BGE Cleanup: Physics conversion is now handled by PHY_IPhysicsEnvironment
The current physics conversion code was moved from KX_ConvertPhysicsObjects to CcdPhysicsEnvironment.
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@ -80,6 +80,7 @@
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#include "SCA_TimeEventManager.h"
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#include "KX_Light.h"
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#include "KX_Camera.h"
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#include "KX_ClientObjectInfo.h"
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#include "KX_EmptyObject.h"
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#include "KX_FontObject.h"
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#include "MT_Point3.h"
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@ -1359,7 +1360,6 @@ static void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
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RAS_MeshObject* meshobj,
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KX_Scene* kxscene,
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int activeLayerBitInfo,
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e_PhysicsEngine physics_engine,
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KX_BlenderSceneConverter *converter,
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bool processCompoundChildren
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)
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@ -1413,19 +1413,31 @@ static void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
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DerivedMesh* dm = NULL;
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if (gameobj->GetDeformer())
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dm = gameobj->GetDeformer()->GetPhysicsMesh();
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switch (physics_engine)
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{
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#ifdef WITH_BULLET
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case UseBullet:
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KX_ConvertBulletObject(gameobj, meshobj, dm, kxscene, shapeprops, smmaterial, activeLayerBitInfo, isCompoundChild, hasCompoundChildren);
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break;
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#endif
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case UseNone:
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default:
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break;
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class PHY_IMotionState* motionstate = new KX_MotionState(gameobj->GetSGNode());
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kxscene->GetPhysicsEnvironment()->ConvertObject(gameobj, meshobj, dm, kxscene, shapeprops, smmaterial, motionstate, activeLayerBitInfo, isCompoundChild, hasCompoundChildren);
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bool isActor = (blenderobject->gameflag & OB_ACTOR)!=0;
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bool isSensor = (blenderobject->gameflag & OB_SENSOR) != 0;
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gameobj->getClientInfo()->m_type =
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(isSensor) ? ((isActor) ? KX_ClientObjectInfo::OBACTORSENSOR : KX_ClientObjectInfo::OBSENSOR) :
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(isActor) ? KX_ClientObjectInfo::ACTOR : KX_ClientObjectInfo::STATIC;
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// should we record animation for this object?
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if ((blenderobject->gameflag & OB_RECORD_ANIMATION) != 0)
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gameobj->SetRecordAnimation(true);
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// store materialname in auxinfo, needed for touchsensors
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if (meshobj)
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{
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const STR_String& matname=meshobj->GetMaterialName(0);
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gameobj->getClientInfo()->m_auxilary_info = (matname.Length() ? (void*)(matname.ReadPtr()+2) : NULL);
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} else
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{
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gameobj->getClientInfo()->m_auxilary_info = 0;
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}
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delete shapeprops;
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delete smmaterial;
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if (dm) {
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@ -2342,7 +2354,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
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meshobj = gameobj->GetMesh(0);
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}
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int layerMask = (groupobj.find(blenderobject) == groupobj.end()) ? activeLayerBitInfo : 0;
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BL_CreatePhysicsObjectNew(gameobj,blenderobject,meshobj,kxscene,layerMask,physics_engine,converter,processCompoundChildren);
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BL_CreatePhysicsObjectNew(gameobj,blenderobject,meshobj,kxscene,layerMask,converter,processCompoundChildren);
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}
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processCompoundChildren = true;
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@ -2358,7 +2370,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
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meshobj = gameobj->GetMesh(0);
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}
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int layerMask = (groupobj.find(blenderobject) == groupobj.end()) ? activeLayerBitInfo : 0;
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BL_CreatePhysicsObjectNew(gameobj,blenderobject,meshobj,kxscene,layerMask,physics_engine,converter,processCompoundChildren);
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BL_CreatePhysicsObjectNew(gameobj,blenderobject,meshobj,kxscene,layerMask,converter,processCompoundChildren);
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}
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//set ini linearVel and int angularVel //rcruiz
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@ -32,22 +32,11 @@
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#ifndef __KX_CONVERTPHYSICSOBJECT_H__
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#define __KX_CONVERTPHYSICSOBJECT_H__
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class KX_GameObject;
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class RAS_MeshObject;
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class KX_Scene;
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struct DerivedMesh;
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#ifdef WITH_BULLET
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void KX_ConvertBulletObject(class KX_GameObject* gameobj,
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class RAS_MeshObject* meshobj,
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struct DerivedMesh* dm,
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class KX_Scene* kxscene,
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struct PHY_ShapeProps* shapeprops,
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struct PHY_MaterialProps* smmaterial,
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int activeLayerBitInfo,
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bool isCompoundChild,
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bool hasCompoundChildren);
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bool KX_ReInstanceBulletShapeFromMesh(KX_GameObject *gameobj, KX_GameObject *from_gameobj, RAS_MeshObject* from_meshobj);
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#endif
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@ -33,539 +33,15 @@
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# pragma warning (disable:4786)
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#endif
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#include "MT_assert.h"
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#include "KX_SoftBodyDeformer.h"
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#include "KX_ConvertPhysicsObject.h"
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#include "BL_DeformableGameObject.h"
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#include "KX_GameObject.h"
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#include "RAS_MeshObject.h"
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#include "KX_Scene.h"
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#include "BL_System.h"
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#include "PHY_Pro.h" //todo cleanup
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#include "KX_ClientObjectInfo.h"
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#include "CTR_Map.h"
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#include "CTR_HashedPtr.h"
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#include "MT_MinMax.h"
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#include "KX_PhysicsEngineEnums.h"
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#include "KX_MotionState.h" // bridge between motionstate and scenegraph node
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extern "C"{
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#include "BLI_utildefines.h"
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#include "BKE_object.h"
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}
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#include "DNA_object_force.h"
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#ifdef WITH_BULLET
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#include "BulletSoftBody/btSoftBody.h"
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#include "CcdPhysicsEnvironment.h"
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#include "CcdPhysicsController.h"
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#include "BulletCollision/BroadphaseCollision/btBroadphaseInterface.h"
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#include "btBulletDynamicsCommon.h"
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#ifdef WIN32
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#if defined(_MSC_VER) && (_MSC_VER >= 1310)
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//only use SIMD Hull code under Win32
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//#define TEST_HULL 1
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#ifdef TEST_HULL
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#define USE_HULL 1
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//#define TEST_SIMD_HULL 1
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#include "NarrowPhaseCollision/Hull.h"
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#endif //#ifdef TEST_HULL
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#endif //_MSC_VER
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#endif //WIN32
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// forward declarations
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void KX_ConvertBulletObject( class KX_GameObject* gameobj,
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class RAS_MeshObject* meshobj,
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struct DerivedMesh* dm,
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class KX_Scene* kxscene,
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struct PHY_ShapeProps* shapeprops,
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struct PHY_MaterialProps* smmaterial,
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int activeLayerBitInfo,
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bool isCompoundChild,
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bool hasCompoundChildren)
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{
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Object* blenderobject = gameobj->GetBlenderObject();
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CcdPhysicsEnvironment* env = (CcdPhysicsEnvironment*)kxscene->GetPhysicsEnvironment();
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assert(env);
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bool isbulletdyna = (blenderobject->gameflag & OB_DYNAMIC) != 0;;
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bool isbulletsensor = (blenderobject->gameflag & OB_SENSOR) != 0;
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bool isbulletchar = (blenderobject->gameflag & OB_CHARACTER) != 0;
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bool isbulletsoftbody = (blenderobject->gameflag & OB_SOFT_BODY) != 0;
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bool isbulletrigidbody = (blenderobject->gameflag & OB_RIGID_BODY) != 0;
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bool useGimpact = false;
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CcdConstructionInfo ci;
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class PHY_IMotionState* motionstate = new KX_MotionState(gameobj->GetSGNode());
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class CcdShapeConstructionInfo *shapeInfo = new CcdShapeConstructionInfo();
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KX_GameObject *parent = gameobj->GetParent();
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if (parent)
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{
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isbulletdyna = false;
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isbulletsoftbody = false;
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shapeprops->m_mass = 0.f;
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}
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if (!isbulletdyna)
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{
