[Bf-blender-cvs] [df1a199] master: BGE Cleanup: Removing KX_ObjectProperties, KX_BoundBoxClass, KX_BoxBounds, and KX_CBounds
Mitchell Stokes
noreply at git.blender.org
Wed Apr 23 05:38:07 CEST 2014
Commit: df1a199787a59e5e2af09df56d9f9ebce779f6d9
Author: Mitchell Stokes
Date: Tue Apr 22 20:12:22 2014 -0700
https://developer.blender.org/rBdf1a199787a59e5e2af09df56d9f9ebce779f6d9
BGE Cleanup: Removing KX_ObjectProperties, KX_BoundBoxClass, KX_BoxBounds, and KX_CBounds
These were used in BL_CreatePhysicsObjectNew() in the converter. However, all
of the data put into KX_ObjectProperties was then copied again in
KX_ConvertBulletObject(). So, instead KX_ConvertBulletObject() now gathers the
information it needs itself, which avoid this odd double conversion step for
physics.
As a side-effect, the old code would result in static non-mesh objects with no bounds
set to still have triangle mesh bounds. This would result in no bounds for these objects.
If a bounds was set that required a mesh, non-mesh objects would become sphere bounds.
This is now true regardless of whether user bounds were set. In other words, static
non-mesh objects now use sphere bounds by default instead of mesh bounds. This might
slightly alter some games, but these objects should generally be set to No Collision
anyways.
===================================================================
M source/gameengine/Converter/BL_BlenderDataConversion.cpp
M source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
M source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
===================================================================
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 041dde2..b5c9f7a 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -1312,121 +1312,6 @@ static float my_boundbox_mesh(Mesh *me, float *loc, float *size)
return sqrtf_signed(radius_sq);
}
-
-static void my_tex_space_mesh(Mesh *me)
-{
- KeyBlock *kb;
- float *fp, loc[3], size[3], min[3], max[3];
- int a;
-
- my_boundbox_mesh(me, loc, size);
-
- if (me->texflag & ME_AUTOSPACE) {
- if (me->key) {
- kb= me->key->refkey;
- if (kb) {
-
- INIT_MINMAX(min, max);
-
- fp= (float *)kb->data;
- for (a=0; a<kb->totelem; a++, fp += 3) {
- minmax_v3v3_v3(min, max, fp);
- }
- if (kb->totelem) {
- loc[0] = (min[0]+max[0])/2.0f; loc[1] = (min[1]+max[1])/2.0f; loc[2] = (min[2]+max[2])/2.0f;
- size[0] = (max[0]-min[0])/2.0f; size[1] = (max[1]-min[1])/2.0f; size[2] = (max[2]-min[2])/2.0f;
- }
- else {
- loc[0] = loc[1] = loc[2] = 0.0;
- size[0] = size[1] = size[2] = 0.0;
- }
-
- }
- }
-
- copy_v3_v3(me->loc, loc);
- copy_v3_v3(me->size, size);
- me->rot[0] = me->rot[1] = me->rot[2] = 0.0f;
-
- if (me->size[0] == 0.0f) me->size[0] = 1.0f;
- else if (me->size[0] > 0.0f && me->size[0]< 0.00001f) me->size[0] = 0.00001f;
- else if (me->size[0] < 0.0f && me->size[0]> -0.00001f) me->size[0] = -0.00001f;
-
- if (me->size[1] == 0.0f) me->size[1] = 1.0f;
- else if (me->size[1] > 0.0f && me->size[1]< 0.00001f) me->size[1] = 0.00001f;
- else if (me->size[1] < 0.0f && me->size[1]> -0.00001f) me->size[1] = -0.00001f;
-
- if (me->size[2] == 0.0f) me->size[2] = 1.0f;
- else if (me->size[2] > 0.0f && me->size[2]< 0.00001f) me->size[2] = 0.00001f;
- else if (me->size[2] < 0.0f && me->size[2]> -0.00001f) me->size[2] = -0.00001f;
- }
-
-}
-
-static void my_get_local_bounds(Object *ob, DerivedMesh *dm, float *center, float *size)
-{
- BoundBox *bb= NULL;
- /* uses boundbox, function used by Ketsji */
- switch (ob->type)
- {
- case OB_MESH:
- if (dm)
- {
- float min_r[3], max_r[3];
- INIT_MINMAX(min_r, max_r);
- dm->getMinMax(dm, min_r, max_r);
- size[0] = 0.5f * fabsf(max_r[0] - min_r[0]);
- size[1] = 0.5f * fabsf(max_r[1] - min_r[1]);
- size[2] = 0.5f * fabsf(max_r[2] - min_r[2]);
-
- center[0] = 0.5f * (max_r[0] + min_r[0]);
