[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [48748] trunk/blender: As a response to issue [#28483] "Enable/ Disable Rigid Body actuator do nothing" reported by Jean-Francois Gallant ( pyroevil), I' m adding preliminary support to enable and disable rigid body physics on dynamic objects .
Mitchell Stokes
mogurijin at gmail.com
Mon Jul 9 06:57:24 CEST 2012
Revision: 48748
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=48748
Author: moguri
Date: 2012-07-09 04:57:21 +0000 (Mon, 09 Jul 2012)
Log Message:
-----------
As a response to issue [#28483] "Enable/Disable Rigid Body actuator do nothing" reported by Jean-Francois Gallant (pyroevil), I'm adding preliminary support to enable and disable rigid body physics on dynamic objects. This is can be done via the Edit Object Actuator or through KX_GameObject.enableRigidBody() and KX_GameObject.disableRigidBody(). Thanks to Sergej Reich for his help with the patch.
Modified Paths:
--------------
trunk/blender/doc/python_api/rst/bge.types.rst
trunk/blender/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp
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/doc/python_api/rst/bge.types.rst
===================================================================
--- trunk/blender/doc/python_api/rst/bge.types.rst 2012-07-09 04:32:37 UTC (rev 48747)
+++ trunk/blender/doc/python_api/rst/bge.types.rst 2012-07-09 04:57:21 UTC (rev 48748)
@@ -1335,18 +1335,10 @@
Rigid body physics allows the object to roll on collisions.
- .. note::
-
- This is not working with bullet physics yet.
-
.. method:: disableRigidBody()
Disables rigid body physics for this object.
- .. note::
-
- This is not working with bullet physics yet. The angular is removed but rigid body physics can still rotate it later.
-
.. method:: setParent(parent, compound=True, ghost=True)
Sets this object's parent.
Modified: trunk/blender/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp 2012-07-09 04:32:37 UTC (rev 48747)
+++ trunk/blender/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp 2012-07-09 04:57:21 UTC (rev 48748)
@@ -232,6 +232,7 @@
}
void KX_BulletPhysicsController::setRigidBody(bool rigid)
{
+ CcdPhysicsController::setRigidBody(rigid);
}
/* This function dynamically adds the collision shape of another controller to
Modified: trunk/blender/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp 2012-07-09 04:32:37 UTC (rev 48747)
+++ trunk/blender/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp 2012-07-09 04:57:21 UTC (rev 48748)
@@ -118,6 +118,12 @@
ci.m_MotionState = motionstate;
ci.m_gravity = btVector3(0,0,0);
+ ci.m_linearFactor = btVector3(objprop->m_lockXaxis? 0 : 1,
+ objprop->m_lockYaxis? 0 : 1,
+ objprop->m_lockZaxis? 0 : 1);
+ ci.m_angularFactor = btVector3(objprop->m_lockXRotaxis? 0 : 1,
+ objprop->m_lockYRotaxis? 0 : 1,
+ objprop->m_lockZRotaxis? 0 : 1);
ci.m_localInertiaTensor =btVector3(0,0,0);
ci.m_mass = objprop->m_dyna ? shapeprops->m_mass : 0.f;
ci.m_clamp_vel_min = shapeprops->m_clamp_vel_min;
@@ -441,16 +447,8 @@
{
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);
+ rbody->setLinearFactor(ci.m_linearFactor);
+ rbody->setAngularFactor(ci.m_angularFactor);
}
if (rbody && objprop->m_disableSleeping)
Modified: trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
===================================================================
--- trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp 2012-07-09 04:32:37 UTC (rev 48747)
+++ trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp 2012-07-09 04:57:21 UTC (rev 48748)
@@ -1294,17 +1294,16 @@
// dyna's that are rigidbody are free in orientation, dyna's with non-rigidbody are restricted
void CcdPhysicsController::setRigidBody(bool rigid)
{
- if (!rigid)
+ btRigidBody* body = GetRigidBody();
+ if (body)
{
- btRigidBody* body = GetRigidBody();
- if (body)
- {
- //fake it for now
- btVector3 inertia = body->getInvInertiaDiagLocal();
- inertia[1] = 0.f;
- body->setInvInertiaDiagLocal(inertia);
- body->updateInertiaTensor();
+ m_cci.m_bRigid = rigid;
+ if (!rigid) {
+ body->setAngularFactor(0.f);
+ body->setAngularVelocity(btVector3(0.f, 0.f, 0.f));
}
+ else
+ body->setAngularFactor(m_cci.m_angularFactor);
}
}
Modified: trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.h
===================================================================
--- trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.h 2012-07-09 04:32:37 UTC (rev 48747)
+++ trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.h 2012-07-09 04:57:21 UTC (rev 48748)
@@ -229,6 +229,8 @@
:m_localInertiaTensor(1.f, 1.f, 1.f),
m_gravity(0,0,0),
m_scaling(1.f,1.f,1.f),
+ m_linearFactor(0.f, 0.f, 0.f),
+ m_angularFactor(0.f, 0.f, 0.f),
m_mass(0.f),
m_clamp_vel_min(-1.f),
m_clamp_vel_max(-1.f),
@@ -292,6 +294,8 @@
btVector3 m_localInertiaTensor;
btVector3 m_gravity;
btVector3 m_scaling;
+ btVector3 m_linearFactor;
+ btVector3 m_angularFactor;
btScalar m_mass;
btScalar m_clamp_vel_min;
btScalar m_clamp_vel_max;
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