiff ; /* angular stiffness 0..1 */
ci . m_soft_volume = objprop - > m_soft_volume ; /* volume preservation 0..1 */
ci . m_soft_viterations = objprop - > m_soft_viterations ; /* Velocities solver iterations */
ci . m_soft_piterations = objprop - > m_soft_piterations ; /* Positions solver iterations */
ci . m_soft_diterations = objprop - > m_soft_diterations ; /* Drift solver iterations */
ci . m_soft_citerations = objprop - > m_soft_citerations ; /* Cluster solver iterations */
ci . m_soft_kSRHR_CL = objprop - > m_soft_kSRHR_CL ; /* Soft vs rigid hardness [0,1] (cluster only) */
ci . m_soft_kSKHR_CL = objprop - > m_soft_kSKHR_CL ; /* Soft vs kinetic hardness [0,1] (cluster only) */
ci . m_soft_kSSHR_CL = objprop - > m_soft_kSSHR_CL ; /* Soft vs soft hardness [0,1] (cluster only) */
ci . m_soft_kSR_SPLT_CL = objprop - > m_soft_kSR_SPLT_CL ; /* Soft vs rigid impulse split [0,1] (cluster only) */
ci . m_soft_kSK_SPLT_CL = objprop - > m_soft_kSK_SPLT_CL ; /* Soft vs rigid impulse split [0,1] (cluster only) */
ci . m_soft_kSS_SPLT_CL = objprop - > m_soft_kSS_SPLT_CL ; /* Soft vs rigid impulse split [0,1] (cluster only) */
ci . m_soft_kVCF = objprop - > m_soft_kVCF ; /* Velocities correction factor (Baumgarte) */
ci . m_soft_kDP = objprop - > m_soft_kDP ; /* Damping coefficient [0,1] */
ci . m_soft_kDG = objprop - > m_soft_kDG ; /* Drag coefficient [0,+inf] */
ci . m_soft_kLF = objprop - > m_soft_kLF ; /* Lift coefficient [0,+inf] */
ci . m_soft_kPR = objprop - > m_soft_kPR ; /* Pressure coefficient [-inf,+inf] */
ci . m_soft_kVC = objprop - > m_soft_kVC ; /* Volume conversation coefficient [0,+inf] */
ci . m_soft_kDF = objprop - > m_soft_kDF ; /* Dynamic friction coefficient [0,1] */
ci . m_soft_kMT = objprop - > m_soft_kMT ; /* Pose matching coefficient [0,1] */
ci . m_soft_kCHR = objprop - > m_soft_kCHR ; /* Rigid contacts hardness [0,1] */
ci . m_soft_kKHR = objprop - > m_soft_kKHR ; /* Kinetic contacts hardness [0,1] */
ci . m_soft_kSHR = objprop - > m_soft_kSHR ; /* Soft contacts hardness [0,1] */
ci . m_soft_kAHR = objprop - > m_soft_kAHR ; /* Anchors hardness [0,1] */
ci . m_soft_collisionflags = objprop - > m_soft_collisionflags ; /* Vertex/Face or Signed Distance Field(SDF) or Clusters, Soft versus Soft or Rigid */
ci . m_soft_numclusteriterations = objprop - > m_soft_numclusteriterations ; /* number of iterations to refine collision clusters*/
////////////////////
2009-06-08 20:08:19 +00:00
ci . m_collisionFilterGroup =
( isbulletsensor ) ? short ( CcdConstructionInfo : : SensorFilter ) :
( isbulletdyna ) ? short ( CcdConstructionInfo : : DefaultFilter ) :
short ( CcdConstructionInfo : : StaticFilter ) ;
ci . m_collisionFilterMask =
( isbulletsensor ) ? short ( CcdConstructionInfo : : AllFilter ^ CcdConstructionInfo : : SensorFilter ) :
( isbulletdyna ) ? short ( CcdConstructionInfo : : AllFilter ) :
short ( CcdConstructionInfo : : AllFilter ^ CcdConstructionInfo : : StaticFilter ) ;
2008-05-01 16:00:59 +00:00
ci . m_bRigid = objprop - > m_dyna & & objprop - > m_angular_rigidbody ;
2009-06-08 20:08:19 +00:00
ci . m_contactProcessingThreshold = objprop - > m_contactProcessingThreshold ; //todo: expose this in advanced settings, just like margin, default to 10000 or so
2008-09-21 15:17:50 +00:00
ci . m_bSoft = objprop - > m_softbody ;
2009-06-08 20:08:19 +00:00
ci . m_bSensor = isbulletsensor ;
2008-08-21 21:04:42 +00:00
MT_Vector3 scaling = gameobj - > NodeGetWorldScaling ( ) ;
ci . m_scaling . setValue ( scaling [ 0 ] , scaling [ 1 ] , scaling [ 2 ] ) ;
2009-06-08 20:08:19 +00:00
KX_BulletPhysicsController * physicscontroller = new KX_BulletPhysicsController ( ci , isbulletdyna , isbulletsensor , objprop - > m_hasCompoundChildren ) ;
2008-08-21 15:19:54 +00:00
// shapeInfo is reference counted, decrement now as we don't use it anymore
if ( shapeInfo )
shapeInfo - > Release ( ) ;
2005-12-31 07:20:08 +00:00
2009-06-08 20:08:19 +00:00
gameobj - > SetPhysicsController ( physicscontroller , isbulletdyna ) ;
// don't add automatically sensor object, they are added when a collision sensor is registered
if ( ! isbulletsensor & & objprop - > m_in_active_layer )