- center[1] = 0.5f * (max_r[1] + min_r[1]);
- center[2] = 0.5f * (max_r[2] + min_r[2]);
- return;
- } else
- {
- bb= ( (Mesh *)ob->data )->bb;
- if (bb==0)
- {
- my_tex_space_mesh((struct Mesh *)ob->data);
- bb= ( (Mesh *)ob->data )->bb;
- }
- }
- break;
- case OB_CURVE:
- case OB_SURF:
- center[0] = center[1] = center[2] = 0.0;
- size[0] = size[1]=size[2]=0.0;
- break;
- case OB_FONT:
- center[0] = center[1] = center[2] = 0.0;
- size[0] = size[1]=size[2]=1.0;
- break;
- case OB_MBALL:
- bb= ob->bb;
- break;
- }
-
- if (bb==NULL)
- {
- center[0] = center[1] = center[2] = 0.0;
- size[0] = size[1] = size[2] = 1.0;
- }
- else
- {
- size[0] = 0.5f * fabsf(bb->vec[0][0] - bb->vec[4][0]);
- size[1] = 0.5f * fabsf(bb->vec[0][1] - bb->vec[2][1]);
- size[2] = 0.5f * fabsf(bb->vec[0][2] - bb->vec[1][2]);
-
- center[0] = 0.5f * (bb->vec[0][0] + bb->vec[4][0]);
- center[1] = 0.5f * (bb->vec[0][1] + bb->vec[2][1]);
- center[2] = 0.5f * (bb->vec[0][2] + bb->vec[1][2]);
- }
-}
-
-
-
-
//////////////////////////////////////////////////////
@@ -1524,230 +1409,16 @@ static void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
PHY_MaterialProps* smmaterial =
CreateMaterialFromBlenderObject(blenderobject);
-
- KX_ObjectProperties objprop;
- objprop.m_lockXaxis = (blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_X_AXIS) !=0;
- objprop.m_lockYaxis = (blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_Y_AXIS) !=0;
- objprop.m_lockZaxis = (blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_Z_AXIS) !=0;
- objprop.m_lockXRotaxis = (blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_X_ROT_AXIS) !=0;
- objprop.m_lockYRotaxis = (blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_Y_ROT_AXIS) !=0;
- objprop.m_lockZRotaxis = (blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_Z_ROT_AXIS) !=0;
-
- objprop.m_isCompoundChild = isCompoundChild;
- objprop.m_hasCompoundChildren = hasCompoundChildren;
- objprop.m_margin = blenderobject->margin;
-
- // ACTOR is now a separate feature
- objprop.m_isactor = (blenderobject->gameflag & OB_ACTOR)!=0;
- objprop.m_dyna = (blenderobject->gameflag & OB_DYNAMIC) != 0;
- objprop.m_softbody = (blenderobject->gameflag & OB_SOFT_BODY) != 0;
- objprop.m_angular_rigidbody = (blenderobject->gameflag & OB_RIGID_BODY) != 0;
- objprop.m_character = (blenderobject->gameflag & OB_CHARACTER) != 0;
- objprop.m_record_animation = (blenderobject->gameflag & OB_RECORD_ANIMATION) != 0;
-
- ///contact processing threshold is only for rigid bodies and static geometry, not 'dynamic'
- if (objprop.m_angular_rigidbody || !objprop.m_dyna )
- {
- objprop.m_contactProcessingThreshold = blenderobject->m_contactProcessingThreshold;
- } else
- {
- objprop.m_contactProcessingThreshold = 0.f;
- }
- objprop.m_sensor = (blenderobject->gameflag & OB_SENSOR) != 0;
-
- if (objprop.m_softbody)
- {
- ///for game soft bodies
- if (blenderobject->bsoft)
- {
- objprop.m_gamesoftFlag = blenderobject->bsoft->flag;
- ///////////////////
- objprop.m_soft_linStiff = blenderobject->bsoft->linStiff;
- objprop.m_soft_angStiff = blenderobject->bsoft->angStiff; /* angular stiffness 0..1 */
- objprop.m_soft_volume= blenderobject->bsoft->volume; /* volume preservation 0..1 */
-
- objprop.m_soft_viterations= blenderobject->bsoft->viterations; /* Velocities solver iterations */
- objprop.m_soft_piterations= blenderobject->bsoft->piterations; /* Positions solver iterations */
- objprop.m_soft_diterations= blenderobject->bsoft->diterations; /* Drift solver iterations */
- objprop.m_soft_citerations= blenderobject->bsoft->citerations; /* Cluster solver iterations */
-
- objprop.m_soft_kSRHR_CL= blenderobject->bsoft->kSRHR_CL; /* Soft vs rigid hardness [0,1] (cluster only) */
- objprop.m_soft_kSKHR_CL= blenderobject->bsoft->kSKHR_CL; /* Soft vs kinetic hardness [0,1] (cluster only) */