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ci.m_collisionFlags |= btCollisionObject::CF_STATIC_OBJECT;
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}
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if ((blenderobject->gameflag & (OB_GHOST | OB_SENSOR | OB_CHARACTER)) != 0)
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{
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ci.m_collisionFlags |= btCollisionObject::CF_NO_CONTACT_RESPONSE;
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}
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ci.m_MotionState = motionstate;
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ci.m_gravity = btVector3(0,0,0);
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ci.m_linearFactor = btVector3(((blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_X_AXIS) !=0)? 0 : 1,
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((blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_Y_AXIS) !=0)? 0 : 1,
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((blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_Z_AXIS) !=0)? 0 : 1);
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ci.m_angularFactor = btVector3(((blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_X_ROT_AXIS) !=0)? 0 : 1,
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((blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_Y_ROT_AXIS) !=0)? 0 : 1,
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((blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_Z_ROT_AXIS) !=0)? 0 : 1);
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ci.m_localInertiaTensor =btVector3(0,0,0);
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ci.m_mass = isbulletdyna ? shapeprops->m_mass : 0.f;
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ci.m_clamp_vel_min = shapeprops->m_clamp_vel_min;
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ci.m_clamp_vel_max = shapeprops->m_clamp_vel_max;
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ci.m_stepHeight = isbulletchar ? shapeprops->m_step_height : 0.f;
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ci.m_jumpSpeed = isbulletchar ? shapeprops->m_jump_speed : 0.f;
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ci.m_fallSpeed = isbulletchar ? shapeprops->m_fall_speed : 0.f;
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//mmm, for now, take this for the size of the dynamicobject
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// Blender uses inertia for radius of dynamic object
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shapeInfo->m_radius = ci.m_radius = blenderobject->inertia;
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useGimpact = ((isbulletdyna || isbulletsensor) && !isbulletsoftbody);
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if (isbulletsoftbody)
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{
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if (blenderobject->bsoft)
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{
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ci.m_margin = blenderobject->bsoft->margin;
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}
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else
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{
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ci.m_margin = 0.f;
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}
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}
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else
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{
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ci.m_margin = blenderobject->margin;
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}
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ci.m_localInertiaTensor = btVector3(ci.m_mass/3.f,ci.m_mass/3.f,ci.m_mass/3.f);
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btCollisionShape* bm = 0;
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char bounds;
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if (blenderobject->gameflag & OB_BOUNDS)
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{
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bounds = blenderobject->collision_boundtype;
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}
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else
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{
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if (blenderobject->gameflag & OB_SOFT_BODY)
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bounds = OB_BOUND_TRIANGLE_MESH;
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else if (blenderobject->gameflag & OB_CHARACTER)
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bounds = OB_BOUND_SPHERE;
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else if (isbulletdyna)
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bounds = OB_BOUND_SPHERE;
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else
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bounds = OB_BOUND_TRIANGLE_MESH;
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}
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// Can't use triangle mesh or convex hull on a non-mesh object, fall-back to sphere
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if (ELEM(bounds, OB_BOUND_TRIANGLE_MESH, OB_BOUND_CONVEX_HULL) && blenderobject->type != OB_MESH)
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bounds = OB_BOUND_SPHERE;
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// Get bounds information
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float bounds_center[3], bounds_extends[3];
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BoundBox *bb= BKE_object_boundbox_get(blenderobject);
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if (bb==NULL)
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{
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bounds_center[0] = bounds_center[1] = bounds_center[2] = 0.0;
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bounds_extends[0] = bounds_extends[1] = bounds_extends[2] = 1.0;
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}
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else
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{
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bounds_extends[0] = 0.5f * fabsf(bb->vec[0][0] - bb->vec[4][0]);
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bounds_extends[1] = 0.5f * fabsf(bb->vec[0][1] - bb->vec[2][1]);
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bounds_extends[2] = 0.5f * fabsf(bb->vec[0][2] - bb->vec[1][2]);
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bounds_center[0] = 0.5f * (bb->vec[0][0] + bb->vec[4][0]);
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bounds_center[1] = 0.5f * (bb->vec[0][1] + bb->vec[2][1]);
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bounds_center[2] = 0.5f * (bb->vec[0][2] + bb->vec[1][2]);
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}
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switch (bounds)
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{
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case OB_BOUND_SPHERE:
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{
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//float radius = objprop->m_radius;
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//btVector3 inertiaHalfExtents (
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// radius,
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// radius,
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// radius);
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//blender doesn't support multisphere, but for testing:
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//bm = new MultiSphereShape(inertiaHalfExtents,,&trans.getOrigin(),&radius,1);
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shapeInfo->m_shapeType = PHY_SHAPE_SPHERE;
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// XXX We calculated the radius but didn't use it?
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// objprop.m_boundobject.c.m_radius = MT_max(bb.m_extends[0], MT_max(bb.m_extends[1], bb.m_extends[2]));
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bm = shapeInfo->CreateBulletShape(ci.m_margin);
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break;
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};
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case OB_BOUND_BOX:
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{
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shapeInfo->m_halfExtend.setValue(
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2.f * bounds_extends[0],
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2.f * bounds_extends[1],
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2.f * bounds_extends[2]);
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shapeInfo->m_halfExtend /= 2.0;
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shapeInfo->m_halfExtend = shapeInfo->m_halfExtend.absolute();
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shapeInfo->m_shapeType = PHY_SHAPE_BOX;
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bm = shapeInfo->CreateBulletShape(ci.m_margin);
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break;
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};
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case OB_BOUND_CYLINDER:
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{
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float radius = MT_max(bounds_extends[0], bounds_extends[1]);
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shapeInfo->m_halfExtend.setValue(
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radius,
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radius,
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bounds_extends[2]
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);
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shapeInfo->m_shapeType = PHY_SHAPE_CYLINDER;
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bm = shapeInfo->CreateBulletShape(ci.m_margin);
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break;
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}
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case OB_BOUND_CONE:
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{
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shapeInfo->m_radius = MT_max(bounds_extends[0], bounds_extends[1]);
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shapeInfo->m_height = 2.f * bounds_extends[2];
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shapeInfo->m_shapeType = PHY_SHAPE_CONE;
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bm = shapeInfo->CreateBulletShape(ci.m_margin);
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break;
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}
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case OB_BOUND_CONVEX_HULL:
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{
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shapeInfo->SetMesh(meshobj, dm,true);
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bm = shapeInfo->CreateBulletShape(ci.m_margin);
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break;
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}
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case OB_BOUND_CAPSULE:
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{
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shapeInfo->m_radius = MT_max(bounds_extends[0], bounds_extends[1]);
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shapeInfo->m_height = 2.f * (bounds_extends[2] - shapeInfo->m_radius);
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if (shapeInfo->m_height < 0.f)
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shapeInfo->m_height = 0.f;
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shapeInfo->m_shapeType = PHY_SHAPE_CAPSULE;
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bm = shapeInfo->CreateBulletShape(ci.m_margin);
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break;
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}
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case OB_BOUND_TRIANGLE_MESH:
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{
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// mesh shapes can be shared, check first if we already have a shape on that mesh
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class CcdShapeConstructionInfo *sharedShapeInfo = CcdShapeConstructionInfo::FindMesh(meshobj, dm, false);
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if (sharedShapeInfo != NULL)
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{
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shapeInfo->Release();
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shapeInfo = sharedShapeInfo;
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shapeInfo->AddRef();
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} else
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{
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shapeInfo->SetMesh(meshobj, dm, false);
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}
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// Soft bodies can benefit from welding, don't do it on non-soft bodies
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if (isbulletsoftbody)
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{
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// disable welding: it doesn't bring any additional stability and it breaks the relation between soft body collision shape and graphic mesh
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// shapeInfo->setVertexWeldingThreshold1((blenderobject->bsoft) ? blenderobject->bsoft->welding ? 0.f);
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shapeInfo->setVertexWeldingThreshold1(0.f); //todo: expose this to the UI
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}
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bm = shapeInfo->CreateBulletShape(ci.m_margin, useGimpact, !isbulletsoftbody);
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//should we compute inertia for dynamic shape?