2005-12-31 07:20:08 +00:00
{
env - > addCcdPhysicsController ( physicscontroller ) ;
}
2005-08-05 17:00:32 +00:00
physicscontroller - > setNewClientInfo ( gameobj - > getClientInfo ( ) ) ;
2008-09-21 15:17:50 +00:00
{
btRigidBody * rbody = physicscontroller - > GetRigidBody ( ) ;
2006-02-22 06:58:05 +00:00
2009-03-09 07:12:16 +00:00
if ( rbody )
{
2009-04-20 15:06:46 +00:00
if ( objprop - > m_angular_rigidbody )
{
btVector3 linearFactor (
objprop - > m_lockXaxis ? 0 : 1 ,
objprop - > m_lockYaxis ? 0 : 1 ,
objprop - > m_lockZaxis ? 0 : 1 ) ;
btVector3 angularFactor (
objprop - > m_lockXRotaxis ? 0 : 1 ,
objprop - > m_lockYRotaxis ? 0 : 1 ,
objprop - > m_lockZRotaxis ? 0 : 1 ) ;
rbody - > setLinearFactor ( linearFactor ) ;
rbody - > setAngularFactor ( angularFactor ) ;
}
2009-03-09 07:12:16 +00:00
if ( rbody & & objprop - > m_disableSleeping )
{
rbody - > setActivationState ( DISABLE_DEACTIVATION ) ;
}
}
2008-09-21 15:17:50 +00:00
}
2008-09-29 06:58:49 +00:00
CcdPhysicsController * parentCtrl = objprop - > m_dynamic_parent ? ( KX_BulletPhysicsController * ) objprop - > m_dynamic_parent - > GetPhysicsController ( ) : 0 ;
physicscontroller - > setParentCtrl ( parentCtrl ) ;
2006-02-22 06:58:05 +00:00
2008-03-15 20:52:03 +00:00
//Now done directly in ci.m_collisionFlags so that it propagates to replica
//if (objprop->m_ghost)
//{
// rbody->setCollisionFlags(rbody->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE);
//}
2008-05-01 16:00:59 +00:00
2006-08-28 06:44:29 +00:00
if ( objprop - > m_dyna & & ! objprop - > m_angular_rigidbody )
2006-04-26 06:01:46 +00:00
{
/*
//setting the inertia could achieve similar results to constraint the up
//but it is prone to instability, so use special 'Angular' constraint
2006-11-21 00:53:40 +00:00
btVector3 inertia = physicscontroller - > GetRigidBody ( ) - > getInvInertiaDiagLocal ( ) ;
2006-04-26 06:01:46 +00:00
inertia . setX ( 0.f ) ;
inertia . setZ ( 0.f ) ;
physicscontroller - > GetRigidBody ( ) - > setInvInertiaDiagLocal ( inertia ) ;
physicscontroller - > GetRigidBody ( ) - > updateInertiaTensor ( ) ;
*/
2006-12-04 04:31:34 +00:00
//env->createConstraint(physicscontroller,0,PHY_ANGULAR_CONSTRAINT,0,0,0,0,0,1);
2008-05-01 16:00:59 +00:00
//Now done directly in ci.m_bRigid so that it propagates to replica
//physicscontroller->GetRigidBody()->setAngularFactor(0.f);
;
2006-04-26 06:01:46 +00:00
}
2005-08-05 17:00:32 +00:00
bool isActor = objprop - > m_isactor ;
2009-06-08 20:08:19 +00:00
gameobj - > getClientInfo ( ) - > m_type =
( isbulletsensor ) ? ( ( isActor ) ? KX_ClientObjectInfo : : OBACTORSENSOR : KX_ClientObjectInfo : : OBSENSOR ) :
( isActor ) ? KX_ClientObjectInfo : : ACTOR : KX_ClientObjectInfo : : STATIC ;
2005-08-05 17:00:32 +00:00
// store materialname in auxinfo, needed for touchsensors
2006-04-28 17:35:03 +00:00
if ( meshobj )
{
const STR_String & matname = meshobj - > GetMaterialName ( 0 ) ;
gameobj - > getClientInfo ( ) - > m_auxilary_info = ( matname . Length ( ) ? ( void * ) ( matname . ReadPtr ( ) + 2 ) : NULL ) ;
} else
{
gameobj - > getClientInfo ( ) - > m_auxilary_info = 0 ;
}
2005-08-05 17:00:32 +00:00
2005-07-16 21:47:54 +00:00
gameobj - > GetSGNode ( ) - > AddSGController ( physicscontroller ) ;
STR_String materialname ;
if ( meshobj )
materialname = meshobj - > GetMaterialName ( 0 ) ;
physicscontroller - > SetObject ( gameobj - > GetSGNode ( ) ) ;
2008-09-24 03:12:10 +00:00
///test for soft bodies
if ( objprop - > m_softbody & & physicscontroller )
{
btSoftBody * softBody = physicscontroller - > GetSoftBody ( ) ;
2008-09-25 03:02:30 +00:00
if ( softBody & & gameobj - > GetMesh ( 0 ) ) //only the first mesh, if any
2008-09-24 03:12:10 +00:00
{
//should be a mesh then, so add a soft body deformer
2009-06-08 20:08:19 +00:00
KX_SoftBodyDeformer * softbodyDeformer = new KX_SoftBodyDeformer ( gameobj - > GetMesh ( 0 ) , ( BL_DeformableGameObject * ) gameobj ) ;
2008-09-24 03:12:10 +00:00
gameobj - > SetDeformer ( softbodyDeformer ) ;
}
}
2005-07-16 21:47:54 +00:00
}
2006-12-01 03:29:20 +00:00
2005-07-16 21:47:54 +00:00
void KX_ClearBulletSharedShapes ( )
{
}
# endif
2006-01-05 23:10:54 +00:00