- objprop.m_soft_kSSHR_CL= blenderobject->bsoft->kSSHR_CL; /* Soft vs soft hardness [0,1] (cluster only) */
- objprop.m_soft_kSR_SPLT_CL= blenderobject->bsoft->kSR_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
-
- objprop.m_soft_kSK_SPLT_CL= blenderobject->bsoft->kSK_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
- objprop.m_soft_kSS_SPLT_CL= blenderobject->bsoft->kSS_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
- objprop.m_soft_kVCF= blenderobject->bsoft->kVCF; /* Velocities correction factor (Baumgarte) */
- objprop.m_soft_kDP= blenderobject->bsoft->kDP; /* Damping coefficient [0,1] */
-
- objprop.m_soft_kDG= blenderobject->bsoft->kDG; /* Drag coefficient [0,+inf] */
- objprop.m_soft_kLF= blenderobject->bsoft->kLF; /* Lift coefficient [0,+inf] */
- objprop.m_soft_kPR= blenderobject->bsoft->kPR; /* Pressure coefficient [-inf,+inf] */
- objprop.m_soft_kVC= blenderobject->bsoft->kVC; /* Volume conversation coefficient [0,+inf] */
-
- objprop.m_soft_kDF= blenderobject->bsoft->kDF; /* Dynamic friction coefficient [0,1] */
- objprop.m_soft_kMT= blenderobject->bsoft->kMT; /* Pose matching coefficient [0,1] */
- objprop.m_soft_kCHR= blenderobject->bsoft->kCHR; /* Rigid contacts hardness [0,1] */
- objprop.m_soft_kKHR= blenderobject->bsoft->kKHR; /* Kinetic contacts hardness [0,1] */
-
- objprop.m_soft_kSHR= blenderobject->bsoft->kSHR; /* Soft contacts hardness [0,1] */
- objprop.m_soft_kAHR= blenderobject->bsoft->kAHR; /* Anchors hardness [0,1] */
- objprop.m_soft_collisionflags= blenderobject->bsoft->collisionflags; /* Vertex/Face or Signed Distance Field(SDF) or Clusters, Soft versus Soft or Rigid */
- objprop.m_soft_numclusteriterations= blenderobject->bsoft->numclusteriterations; /* number of iterations to refine collision clusters*/
- //objprop.m_soft_welding = blenderobject->bsoft->welding; /* welding */
- /* disable welding: it doesn't bring any additional stability and it breaks the relation between soft body collision shape and graphic mesh */
- objprop.m_soft_welding = 0.f;
- objprop.m_margin = blenderobject->bsoft->margin;
- objprop.m_contactProcessingThreshold = 0.f;
- } else
- {
- objprop.m_gamesoftFlag = OB_BSB_BENDING_CONSTRAINTS | OB_BSB_SHAPE_MATCHING | OB_BSB_AERO_VPOINT;
-
- objprop.m_soft_linStiff = 0.5;
- objprop.m_soft_angStiff = 1.f; /* angular stiffness 0..1 */
- objprop.m_soft_volume= 1.f; /* volume preservation 0..1 */
-
-
- objprop.m_soft_viterations= 0;
- objprop.m_soft_piterations= 1;
- objprop.m_soft_diterations= 0;
- objprop.m_soft_citerations= 4;
-
- objprop.m_soft_kSRHR_CL= 0.1f;
- objprop.m_soft_kSKHR_CL= 1.f;
- objprop.m_soft_kSSHR_CL= 0.5;
- objprop.m_soft_kSR_SPLT_CL= 0.5f;
-
- objprop.m_soft_kSK_SPLT_CL= 0.5f;
- objprop.m_soft_kSS_SPLT_CL= 0.5f;
- objprop.m_soft_kVCF= 1;
- objprop.m_soft_kDP= 0;
-
- objprop.m_soft_kDG= 0;
- objprop.m_soft_kLF= 0;
- objprop.m_soft_kPR= 0;
- objprop.m_soft_kVC= 0;
-
- objprop.m_soft_kDF= 0.2f;
- objprop.m_soft_kMT= 0.05f;
- objprop.m_soft_kCHR= 1.0f;
- objprop.m_soft_kKHR= 0.1f;
-
- objprop.m_soft_kSHR= 1.f;
- objprop.m_soft_kAHR= 0.7f;
- objprop.m_soft_collisionflags= OB_BSB_COL_SDF_RS + OB_BSB_COL_VF_SS;
- objprop.m_soft_numclusteriterations= 16;
- objprop.m_soft_welding = 0.f;
- objprop.m_margin = 0.f;
- objprop.m_contactProcessingThreshold = 0.f;
- }
- }
-
- objprop.m_ghost = (blenderobject->gameflag & (OB_GHOST | OB_SENSOR | OB_CHARACTER)) != 0;
- objprop.m_disableSleeping = (blenderobject->gameflag & OB_COLLISION_RESPONSE) != 0;//abuse the OB_COLLISION_RESPONSE flag
- //mmm, for now, taks this for the size of the dynamicobject
- // Blender uses inertia for radius of dynamic object
- objprop.m_radius = blenderobject->inertia;
- objprop.m_in_active_layer
@@ Diff output truncated at 10240 characters. @@
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