preparation for bullet physics

This commit is contained in:
Erwin Coumans 2005-07-16 21:47:54 +00:00
parent 3166974a67
commit 2d73b31aff
15 changed files with 715 additions and 28 deletions

@ -394,6 +394,7 @@ void BLI_adddirstrings()
else sprintf(files[num].size, "0"); else sprintf(files[num].size, "0");
strftime(datum, 32, "%d-%b-%y %R", tm); strftime(datum, 32, "%d-%b-%y %R", tm);
//for visual studio 8, strftime(datum, 32, "%d-%b-%y ", tm);
if (st_size < 1000) { if (st_size < 1000) {
sprintf(size, "%10d", (int) st_size); sprintf(size, "%10d", (int) st_size);

@ -1,48 +1,96 @@
/* /*
* $Id$ * $Id$
* *
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK ***** * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
* *
* This program is free software; you can redistribute it and/or * This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License * modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2 * as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender * of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under * Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information * the Blender License. See http://www.blender.org/BL/ for information
* about this. * about this.
* *
* This program is distributed in the hope that it will be useful, * This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of * but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details. * GNU General Public License for more details.
* *
* You should have received a copy of the GNU General Public License * You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation, * along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
* *
* ***** END GPL/BL DUAL LICENSE BLOCK ***** * ***** END GPL/BL DUAL LICENSE BLOCK *****
*/ */
#ifndef ZBLUR_H #ifndef ZBLUR_H
#define ZBLUR_H #define ZBLUR_H
#ifdef __cplusplus #ifdef __cplusplus
extern "C" { extern "C" {
#endif #endif
/*-----------------------------------------------------------*/
/* Includes */
/*-----------------------------------------------------------*/
/*-----------------------------------------------------------*/ /*-----------------------------------------------------------*/
/* Function */
/* Includes */
/*-----------------------------------------------------------*/ /*-----------------------------------------------------------*/
/*-----------------------------------------------------------*/
/* Function */
/*-----------------------------------------------------------*/
void add_zblur(void); void add_zblur(void);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif
#endif #endif
#endif

@ -1858,7 +1858,7 @@ static void world_panel_mistaph(World *wrld)
#if GAMEBLENDER == 1 #if GAMEBLENDER == 1
uiDefButI(block, MENU, 1, uiDefButI(block, MENU, 1,
"Physics %t|None %x0|Sumo %x2|Ode %x4", "Physics %t|None %x0|Sumo %x2|Ode %x4 |Bullet %x5",
10,180,140,19, &wrld->physicsEngine, 0, 0, 0, 0, 10,180,140,19, &wrld->physicsEngine, 0, 0, 0, 0,
"Physics Engine"); "Physics Engine");
@ -3112,7 +3112,6 @@ static void material_panel_material(Object *ob, Material *ma)
uiDefIconBut(block, BUT, B_MATCOPY, ICON_COPYUP, 262,200,XIC,YIC, 0, 0, 0, 0, 0, "Copies Material to the buffer"); uiDefIconBut(block, BUT, B_MATCOPY, ICON_COPYUP, 262,200,XIC,YIC, 0, 0, 0, 0, 0, "Copies Material to the buffer");
uiSetButLock(id && id->lib, "Can't edit library data"); uiSetButLock(id && id->lib, "Can't edit library data");
uiDefIconBut(block, BUT, B_MATPASTE, ICON_PASTEUP, 283,200,XIC,YIC, 0, 0, 0, 0, 0, "Pastes Material from the buffer"); uiDefIconBut(block, BUT, B_MATPASTE, ICON_PASTEUP, 283,200,XIC,YIC, 0, 0, 0, 0, 0, "Pastes Material from the buffer");
uiClearButLock();
if(ob->actcol==0) ob->actcol= 1; /* because of TOG|BIT button */ if(ob->actcol==0) ob->actcol= 1; /* because of TOG|BIT button */
@ -3144,10 +3143,10 @@ static void material_panel_material(Object *ob, Material *ma)
uiBlockEndAlign(block); uiBlockEndAlign(block);
if(ob->totcol==0) return; if(ob->totcol==0) return;
uiSetButLock(id->lib!=0, "Can't edit library data");
ma= give_current_material(ob, ob->actcol); ma= give_current_material(ob, ob->actcol);
if(ma==NULL) return; if(ma==0) return;
uiSetButLock(ma->id.lib!=NULL, "Can't edit library data");
if(ma->dynamode & MA_DRAW_DYNABUTS) { if(ma->dynamode & MA_DRAW_DYNABUTS) {
uiBlockBeginAlign(block); uiBlockBeginAlign(block);
@ -3265,8 +3264,6 @@ void material_panels()
material_panel_material(ob, ma); material_panel_material(ob, ma);
if(ma) { if(ma) {
uiSetButLock(ma->id.lib!=NULL, "Can't edit library data");
material_panel_ramps(ma); material_panel_ramps(ma);
material_panel_shading(ma); material_panel_shading(ma);
if (G.scene->r.renderer==R_INTERN) if (G.scene->r.renderer==R_INTERN)