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//bm->calculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor);
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break;
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}
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}
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// ci.m_localInertiaTensor.setValue(0.1f,0.1f,0.1f);
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if (!bm)
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{
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delete motionstate;
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shapeInfo->Release();
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return;
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}
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//bm->setMargin(ci.m_margin);
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if (isCompoundChild)
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{
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//find parent, compound shape and add to it
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//take relative transform into account!
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CcdPhysicsController* parentCtrl = (CcdPhysicsController*)parent->GetPhysicsController();
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assert(parentCtrl);
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CcdShapeConstructionInfo* parentShapeInfo = parentCtrl->GetShapeInfo();
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btRigidBody* rigidbody = parentCtrl->GetRigidBody();
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btCollisionShape* colShape = rigidbody->getCollisionShape();
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assert(colShape->isCompound());
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btCompoundShape* compoundShape = (btCompoundShape*)colShape;
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// compute the local transform from parent, this may include several node in the chain
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SG_Node* gameNode = gameobj->GetSGNode();
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SG_Node* parentNode = parent->GetSGNode();
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// relative transform
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MT_Vector3 parentScale = parentNode->GetWorldScaling();
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parentScale[0] = MT_Scalar(1.0)/parentScale[0];
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parentScale[1] = MT_Scalar(1.0)/parentScale[1];
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parentScale[2] = MT_Scalar(1.0)/parentScale[2];
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MT_Vector3 relativeScale = gameNode->GetWorldScaling() * parentScale;
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MT_Matrix3x3 parentInvRot = parentNode->GetWorldOrientation().transposed();
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MT_Vector3 relativePos = parentInvRot*((gameNode->GetWorldPosition()-parentNode->GetWorldPosition())*parentScale);
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MT_Matrix3x3 relativeRot = parentInvRot*gameNode->GetWorldOrientation();
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shapeInfo->m_childScale.setValue(relativeScale[0],relativeScale[1],relativeScale[2]);
|
||||
bm->setLocalScaling(shapeInfo->m_childScale);
|
||||
shapeInfo->m_childTrans.getOrigin().setValue(relativePos[0],relativePos[1],relativePos[2]);
|
||||
float rot[12];
|
||||
relativeRot.getValue(rot);
|
||||
shapeInfo->m_childTrans.getBasis().setFromOpenGLSubMatrix(rot);
|
||||
|
||||
parentShapeInfo->AddShape(shapeInfo);
|
||||
compoundShape->addChildShape(shapeInfo->m_childTrans,bm);
|
||||
//do some recalc?
|
||||
//recalc inertia for rigidbody
|
||||
if (!rigidbody->isStaticOrKinematicObject())
|
||||
{
|
||||
btVector3 localInertia;
|
||||
float mass = 1.f/rigidbody->getInvMass();
|
||||
compoundShape->calculateLocalInertia(mass,localInertia);
|
||||
rigidbody->setMassProps(mass,localInertia);
|
||||
}
|
||||
shapeInfo->Release();
|
||||
// delete motionstate as it's not used
|
||||
delete motionstate;
|
||||
return;
|
||||
}
|
||||
|
||||
if (hasCompoundChildren)
|
||||
{
|
||||
// create a compound shape info
|
||||
CcdShapeConstructionInfo *compoundShapeInfo = new CcdShapeConstructionInfo();
|
||||
compoundShapeInfo->m_shapeType = PHY_SHAPE_COMPOUND;
|
||||
compoundShapeInfo->AddShape(shapeInfo);
|
||||
// create the compound shape manually as we already have the child shape
|
||||
btCompoundShape* compoundShape = new btCompoundShape();
|
||||
compoundShape->addChildShape(shapeInfo->m_childTrans,bm);
|
||||
// now replace the shape
|
||||
bm = compoundShape;
|
||||
shapeInfo->Release();
|
||||
shapeInfo = compoundShapeInfo;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#ifdef TEST_SIMD_HULL
|
||||
if (bm->IsPolyhedral())
|
||||
{
|
||||
PolyhedralConvexShape* polyhedron = static_cast<PolyhedralConvexShape*>(bm);
|
||||
if (!polyhedron->m_optionalHull)
|
||||
{
|
||||
//first convert vertices in 'Point3' format
|
||||
int numPoints = polyhedron->GetNumVertices();
|
||||
Point3* points = new Point3[numPoints+1];
|
||||
//first 4 points should not be co-planar, so add central point to satisfy MakeHull
|
||||
points[0] = Point3(0.f,0.f,0.f);
|
||||
|
||||
btVector3 vertex;
|
||||
for (int p=0;p<numPoints;p++)
|
||||
{
|
||||
polyhedron->GetVertex(p,vertex);
|
||||
points[p+1] = Point3(vertex.getX(),vertex.getY(),vertex.getZ());
|
||||
}
|
||||
|
||||
Hull* hull = Hull::MakeHull(numPoints+1,points);
|
||||
polyhedron->m_optionalHull = hull;
|
||||
}
|
||||
|
||||
}
|
||||
#endif //TEST_SIMD_HULL
|
||||
|
||||
|
||||
ci.m_collisionShape = bm;
|
||||
ci.m_shapeInfo = shapeInfo;
|
||||
ci.m_friction = smmaterial->m_friction;//tweak the friction a bit, so the default 0.5 works nice
