BGE: fix a bug with kinematic object not giving the correct friction to dynamic object when they have a translation and rotation movement at the same time (translation is ignored). Performance: avoid unnecessary synchronization for static object.

This commit is contained in:
Benoit Bolsee 2009-05-26 21:32:19 +00:00
parent 328d3128a5
commit 191e22dd62

@ -789,9 +789,12 @@ void CcdPhysicsController::RelativeTranslate(float dlocX,float dlocY,float dloc
if (m_object)
{
m_object->activate(true);
if (m_object->isStaticObject() && !m_cci.m_bSensor)
if (m_object->isStaticObject())
{
m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
if (!m_cci.m_bSensor)
m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
// kinematic object should not set the transform, it disturbs the velocity interpolation
return;
}
// btRigidBody* body = GetRigidBody(); // not used anymore
@ -815,9 +818,12 @@ void CcdPhysicsController::RelativeRotate(const float rotval[9],bool local)
if (m_object)
{
m_object->activate(true);
if (m_object->isStaticObject() && !m_cci.m_bSensor)
if (m_object->isStaticObject())
{
m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
if (!m_cci.m_bSensor)
m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
// kinematic object should not set the transform, it disturbs the velocity interpolation
return;
}
btMatrix3x3 drotmat( rotval[0],rotval[4],rotval[8],
@ -840,10 +846,9 @@ void CcdPhysicsController::RelativeRotate(const float rotval[9],bool local)
void CcdPhysicsController::GetWorldOrientation(btMatrix3x3& mat)
{
float orn[4];
m_MotionState->getWorldOrientation(orn[0],orn[1],orn[2],orn[3]);
btQuaternion quat(orn[0],orn[1],orn[2],orn[3]);
mat.setRotation(quat);
float ori[12];
m_MotionState->getWorldOrientation(ori);
mat.setFromOpenGLSubMatrix(ori);
}
void CcdPhysicsController::getOrientation(float &quatImag0,float &quatImag1,float &quatImag2,float &quatReal)
@ -859,9 +864,12 @@ void CcdPhysicsController::setOrientation(float quatImag0,float quatImag1,float
if (m_object)
{
m_object->activate(true);
if (m_object->isStaticObject() && !m_cci.m_bSensor)
if (m_object->isStaticObject())
{
m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
if (!m_cci.m_bSensor)
m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
// kinematic object should not set the transform, it disturbs the velocity interpolation
return;
}
// not required
//m_MotionState->setWorldOrientation(quatImag0,quatImag1,quatImag2,quatReal);
@ -911,9 +919,12 @@ void CcdPhysicsController::setPosition(float posX,float posY,float posZ)
if (m_object)
{
m_object->activate(true);
if (m_object->isStaticObject() && !m_cci.m_bSensor)
if (m_object->isStaticObject())
{
m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
if (!m_cci.m_bSensor)
m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
// kinematic object should not set the transform, it disturbs the velocity interpolation
return;
}
// not required, this function is only used to update the physic controller
//m_MotionState->setWorldPosition(posX,posY,posZ);