This commit is contained in:
Mitchell Stokes 2012-08-08 01:24:48 +00:00
parent e9d73dbba5
commit 843b45cafa
8 changed files with 130 additions and 2 deletions

@ -189,8 +189,16 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
layout.operator("mesh.navmesh_reset")
layout.operator("mesh.navmesh_clear")
if physics_type not in {'NO_COLLISION', 'OCCLUDE'}:
layout.separator()
split = layout.split()
col = split.column()
col.prop(game, "collision_group")
col = split.column()
col.prop(game, "collision_mask")
class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel, Panel):
bl_label = "Collision Bounds"
COMPAT_ENGINES = {'BLENDER_GAME'}

@ -844,6 +844,8 @@ Object *BKE_object_add_only_object(int type, const char *name)
ob->step_height = 0.15f;
ob->jump_speed = 10.0f;
ob->fall_speed = 55.0f;
ob->col_group = 0x01;
ob->col_mask = 0xff;
/* NT fluid sim defaults */
ob->fluidsimSettings = NULL;

@ -7890,6 +7890,16 @@ static void do_versions(FileData *fd, Library *lib, Main *main)
ntreetype->foreach_nodetree(main, NULL, do_version_ntree_mask_264);
}
{
Object *ob;
for (ob = main->object.first; ob; ob = ob->id.next) {
if (ob->col_group == 0) {
ob->col_group = 0x01;
ob->col_mask = 0xff;
}
}
}
/* WATCH IT!!!: pointers from libdata have not been converted yet here! */
/* WATCH IT 2!: Userdef struct init has to be in editors/interface/resources.c! */

@ -241,6 +241,9 @@ typedef struct Object {
short recalc; /* dependency flag */
float anisotropicFriction[3];
/** Collision mask settings */
unsigned short col_group, col_mask, col_pad[2];
ListBase constraints; /* object constraints */
ListBase nlastrips DNA_DEPRECATED; // XXX depreceated... old animation system
ListBase hooks DNA_DEPRECATED; // XXX depreceated... old animation system
@ -472,6 +475,9 @@ typedef struct DupliObject {
/* controller state */
#define OB_MAX_STATES 30
/* collision masks */
#define OB_MAX_COL_MASKS 8
/* ob->gameflag */
#define OB_DYNAMIC 1
#define OB_CHILD 2

@ -1077,6 +1077,62 @@ static void rna_GameObjectSettings_state_set(PointerRNA *ptr, const int *values)
}
}
static void rna_GameObjectSettings_col_group_get(PointerRNA *ptr, int *values)
{
Object *ob = (Object*)ptr->data;
int i;
for (i = 0; i < OB_MAX_COL_MASKS; i++)
values[i] = (ob->col_group & (1<<i));
}
static void rna_GameObjectSettings_col_group_set(PointerRNA *ptr, const int *values)
{
Object *ob = (Object*)ptr->data;
int i, tot = 0;
/* ensure we always have some group selected */
for (i = 0; i < OB_MAX_COL_MASKS; i++)
if(values[i])
tot++;
if (tot==0)
return;
for (i = 0; i < OB_MAX_COL_MASKS; i++) {
if (values[i]) ob->col_group |= (1<<i);
else ob->col_group &= ~(1<<i);
}
}
static void rna_GameObjectSettings_col_mask_get(PointerRNA *ptr, int *values)
{
Object *ob = (Object*)ptr->data;
int i;
for (i = 0; i < OB_MAX_COL_MASKS; i++)
values[i] = (ob->col_mask & (1<<i));
}
static void rna_GameObjectSettings_col_mask_set(PointerRNA *ptr, const int *values)
{
Object *ob = (Object*)ptr->data;
int i, tot = 0;
/* ensure we always have some mask selected */
for (i = 0; i < OB_MAX_COL_MASKS; i++)
if(values[i])
tot++;
if (tot==0)
return;
for (i = 0; i < OB_MAX_COL_MASKS; i++) {
if (values[i]) ob->col_mask |= (1<<i);
else ob->col_mask &= ~(1<<i);
}
}
static void rna_GameObjectSettings_used_state_get(PointerRNA *ptr, int *values)
{
Object *ob = (Object *)ptr->data;
@ -1438,6 +1494,8 @@ static void rna_def_object_game_settings(BlenderRNA *brna)
StructRNA *srna;
PropertyRNA *prop;
int default_col_mask[8] = {1,0,0,0, 0,0,0,0};
static EnumPropertyItem body_type_items[] = {
{OB_BODY_TYPE_NO_COLLISION, "NO_COLLISION", 0, "No Collision", "Disable collision for this object"},
{OB_BODY_TYPE_STATIC, "STATIC", 0, "Static", "Stationary object"},
@ -1561,6 +1619,18 @@ static void rna_def_object_game_settings(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "Fall Speed Max", "Maximum speed at which the character will fall");
prop = RNA_def_property(srna, "collision_group", PROP_BOOLEAN, PROP_LAYER_MEMBER);
RNA_def_property_boolean_sdna(prop, NULL, "col_group", 1);
RNA_def_property_array(prop, OB_MAX_COL_MASKS);
RNA_def_property_ui_text(prop, "Collision Group", "The collision group of the object");
RNA_def_property_boolean_funcs(prop, "rna_GameObjectSettings_col_group_get", "rna_GameObjectSettings_col_group_set");
prop = RNA_def_property(srna, "collision_mask", PROP_BOOLEAN, PROP_LAYER_MEMBER);
RNA_def_property_boolean_sdna(prop, NULL, "col_mask", 1);
RNA_def_property_array(prop, OB_MAX_COL_MASKS);
RNA_def_property_ui_text(prop, "Collision Mask", "The groups this object can collide with");
RNA_def_property_boolean_funcs(prop, "rna_GameObjectSettings_col_mask_get", "rna_GameObjectSettings_col_mask_set");
/* lock position */
prop = RNA_def_property(srna, "lock_location_x", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "gameflag2", OB_LOCK_RIGID_BODY_X_AXIS);

