[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [15652] trunk/blender/source/gameengine: BGE bug fix (for 2.47): setParent() fix, third part: set mass to 0 when parenting.
Benoit Bolsee
benoit.bolsee at online.be
Sun Jul 20 17:40:04 CEST 2008
Revision: 15652
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=15652
Author: ben2610
Date: 2008-07-20 17:40:03 +0200 (Sun, 20 Jul 2008)
Log Message:
-----------
BGE bug fix (for 2.47): setParent() fix, third part: set mass to 0 when parenting. Allow loc/scale/orientation change on child object with physic controller.
Modified Paths:
--------------
trunk/blender/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp
trunk/blender/source/gameengine/Ketsji/KX_BulletPhysicsController.h
trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp
trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.h
trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h
Modified: trunk/blender/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp 2008-07-20 10:09:19 UTC (rev 15651)
+++ trunk/blender/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp 2008-07-20 15:40:03 UTC (rev 15652)
@@ -170,10 +170,12 @@
{
btBroadphaseProxy* handle = body->getBroadphaseHandle();
m_savedCollisionFlags = body->getCollisionFlags();
+ m_savedMass = GetMass();
m_savedCollisionFilterGroup = handle->m_collisionFilterGroup;
m_savedCollisionFilterMask = handle->m_collisionFilterMask;
body->setActivationState(DISABLE_SIMULATION);
GetPhysicsEnvironment()->updateCcdPhysicsController(this,
+ 0.0,
btCollisionObject::CF_STATIC_OBJECT|((ghost)?btCollisionObject::CF_NO_CONTACT_RESPONSE:(m_savedCollisionFlags&btCollisionObject::CF_NO_CONTACT_RESPONSE)),
btBroadphaseProxy::StaticFilter,
btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter);
@@ -185,11 +187,12 @@
btRigidBody *body = GetRigidBody();
if (body->getActivationState() == DISABLE_SIMULATION)
{
- GetRigidBody()->forceActivationState(ACTIVE_TAG);
GetPhysicsEnvironment()->updateCcdPhysicsController(this,
+ m_savedMass,
m_savedCollisionFlags,
m_savedCollisionFilterGroup,
m_savedCollisionFilterMask);
+ GetRigidBody()->forceActivationState(ACTIVE_TAG);
}
}
Modified: trunk/blender/source/gameengine/Ketsji/KX_BulletPhysicsController.h
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_BulletPhysicsController.h 2008-07-20 10:09:19 UTC (rev 15651)
+++ trunk/blender/source/gameengine/Ketsji/KX_BulletPhysicsController.h 2008-07-20 15:40:03 UTC (rev 15652)
@@ -11,6 +11,8 @@
int m_savedCollisionFlags;
short int m_savedCollisionFilterGroup;
short int m_savedCollisionFilterMask;
+ MT_Scalar m_savedMass;
+
public:
KX_BulletPhysicsController (const CcdConstructionInfo& ci, bool dyna);
Modified: trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp 2008-07-20 10:09:19 UTC (rev 15651)
+++ trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp 2008-07-20 15:40:03 UTC (rev 15652)
@@ -224,6 +224,10 @@
RemoveParent(scene);
obj->GetSGNode()->AddChild(GetSGNode());
+ if (m_pPhysicsController1)
+ {
+ m_pPhysicsController1->SuspendDynamics(true);
+ }
// Set us to our new scale, position, and orientation
scale1[0] = scale1[0]/scale2[0];
scale1[1] = scale1[1]/scale2[1];
@@ -240,10 +244,6 @@
if (rootlist->RemoveValue(this))
// the object was in parent list, decrement ref count as it's now removed
Release();
- if (m_pPhysicsController1)
- {
- m_pPhysicsController1->SuspendDynamics(true);
- }
}
}
@@ -724,8 +724,12 @@
void KX_GameObject::NodeSetLocalPosition(const MT_Point3& trans)
{
- if (m_pPhysicsController1)
+ if (m_pPhysicsController1 && (!GetSGNode() || !GetSGNode()->GetSGParent()))
{
+ // don't update physic controller if the object is a child:
+ // 1) the transformation will not be right
+ // 2) in this case, the physic controller is necessarily a static object
+ // that is updated from the normal kinematic synchronization
m_pPhysicsController1->setPosition(trans);
}
@@ -737,25 +741,22 @@
void KX_GameObject::NodeSetLocalOrientation(const MT_Matrix3x3& rot)
{
- if (m_pPhysicsController1)
+ if (m_pPhysicsController1 && (!GetSGNode() || !GetSGNode()->GetSGParent()))
