forked from bartvdbraak/blender
As a response to issue [#28483] "Enable/Disable Rigid Body actuator do nothing" reported by Jean-Francois Gallant (pyroevil), I'm adding preliminary support to enable and disable rigid body physics on dynamic objects. This is can be done via the Edit Object Actuator or through KX_GameObject.enableRigidBody() and KX_GameObject.disableRigidBody(). Thanks to Sergej Reich for his help with the patch.
This commit is contained in:
parent
4ff0efd5a2
commit
9d73cbf2c4
@ -1335,18 +1335,10 @@ Game Types (bge.types)
|
||||
|
||||
Rigid body physics allows the object to roll on collisions.
|
||||
|
||||
.. note::
|
||||
|
||||
This is not working with bullet physics yet.
|
||||
|
||||
.. method:: disableRigidBody()
|
||||
|
||||
Disables rigid body physics for this object.
|
||||
|
||||
.. note::
|
||||
|
||||
This is not working with bullet physics yet. The angular is removed but rigid body physics can still rotate it later.
|
||||
|
||||
.. method:: setParent(parent, compound=True, ghost=True)
|
||||
|
||||
Sets this object's parent.
|
||||
|
@ -232,6 +232,7 @@ MT_Vector3 KX_BulletPhysicsController::getReactionForce()
|
||||
}
|
||||
void KX_BulletPhysicsController::setRigidBody(bool rigid)
|
||||
{
|
||||
CcdPhysicsController::setRigidBody(rigid);
|
||||
}
|
||||
|
||||
/* This function dynamically adds the collision shape of another controller to
|
||||
|
@ -118,6 +118,12 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
|
||||
|
||||
ci.m_MotionState = motionstate;
|
||||
ci.m_gravity = btVector3(0,0,0);
|
||||
ci.m_linearFactor = btVector3(objprop->m_lockXaxis? 0 : 1,
|
||||
objprop->m_lockYaxis? 0 : 1,
|
||||
objprop->m_lockZaxis? 0 : 1);
|
||||
ci.m_angularFactor = btVector3(objprop->m_lockXRotaxis? 0 : 1,
|
||||
objprop->m_lockYRotaxis? 0 : 1,
|
||||
objprop->m_lockZRotaxis? 0 : 1);
|
||||
ci.m_localInertiaTensor =btVector3(0,0,0);
|
||||
ci.m_mass = objprop->m_dyna ? shapeprops->m_mass : 0.f;
|
||||
ci.m_clamp_vel_min = shapeprops->m_clamp_vel_min;
|
||||
@ -441,16 +447,8 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
|
||||
{
|
||||
if (objprop->m_angular_rigidbody)
|
||||
{
|
||||
btVector3 linearFactor(
|
||||
objprop->m_lockXaxis? 0 : 1,
|
||||
objprop->m_lockYaxis? 0 : 1,
|
||||
objprop->m_lockZaxis? 0 : 1);
|
||||
btVector3 angularFactor(
|
||||
objprop->m_lockXRotaxis? 0 : 1,
|
||||
objprop->m_lockYRotaxis? 0 : 1,
|
||||
objprop->m_lockZRotaxis? 0 : 1);
|
||||
rbody->setLinearFactor(linearFactor);
|
||||
rbody->setAngularFactor(angularFactor);
|
||||
rbody->setLinearFactor(ci.m_linearFactor);
|
||||
rbody->setAngularFactor(ci.m_angularFactor);
|
||||
}
|
||||
|
||||
if (rbody && objprop->m_disableSleeping)
|
||||
|
@ -1294,17 +1294,16 @@ void CcdPhysicsController::getReactionForce(float& forceX,float& forceY,float&
|
||||
// dyna's that are rigidbody are free in orientation, dyna's with non-rigidbody are restricted
|
||||
void CcdPhysicsController::setRigidBody(bool rigid)
|
||||
{
|
||||
if (!rigid)
|
||||
btRigidBody* body = GetRigidBody();
|
||||
if (body)
|
||||
{
|
||||
btRigidBody* body = GetRigidBody();
|
||||
if (body)
|
||||
{
|
||||
//fake it for now
|
||||
btVector3 inertia = body->getInvInertiaDiagLocal();
|
||||
inertia[1] = 0.f;
|
||||
body->setInvInertiaDiagLocal(inertia);
|
||||
body->updateInertiaTensor();
|
||||
m_cci.m_bRigid = rigid;
|
||||
if (!rigid) {
|
||||
body->setAngularFactor(0.f);
|
||||
body->setAngularVelocity(btVector3(0.f, 0.f, 0.f));
|
||||
}
|
||||
else
|
||||
body->setAngularFactor(m_cci.m_angularFactor);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -229,6 +229,8 @@ struct CcdConstructionInfo
|
||||
:m_localInertiaTensor(1.f, 1.f, 1.f),
|
||||
m_gravity(0,0,0),
|
||||
m_scaling(1.f,1.f,1.f),
|
||||
m_linearFactor(0.f, 0.f, 0.f),
|
||||
m_angularFactor(0.f, 0.f, 0.f),
|
||||
m_mass(0.f),
|
||||
m_clamp_vel_min(-1.f),
|
||||
m_clamp_vel_max(-1.f),
|
||||
@ -292,6 +294,8 @@ struct CcdConstructionInfo
|
||||
btVector3 m_localInertiaTensor;
|
||||
btVector3 m_gravity;
|
||||
btVector3 m_scaling;
|
||||
btVector3 m_linearFactor;
|
||||
btVector3 m_angularFactor;
|
||||
btScalar m_mass;
|
||||
btScalar m_clamp_vel_min;
|
||||
btScalar m_clamp_vel_max;
|
||||
|
Loading…
Reference in New Issue
Block a user