[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [14643] trunk/blender/source/gameengine: Fix BGE bug: dynamic-but-not-rigid objects are added as rigid body during the game.
Benoit Bolsee
benoit.bolsee at online.be
Thu May 1 18:00:59 CEST 2008
Revision: 14643
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=14643
Author: ben2610
Date: 2008-05-01 18:00:59 +0200 (Thu, 01 May 2008)
Log Message:
-----------
Fix BGE bug: dynamic-but-not-rigid objects are added as rigid body during the game.
Modified Paths:
--------------
trunk/blender/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.h
Modified: trunk/blender/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp 2008-05-01 14:51:06 UTC (rev 14642)
+++ trunk/blender/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp 2008-05-01 16:00:59 UTC (rev 14643)
@@ -1123,7 +1123,7 @@
ci.m_inertiaFactor = shapeprops->m_inertia/0.4f;//defaults to 0.4, don't want to change behaviour
ci.m_collisionFilterGroup = (isbulletdyna) ? short(CcdConstructionInfo::DefaultFilter) : short(CcdConstructionInfo::StaticFilter);
ci.m_collisionFilterMask = (isbulletdyna) ? short(CcdConstructionInfo::AllFilter) : short(CcdConstructionInfo::AllFilter ^ CcdConstructionInfo::StaticFilter);
-
+ ci.m_bRigid = objprop->m_dyna && objprop->m_angular_rigidbody;
KX_BulletPhysicsController* physicscontroller = new KX_BulletPhysicsController(ci,isbulletdyna);
//remember that we created a shape so that we can delete it when the scene is removed (bullet will not delete it)
kxscene->AddShape(bm);
@@ -1147,6 +1147,7 @@
//{
// rbody->setCollisionFlags(rbody->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE);
//}
+
if (objprop->m_dyna && !objprop->m_angular_rigidbody)
{
/*
@@ -1161,8 +1162,10 @@
*/
//env->createConstraint(physicscontroller,0,PHY_ANGULAR_CONSTRAINT,0,0,0,0,0,1);
- physicscontroller->GetRigidBody()->setAngularFactor(0.f);
-
+
+ //Now done directly in ci.m_bRigid so that it propagates to replica
+ //physicscontroller->GetRigidBody()->setAngularFactor(0.f);
+ ;
}
bool isActor = objprop->m_isactor;
Modified: trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
===================================================================
--- trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp 2008-05-01 14:51:06 UTC (rev 14642)
+++ trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp 2008-05-01 16:00:59 UTC (rev 14643)
@@ -137,6 +137,10 @@
m_body->setGravity( m_cci.m_gravity);
m_body->setDamping(m_cci.m_linearDamping, m_cci.m_angularDamping);
+ if (!m_cci.m_bRigid)
+ {
+ m_body->setAngularFactor(0.f);
+ }
}
CcdPhysicsController::~CcdPhysicsController()
Modified: trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.h
===================================================================
--- trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.h 2008-05-01 14:51:06 UTC (rev 14642)
+++ trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.h 2008-05-01 16:00:59 UTC (rev 14643)
@@ -60,6 +60,7 @@
m_linearDamping(0.1f),
m_angularDamping(0.1f),
m_collisionFlags(0),
+ m_bRigid(false),
m_collisionFilterGroup(DefaultFilter),
m_collisionFilterMask(AllFilter),
m_collisionShape(0),
@@ -78,6 +79,7 @@
btScalar m_linearDamping;
btScalar m_angularDamping;
int m_collisionFlags;
+ bool m_bRigid;
///optional use of collision group/mask:
///only collision with object goups that match the collision mask.
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