[Bf-blender-cvs] [546031b] master: BGE : fix bugs with physics collision mask/group
Porteries Tristan
noreply at git.blender.org
Fri Apr 24 12:05:34 CEST 2015
Commit: 546031b6944cd517d518b7ede5fca489c44c3d29
Author: Porteries Tristan
Date: Fri Apr 24 11:56:58 2015 +0200
Branches: master
https://developer.blender.org/rB546031b6944cd517d518b7ede5fca489c44c3d29
BGE : fix bugs with physics collision mask/group
Currently there are bugs with physics objects in inactive layers,
character and softbody.
I added a function in CcdPhysicsEnvironement to know if a physics
controller is currently active and for soft body I added the correct function in UpdateCcdPhysicsController to re-add a softbody in the dynamics world.
The bug was introduced in D1243 commit 3d55859
Reviewers: hg1, scorpion81, lordloki, moguri, agoose77, sergof
Reviewed By: sergof
Subscribers: youle, moguri
Differential Revision: https://developer.blender.org/D1253
===================================================================
M source/gameengine/Ketsji/KX_GameObject.h
M source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
M source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
M source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h
===================================================================
diff --git a/source/gameengine/Ketsji/KX_GameObject.h b/source/gameengine/Ketsji/KX_GameObject.h
index 54bb6ee..73dcae5 100644
--- a/source/gameengine/Ketsji/KX_GameObject.h
+++ b/source/gameengine/Ketsji/KX_GameObject.h
@@ -517,7 +517,14 @@ public:
*/
void ActivateGraphicController(bool recurse);
+ /** Set the object's collison group
+ * \param filter The group bitfield
+ */
void SetUserCollisionGroup(unsigned short filter);
+
+ /** Set the object's collison mask
+ * \param filter The mask bitfield
+ */
void SetUserCollisionMask(unsigned short mask);
unsigned short GetUserCollisionGroup();
unsigned short GetUserCollisionMask();
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
index b2b8f30..0a71c0a 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
@@ -123,10 +123,8 @@ bool CleanPairCallback::processOverlap(btBroadphasePair &pair)
m_pairCache->cleanOverlappingPair(pair, m_dispatcher);
CcdPhysicsController *ctrl0 = (CcdPhysicsController*)(((btCollisionObject*)pair.m_pProxy0->m_clientObject)->getUserPointer());
CcdPhysicsController *ctrl1 = (CcdPhysicsController*)(((btCollisionObject*)pair.m_pProxy1->m_clientObject)->getUserPointer());
- if (ctrl0 && ctrl1) {
- ctrl0->GetRigidBody()->activate(true);
- ctrl1->GetRigidBody()->activate(true);
- }
+ ctrl0->GetCollisionObject()->activate(false);
+ ctrl1->GetCollisionObject()->activate(false);
}
return false;
}
@@ -1097,6 +1095,10 @@ void CcdPhysicsController::ResolveCombinedVelocities(float linvelX,float linvel
void CcdPhysicsController::RefreshCollisions()
{
+ // the object is in an inactive layer so it's useless to update it and can cause problems
+ if (!GetPhysicsEnvironment()->IsActiveCcdPhysicsController(this))
+ return;
+
btSoftRigidDynamicsWorld *dw = GetPhysicsEnvironment()->GetDynamicsWorld();
btBroadphaseProxy *proxy = m_object->getBroadphaseHandle();
btDispatcher *dispatcher = dw->getDispatcher();
@@ -1104,8 +1106,10 @@ void CcdPhysicsController::RefreshCollisions()
CleanPairCallback cleanPairs(proxy, pairCache, dispatcher);
pairCache->processAllOverlappingPairs(&cleanPairs, dispatcher);
+
// Forcibly recreate the physics object
- GetPhysicsEnvironment()->UpdateCcdPhysicsController(this, m_cci.m_mass, m_cci.m_collisionFlags, m_cci.m_collisionFilterGroup, m_cci.m_collisionFilterMask);
+ btBroadphaseProxy* handle = m_object->getBroadphaseHandle();
+ GetPhysicsEnvironment()->UpdateCcdPhysicsController(this, GetMass(), m_object->getCollisionFlags(), handle->m_collisionFilterGroup, handle->m_collisionFilterMask);
}
void CcdPhysicsController::SuspendDynamics(bool ghost)
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
index 186abdf..0ecb79d 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
@@ -569,6 +569,7 @@ void CcdPhysicsEnvironment::UpdateCcdPhysicsController(CcdPhysicsController* ctr
// this function is used when the collisionning group of a controller is changed
// remove and add the collistioning object
btRigidBody* body = ctrl->GetRigidBody();
+ btSoftBody *softBody = ctrl->GetSoftBody();
btCollisionObject* obj = ctrl->GetCollisionObject();
if (obj)
{
@@ -582,6 +583,9 @@ void CcdPhysicsEnvironment::UpdateCcdPhysicsController(CcdPhysicsController* ctr
body->setMassProps(newMass, inertia);
m_dynamicsWorld->addRigidBody(body, newCollisionGroup, newCollisionMask);
}
+ else if (softBody) {
+ m_dynamicsWorld->addSoftBody(softBody);
+ }
else {
m_dynamicsWorld->addCollisionObject(obj, newCollisionGroup, newCollisionMask);
}
@@ -643,6 +647,11 @@ void CcdPhysicsEnvironment::RefreshCcdPhysicsController(CcdPhysicsController* ct
}
}
+bool CcdPhysicsEnvironment::IsActiveCcdPhysicsController(CcdPhysicsController *ctrl)
+{
+ return (m_controllers.find(ctrl) != m_controllers.end());
+}
+
void CcdPhysicsEnvironment::AddCcdGraphicController(CcdGraphicController* ctrl)
{
if (m_cullingTree && !ctrl->GetBroadphaseHandle())
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h
index 113db33..3b1fe63 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h
@@ -227,6 +227,8 @@ protected:
void RefreshCcdPhysicsController(CcdPhysicsController* ctrl);
+ bool IsActiveCcdPhysicsController(CcdPhysicsController *ctrl);
+
void AddCcdGraphicController(CcdGraphicController* ctrl);
void RemoveCcdGraphicController(CcdGraphicController* ctrl);
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