@ -816,6 +816,12 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
switch (physics_engine) switch (physics_engine)
{ {
#ifdef USE_BULLET
case UseBullet:
KX_ConvertBulletObject(gameobj, meshobj, kxscene, shapeprops, smmaterial, &objprop);
break;
#endif
#ifdef USE_SUMO_SOLID #ifdef USE_SUMO_SOLID
case UseSumo: case UseSumo:
KX_ConvertSumoObject(gameobj, meshobj, kxscene, shapeprops, smmaterial, &objprop); KX_ConvertSumoObject(gameobj, meshobj, kxscene, shapeprops, smmaterial, &objprop);
@ -1331,6 +1337,8 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
converter->RegisterWorldInfo(worldinfo); converter->RegisterWorldInfo(worldinfo);
kxscene->SetWorldInfo(worldinfo); kxscene->SetWorldInfo(worldinfo);
#define CONVERT_LOGIC
#ifdef CONVERT_LOGIC
// convert logic bricks, sensors, controllers and actuators // convert logic bricks, sensors, controllers and actuators
for (i=0;i<logicbrick_conversionlist->GetCount();i++) for (i=0;i<logicbrick_conversionlist->GetCount();i++)
{ {
@ -1353,6 +1361,8 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
bool isInActiveLayer = (blenderobj->lay & activeLayerBitInfo)!=0; bool isInActiveLayer = (blenderobj->lay & activeLayerBitInfo)!=0;
BL_ConvertSensors(blenderobj,gameobj,logicmgr,kxscene,keydev,executePriority,activeLayerBitInfo,isInActiveLayer,canvas,converter); BL_ConvertSensors(blenderobj,gameobj,logicmgr,kxscene,keydev,executePriority,activeLayerBitInfo,isInActiveLayer,canvas,converter);
} }
#endif //CONVERT_LOGIC
logicbrick_conversionlist->Release(); logicbrick_conversionlist->Release();
// Calculate the scene btree - // Calculate the scene btree -

@ -45,6 +45,10 @@
//to decide to use sumo/ode or dummy physics - defines USE_ODE //to decide to use sumo/ode or dummy physics - defines USE_ODE
#include "KX_ConvertPhysicsObject.h" #include "KX_ConvertPhysicsObject.h"
#ifdef USE_BULLET
#include "CcdPhysicsEnvironment.h"
#endif
#ifdef USE_ODE #ifdef USE_ODE
#include "OdePhysicsEnvironment.h" #include "OdePhysicsEnvironment.h"
#endif //USE_ODE #endif //USE_ODE
@ -117,6 +121,11 @@ KX_BlenderSceneConverter::~KX_BlenderSceneConverter()
#ifdef USE_SUMO_SOLID #ifdef USE_SUMO_SOLID
KX_ClearSumoSharedShapes(); KX_ClearSumoSharedShapes();
#endif #endif
#ifdef USE_BULLET
KX_ClearBulletSharedShapes();
#endif
} }
@ -182,6 +191,11 @@ void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename,
{ {
switch (blenderscene->world->physicsEngine) switch (blenderscene->world->physicsEngine)
{ {
case WOPHY_BULLET:
{
physics_engine = UseBullet;
break;
}
case WOPHY_ODE: case WOPHY_ODE:
{ {
@ -209,6 +223,13 @@ void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename,
switch (physics_engine) switch (physics_engine)
{ {
#ifdef USE_BULLET
case UseBullet:
{
destinationscene->SetPhysicsEnvironment(new CcdPhysicsEnvironment());
break;
}
#endif
#ifdef USE_SUMO_SOLID #ifdef USE_SUMO_SOLID
case UseSumo: case UseSumo:

