[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [54757] trunk/blender/source/gameengine/ Physics/Bullet/CcdPhysicsController.cpp: game engine: Revert to using regular gimpact for mesh shapes

Sergej Reich sergej.reich at googlemail.com
Fri Feb 22 15:47:11 CET 2013


Revision: 54757
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=54757
Author:   sergof
Date:     2013-02-22 14:47:11 +0000 (Fri, 22 Feb 2013)
Log Message:
-----------
game engine: Revert to using regular gimpact for mesh shapes

This reverts part of r53019.
While the compound shape trick works well in some cases, overall it's
much slower and even causes crashes under certain conditions.

We could make this and option and fix the crashes, but it's better to
implement convex decomposition anyway so just reverting for now.

Fixes [#34353] Ray cast on Triangle mesh bounded Rigid Body Object causes blender crash to desktop without error.

Revision Links:
--------------
    http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=53019

Modified Paths:
--------------
    trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp

Modified: trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
===================================================================
--- trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp	2013-02-22 14:12:55 UTC (rev 54756)
+++ trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp	2013-02-22 14:47:11 UTC (rev 54757)
@@ -24,7 +24,6 @@
 #include "btBulletDynamicsCommon.h"
 #include "BulletCollision/CollisionDispatch/btGhostObject.h"
 #include "BulletCollision/CollisionShapes/btScaledBvhTriangleMeshShape.h"
-#include "BulletCollision/Gimpact/btCompoundFromGimpact.h"
 #include "BulletCollision/CollisionShapes/btTriangleIndexVertexArray.h"
 
 #include "PHY_IMotionState.h"
@@ -37,7 +36,6 @@
 #include "BulletSoftBody/btSoftBodyHelpers.h"
 #include "LinearMath/btConvexHull.h"
 #include "BulletCollision/Gimpact/btGImpactShape.h"
-#include "BulletCollision/Gimpact/btGImpactShape.h"
 
 
 #include "BulletSoftBody/btSoftRigidDynamicsWorld.h"
@@ -2232,13 +2230,7 @@
 				btGImpactMeshShape* gimpactShape =  new btGImpactMeshShape(indexVertexArrays);
 				gimpactShape->setMargin(margin);
 				gimpactShape->updateBound();
-
-				//the depth value is how far along the triangle normal, the centroid is moved inwards
-				//to create surface tetrahedra for the btCompoundShape
-				//would be nice to expose this in the Blender user interfaceb
-				btScalar depth=btScalar(0.2);
-				collisionShape = btCreateCompoundFromGimpactShape(gimpactShape,depth);
-				delete gimpactShape;
+				collisionShape = gimpactShape;
 				
 
 		} else




More information about the Bf-blender-cvs mailing list