BGE patch 18065: gameobj mass writeable + setmass actuator. This patch allows to change the mass of a dynamic or rigid body object during the game. Two methods are available: in a Python script by setting the mass attribute of the game object; by logic brick with the Edit Object->Dynamics->Set Mass actuator. The mass can only be set on dynamic objects and must be a positive floating point value.

This commit is contained in:
Benoit Bolsee 2009-01-14 22:33:39 +00:00
parent 00c12e0906
commit 509ca83ef1
12 changed files with 53 additions and 13 deletions

@ -82,7 +82,7 @@ typedef struct bEditObjectActuator {
char name[32];
float linVelocity[3]; /* initial lin. velocity on creation */
float angVelocity[3]; /* initial ang. velocity on creation */
float pad;
float mass;
short localflag; /* flag for the lin & ang. vel: apply locally */
short dyn_operation;
} bEditObjectActuator;

@ -2136,12 +2136,17 @@ static short draw_actuatorbuttons(Object *ob, bActuator *act, uiBlock *block, sh
uiDefButS(block, TOG, 0, "3D", xco+width-50, yco-44, 40, 19, &eoa->flag, 0.0, 0.0, 0, 0, "Enable 3D tracking");
}
else if(eoa->type==ACT_EDOB_DYNAMICS) {
ysize= 48;
ysize= 69;
glRects(xco, yco-ysize, xco+width, yco);
uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1);
str= "Dynamic Operation %t|Restore Dynamics %x0|Suspend Dynamics %x1|Enable Rigid Body %x2|Disable Rigid Body %x3";
str= "Dynamic Operation %t|Restore Dynamics %x0|Suspend Dynamics %x1|Enable Rigid Body %x2|Disable Rigid Body %x3|Set Mass %x4";
uiDefButS(block, MENU, B_REDR, str, xco+40, yco-44, (width-80), 19, &(eoa->dyn_operation), 0.0, 0.0, 0, 0, "");
if(eoa->dyn_operation==4) {
uiDefButF(block, NUM, 0, "", xco+40, yco-63, width-80, 19,
&eoa->mass, 0.0, 10000.0, 10, 0,
"Mass for object.");
}
}
str= "Edit Object %t|Add Object %x0|End Object %x1|Replace Mesh %x2|Track to %x3|Dynamics %x4";
uiDefButS(block, MENU, B_REDR, str, xco+40, yco-24, (width-80), 19, &eoa->type, 0.0, 0.0, 0, 0, "");

@ -661,7 +661,8 @@ void BL_ConvertActuators(char* maggiename,
{
KX_SCA_DynamicActuator* tmpdynact
= new KX_SCA_DynamicActuator(gameobj,
editobact->dyn_operation
editobact->dyn_operation,
editobact->mass
);
baseact = tmpdynact;
}

@ -303,6 +303,25 @@ void KX_BulletPhysicsController::RemoveCompoundChild(KX_IPhysicsController* c
GetPhysicsEnvironment()->enableCcdPhysicsController(childCtrl);
}
void KX_BulletPhysicsController::SetMass(MT_Scalar newmass)
{
btRigidBody *body = GetRigidBody();
if (body && body->getActivationState() != DISABLE_SIMULATION &&
newmass>MT_EPSILON && GetMass()>MT_EPSILON)
{
btVector3 grav = body->getGravity();
btVector3 accel = grav / GetMass();
btBroadphaseProxy* handle = body->getBroadphaseHandle();
GetPhysicsEnvironment()->updateCcdPhysicsController(this,
newmass,
body->getCollisionFlags(),
handle->m_collisionFilterGroup,
handle->m_collisionFilterMask);
body->setGravity(accel);
}
}
void KX_BulletPhysicsController::SuspendDynamics(bool ghost)
{
btRigidBody *body = GetRigidBody();
@ -333,7 +352,7 @@ void KX_BulletPhysicsController::RestoreDynamics()
m_savedCollisionFlags,
m_savedCollisionFilterGroup,
m_savedCollisionFilterMask);
GetRigidBody()->forceActivationState(m_savedActivationState);
body->forceActivationState(m_savedActivationState);
}
}