@ -0,0 +1,138 @@
#include "KX_BulletPhysicsController.h"
#include "Dynamics/RigidBody.h"
KX_BulletPhysicsController::KX_BulletPhysicsController (const CcdConstructionInfo& ci, bool dyna)
: KX_IPhysicsController(dyna,(PHY_IPhysicsController*)this),
CcdPhysicsController(ci)
{
}
KX_BulletPhysicsController::~KX_BulletPhysicsController ()
{
}
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)
{
}
void KX_BulletPhysicsController::SetObject (SG_IObject* object)
{
}
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)
{
}
void KX_BulletPhysicsController::ApplyTorque(const MT_Vector3& torque,bool local)
{
}
void KX_BulletPhysicsController::ApplyForce(const MT_Vector3& force,bool local)
{
}
MT_Vector3 KX_BulletPhysicsController::GetLinearVelocity()
{
assert(0);
return MT_Vector3(0.f,0.f,0.f);
}
MT_Vector3 KX_BulletPhysicsController::GetVelocity(const MT_Point3& pos)
{
assert(0);
return MT_Vector3(0.f,0.f,0.f);
}
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)
{
}
void KX_BulletPhysicsController::setOrientation(const MT_Quaternion& orn)
{
}
void KX_BulletPhysicsController::setPosition(const MT_Point3& pos)
{
}
void KX_BulletPhysicsController::setScaling(const MT_Vector3& scaling)
{
}
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()
{
}
void KX_BulletPhysicsController::RestoreDynamics()
{
}
SG_Controller* KX_BulletPhysicsController::GetReplica(class SG_Node* destnode)
{
assert(0);
return 0;
}
void KX_BulletPhysicsController::SetSumoTransform(bool nondynaonly)
{
}
// 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;
}

@ -0,0 +1,69 @@
#ifndef KX_BULLET2PHYSICS_CONTROLLER
#define KX_BULLET2PHYSICS_CONTROLLER
#include "KX_IPhysicsController.h"
#include "CcdPhysicsController.h"
class KX_BulletPhysicsController : public KX_IPhysicsController ,public CcdPhysicsController
{
public:
KX_BulletPhysicsController (const CcdConstructionInfo& ci, bool dyna);
virtual ~KX_BulletPhysicsController ();
///////////////////////////////////
// KX_IPhysicsController interface
////////////////////////////////////
virtual void applyImpulse(const MT_Point3& attach, const MT_Vector3& impulse);
virtual void SetObject (SG_IObject* object);
virtual void RelativeTranslate(const MT_Vector3& dloc,bool local);
virtual void RelativeRotate(const MT_Matrix3x3& drot,bool local);
virtual void ApplyTorque(const MT_Vector3& torque,bool local);
virtual void ApplyForce(const MT_Vector3& force,bool local);
virtual MT_Vector3 GetLinearVelocity();
virtual MT_Vector3 GetVelocity(const MT_Point3& pos);
virtual void SetAngularVelocity(const MT_Vector3& ang_vel,bool local);
virtual void SetLinearVelocity(const MT_Vector3& lin_vel,bool local);
virtual void getOrientation(MT_Quaternion& orn);
virtual void setOrientation(const MT_Quaternion& orn);
virtual void setPosition(const MT_Point3& pos);
virtual void setScaling(const MT_Vector3& scaling);
virtual MT_Scalar GetMass();
virtual MT_Vector3 getReactionForce();
virtual void setRigidBody(bool rigid);
virtual void resolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ);
virtual void SuspendDynamics();
virtual void RestoreDynamics();
virtual SG_Controller* GetReplica(class SG_Node* destnode);
void SetDyna(bool isDynamic) {
m_bDyna = isDynamic;
}
virtual void SetSumoTransform(bool nondynaonly);
// todo: remove next line !
virtual void SetSimulatedTime(double time);
// call from scene graph to update
virtual bool Update(double time);
void* GetUserData() { return m_userdata;}
void
SetOption(
int option,
int value
){
// intentionally empty
};
};
#endif //KX_BULLET2PHYSICS_CONTROLLER

