forked from bartvdbraak/blender
BGE bug fix (for 2.47): setParent() fix, third part: set mass to 0 when parenting. Allow loc/scale/orientation change on child object with physic controller.
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89f2a63ecd
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@ -170,10 +170,12 @@ void KX_BulletPhysicsController::SuspendDynamics(bool ghost)
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{
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btBroadphaseProxy* handle = body->getBroadphaseHandle();
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m_savedCollisionFlags = body->getCollisionFlags();
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m_savedMass = GetMass();
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m_savedCollisionFilterGroup = handle->m_collisionFilterGroup;
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m_savedCollisionFilterMask = handle->m_collisionFilterMask;
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body->setActivationState(DISABLE_SIMULATION);
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GetPhysicsEnvironment()->updateCcdPhysicsController(this,
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0.0,
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btCollisionObject::CF_STATIC_OBJECT|((ghost)?btCollisionObject::CF_NO_CONTACT_RESPONSE:(m_savedCollisionFlags&btCollisionObject::CF_NO_CONTACT_RESPONSE)),
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btBroadphaseProxy::StaticFilter,
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btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter);
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@ -185,11 +187,12 @@ void KX_BulletPhysicsController::RestoreDynamics()
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btRigidBody *body = GetRigidBody();
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if (body->getActivationState() == DISABLE_SIMULATION)
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{
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GetRigidBody()->forceActivationState(ACTIVE_TAG);
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GetPhysicsEnvironment()->updateCcdPhysicsController(this,
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m_savedMass,
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m_savedCollisionFlags,
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m_savedCollisionFilterGroup,
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m_savedCollisionFilterMask);
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GetRigidBody()->forceActivationState(ACTIVE_TAG);
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}
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}
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@ -11,6 +11,8 @@ private:
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int m_savedCollisionFlags;
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short int m_savedCollisionFilterGroup;
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short int m_savedCollisionFilterMask;
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MT_Scalar m_savedMass;
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public:
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KX_BulletPhysicsController (const CcdConstructionInfo& ci, bool dyna);
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@ -224,6 +224,10 @@ void KX_GameObject::SetParent(KX_Scene *scene, KX_GameObject* obj)
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RemoveParent(scene);
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obj->GetSGNode()->AddChild(GetSGNode());
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if (m_pPhysicsController1)
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{
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m_pPhysicsController1->SuspendDynamics(true);
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}
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// Set us to our new scale, position, and orientation
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scale1[0] = scale1[0]/scale2[0];
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scale1[1] = scale1[1]/scale2[1];
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@ -240,10 +244,6 @@ void KX_GameObject::SetParent(KX_Scene *scene, KX_GameObject* obj)
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if (rootlist->RemoveValue(this))
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// the object was in parent list, decrement ref count as it's now removed
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Release();
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if (m_pPhysicsController1)
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{
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m_pPhysicsController1->SuspendDynamics(true);
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}
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}
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}
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@ -724,8 +724,12 @@ MT_Vector3 KX_GameObject::GetAngularVelocity(bool local)
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void KX_GameObject::NodeSetLocalPosition(const MT_Point3& trans)
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{
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if (m_pPhysicsController1)
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if (m_pPhysicsController1 && (!GetSGNode() || !GetSGNode()->GetSGParent()))
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{
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// don't update physic controller if the object is a child:
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// 1) the transformation will not be right
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// 2) in this case, the physic controller is necessarily a static object
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// that is updated from the normal kinematic synchronization
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m_pPhysicsController1->setPosition(trans);
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}
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@ -737,25 +741,22 @@ void KX_GameObject::NodeSetLocalPosition(const MT_Point3& trans)
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void KX_GameObject::NodeSetLocalOrientation(const MT_Matrix3x3& rot)
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{
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if (m_pPhysicsController1)
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if (m_pPhysicsController1 && (!GetSGNode() || !GetSGNode()->GetSGParent()))
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{
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// see note above
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m_pPhysicsController1->setOrientation(rot.getRotation());
