52293831b2
AddObject actuator forces last created object to hang in memory even after object is removed from scene => bad link between object and physic controller that causes Blender to crash in case a python script tries to use it (bad programming anyway). This patch avoids the crash by maintaining consistent links at all time.
260 lines
7.1 KiB
C++
260 lines
7.1 KiB
C++
//under visual studio the #define in KX_ConvertPhysicsObject.h is quicker for recompilation
|
|
#include "KX_ConvertPhysicsObject.h"
|
|
|
|
#ifdef USE_BULLET
|
|
|
|
#include "KX_BulletPhysicsController.h"
|
|
|
|
#include "btBulletDynamicsCommon.h"
|
|
#include "SG_Spatial.h"
|
|
|
|
#include "KX_GameObject.h"
|
|
#include "KX_MotionState.h"
|
|
#include "KX_ClientObjectInfo.h"
|
|
|
|
#include "PHY_IPhysicsEnvironment.h"
|
|
|
|
|
|
KX_BulletPhysicsController::KX_BulletPhysicsController (const CcdConstructionInfo& ci, bool dyna)
|
|
: KX_IPhysicsController(dyna,(PHY_IPhysicsController*)this),
|
|
CcdPhysicsController(ci)
|
|
{
|
|
|
|
}
|
|
|
|
KX_BulletPhysicsController::~KX_BulletPhysicsController ()
|
|
{
|
|
// The game object has a direct link to
|
|
if (m_pObject)
|
|
{
|
|
// If we cheat in SetObject, we must also cheat here otherwise the
|
|
// object will still things it has a physical controller
|
|
// Note that it requires that m_pObject is reset in case the object is deleted
|
|
// before the controller (usual case, see KX_Scene::RemoveNodeDestructObjec)
|
|
// The non usual case is when the object is not deleted because its reference is hanging
|
|
// in a AddObject actuator but the node is deleted. This case is covered here.
|
|
KX_GameObject* gameobj = (KX_GameObject*) m_pObject->GetSGClientObject();
|
|
gameobj->SetPhysicsController(NULL,false);
|
|
}
|
|
}
|
|
|
|
void KX_BulletPhysicsController::resolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ)
|
|
{
|
|
CcdPhysicsController::resolveCombinedVelocities(linvelX,linvelY,linvelZ,angVelX,angVelY,angVelZ);
|
|
|
|
}
|
|
|
|
|
|
///////////////////////////////////
|
|
// KX_IPhysicsController interface
|
|
////////////////////////////////////
|
|
|
|
void KX_BulletPhysicsController::applyImpulse(const MT_Point3& attach, const MT_Vector3& impulse)
|
|
{
|
|
CcdPhysicsController::applyImpulse(attach[0],attach[1],attach[2],impulse[0],impulse[1],impulse[2]);
|
|
|
|
}
|
|
|
|
void KX_BulletPhysicsController::SetObject (SG_IObject* object)
|
|
{
|
|
SG_Controller::SetObject(object);
|
|
|
|
// cheating here...
|
|
//should not be necessary, is it for duplicates ?
|
|
|
|
KX_GameObject* gameobj = (KX_GameObject*) object->GetSGClientObject();
|
|
gameobj->SetPhysicsController(this,gameobj->IsDynamic());
|
|
CcdPhysicsController::setNewClientInfo(gameobj->getClientInfo());
|
|
|
|
|
|
}
|
|
|
|
|
|
void KX_BulletPhysicsController::setMargin (float collisionMargin)
|
|
{
|
|
CcdPhysicsController::SetMargin(collisionMargin);
|
|
}
|
|
void KX_BulletPhysicsController::RelativeTranslate(const MT_Vector3& dloc,bool local)
|
|
{
|
|
CcdPhysicsController::RelativeTranslate(dloc[0],dloc[1],dloc[2],local);
|
|
|
|
}
|
|
|
|
void KX_BulletPhysicsController::RelativeRotate(const MT_Matrix3x3& drot,bool local)
|
|
{
|
|
float rotval[12];
|
|
drot.getValue(rotval);
|
|
CcdPhysicsController::RelativeRotate(rotval,local);
|
|
}
|
|
|
|
void KX_BulletPhysicsController::ApplyTorque(const MT_Vector3& torque,bool local)
|
|
{
|
|
CcdPhysicsController::ApplyTorque(torque.x(),torque.y(),torque.z(),local);
|
|
}
|
|
void KX_BulletPhysicsController::ApplyForce(const MT_Vector3& force,bool local)
|
|
{
|
|
CcdPhysicsController::ApplyForce(force.x(),force.y(),force.z(),local);
|
|
}
|
|
MT_Vector3 KX_BulletPhysicsController::GetLinearVelocity()
|
|
{
|
|
float angVel[3];
|
|
//CcdPhysicsController::GetAngularVelocity(angVel[0],angVel[1],angVel[2]);
|
|
CcdPhysicsController::GetLinearVelocity(angVel[0],angVel[1],angVel[2]);//rcruiz
|
|
return MT_Vector3(angVel[0],angVel[1],angVel[2]);
|
|
}
|
|
MT_Vector3 KX_BulletPhysicsController::GetVelocity(const MT_Point3& pos)
|
|
{
|
|
float linVel[3];
|
|
CcdPhysicsController::GetLinearVelocity(linVel[0],linVel[1],linVel[2]);
|
|
return MT_Vector3(linVel[0],linVel[1],linVel[2]);