@ -35,6 +35,7 @@
/* These are defined by the build system... */ /* These are defined by the build system... */
//#define USE_SUMO_SOLID //#define USE_SUMO_SOLID
//#define USE_ODE //#define USE_ODE
//#define USE_BULLET
class RAS_MeshObject; class RAS_MeshObject;
class KX_Scene; class KX_Scene;
@ -115,5 +116,18 @@ bool KX_ReInstanceShapeFromMesh(RAS_MeshObject* meshobj);
#endif #endif
#ifdef USE_BULLET
void KX_ConvertBulletObject( class KX_GameObject* gameobj,
class RAS_MeshObject* meshobj,
class KX_Scene* kxscene,
struct PHY_ShapeProps* shapeprops,
struct PHY_MaterialProps* smmaterial,
struct KX_ObjectProperties* objprop);
void KX_ClearBulletSharedShapes();
//bool KX_ReInstanceShapeFromMesh(RAS_MeshObject* meshobj);
#endif
#endif //KX_CONVERTPHYSICSOBJECTS #endif //KX_CONVERTPHYSICSOBJECTS

@ -63,6 +63,7 @@
// USE_SUMO_SOLID is defined in headerfile KX_ConvertPhysicsObject.h // USE_SUMO_SOLID is defined in headerfile KX_ConvertPhysicsObject.h
#ifdef USE_SUMO_SOLID #ifdef USE_SUMO_SOLID
#include "SumoPhysicsEnvironment.h" #include "SumoPhysicsEnvironment.h"
#include "KX_SumoPhysicsController.h" #include "KX_SumoPhysicsController.h"
@ -577,6 +578,10 @@ void KX_ClearSumoSharedShapes()
map_gamemesh_to_instance.clear(); map_gamemesh_to_instance.clear();
} }
#endif //USE_SUMO_SOLID #endif //USE_SUMO_SOLID
@ -651,3 +656,390 @@ void KX_ConvertODEEngineObject(KX_GameObject* gameobj,
#endif // USE_ODE #endif // USE_ODE
#ifdef USE_BULLET
#include "CcdPhysicsEnvironment.h"
#include "CcdPhysicsController.h"
#include "KX_BulletPhysicsController.h"
#include "CollisionShapes/BoxShape.h"
#include "CollisionShapes/SphereShape.h"
#include "CollisionShapes/TriangleMeshInterface.h"
#include "CollisionShapes/ConeShape.h"
#include "CollisionShapes/ConvexShape.h"
#include "CollisionShapes/CylinderShape.h"
#include "CollisionShapes/MultiSphereShape.h"
#include "CollisionShapes/ConvexHullShape.h"
#include "CollisionShapes/TriangleMesh.h"
#include "CollisionShapes/TriangleMeshShape.h"
static GEN_Map<GEN_HashedPtr,CollisionShape*> map_gamemesh_to_bulletshape;
// forward declarations
static CollisionShape* CreateBulletShapeFromMesh(RAS_MeshObject* meshobj, bool polytope)
{
if (!meshobj)
return 0;
CollisionShape* collisionMeshShape = 0;
ConvexHullShape* convexHullShape = 0;
TriangleMeshShape* concaveShape = 0;
TriangleMesh* collisionMeshData = 0;
//see if there is any polygons, if not, bail out.
int numUsedPolygons = 0;
int numPoints = 0;
SimdVector3* points = 0;
CollisionShape** shapeptr = map_gamemesh_to_bulletshape[GEN_HashedPtr(meshobj)];
// Mesh has already been converted: reuse
if (shapeptr)
{
//return *shapeptr;
}
// Mesh has no polygons!
int numpolys = meshobj->NumPolygons();
if (!numpolys)
{
return NULL;
}
// Count the number of collision polygons and check they all come from the same
// vertex array
int numvalidpolys = 0;
int vtxarray = -1;
RAS_IPolyMaterial *poly_material = NULL;
bool reinstance = true;
for (int p=0; p<numpolys; p++)
{
RAS_Polygon* poly = meshobj->GetPolygon(p);
// only add polygons that have the collisionflag set
if (poly->IsCollider())
{
// check polygon is from the same vertex array
if (poly->GetVertexIndexBase().m_vtxarray != vtxarray)
{
if (vtxarray < 0)
vtxarray = poly->GetVertexIndexBase().m_vtxarray;
else
{
reinstance = false;
vtxarray = -1;
}
}
// check poly is from the same material
if (poly->GetMaterial()->GetPolyMaterial() != poly_material)
{
if (poly_material)
{
reinstance = false;
poly_material = NULL;
}
else
poly_material = poly->GetMaterial()->GetPolyMaterial();
}
// count the number of collision polys
numvalidpolys++;
// We have one collision poly, and we can't reinstance, so we
// might as well break here.
if (!reinstance)
break;
}
}
// No collision polygons
if (numvalidpolys < 1)
return NULL;
if (polytope)
{
convexHullShape = new ConvexHullShape(points,numPoints);
collisionMeshShape = convexHullShape;
} else
{
collisionMeshData = new TriangleMesh();
concaveShape = new TriangleMeshShape(collisionMeshData);
collisionMeshShape = concaveShape;
}
numvalidpolys = 0;
for (int p2=0; p2<numpolys; p2++)
{
RAS_Polygon* poly = meshobj->GetPolygon(p2);
// only add polygons that have the collisionflag set
if (poly->IsCollider())
{
//Bullet can raycast any shape, so
if (polytope)
{
for (int i=0;i<poly->VertexCount();i++)
{
const float* vtx = meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
poly->GetVertexIndexBase().m_indexarray[i],
poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ();
SimdPoint3 point(vtx[0],vtx[1],vtx[2]);
convexHullShape->AddPoint(point);
}
if (poly->VertexCount())
numvalidpolys++;
} else
{
{
const float* vtx = meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
poly->GetVertexIndexBase().m_indexarray[2],
poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ();
SimdPoint3 vertex0(vtx[0],vtx[1],vtx[2]);
vtx = meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
poly->GetVertexIndexBase().m_indexarray[1],
poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ();
SimdPoint3 vertex1(vtx[0],vtx[1],vtx[2]);
vtx = meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
poly->GetVertexIndexBase().m_indexarray[0],
poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ();