{
+ // see note above
m_pPhysicsController1->setOrientation(rot.getRotation());
}
if (GetSGNode())
GetSGNode()->SetLocalOrientation(rot);
- else
- {
- int i;
- i=0;
- }
}
void KX_GameObject::NodeSetLocalScale(const MT_Vector3& scale)
{
- if (m_pPhysicsController1)
+ if (m_pPhysicsController1 && (!GetSGNode() || !GetSGNode()->GetSGParent()))
{
+ // see note above
m_pPhysicsController1->setScaling(scale);
}
Modified: trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.h
===================================================================
--- trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.h 2008-07-20 10:09:19 UTC (rev 15651)
+++ trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.h 2008-07-20 15:40:03 UTC (rev 15652)
@@ -106,6 +106,7 @@
btRigidBody* m_body;
class PHY_IMotionState* m_MotionState;
btMotionState* m_bulletMotionState;
+ friend class CcdPhysicsEnvironment; // needed when updating the controller
void* m_newClientInfo;
@@ -194,7 +195,6 @@
return m_cci.m_collisionFilterMask;
}
-
virtual void calcXform() {} ;
virtual void SetMargin(float margin) {};
virtual float GetMargin() const {return 0.f;};
Modified: trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
===================================================================
--- trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp 2008-07-20 10:09:19 UTC (rev 15651)
+++ trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp 2008-07-20 15:40:03 UTC (rev 15652)
@@ -466,17 +466,39 @@
}
-void CcdPhysicsEnvironment::updateCcdPhysicsController(CcdPhysicsController* ctrl, int newCollisionFlags, short int newCollisionGroup, short int newCollisionMask)
+void CcdPhysicsEnvironment::updateCcdPhysicsController(CcdPhysicsController* ctrl, btScalar newMass, int newCollisionFlags, short int newCollisionGroup, short int newCollisionMask)
{
// this function is used when the collisionning group of a controller is changed
// remove and add the collistioning object
btRigidBody* body = ctrl->GetRigidBody();
+ btVector3 inertia;
m_dynamicsWorld->removeCollisionObject(body);
body->setCollisionFlags(newCollisionFlags);
+ body->getCollisionShape()->calculateLocalInertia(newMass, inertia);
+ body->setMassProps(newMass, inertia);
m_dynamicsWorld->addCollisionObject(body, newCollisionGroup, newCollisionMask);
+ // to avoid nasty interaction, we must update the property of the controller as well
+ ctrl->m_cci.m_mass = newMass;
+ ctrl->m_cci.m_collisionFilterGroup = newCollisionGroup;
+ ctrl->m_cci.m_collisionFilterMask = newCollisionMask;
+ ctrl->m_cci.m_collisionFlags = newCollisionFlags;
}
+void CcdPhysicsEnvironment::enableCcdPhysicsController(CcdPhysicsController* ctrl)
+{
+ std::vector<CcdPhysicsController*>::iterator i =
+ std::find(m_controllers.begin(), m_controllers.end(), ctrl);
+ if (i == m_controllers.end())
+ {
+ btRigidBody* body = ctrl->GetRigidBody();
+ m_dynamicsWorld->addCollisionObject(body,
+ ctrl->GetCollisionFilterGroup(), ctrl->GetCollisionFilterMask());
+ }
+}
+
+
+
void CcdPhysicsEnvironment::beginFrame()
{
Modified: trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h
===================================================================
--- trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h 2008-07-20 10:09:19 UTC (rev 15651)
+++ trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h 2008-07-20 15:40:03 UTC (rev 15652)
@@ -183,8 +183,15 @@
void removeCcdPhysicsController(CcdPhysicsController* ctrl);
- void updateCcdPhysicsController(CcdPhysicsController* ctrl, int newCollisionFlags, short int newCollisionGroup, short int newCollisionMask);
+ void updateCcdPhysicsController(CcdPhysicsController* ctrl, btScalar newMass, int newCollisionFlags, short int newCollisionGroup, short int newCollisionMask);
+ void disableCcdPhysicsController(CcdPhysicsController* ctrl)
+ {
+ removeCcdPhysicsController(ctrl);
+ }
+
+ void enableCcdPhysicsController(CcdPhysicsController* ctrl);
+
btBroadphaseInterface* getBroadphase();
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