|
||||
ci.m_restitution = smmaterial->m_restitution;
|
||||
ci.m_physicsEnv = env;
|
||||
// drag / damping is inverted
|
||||
ci.m_linearDamping = 1.f - shapeprops->m_lin_drag;
|
||||
ci.m_angularDamping = 1.f - shapeprops->m_ang_drag;
|
||||
//need a bit of damping, else system doesn't behave well
|
||||
ci.m_inertiaFactor = shapeprops->m_inertia/0.4f;//defaults to 0.4, don't want to change behavior
|
||||
|
||||
ci.m_do_anisotropic = shapeprops->m_do_anisotropic;
|
||||
ci.m_anisotropicFriction.setValue(shapeprops->m_friction_scaling[0],shapeprops->m_friction_scaling[1],shapeprops->m_friction_scaling[2]);
|
||||
|
||||
|
||||
//////////
|
||||
//do Fh, do Rot Fh
|
||||
ci.m_do_fh = shapeprops->m_do_fh;
|
||||
ci.m_do_rot_fh = shapeprops->m_do_rot_fh;
|
||||
ci.m_fh_damping = smmaterial->m_fh_damping;
|
||||
ci.m_fh_distance = smmaterial->m_fh_distance;
|
||||
ci.m_fh_normal = smmaterial->m_fh_normal;
|
||||
ci.m_fh_spring = smmaterial->m_fh_spring;
|
||||
|
||||
ci.m_collisionFilterGroup =
|
||||
(isbulletsensor) ? short(CcdConstructionInfo::SensorFilter) :
|
||||
(isbulletdyna) ? short(CcdConstructionInfo::DefaultFilter) :
|
||||
(isbulletchar) ? short(CcdConstructionInfo::CharacterFilter) :
|
||||
short(CcdConstructionInfo::StaticFilter);
|
||||
ci.m_collisionFilterMask =
|
||||
(isbulletsensor) ? short(CcdConstructionInfo::AllFilter ^ CcdConstructionInfo::SensorFilter) :
|
||||
(isbulletdyna) ? short(CcdConstructionInfo::AllFilter) :
|
||||
(isbulletchar) ? short(CcdConstructionInfo::AllFilter) :
|
||||
short(CcdConstructionInfo::AllFilter ^ CcdConstructionInfo::StaticFilter);
|
||||
ci.m_bRigid = isbulletdyna && isbulletrigidbody;
|
||||
ci.m_bSoft = isbulletsoftbody;
|
||||
ci.m_bDyna = isbulletdyna;
|
||||
ci.m_bSensor = isbulletsensor;
|
||||
ci.m_bCharacter = isbulletchar;
|
||||
ci.m_bGimpact = useGimpact;
|
||||
MT_Vector3 scaling = gameobj->NodeGetWorldScaling();
|
||||
ci.m_scaling.setValue(scaling[0], scaling[1], scaling[2]);
|
||||
CcdPhysicsController* physicscontroller = new CcdPhysicsController(ci);
|
||||
// shapeInfo is reference counted, decrement now as we don't use it anymore
|
||||
if (shapeInfo)
|
||||
shapeInfo->Release();
|
||||
|
||||
gameobj->SetPhysicsController(physicscontroller,isbulletdyna);
|
||||
|
||||
// record animation for dynamic objects
|
||||
if (isbulletdyna)
|
||||
gameobj->SetRecordAnimation(true);
|
||||
|
||||
// don't add automatically sensor object, they are added when a collision sensor is registered
|
||||
if (!isbulletsensor && (blenderobject->lay & activeLayerBitInfo) != 0)
|
||||
{
|
||||
env->AddCcdPhysicsController( physicscontroller);
|
||||
}
|
||||
physicscontroller->SetNewClientInfo(gameobj->getClientInfo());
|
||||
{
|
||||
btRigidBody* rbody = physicscontroller->GetRigidBody();
|
||||
|
||||
if (rbody)
|
||||
{
|
||||
if (isbulletrigidbody)
|
||||
{
|
||||
rbody->setLinearFactor(ci.m_linearFactor);
|
||||
rbody->setAngularFactor(ci.m_angularFactor);
|
||||
}
|
||||
|
||||
if (rbody && (blenderobject->gameflag & OB_COLLISION_RESPONSE) != 0)
|
||||
{
|
||||
rbody->setActivationState(DISABLE_DEACTIVATION);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CcdPhysicsController* parentCtrl = parent ? (CcdPhysicsController*)parent->GetPhysicsController() : 0;
|
||||
physicscontroller->SetParentCtrl(parentCtrl);
|
||||
|
||||
|
||||
//Now done directly in ci.m_collisionFlags so that it propagates to replica
|
||||
//if (objprop->m_ghost)
|
||||
//{
|
||||
// rbody->setCollisionFlags(rbody->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE);
|
||||
//}
|
||||
|
||||
if (isbulletdyna && !isbulletrigidbody)
|
||||
{
|
||||
#if 0
|
||||
//setting the inertia could achieve similar results to constraint the up
|
||||
//but it is prone to instability, so use special 'Angular' constraint
|
||||
btVector3 inertia = physicscontroller->GetRigidBody()->getInvInertiaDiagLocal();
|
||||
inertia.setX(0.f);
|
||||
inertia.setZ(0.f);
|
||||
|
||||
physicscontroller->GetRigidBody()->setInvInertiaDiagLocal(inertia);
|
||||
physicscontroller->GetRigidBody()->updateInertiaTensor();
|
||||
#endif
|
||||
|
||||
//env->createConstraint(physicscontroller,0,PHY_ANGULAR_CONSTRAINT,0,0,0,0,0,1);
|
||||
|
||||
//Now done directly in ci.m_bRigid so that it propagates to replica
|
||||
//physicscontroller->GetRigidBody()->setAngularFactor(0.f);
|
||||
;
|
||||
}
|
||||
|
||||
bool isActor = (blenderobject->gameflag & OB_ACTOR)!=0;
|
||||
gameobj->getClientInfo()->m_type =
|
||||
(isbulletsensor) ? ((isActor) ? KX_ClientObjectInfo::OBACTORSENSOR : KX_ClientObjectInfo::OBSENSOR) :
|
||||
(isActor) ? KX_ClientObjectInfo::ACTOR : KX_ClientObjectInfo::STATIC;
|
||||
|
||||
// should we record animation for this object?
|
||||
if ((blenderobject->gameflag & OB_RECORD_ANIMATION) != 0)
|
||||
gameobj->SetRecordAnimation(true);
|
||||
|
||||
// store materialname in auxinfo, needed for touchsensors
|
||||
if (meshobj)
|
||||
{
|
||||
const STR_String& matname=meshobj->GetMaterialName(0);
|
||||
gameobj->getClientInfo()->m_auxilary_info = (matname.Length() ? (void*)(matname.ReadPtr()+2) : NULL);
|
||||
} else
|
||||
{
|
||||
gameobj->getClientInfo()->m_auxilary_info = 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
STR_String materialname;
|
||||
if (meshobj)
|
||||
materialname = meshobj->GetMaterialName(0);
|
||||
|
||||
|
||||
#if 0
|
||||
///test for soft bodies
|
||||
if (objprop->m_softbody && physicscontroller)
|
||||
{
|
||||
btSoftBody* softBody = physicscontroller->GetSoftBody();
|
||||
if (softBody && gameobj->GetMesh(0))//only the first mesh, if any
|
||||
{
|
||||
//should be a mesh then, so add a soft body deformer
|
||||
KX_SoftBodyDeformer* softbodyDeformer = new KX_SoftBodyDeformer( gameobj->GetMesh(0),(BL_DeformableGameObject*)gameobj);
|
||||
gameobj->SetDeformer(softbodyDeformer);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
/* Refresh the physics object from either an object or a mesh.