SimdPoint3 vertex2(vtx[0],vtx[1],vtx[2]);
collisionMeshData->AddTriangle(vertex0,vertex1,vertex2);
numvalidpolys++;
}
if (poly->VertexCount() == 4)
{
const float* vtx = meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
poly->GetVertexIndexBase().m_indexarray[3],
poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ();
SimdPoint3 vertex0(vtx[0],vtx[1],vtx[2]);
vtx = meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
poly->GetVertexIndexBase().m_indexarray[2],
poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ();
SimdPoint3 vertex1(vtx[0],vtx[1],vtx[2]);
vtx = meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
poly->GetVertexIndexBase().m_indexarray[0],
poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ();
SimdPoint3 vertex2(vtx[0],vtx[1],vtx[2]);
collisionMeshData->AddTriangle(vertex0,vertex1,vertex2);
numvalidpolys++;
}
}
}
}
if (numvalidpolys > 0)
{
//map_gamemesh_to_bulletshape.insert(GEN_HashedPtr(meshobj),collisionMeshShape);
return collisionMeshShape;
}
delete collisionMeshShape;
return NULL;
}
void KX_ConvertBulletObject( class KX_GameObject* gameobj,
class RAS_MeshObject* meshobj,
class KX_Scene* kxscene,
struct PHY_ShapeProps* shapeprops,
struct PHY_MaterialProps* smmaterial,
struct KX_ObjectProperties* objprop)
{
CcdPhysicsEnvironment* env = (CcdPhysicsEnvironment*)kxscene->GetPhysicsEnvironment();
assert(env);
bool dyna = false;
CcdConstructionInfo ci;
class PHY_IMotionState* motionstate = new KX_MotionState(gameobj->GetSGNode());
ci.m_MotionState = motionstate;
ci.m_gravity = SimdVector3(0,0,0);
ci.m_localInertiaTensor =SimdVector3(0,0,0);
ci.m_mass = objprop->m_dyna ? shapeprops->m_mass : 0.f;
ci.m_localInertiaTensor = SimdVector3(ci.m_mass/3.f,ci.m_mass/3.f,ci.m_mass/3.f);
SimdTransform trans;
trans.setIdentity();
CollisionShape* bm = 0;
switch (objprop->m_boundclass)
{
case KX_BOUNDSPHERE:
{
float radius = objprop->m_radius;
SimdVector3 inertiaHalfExtents (
radius,
radius,
radius);
//blender doesn't support multisphere, but for testing:
//bm = new MultiSphereShape(inertiaHalfExtents,,&trans.getOrigin(),&radius,1);
bm = new SphereShape(objprop->m_radius);
bm->CalculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor);
break;
};
case KX_BOUNDBOX:
{
MT_Vector3 halfExtents (
objprop->m_boundobject.box.m_extends[0],
objprop->m_boundobject.box.m_extends[1],
objprop->m_boundobject.box.m_extends[2]);
halfExtents /= 2.f;
SimdVector3 he (halfExtents[0]-CONVEX_DISTANCE_MARGIN ,halfExtents[1]-CONVEX_DISTANCE_MARGIN ,halfExtents[2]-CONVEX_DISTANCE_MARGIN );
he = he.absolute();
bm = new BoxShape(he);
bm->CalculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor);
break;
};
case KX_BOUNDCYLINDER:
{
SimdVector3 halfExtents (
objprop->m_boundobject.c.m_radius,
objprop->m_boundobject.c.m_radius,
objprop->m_boundobject.c.m_height * 0.5f
);
bm = new CylinderShapeZ(halfExtents);
bm->CalculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor);
break;
}
case KX_BOUNDCONE:
{
SimdVector3 halfExtents (objprop->m_boundobject.box.m_extends[0],
objprop->m_boundobject.box.m_extends[1],
objprop->m_boundobject.box.m_extends[2]);
halfExtents /= 2.f;
SimdVector3& he = halfExtents;
SimdTransform& tr = trans;
bm = new ConeShape(objprop->m_boundobject.c.m_radius,objprop->m_boundobject.c.m_height);
bm->CalculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor);
break;
}
case KX_BOUNDPOLYTOPE:
{
bm = CreateBulletShapeFromMesh(meshobj,true);
if (bm)
{
bm->CalculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor);
}
break;
}
case KX_BOUNDMESH:
{
if (!ci.m_mass)
{
bm = CreateBulletShapeFromMesh(meshobj,false);
ci.m_localInertiaTensor.setValue(0.f,0.f,0.f);
//no moving concave meshes, so don't bother calculating inertia
//bm->CalculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor);
}
break;
}
default:
//interpret the shape as a concave triangle-mesh
{
if (meshobj)
{
// assert(0);
/*
meshobj->ScheduleCollisionPolygons();
KX_DeformableMesh* gfxmesh = new KX_DeformableMesh(meshobj);
gfxmesh->sendFixedMapping();
//trianglemesh
bm = new TriangleMeshInterface(gfxmesh,trans);
*/
}
}
}
// ci.m_localInertiaTensor.setValue(0.1f,0.1f,0.1f);
if (!bm)
return;
ci.m_collisionShape = bm;
ci.m_broadphaseHandle = 0;
ci.m_friction = smmaterial->m_friction;
ci.m_restitution = smmaterial->m_restitution;
ci.m_linearDamping = shapeprops->m_lin_drag;
ci.m_angularDamping = shapeprops->m_ang_drag;
KX_BulletPhysicsController* physicscontroller = new KX_BulletPhysicsController(ci,dyna);
env->addCcdPhysicsController( physicscontroller);
gameobj->SetPhysicsController(physicscontroller);
physicscontroller->setNewClientInfo(gameobj);
gameobj->GetSGNode()->AddSGController(physicscontroller);
bool isActor = objprop->m_isactor;
STR_String materialname;
if (meshobj)
materialname = meshobj->GetMaterialName(0);
const char* matname = materialname.ReadPtr();
physicscontroller->SetObject(gameobj->GetSGNode());
}
void KX_ClearBulletSharedShapes()
{
int numshapes = map_gamemesh_to_bulletshape.size();
int i;
CollisionShape*shape=0;
for (i=0;i<numshapes ;i++)
{
shape = *map_gamemesh_to_bulletshape.at(i);
//delete shape;
}
map_gamemesh_to_bulletshape.clear();
}
#endif

