Commit Graph

12 Commits

Author SHA1 Message Date
Benoit Bolsee
3ea1c1b4b6 BGE: new sensor object to generalize Near and Radar sensor, static-static collision capbility.
A new type of "Sensor" physics object is available in the GE for advanced
collision management. It's called Sensor for its similarities with the
physics objects that underlie the Near and Radar sensors.
Like the Near and Radar object it is:
- static and ghost
- invisible by default
- always active to ensure correct collision detection
- capable of detecting both static and dynamic objects
- ignoring collision with their parent
- capable of broadphase filtering based on:
  * Actor option: the collisioning object must have the Actor flag set to be detected
  * property/material: as specified in the collision sensors attached to it
  Broadphase filtering is important for performance reason: the collision points
  will be computed only for the objects that pass the broahphase filter.
- automatically removed from the simulation when no collision sensor is active on it

Unlike the Near and Radar object it can:
- take any shape, including triangle mesh
- be made visible for debugging (just use the Visible actuator)
- have multiple collision sensors using it

Other than that, the sensor objects are ordinary objects. You can move them
freely or parent them. When parented to a dynamic object, they can provide
advanced collision control to this object.

The type of collision capability depends on the shape:
- box, sphere, cylinder, cone, convex hull provide volume detection.
- triangle mesh provides surface detection but you can give some volume
  to the suface by increasing the margin in the Advanced Settings panel.
  The margin applies on both sides of the surface.

Performance tip:
- Sensor objects perform better than Near and Radar: they do less synchronizations
  because of the Scenegraph optimizations and they can have multiple collision sensors
  on them (with different property filtering for example).
- Always prefer simple shape (box, sphere) to complex shape whenever possible.
- Always use broadphase filtering (avoid collision sensor with empty propery/material)
- Use collision sensor only when you need them. When no collision sensor is active
  on the sensor object, it is removed from the simulation and consume no CPU.

Known limitations:
- When running Blender in debug mode, you will see one warning line of the console:
  "warning btCollisionDispatcher::needsCollision: static-static collision!"
  In release mode this message is not printed.
- Collision margin has no effect on sphere, cone and cylinder shape.

Other performance improvements:
- Remove unnecessary interpolation for Near and Radar objects and by extension
  sensor objects.
- Use direct matrix copy instead of quaternion to synchronize orientation.

Other bug fix:
- Fix Near/Radar position error on newly activated objects. This was causing
  several detection problems in YoFrankie
- Fix margin not passed correctly to gImpact shape.
- Disable force/velocity actions on static objects
2009-05-17 12:51:51 +00:00
Chris Want
5d0a207ecb Patch from GSR that a) fixes a whole bunch of GPL/BL license
blocks that were previously missed; and b) greatly increase my
ohloh stats!
2008-04-16 22:40:48 +00:00
Erwin Coumans
2d73b31aff preparation for bullet physics 2005-07-16 21:47:54 +00:00
Kester Maddock
c844aa265a Big patches:
Erwin Coumans: Abstract the physics engine
Charlie C: Joystick fixes
Me: Moved the ray cast (shadows, mouse sensor & ray sensor)
2005-03-25 10:33:39 +00:00
Kester Maddock
7b2567924b Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
Keyboard sensors can now hook escape key.  Ctrl-Break can be used from within blender if you've forgotten an end game actuator.

Fixed a stupid bug preventing some actuators working (like TrackTo).
2004-10-16 11:41:50 +00:00
Chris Want
b92e99d0a8 In ODE, a dVector3 is really a 4D array ... the 3D initialization
used in this file caused the MipsPro 7.4 compiler to choke
... please test on all platforms!
2003-08-23 19:09:52 +00:00
Kent Mein
50ec450e64 Had to make the patch for casting a little more complicated.
m_MotionState->getWorldOrientation((float)worldquat[1],
        (float)worldquat[2],(float)worldquat[3],(float)worldquat[0]);

Is now:

#ifdef dDOUBLE
      m_MotionState->getWorldOrientation((float)worldquat[1],
        (float)worldquat[2],(float)worldquat[3],(float)worldquat[0]);
#else
      m_MotionState->getWorldOrientation(worldquat[1],
        worldquat[2],worldquat[3],worldquat[0]);
#endif


Kent
--
mein@cs.umn.edu
2002-12-03 15:52:47 +00:00
Kent Mein
73aef31b52 I got this patch from sgefant Mostly its just casting floats as floats.
(also adding a couple of include pathes)
changes in Ode*.cpp to get it compile with gcc 2.95.4
to make it compile with ./configure --with-gameengine
                        --enable-gameplayer


Kent
--
mein@cs.umn.edu
2002-12-02 16:30:13 +00:00
Kent Mein
209a2ede2c Last of the config.h mods...
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

added to these files.

Kent
--
mein@cs.umn.edu
2002-11-25 15:29:57 +00:00
Norman Lin
ae459bfc12 added notes on collisions between dynas and "static moving" geometry (kinematically controlled) 2002-10-19 13:49:00 +00:00
Norman Lin
1ca9bded73 added todo item about compatibility with 2.25 2002-10-18 18:53:45 +00:00
Norman Lin
b7dadcfefd first checkin of ode blender engine files 2002-10-18 15:46:57 +00:00