@ -481,6 +481,19 @@ void KX_GameObject::ActivateGraphicController(bool recurse)
}
}
void KX_GameObject::SetUserCollisionGroup(short group)
{
m_userCollisionGroup = group;
}
void KX_GameObject::SetUserCollisionMask(short mask)
{
m_userCollisionMask = mask;
}
bool KX_GameObject::CheckCollision(KX_GameObject* other)
{
return this->m_userCollisionGroup & other->m_userCollisionMask;
}
CValue* KX_GameObject::GetReplica()
{

@ -98,6 +98,10 @@ protected:
bool m_bIsNegativeScaling;
MT_Vector4 m_objectColor;
// Bit fields for user control over physics collisions
short m_userCollisionGroup;
short m_userCollisionMask;
// visible = user setting
// culled = while rendering, depending on camera
bool m_bVisible;
@ -464,6 +468,13 @@ public:
* @add/remove the graphic controller to the physic system
*/
void ActivateGraphicController(bool recurse);
void SetUserCollisionGroup(short filter);
void SetUserCollisionMask(short mask);
/**
* Extra broadphase check for user controllable collisions
*/
bool CheckCollision(KX_GameObject *other);
/**
* \section Coordinate system manipulation functions

@ -2214,11 +2214,19 @@ void CcdPhysicsEnvironment::CallbackTriggers()
bool CcdOverlapFilterCallBack::needBroadphaseCollision(btBroadphaseProxy* proxy0,btBroadphaseProxy* proxy1) const
{
btCollisionObject *colObj0, *colObj1;
KX_GameObject *gameObj0 = KX_GameObject::GetClientObject((KX_ClientObjectInfo*)((CcdPhysicsController*)((btCollisionObject*)proxy0->m_clientObject)->getUserPointer())->getNewClientInfo());
KX_GameObject *gameObj1 = KX_GameObject::GetClientObject((KX_ClientObjectInfo*)((CcdPhysicsController*)((btCollisionObject*)proxy1->m_clientObject)->getUserPointer())->getNewClientInfo());
CcdPhysicsController *sensorCtrl, *objCtrl;
bool collides;
// first check the filters
collides = (proxy0->m_collisionFilterGroup & proxy1->m_collisionFilterMask) != 0;
collides = collides && (proxy1->m_collisionFilterGroup & proxy0->m_collisionFilterMask);
if (gameObj0 && gameObj1)
{
collides = collides && gameObj0->CheckCollision(gameObj1);
collides = collides && gameObj1->CheckCollision(gameObj0);
}
if (!collides)
return false;