@ -321,7 +321,7 @@ void KX_KetsjiEngine::NextFrame()
m_deltatime += curtime - m_previoustime; m_deltatime += curtime - m_previoustime;
float realDeltaTime = curtime - m_previoustime; float realDeltaTime = curtime - m_previoustime;
m_previoustime = curtime;
double localtime = curtime - m_deltatime; double localtime = curtime - m_deltatime;
// Compute the number of logic frames to do each update (fixed tic bricks) // Compute the number of logic frames to do each update (fixed tic bricks)
@ -332,6 +332,7 @@ void KX_KetsjiEngine::NextFrame()
while (frames) while (frames)
{ {
localtime += 1.0/m_ticrate; localtime += 1.0/m_ticrate;
for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); ++sceneit) for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); ++sceneit)
// for each scene, call the proceed functions // for each scene, call the proceed functions
@ -388,6 +389,7 @@ void KX_KetsjiEngine::NextFrame()
// many iterations of the physics solver. // many iterations of the physics solver.
m_logger->StartLog(tc_physics, m_kxsystem->GetTimeInSeconds(), true); m_logger->StartLog(tc_physics, m_kxsystem->GetTimeInSeconds(), true);
scene->GetPhysicsEnvironment()->proceedDeltaTime(localtime,realDeltaTime); scene->GetPhysicsEnvironment()->proceedDeltaTime(localtime,realDeltaTime);
m_previoustime = curtime;
} // suspended } // suspended
DoSound(scene); DoSound(scene);

