BGE Physics
authorCampbell Barton <ideasman42@gmail.com>
Sat, 25 Jul 2009 22:57:29 +0000 (22:57 +0000)
committerCampbell Barton <ideasman42@gmail.com>
Sat, 25 Jul 2009 22:57:29 +0000 (22:57 +0000)
commite9ca43521f99c6b9baf6d9278f85323086fcade2
tree58ab9f5afe70d77fa04f920fa2c55adb34cd2990
parent1c00eacca2b084d7189de33cb75e8612cb542030
BGE Physics
Add support back for reinstancePhysics mesh, a frequently requested feature in the BGE forums.
from what I can tell Sumo supported this but bullet never did.
Currently only accessible via python at the moment.

- rigid body, dynamic, static types work.
- instanced physics meshes are modified too.
- compound shapes are not supported.

Physics mesh can be re-instanced from...
* shape keys & armature deformations
* subsurf (any other modifiers too)
* RAS_TexVert's (can be modified from python)

Moved the reinstancePhysicsMesh functions from RAS_MeshObject into KX_GameObject since the physics data is stored here.

video and blend file demo.
http://www.graphicall.org/ftp/ideasman42/reinstance.ogv
http://www.graphicall.org/ftp/ideasman42/reinstance_demo.blend
14 files changed:
source/gameengine/Converter/BL_BlenderDataConversion.cpp
source/gameengine/Converter/BL_MeshDeformer.h
source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
source/gameengine/Ketsji/KX_GameObject.cpp
source/gameengine/Ketsji/KX_GameObject.h
source/gameengine/Ketsji/KX_MeshProxy.cpp
source/gameengine/Ketsji/KX_MeshProxy.h
source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
source/gameengine/Physics/Bullet/CcdPhysicsController.h
source/gameengine/PyDoc/GameTypes.py
source/gameengine/Rasterizer/RAS_Deformer.h
source/gameengine/Rasterizer/RAS_MeshObject.cpp
source/gameengine/Rasterizer/RAS_MeshObject.h