@ -41,6 +41,7 @@ public:
virtual void setPosition(const MT_Point3& pos);
virtual void setScaling(const MT_Vector3& scaling);
virtual MT_Scalar GetMass();
virtual void SetMass(MT_Scalar newmass);
virtual MT_Vector3 getReactionForce();
virtual void setRigidBody(bool rigid);
virtual void AddCompoundChild(KX_IPhysicsController* child);

@ -1129,7 +1129,7 @@ PyObject* KX_GameObject::_getattr(const STR_String& attr)
if (m_pPhysicsController1)
{
if (attr == "mass")
return PyFloat_FromDouble(GetPhysicsController()->GetMass());
return PyFloat_FromDouble(m_pPhysicsController1->GetMass());
}
if (attr == "parent")
@ -1171,10 +1171,6 @@ PyObject* KX_GameObject::_getattr(const STR_String& attr)
int KX_GameObject::_setattr(const STR_String& attr, PyObject *value) // _setattr method
{
if (attr == "mass") {
PyErr_SetString(PyExc_AttributeError, "attribute \"mass\" is read only");
return 1;
}
if (attr == "parent") {
PyErr_SetString(PyExc_AttributeError, "attribute \"mass\" is read only\nUse setParent()");
@ -1203,6 +1199,11 @@ int KX_GameObject::_setattr(const STR_String& attr, PyObject *value) // _setattr
return 0;
}
}
if (attr == "mass") {
if (m_pPhysicsController1)
m_pPhysicsController1->SetMass(val);
return 0;
}
}
if (PySequence_Check(value))

@ -78,6 +78,7 @@ public:
virtual void setPosition(const MT_Point3& pos)=0;
virtual void setScaling(const MT_Vector3& scaling)=0;
virtual MT_Scalar GetMass()=0;
virtual void SetMass(MT_Scalar newmass)=0;
virtual MT_Vector3 getReactionForce()=0;
virtual void setRigidBody(bool rigid)=0;
virtual void AddCompoundChild(KX_IPhysicsController* child) = 0;

@ -133,10 +133,12 @@ KX_PYMETHODDEF_DOC(KX_SCA_DynamicActuator, getOperation,
KX_SCA_DynamicActuator::KX_SCA_DynamicActuator(SCA_IObject *gameobj,
short dyn_operation,
float setmass,
PyTypeObject* T) :
SCA_IActuator(gameobj, T),
m_dyn_operation(dyn_operation)
m_dyn_operation(dyn_operation),
m_setmass(setmass)
{
} /* End of constructor */
@ -179,6 +181,9 @@ bool KX_SCA_DynamicActuator::Update()
case 3:
controller->setRigidBody(false);
break;
case 4:
controller->SetMass(m_setmass);
break;
}
return false;

@ -45,10 +45,12 @@ class KX_SCA_DynamicActuator : public SCA_IActuator
// dynamics operation to apply to the game object
short m_dyn_operation;
float m_setmass;
public:
KX_SCA_DynamicActuator(
SCA_IObject* gameobj,
short dyn_operation,
float setmass,
PyTypeObject* T=&Type
);

@ -205,6 +205,10 @@ MT_Scalar KX_SumoPhysicsController::GetMass()
return SumoPhysicsController::getMass();
}
void KX_SumoPhysicsController::SetMass(MT_Scalar newmass)
{
}
MT_Scalar KX_SumoPhysicsController::GetRadius()
{
return SumoPhysicsController::GetRadius();

@ -87,6 +87,7 @@ public:
virtual void setPosition(const MT_Point3& pos);
virtual void setScaling(const MT_Vector3& scaling);
virtual MT_Scalar GetMass();
virtual void SetMass(MT_Scalar newmass);
virtual MT_Scalar GetRadius();
virtual MT_Vector3 getReactionForce();
virtual void setRigidBody(bool rigid);

@ -74,10 +74,10 @@ CcdPhysicsController::CcdPhysicsController (const CcdConstructionInfo& ci)
///???
#ifdef WIN32
/*#ifdef WIN32
if (GetRigidBody() && !GetRigidBody()->isStaticObject())
GetRigidBody()->setLinearVelocity(startVel);
#endif
#endif*/
}