|
||||
* gameobj must be valid
|
||||
|
@ -39,6 +39,7 @@ subject to the following restrictions:
|
||||
|
||||
#include "PHY_IMotionState.h"
|
||||
#include "PHY_ICharacter.h"
|
||||
#include "PHY_Pro.h"
|
||||
#include "KX_GameObject.h"
|
||||
#include "KX_PythonInit.h" // for KX_RasterizerDrawDebugLine
|
||||
#include "RAS_MeshObject.h"
|
||||
@ -47,6 +48,12 @@ subject to the following restrictions:
|
||||
|
||||
#include "DNA_scene_types.h"
|
||||
#include "DNA_world_types.h"
|
||||
#include "DNA_object_force.h"
|
||||
|
||||
extern "C" {
|
||||
#include "BLI_utildefines.h"
|
||||
#include "BKE_object.h"
|
||||
}
|
||||
|
||||
#define CCD_CONSTRAINT_DISABLE_LINKED_COLLISION 0x80
|
||||
|
||||
@ -61,6 +68,7 @@ static btRaycastVehicle::btVehicleTuning gTuning;
|
||||
#include "LinearMath/btAabbUtil2.h"
|
||||
#include "MT_Matrix4x4.h"
|
||||
#include "MT_Vector3.h"
|
||||
#include "MT_MinMax.h"
|
||||
|
||||
#ifdef WIN32
|
||||
void DrawRasterizerLine(const float* from,const float* to,int color);
|
||||
@ -73,6 +81,21 @@ void DrawRasterizerLine(const float* from,const float* to,int color);
|
||||
#include <stdio.h>
|
||||
#include <string.h> // for memset
|
||||
|
||||
// This was copied from the old KX_ConvertPhysicsObjects
|
||||
#ifdef WIN32
|
||||
#if defined(_MSC_VER) && (_MSC_VER >= 1310)
|
||||
//only use SIMD Hull code under Win32
|
||||
//#define TEST_HULL 1
|
||||
#ifdef TEST_HULL
|
||||
#define USE_HULL 1
|
||||
//#define TEST_SIMD_HULL 1
|
||||
|
||||
#include "NarrowPhaseCollision/Hull.h"
|
||||
#endif //#ifdef TEST_HULL
|
||||
|
||||
#endif //_MSC_VER
|
||||
#endif //WIN32
|
||||
|
||||
#ifdef NEW_BULLET_VEHICLE_SUPPORT
|
||||
class WrapperVehicle : public PHY_IVehicle
|
||||
{
|
||||
@ -2959,3 +2982,450 @@ CcdPhysicsEnvironment *CcdPhysicsEnvironment::Create(Scene *blenderscene, bool v
|
||||
|
||||
return ccdPhysEnv;
|
||||
}
|
||||
|
||||
void CcdPhysicsEnvironment::ConvertObject(KX_GameObject *gameobj, RAS_MeshObject *meshobj, DerivedMesh *dm, KX_Scene *kxscene, PHY_ShapeProps *shapeprops, PHY_MaterialProps *smmaterial, PHY_IMotionState *motionstate, int activeLayerBitInfo, bool isCompoundChild, bool hasCompoundChildren)
|
||||
{
|
||||
Object* blenderobject = gameobj->GetBlenderObject();
|
||||
|
||||
bool isbulletdyna = (blenderobject->gameflag & OB_DYNAMIC) != 0;;
|
||||
bool isbulletsensor = (blenderobject->gameflag & OB_SENSOR) != 0;
|
||||
bool isbulletchar = (blenderobject->gameflag & OB_CHARACTER) != 0;
|
||||
bool isbulletsoftbody = (blenderobject->gameflag & OB_SOFT_BODY) != 0;
|
||||
bool isbulletrigidbody = (blenderobject->gameflag & OB_RIGID_BODY) != 0;
|
||||
bool useGimpact = false;
|
||||
CcdConstructionInfo ci;
|
||||
class CcdShapeConstructionInfo *shapeInfo = new CcdShapeConstructionInfo();
|
||||
|
||||
KX_GameObject *parent = gameobj->GetParent();
|
||||
if (parent)
|
||||
{
|
||||
isbulletdyna = false;
|
||||
isbulletsoftbody = false;
|
||||
shapeprops->m_mass = 0.f;
|
||||
}
|
||||
|
||||
if (!isbulletdyna)
|
||||
{
|
||||
ci.m_collisionFlags |= btCollisionObject::CF_STATIC_OBJECT;
|
||||
}
|
||||
if ((blenderobject->gameflag & (OB_GHOST | OB_SENSOR | OB_CHARACTER)) != 0)
|
||||
{
|
||||
ci.m_collisionFlags |= btCollisionObject::CF_NO_CONTACT_RESPONSE;
|
||||
}
|
||||
|
||||
ci.m_MotionState = motionstate;
|
||||
ci.m_gravity = btVector3(0,0,0);
|
||||
ci.m_linearFactor = btVector3(((blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_X_AXIS) !=0)? 0 : 1,
|
||||
((blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_Y_AXIS) !=0)? 0 : 1,
|
||||
((blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_Z_AXIS) !=0)? 0 : 1);
|
||||
ci.m_angularFactor = btVector3(((blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_X_ROT_AXIS) !=0)? 0 : 1,
|
||||
((blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_Y_ROT_AXIS) !=0)? 0 : 1,
|
||||
((blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_Z_ROT_AXIS) !=0)? 0 : 1);
|
||||
ci.m_localInertiaTensor =btVector3(0,0,0);
|
||||
ci.m_mass = isbulletdyna ? shapeprops->m_mass : 0.f;
|
||||
ci.m_clamp_vel_min = shapeprops->m_clamp_vel_min;
|
||||
ci.m_clamp_vel_max = shapeprops->m_clamp_vel_max;
|
||||
ci.m_stepHeight = isbulletchar ? shapeprops->m_step_height : 0.f;
|
||||
ci.m_jumpSpeed = isbulletchar ? shapeprops->m_jump_speed : 0.f;
|
||||
ci.m_fallSpeed = isbulletchar ? shapeprops->m_fall_speed : 0.f;
|
||||
|
||||
//mmm, for now, take this for the size of the dynamicobject
|
||||
// Blender uses inertia for radius of dynamic object
|
||||
shapeInfo->m_radius = ci.m_radius = blenderobject->inertia;
|
||||
useGimpact = ((isbulletdyna || isbulletsensor) && !isbulletsoftbody);
|
||||
|
||||
if (isbulletsoftbody)
|
||||
{
|
||||
if (blenderobject->bsoft)
|
||||
{
|
||||
ci.m_margin = blenderobject->bsoft->margin;
|
||||
}
|
||||
else
|
||||
{
|
||||
ci.m_margin = 0.f;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ci.m_margin = blenderobject->margin;
|
||||
}
|
||||
|
||||
ci.m_localInertiaTensor = btVector3(ci.m_mass/3.f,ci.m_mass/3.f,ci.m_mass/3.f);
|
||||
|
||||
btCollisionShape* bm = 0;
|
||||
|
||||
char bounds;
|
||||
if (blenderobject->gameflag & OB_BOUNDS)
|
||||
{
|
||||
bounds = blenderobject->collision_boundtype;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (blenderobject->gameflag & OB_SOFT_BODY)
|
||||
bounds = OB_BOUND_TRIANGLE_MESH;
|
||||
else if (blenderobject->gameflag & OB_CHARACTER)
|
||||
bounds = OB_BOUND_SPHERE;
|
||||
else if (isbulletdyna)
|
||||
bounds = OB_BOUND_SPHERE;
|
||||
else
|
||||
bounds = OB_BOUND_TRIANGLE_MESH;
|
||||
}
|
||||
|
||||
// Can't use triangle mesh or convex hull on a non-mesh object, fall-back to sphere
|
||||
if (ELEM(bounds, OB_BOUND_TRIANGLE_MESH, OB_BOUND_CONVEX_HULL) && blenderobject->type != OB_MESH)
|
||||
bounds = OB_BOUND_SPHERE;
|
||||
|
||||
// Get bounds information
|
||||
float bounds_center[3], bounds_extends[3];
|
||||
BoundBox *bb= BKE_object_boundbox_get(blenderobject);
|
||||
if (bb==NULL)
|
||||
{
|
||||
bounds_center[0] = bounds_center[1] = bounds_center[2] = 0.0;
|
||||
bounds_extends[0] = bounds_extends[1] = bounds_extends[2] = 1.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
bounds_extends[0] = 0.5f * fabsf(bb->vec[0][0] - bb->vec[4][0]);
|
||||
bounds_extends[1] = 0.5f * fabsf(bb->vec[0][1] - bb->vec[2][1]);
|
||||
bounds_extends[2] = 0.5f * fabsf(bb->vec[0][2] - bb->vec[1][2]);
|
||||
|
||||
bounds_center[0] = 0.5f * (bb->vec[0][0] + bb->vec[4][0]);
|
||||
bounds_center[1] = 0.5f * (bb->vec[0][1] + bb->vec[2][1]);
|
||||
bounds_center[2] = 0.5f * (bb->vec[0][2] + bb->vec[1][2]);
|
||||
}
|
||||
|
||||
switch (bounds)
|
||||
{
|
||||
case OB_BOUND_SPHERE:
|
||||
{
|
||||
//float radius = objprop->m_radius;
|
||||
//btVector3 inertiaHalfExtents (
|
||||
// radius,
|
||||
// radius,
|
||||
// radius);
|
||||
|
||||
//blender doesn't support multisphere, but for testing:
|
||||
|
||||
//bm = new MultiSphereShape(inertiaHalfExtents,,&trans.getOrigin(),&radius,1);
|
||||
shapeInfo->m_shapeType = PHY_SHAPE_SPHERE;
|
||||
// XXX We calculated the radius but didn't use it?