|
|
}
|
|
|
|
void KX_BulletPhysicsController::SetAngularVelocity(const MT_Vector3& ang_vel,bool local)
|
|
{
|
|
CcdPhysicsController::SetAngularVelocity(ang_vel.x(),ang_vel.y(),ang_vel.z(),local);
|
|
|
|
}
|
|
void KX_BulletPhysicsController::SetLinearVelocity(const MT_Vector3& lin_vel,bool local)
|
|
{
|
|
CcdPhysicsController::SetLinearVelocity(lin_vel.x(),lin_vel.y(),lin_vel.z(),local);
|
|
}
|
|
void KX_BulletPhysicsController::getOrientation(MT_Quaternion& orn)
|
|
{
|
|
float myorn[4];
|
|
CcdPhysicsController::getOrientation(myorn[0],myorn[1],myorn[2],myorn[3]);
|
|
orn = MT_Quaternion(myorn[0],myorn[1],myorn[2],myorn[3]);
|
|
}
|
|
void KX_BulletPhysicsController::setOrientation(const MT_Quaternion& orn)
|
|
{
|
|
CcdPhysicsController::setOrientation(orn.x(),orn.y(),orn.z(),orn.w());
|
|
}
|
|
void KX_BulletPhysicsController::setPosition(const MT_Point3& pos)
|
|
{
|
|
CcdPhysicsController::setPosition(pos.x(),pos.y(),pos.z());
|
|
}
|
|
void KX_BulletPhysicsController::setScaling(const MT_Vector3& scaling)
|
|
{
|
|
CcdPhysicsController::setScaling(scaling.x(),scaling.y(),scaling.z());
|
|
}
|
|
MT_Scalar KX_BulletPhysicsController::GetMass()
|
|
{
|
|
|
|
MT_Scalar invmass = GetRigidBody()->getInvMass();
|
|
if (invmass)
|
|
return 1.f/invmass;
|
|
return 0.f;
|
|
|
|
}
|
|
MT_Vector3 KX_BulletPhysicsController::getReactionForce()
|
|
{
|
|
assert(0);
|
|
return MT_Vector3(0.f,0.f,0.f);
|
|
}
|
|
void KX_BulletPhysicsController::setRigidBody(bool rigid)
|
|
{
|
|
}
|
|
|
|
void KX_BulletPhysicsController::SuspendDynamics()
|
|
{
|
|
GetRigidBody()->setActivationState(DISABLE_SIMULATION);
|
|
|
|
}
|
|
void KX_BulletPhysicsController::RestoreDynamics()
|
|
{
|
|
GetRigidBody()->forceActivationState(ACTIVE_TAG);
|
|
}
|
|
|
|
SG_Controller* KX_BulletPhysicsController::GetReplica(class SG_Node* destnode)
|
|
{
|
|
PHY_IMotionState* motionstate = new KX_MotionState(destnode);
|
|
|
|
KX_BulletPhysicsController* physicsreplica = new KX_BulletPhysicsController(*this);
|
|
|
|
//parentcontroller is here be able to avoid collisions between parent/child
|
|
|
|
PHY_IPhysicsController* parentctrl = NULL;
|
|
|
|
if (destnode != destnode->GetRootSGParent())
|
|
{
|
|
KX_GameObject* clientgameobj = (KX_GameObject*) destnode->GetRootSGParent()->GetSGClientObject();
|
|
if (clientgameobj)
|
|
{
|
|
parentctrl = (KX_BulletPhysicsController*)clientgameobj->GetPhysicsController();
|
|
} else
|
|
{
|
|
// it could be a false node, try the children
|
|
NodeList::const_iterator childit;
|
|
for (
|
|
childit = destnode->GetSGChildren().begin();
|
|
childit!= destnode->GetSGChildren().end();
|
|
++childit
|
|
) {
|
|
KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
|
|
if (clientgameobj)
|
|
{
|
|
parentctrl = (KX_BulletPhysicsController*)clientgameobj->GetPhysicsController();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
physicsreplica->PostProcessReplica(motionstate,parentctrl);
|
|
physicsreplica->m_userdata = (PHY_IPhysicsController*)physicsreplica;
|
|
return physicsreplica;
|
|
|
|
}
|
|
|
|
|
|
|
|
void KX_BulletPhysicsController::SetSumoTransform(bool nondynaonly)
|
|
{
|
|
GetRigidBody()->activate(true);
|
|
|
|
if (!m_bDyna)
|
|
{
|
|
GetRigidBody()->setCollisionFlags(GetRigidBody()->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
|
|
} else
|
|
{
|
|
if (!nondynaonly)
|
|
{
|
|
btTransform worldTrans;
|
|
GetRigidBody()->getMotionState()->getWorldTransform(worldTrans);
|
|
GetRigidBody()->setCenterOfMassTransform(worldTrans);
|
|
|
|
/*
|
|
scaling?
|
|
if (m_bDyna)
|
|
{
|
|
m_sumoObj->setScaling(MT_Vector3(1,1,1));
|
|
} else
|
|
{
|
|
MT_Vector3 scale;
|
|
GetWorldScaling(scale);
|
|
m_sumoObj->setScaling(scale);
|
|
}
|
|
*/
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
// todo: remove next line !
|
|
void KX_BulletPhysicsController::SetSimulatedTime(double time)
|
|
{
|
|
}
|
|
|
|
// call from scene graph to update
|
|
bool KX_BulletPhysicsController::Update(double time)
|
|
{
|
|
return false;
|
|
|
|
// todo: check this code
|
|
//if (GetMass())
|
|
//{
|
|
// return false;//true;
|
|
// }
|
|
// return false;
|
|
}
|
|
|
|
#endif //#ifdef USE_BULLET
|