@ -39,7 +39,8 @@ enum e_PhysicsEngine
UseEnji = 1, UseEnji = 1,
UseSumo = 2, UseSumo = 2,
UseDynamo = 3, UseDynamo = 3,
UseODE = 4 UseODE = 4,
UseBullet = 5,
}; };
#endif //__KX_PHYSICSENGINEENUMS #endif //__KX_PHYSICSENGINEENUMS

@ -207,7 +207,7 @@ KX_Scene::~KX_Scene()
{ {
delete m_bucketmanager; delete m_bucketmanager;
} }
Py_DECREF(m_attrlist); //Py_DECREF(m_attrlist);
} }

@ -20,6 +20,7 @@
* ***** END GPL/BL DUAL LICENSE BLOCK ***** * ***** END GPL/BL DUAL LICENSE BLOCK *****
*/ */
#define USE_ODE
#ifdef USE_ODE #ifdef USE_ODE
#include "OdePhysicsController.h" #include "OdePhysicsController.h"

@ -24,7 +24,7 @@
#include "OdePhysicsController.h" #include "OdePhysicsController.h"
// Ode // Ode
#include <ode/config.h> //#include <ode/config.h>
#include <ode/ode.h> #include <ode/ode.h>
#include <../ode/src/joint.h> #include <../ode/src/joint.h>
#include <ode/odemath.h> #include <ode/odemath.h>
@ -105,7 +105,9 @@ bool ODEPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep1)
int m_odeContacts = GetNumOdeContacts(); int m_odeContacts = GetNumOdeContacts();
//physics integrator + resolver update //physics integrator + resolver update
dWorldStep (m_OdeWorld,deltaTime); //dWorldStep (m_OdeWorld,deltaTime);
dWorldQuickStep (m_OdeWorld,deltaTime);
//dWorldID w, dReal stepsize)
//clear collision points //clear collision points
this->ClearOdeContactGroup(); this->ClearOdeContactGroup();

@ -32,15 +32,6 @@
#ifndef __PHY_DYNAMIC_TYPES #ifndef __PHY_DYNAMIC_TYPES
#define __PHY_DYNAMIC_TYPES #define __PHY_DYNAMIC_TYPES
/// PHY_ScalarType enumerates possible scalar types.
/// See the PHY_IMeshInterface for its use
typedef enum PHY_ScalarType {
PHY_FLOAT,
PHY_DOUBLE,
PHY_INTEGER,
PHY_SHORT,
PHY_FIXEDPOINT88
} PHY_ScalarType;
class PHY_ResponseTable; class PHY_ResponseTable;