|
||||
// objprop.m_boundobject.c.m_radius = MT_max(bb.m_extends[0], MT_max(bb.m_extends[1], bb.m_extends[2]));
|
||||
bm = shapeInfo->CreateBulletShape(ci.m_margin);
|
||||
break;
|
||||
};
|
||||
case OB_BOUND_BOX:
|
||||
{
|
||||
shapeInfo->m_halfExtend.setValue(
|
||||
2.f * bounds_extends[0],
|
||||
2.f * bounds_extends[1],
|
||||
2.f * bounds_extends[2]);
|
||||
|
||||
shapeInfo->m_halfExtend /= 2.0;
|
||||
shapeInfo->m_halfExtend = shapeInfo->m_halfExtend.absolute();
|
||||
shapeInfo->m_shapeType = PHY_SHAPE_BOX;
|
||||
bm = shapeInfo->CreateBulletShape(ci.m_margin);
|
||||
break;
|
||||
};
|
||||
case OB_BOUND_CYLINDER:
|
||||
{
|
||||
float radius = MT_max(bounds_extends[0], bounds_extends[1]);
|
||||
shapeInfo->m_halfExtend.setValue(
|
||||
radius,
|
||||
radius,
|
||||
bounds_extends[2]
|
||||
);
|
||||
shapeInfo->m_shapeType = PHY_SHAPE_CYLINDER;
|
||||
bm = shapeInfo->CreateBulletShape(ci.m_margin);
|
||||
break;
|
||||
}
|
||||
|
||||
case OB_BOUND_CONE:
|
||||
{
|
||||
shapeInfo->m_radius = MT_max(bounds_extends[0], bounds_extends[1]);
|
||||
shapeInfo->m_height = 2.f * bounds_extends[2];
|
||||
shapeInfo->m_shapeType = PHY_SHAPE_CONE;
|
||||
bm = shapeInfo->CreateBulletShape(ci.m_margin);
|
||||
break;
|
||||
}
|
||||
case OB_BOUND_CONVEX_HULL:
|
||||
{
|
||||
shapeInfo->SetMesh(meshobj, dm,true);
|
||||
bm = shapeInfo->CreateBulletShape(ci.m_margin);
|
||||
break;
|
||||
}
|
||||
case OB_BOUND_CAPSULE:
|
||||
{
|
||||
shapeInfo->m_radius = MT_max(bounds_extends[0], bounds_extends[1]);
|
||||
shapeInfo->m_height = 2.f * (bounds_extends[2] - shapeInfo->m_radius);
|
||||
if (shapeInfo->m_height < 0.f)
|
||||
shapeInfo->m_height = 0.f;
|
||||
shapeInfo->m_shapeType = PHY_SHAPE_CAPSULE;
|
||||
bm = shapeInfo->CreateBulletShape(ci.m_margin);
|
||||
break;
|
||||
}
|
||||
case OB_BOUND_TRIANGLE_MESH:
|
||||
{
|
||||
// mesh shapes can be shared, check first if we already have a shape on that mesh
|
||||
class CcdShapeConstructionInfo *sharedShapeInfo = CcdShapeConstructionInfo::FindMesh(meshobj, dm, false);
|
||||
if (sharedShapeInfo != NULL)
|
||||
{
|
||||
shapeInfo->Release();
|
||||
shapeInfo = sharedShapeInfo;
|
||||
shapeInfo->AddRef();
|
||||
} else
|
||||
{
|
||||
shapeInfo->SetMesh(meshobj, dm, false);
|
||||
}
|
||||
|
||||
// Soft bodies can benefit from welding, don't do it on non-soft bodies
|
||||
if (isbulletsoftbody)
|
||||
{
|
||||
// disable welding: it doesn't bring any additional stability and it breaks the relation between soft body collision shape and graphic mesh
|
||||
// shapeInfo->setVertexWeldingThreshold1((blenderobject->bsoft) ? blenderobject->bsoft->welding ? 0.f);
|
||||
shapeInfo->setVertexWeldingThreshold1(0.f); //todo: expose this to the UI
|
||||
}
|
||||
|
||||
bm = shapeInfo->CreateBulletShape(ci.m_margin, useGimpact, !isbulletsoftbody);
|
||||
//should we compute inertia for dynamic shape?
|
||||
//bm->calculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor);
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// ci.m_localInertiaTensor.setValue(0.1f,0.1f,0.1f);
|
||||
|
||||
if (!bm)
|
||||
{
|
||||
delete motionstate;
|
||||
shapeInfo->Release();
|
||||
return;
|
||||
}
|
||||
|
||||
//bm->setMargin(ci.m_margin);
|
||||
|
||||
|
||||
if (isCompoundChild)
|
||||
{
|
||||
//find parent, compound shape and add to it
|
||||
//take relative transform into account!
