3ea1c1b4b6
A new type of "Sensor" physics object is available in the GE for advanced collision management. It's called Sensor for its similarities with the physics objects that underlie the Near and Radar sensors. Like the Near and Radar object it is: - static and ghost - invisible by default - always active to ensure correct collision detection - capable of detecting both static and dynamic objects - ignoring collision with their parent - capable of broadphase filtering based on: * Actor option: the collisioning object must have the Actor flag set to be detected * property/material: as specified in the collision sensors attached to it Broadphase filtering is important for performance reason: the collision points will be computed only for the objects that pass the broahphase filter. - automatically removed from the simulation when no collision sensor is active on it Unlike the Near and Radar object it can: - take any shape, including triangle mesh - be made visible for debugging (just use the Visible actuator) - have multiple collision sensors using it Other than that, the sensor objects are ordinary objects. You can move them freely or parent them. When parented to a dynamic object, they can provide advanced collision control to this object. The type of collision capability depends on the shape: - box, sphere, cylinder, cone, convex hull provide volume detection. - triangle mesh provides surface detection but you can give some volume to the suface by increasing the margin in the Advanced Settings panel. The margin applies on both sides of the surface. Performance tip: - Sensor objects perform better than Near and Radar: they do less synchronizations because of the Scenegraph optimizations and they can have multiple collision sensors on them (with different property filtering for example). - Always prefer simple shape (box, sphere) to complex shape whenever possible. - Always use broadphase filtering (avoid collision sensor with empty propery/material) - Use collision sensor only when you need them. When no collision sensor is active on the sensor object, it is removed from the simulation and consume no CPU. Known limitations: - When running Blender in debug mode, you will see one warning line of the console: "warning btCollisionDispatcher::needsCollision: static-static collision!" In release mode this message is not printed. - Collision margin has no effect on sphere, cone and cylinder shape. Other performance improvements: - Remove unnecessary interpolation for Near and Radar objects and by extension sensor objects. - Use direct matrix copy instead of quaternion to synchronize orientation. Other bug fix: - Fix Near/Radar position error on newly activated objects. This was causing several detection problems in YoFrankie - Fix margin not passed correctly to gImpact shape. - Disable force/velocity actions on static objects
108 lines
2.7 KiB
C++
108 lines
2.7 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include "KX_MotionState.h"
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#include "SG_Spatial.h"
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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KX_MotionState::KX_MotionState(SG_Spatial* node) : m_node(node)
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{
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}
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KX_MotionState::~KX_MotionState()
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{
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}
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void KX_MotionState::getWorldPosition(float& posX,float& posY,float& posZ)
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{
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const MT_Point3& pos = m_node->GetWorldPosition();
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posX = pos[0];
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posY = pos[1];
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posZ = pos[2];
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}
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void KX_MotionState::getWorldScaling(float& scaleX,float& scaleY,float& scaleZ)
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{
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const MT_Vector3& scale = m_node->GetWorldScaling();
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scaleX = scale[0];
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scaleY = scale[1];
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scaleZ = scale[2];
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}
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void KX_MotionState::getWorldOrientation(float& quatIma0,float& quatIma1,float& quatIma2,float& quatReal)
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{
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MT_Quaternion orn = m_node->GetWorldOrientation().getRotation();
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quatIma0 = orn[0];
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quatIma1 = orn[1];
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quatIma2 = orn[2];
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quatReal = orn[3];
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}
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void KX_MotionState::getWorldOrientation(float* ori)
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{
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const MT_Matrix3x3& mat = m_node->GetWorldOrientation();
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mat.getValue(ori);
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}
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void KX_MotionState::setWorldOrientation(const float* ori)
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{
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m_node->SetLocalOrientation(ori);
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}
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void KX_MotionState::setWorldPosition(float posX,float posY,float posZ)
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{
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m_node->SetLocalPosition(MT_Point3(posX,posY,posZ));
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//m_node->SetWorldPosition(MT_Point3(posX,posY,posZ));
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}
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void KX_MotionState::setWorldOrientation(float quatIma0,float quatIma1,float quatIma2,float quatReal)
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{
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MT_Quaternion orn;
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orn[0] = quatIma0;
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orn[1] = quatIma1;
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orn[2] = quatIma2;
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orn[3] = quatReal;
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m_node->SetLocalOrientation(orn);
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//m_node->SetWorldOrientation(orn);
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}
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void KX_MotionState::calculateWorldTransformations()
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{
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//Not needed, will be done in KX_Scene::UpdateParents() after the physics simulation
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//bool parentUpdated = false;
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//m_node->ComputeWorldTransforms(NULL, parentUpdated);
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}
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