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}
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if (GetSGNode())
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GetSGNode()->SetLocalOrientation(rot);
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else
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{
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int i;
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i=0;
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}
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}
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void KX_GameObject::NodeSetLocalScale(const MT_Vector3& scale)
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{
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if (m_pPhysicsController1)
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if (m_pPhysicsController1 && (!GetSGNode() || !GetSGNode()->GetSGParent()))
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{
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// see note above
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m_pPhysicsController1->setScaling(scale);
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}
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@ -106,6 +106,7 @@ class CcdPhysicsController : public PHY_IPhysicsController
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btRigidBody* m_body;
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class PHY_IMotionState* m_MotionState;
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btMotionState* m_bulletMotionState;
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friend class CcdPhysicsEnvironment; // needed when updating the controller
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void* m_newClientInfo;
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@ -194,7 +195,6 @@ class CcdPhysicsController : public PHY_IPhysicsController
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return m_cci.m_collisionFilterMask;
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}
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virtual void calcXform() {} ;
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virtual void SetMargin(float margin) {};
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virtual float GetMargin() const {return 0.f;};
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@ -466,17 +466,39 @@ void CcdPhysicsEnvironment::removeCcdPhysicsController(CcdPhysicsController* ctr
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}
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void CcdPhysicsEnvironment::updateCcdPhysicsController(CcdPhysicsController* ctrl, int newCollisionFlags, short int newCollisionGroup, short int newCollisionMask)
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void CcdPhysicsEnvironment::updateCcdPhysicsController(CcdPhysicsController* ctrl, btScalar newMass, int newCollisionFlags, short int newCollisionGroup, short int newCollisionMask)
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{
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// this function is used when the collisionning group of a controller is changed
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// remove and add the collistioning object
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btRigidBody* body = ctrl->GetRigidBody();
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btVector3 inertia;
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m_dynamicsWorld->removeCollisionObject(body);
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body->setCollisionFlags(newCollisionFlags);
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body->getCollisionShape()->calculateLocalInertia(newMass, inertia);
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body->setMassProps(newMass, inertia);
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m_dynamicsWorld->addCollisionObject(body, newCollisionGroup, newCollisionMask);
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// to avoid nasty interaction, we must update the property of the controller as well
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ctrl->m_cci.m_mass = newMass;
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ctrl->m_cci.m_collisionFilterGroup = newCollisionGroup;
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ctrl->m_cci.m_collisionFilterMask = newCollisionMask;
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ctrl->m_cci.m_collisionFlags = newCollisionFlags;
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}
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void CcdPhysicsEnvironment::enableCcdPhysicsController(CcdPhysicsController* ctrl)
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{
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std::vector<CcdPhysicsController*>::iterator i =
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std::find(m_controllers.begin(), m_controllers.end(), ctrl);
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if (i == m_controllers.end())
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{
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btRigidBody* body = ctrl->GetRigidBody();
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m_dynamicsWorld->addCollisionObject(body,
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ctrl->GetCollisionFilterGroup(), ctrl->GetCollisionFilterMask());
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}
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}
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void CcdPhysicsEnvironment::beginFrame()
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{
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@ -183,7 +183,14 @@ protected:
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void removeCcdPhysicsController(CcdPhysicsController* ctrl);
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void updateCcdPhysicsController(CcdPhysicsController* ctrl, int newCollisionFlags, short int newCollisionGroup, short int newCollisionMask);
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void updateCcdPhysicsController(CcdPhysicsController* ctrl, btScalar newMass, int newCollisionFlags, short int newCollisionGroup, short int newCollisionMask);
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void disableCcdPhysicsController(CcdPhysicsController* ctrl)
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{
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removeCcdPhysicsController(ctrl);
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}
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void enableCcdPhysicsController(CcdPhysicsController* ctrl);
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btBroadphaseInterface* getBroadphase();
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