|
||||
CcdPhysicsController* parentCtrl = (CcdPhysicsController*)parent->GetPhysicsController();
|
||||
assert(parentCtrl);
|
||||
CcdShapeConstructionInfo* parentShapeInfo = parentCtrl->GetShapeInfo();
|
||||
btRigidBody* rigidbody = parentCtrl->GetRigidBody();
|
||||
btCollisionShape* colShape = rigidbody->getCollisionShape();
|
||||
assert(colShape->isCompound());
|
||||
btCompoundShape* compoundShape = (btCompoundShape*)colShape;
|
||||
|
||||
// compute the local transform from parent, this may include several node in the chain
|
||||
SG_Node* gameNode = gameobj->GetSGNode();
|
||||
SG_Node* parentNode = parent->GetSGNode();
|
||||
// relative transform
|
||||
MT_Vector3 parentScale = parentNode->GetWorldScaling();
|
||||
parentScale[0] = MT_Scalar(1.0)/parentScale[0];
|
||||
parentScale[1] = MT_Scalar(1.0)/parentScale[1];
|
||||
parentScale[2] = MT_Scalar(1.0)/parentScale[2];
|
||||
MT_Vector3 relativeScale = gameNode->GetWorldScaling() * parentScale;
|
||||
MT_Matrix3x3 parentInvRot = parentNode->GetWorldOrientation().transposed();
|
||||
MT_Vector3 relativePos = parentInvRot*((gameNode->GetWorldPosition()-parentNode->GetWorldPosition())*parentScale);
|
||||
MT_Matrix3x3 relativeRot = parentInvRot*gameNode->GetWorldOrientation();
|
||||
|
||||
shapeInfo->m_childScale.setValue(relativeScale[0],relativeScale[1],relativeScale[2]);
|
||||
bm->setLocalScaling(shapeInfo->m_childScale);
|
||||
shapeInfo->m_childTrans.getOrigin().setValue(relativePos[0],relativePos[1],relativePos[2]);
|
||||
float rot[12];
|
||||
relativeRot.getValue(rot);
|
||||
shapeInfo->m_childTrans.getBasis().setFromOpenGLSubMatrix(rot);
|
||||
|
||||
parentShapeInfo->AddShape(shapeInfo);
|
||||
compoundShape->addChildShape(shapeInfo->m_childTrans,bm);
|
||||
//do some recalc?
|
||||
//recalc inertia for rigidbody
|
||||
if (!rigidbody->isStaticOrKinematicObject())
|
||||
{
|
||||
btVector3 localInertia;
|
||||
float mass = 1.f/rigidbody->getInvMass();
|
||||
compoundShape->calculateLocalInertia(mass,localInertia);
|
||||
rigidbody->setMassProps(mass,localInertia);
|
||||
}
|
||||
shapeInfo->Release();
|
||||
// delete motionstate as it's not used
|
||||
delete motionstate;
|
||||
return;
|
||||
}
|
||||
|
||||
if (hasCompoundChildren)
|
||||
{
|
||||
// create a compound shape info
|
||||
CcdShapeConstructionInfo *compoundShapeInfo = new CcdShapeConstructionInfo();
|
||||
compoundShapeInfo->m_shapeType = PHY_SHAPE_COMPOUND;
|
||||
compoundShapeInfo->AddShape(shapeInfo);
|
||||
// create the compound shape manually as we already have the child shape
|
||||
btCompoundShape* compoundShape = new btCompoundShape();
|
||||
compoundShape->addChildShape(shapeInfo->m_childTrans,bm);
|
||||
// now replace the shape
|
||||
bm = compoundShape;
|
||||
shapeInfo->Release();
|
||||
shapeInfo = compoundShapeInfo;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#ifdef TEST_SIMD_HULL
|
||||
if (bm->IsPolyhedral())
|
||||
{
|
||||
PolyhedralConvexShape* polyhedron = static_cast<PolyhedralConvexShape*>(bm);
|
||||
if (!polyhedron->m_optionalHull)
|
||||
{
|
||||
//first convert vertices in 'Point3' format
|
||||
int numPoints = polyhedron->GetNumVertices();
|
||||
Point3* points = new Point3[numPoints+1];
|
||||
//first 4 points should not be co-planar, so add central point to satisfy MakeHull
|
||||
points[0] = Point3(0.f,0.f,0.f);
|
||||
|
||||
btVector3 vertex;
|
||||
for (int p=0;p<numPoints;p++)
|
||||
{
|
||||
polyhedron->GetVertex(p,vertex);
|
||||
points[p+1] = Point3(vertex.getX(),vertex.getY(),vertex.getZ());
|
||||
}
|
||||
|
||||
Hull* hull = Hull::MakeHull(numPoints+1,points);
|
||||
polyhedron->m_optionalHull = hull;
|
||||
}
|
||||
|
||||
}
|
||||
#endif //TEST_SIMD_HULL
|
||||
|
||||
|
||||
ci.m_collisionShape = bm;
|
||||
ci.m_shapeInfo = shapeInfo;
|
||||
ci.m_friction = smmaterial->m_friction;//tweak the friction a bit, so the default 0.5 works nice
|
||||
ci.m_restitution = smmaterial->m_restitution;
|
||||
ci.m_physicsEnv = this;
|
||||
// drag / damping is inverted
|
||||
ci.m_linearDamping = 1.f - shapeprops->m_lin_drag;
|
||||
ci.m_angularDamping = 1.f - shapeprops->m_ang_drag;
|
||||
//need a bit of damping, else system doesn't behave well
|
||||
ci.m_inertiaFactor = shapeprops->m_inertia/0.4f;//defaults to 0.4, don't want to change behavior
|
||||
|
||||
ci.m_do_anisotropic = shapeprops->m_do_anisotropic;
|
||||
ci.m_anisotropicFriction.setValue(shapeprops->m_friction_scaling[0],shapeprops->m_friction_scaling[1],shapeprops->m_friction_scaling[2]);
|
||||
|
||||
|
||||
//////////
|
||||
//do Fh, do Rot Fh
|
||||
ci.m_do_fh = shapeprops->m_do_fh;
|
||||
ci.m_do_rot_fh = shapeprops->m_do_rot_fh;
|
||||
ci.m_fh_damping = smmaterial->m_fh_damping;
|
||||
ci.m_fh_distance = smmaterial->m_fh_distance;
|
||||
ci.m_fh_normal = smmaterial->m_fh_normal;
|
||||
ci.m_fh_spring = smmaterial->m_fh_spring;
|
||||
|
||||
ci.m_collisionFilterGroup =
|
||||
(isbulletsensor) ? short(CcdConstructionInfo::SensorFilter) :
|
||||
(isbulletdyna) ? short(CcdConstructionInfo::DefaultFilter) :
|
||||
(isbulletchar) ? short(CcdConstructionInfo::CharacterFilter) :
|
||||
short(CcdConstructionInfo::StaticFilter);
|
||||
ci.m_collisionFilterMask =
|
||||
(isbulletsensor) ? short(CcdConstructionInfo::AllFilter ^ CcdConstructionInfo::SensorFilter) :
|
||||
(isbulletdyna) ? short(CcdConstructionInfo::AllFilter) :
|
||||
(isbulletchar) ? short(CcdConstructionInfo::AllFilter) :
|
||||
short(CcdConstructionInfo::AllFilter ^ CcdConstructionInfo::StaticFilter);
|
||||
ci.m_bRigid = isbulletdyna && isbulletrigidbody;
|
||||
ci.m_bSoft = isbulletsoftbody;
|
||||
ci.m_bDyna = isbulletdyna;
|
||||
ci.m_bSensor = isbulletsensor;
|
||||
ci.m_bCharacter = isbulletchar;
|
||||
ci.m_bGimpact = useGimpact;
|
||||
MT_Vector3 scaling = gameobj->NodeGetWorldScaling();
|
||||
ci.m_scaling.setValue(scaling[0], scaling[1], scaling[2]);
|
||||
CcdPhysicsController* physicscontroller = new CcdPhysicsController(ci);
|
||||
// shapeInfo is reference counted, decrement now as we don't use it anymore
|
||||
if (shapeInfo)
|
||||
shapeInfo->Release();
|
||||
|
||||
gameobj->SetPhysicsController(physicscontroller,isbulletdyna);
|
||||
|
||||
// record animation for dynamic objects
|
||||
if (isbulletdyna)
|
||||
gameobj->SetRecordAnimation(true);
|
||||
|
||||
// don't add automatically sensor object, they are added when a collision sensor is registered
|
||||
if (!isbulletsensor && (blenderobject->lay & activeLayerBitInfo) != 0)
|
||||
{
|
||||
this->AddCcdPhysicsController( physicscontroller);
|
||||
}
|
||||
physicscontroller->SetNewClientInfo(gameobj->getClientInfo());
|
||||
{
|
||||
btRigidBody* rbody = physicscontroller->GetRigidBody();
|
||||
|
||||
if (rbody)
|
||||
{
|
||||
if (isbulletrigidbody)
|
||||
{
|
||||
rbody->setLinearFactor(ci.m_linearFactor);
|
||||
rbody->setAngularFactor(ci.m_angularFactor);
|
||||
}
|
||||
|
||||
if (rbody && (blenderobject->gameflag & OB_COLLISION_RESPONSE) != 0)
|
||||
{
|
||||
rbody->setActivationState(DISABLE_DEACTIVATION);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CcdPhysicsController* parentCtrl = parent ? (CcdPhysicsController*)parent->GetPhysicsController() : 0;
|
||||
physicscontroller->SetParentCtrl(parentCtrl);
|
||||
|
||||
|
||||
//Now done directly in ci.m_collisionFlags so that it propagates to replica
|
||||
//if (objprop->m_ghost)
|
||||
//{
|
||||
// rbody->setCollisionFlags(rbody->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE);
|
||||
//}
|
||||
|
||||
if (isbulletdyna && !isbulletrigidbody)
|
||||
{
|
||||
#if 0
|
||||
//setting the inertia could achieve similar results to constraint the up
|
||||
//but it is prone to instability, so use special 'Angular' constraint
|
||||
btVector3 inertia = physicscontroller->GetRigidBody()->getInvInertiaDiagLocal();
|
||||
inertia.setX(0.f);
|
||||
inertia.setZ(0.f);
|
||||
|
||||
physicscontroller->GetRigidBody()->setInvInertiaDiagLocal(inertia);
|
||||
physicscontroller->GetRigidBody()->updateInertiaTensor();
|
||||
#endif
|
||||
|
||||
//this->createConstraint(physicscontroller,0,PHY_ANGULAR_CONSTRAINT,0,0,0,0,0,1);
|
||||
|
||||
//Now done directly in ci.m_bRigid so that it propagates to replica
|
||||
//physicscontroller->GetRigidBody()->setAngularFactor(0.f);
|
||||
;
|
||||
}
|
||||
|
||||
|
||||
STR_String materialname;
|
||||
if (meshobj)
|
||||
materialname = meshobj->GetMaterialName(0);
|
||||
|
||||
|
||||
#if 0
|
||||
///test for soft bodies
|
||||
if (objprop->m_softbody && physicscontroller)
|
||||
{
|
||||
btSoftBody* softBody = physicscontroller->GetSoftBody();
|
||||
if (softBody && gameobj->GetMesh(0))//only the first mesh, if any
|
||||
{
|
||||
//should be a mesh then, so add a soft body deformer
|
||||
KX_SoftBodyDeformer* softbodyDeformer = new KX_SoftBodyDeformer( gameobj->GetMesh(0),(BL_DeformableGameObject*)gameobj);
|
||||
gameobj->SetDeformer(softbodyDeformer);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
@ -262,6 +262,17 @@ protected:
|
||||
|
||||
static CcdPhysicsEnvironment *Create(struct Scene *blenderscene, bool visualizePhysics);
|
||||
|
||||
virtual void ConvertObject(KX_GameObject* gameobj,
|
||||
RAS_MeshObject* meshobj,
|
||||
DerivedMesh* dm,
|
||||
KX_Scene* kxscene,
|
||||
PHY_ShapeProps* shapeprops,
|
||||
PHY_MaterialProps* smmaterial,
|
||||
PHY_IMotionState *motionstate,
|
||||
int activeLayerBitInfo,
|
||||
bool isCompoundChild,
|
||||
bool hasCompoundChildren);
|
||||
|
||||
protected:
|
||||
|
||||
|
||||
|
@ -33,6 +33,7 @@
|
||||
#define __DUMMYPHYSICSENVIRONMENT_H__
|
||||
|
||||
#include "PHY_IPhysicsEnvironment.h"
|
||||
#include "PHY_IMotionState.h"
|
||||
|
||||
/**
|
||||
* DummyPhysicsEnvironment is an empty placeholder
|
||||
@ -108,6 +109,20 @@ public:
|
||||
// Dummy, nothing to do here
|
||||
}
|
||||
|
||||
virtual void ConvertObject(KX_GameObject* gameobj,
|
||||
RAS_MeshObject* meshobj,
|
||||
DerivedMesh* dm,
|
||||
KX_Scene* kxscene,
|
||||
PHY_ShapeProps* shapeprops,
|
||||
PHY_MaterialProps* smmaterial,
|
||||
PHY_IMotionState *motionstate,
|
||||
int activeLayerBitInfo,
|
||||
bool isCompoundChild,
|
||||
bool hasCompoundChildren)
|
||||
{
|
||||
// All we need to do is handle the motionstate (we're supposed to own it)
|
||||
delete motionstate;
|
||||
}
|
||||
|
||||
#ifdef WITH_CXX_GUARDEDALLOC
|
||||
MEM_CXX_CLASS_ALLOC_FUNCS("GE:DummyPhysicsEnvironment")
|
||||
|
@ -46,6 +46,16 @@ class PHY_ICharacter;
|
||||
class RAS_MeshObject;
|
||||
class PHY_IPhysicsController;
|
||||
|
||||
|
||||
class RAS_MeshObject;
|
||||
struct DerivedMesh;
|
||||
class KX_GameObject;
|
||||
class KX_Scene;
|
||||
|
||||
struct PHY_ShapeProps;
|
||||
struct PHY_MaterialProps;
|
||||
class PHY_IMotionState;
|
||||
|
||||
/**
|
||||
* pass back information from rayTest
|
||||
*/
|
||||
@ -190,6 +200,17 @@ class PHY_IPhysicsEnvironment
|
||||
|
||||
virtual void MergeEnvironment(PHY_IPhysicsEnvironment *other_env) = 0;
|
||||
|
||||
virtual void ConvertObject(KX_GameObject* gameobj,
|
||||
RAS_MeshObject* meshobj,
|
||||
DerivedMesh* dm,
|
||||
KX_Scene* kxscene,
|
||||
PHY_ShapeProps* shapeprops,
|
||||
PHY_MaterialProps* smmaterial,
|
||||
PHY_IMotionState *motionstate,
|
||||
int activeLayerBitInfo,
|
||||
bool isCompoundChild,
|
||||
bool hasCompoundChildren) = 0;
|
||||
|
||||
|
||||
#ifdef WITH_CXX_GUARDEDALLOC
|
||||
MEM_CXX_CLASS_ALLOC_FUNCS("GE:PHY_IPhysicsEnvironment")
|
||||
|
Loading…
Reference in New Issue
Block a user