BGE: Add soft body welding parameter to the Advanced Settings panel. The values are very small so I chose to use logarithmic scale. Should be fine, it's an advanced setting after all.

This commit is contained in:
Benoit Bolsee 2009-04-27 16:44:02 +00:00
parent c56ee09c48
commit 352eaccd5d
7 changed files with 29 additions and 12 deletions

@ -82,6 +82,7 @@ BulletSoftBody *bsbNew(void)
bsb->collisionflags = 0;
//bsb->collisionflags = OB_BSB_COL_CL_RS + OB_BSB_COL_CL_SS;
bsb->numclusteriterations = 64;
bsb->welding = -4.f;
return bsb;
}

@ -119,7 +119,7 @@ typedef struct BulletSoftBody {
float kAHR; /* Anchors hardness [0,1] */
int collisionflags; /* Vertex/Face or Signed Distance Field(SDF) or Clusters, Soft versus Soft or Rigid */
int numclusteriterations; /* number of iterations to refine collision clusters*/
float welding; /* welding limit to remove duplicate/nearby vertices, 0.0000001..0.01 */
} BulletSoftBody;
/* BulletSoftBody.flag */

@ -3073,19 +3073,19 @@ static uiBlock *advanced_bullet_menu(void *arg_ob)
{
uiBlock *block;
Object *ob = arg_ob;
short yco = 20, xco = 0;
short yco, xco = 0;
block= uiNewBlock(&curarea->uiblocks, "advanced_bullet_options", UI_EMBOSS, UI_HELV, curarea->win);
/* use this for a fake extra empy space around the buttons */
if (ob->gameflag & OB_SOFT_BODY) {
uiDefBut(block, LABEL, 0, "", -10, -10, 380, 60, NULL, 0, 0, 0, 0, "");
uiDefBut(block, LABEL, 0, "", -10, -10, 380, 80, NULL, 0, 0, 0, 0, "");
if (ob->bsoft)
{
yco = 40;
uiBlockBeginAlign(block);
uiDefButBitI(block, TOG, OB_BSB_COL_CL_RS, 0, "Cluster Collision RS",
xco, yco, 180, 19, &ob->bsoft->collisionflags, 0, 0, 0, 0,
@ -3102,6 +3102,14 @@ static uiBlock *advanced_bullet_menu(void *arg_ob)
xco+=180, yco, 180, 19, &ob->bsoft->piterations, 0, 10,
0, 0, "Position solver iterations");
uiBlockEndAlign(block);
yco -= 20;
xco = 0;
if (ob->bsoft->welding == 0.f)
ob->bsoft->welding = -4.f;
uiDefButF(block, NUMSLI, 0, "Welding(10^) ",
xco, yco, 360, 19, &ob->bsoft->welding, -7.f, -2.f, 10, 2,
"Threshold to remove duplicate/nearby vertices. Displayed in logarithmic scale for readability: linear values from 0.0000001 to 0.01");
/*
//too complex tweaking, disable for now
@ -3131,7 +3139,7 @@ static uiBlock *advanced_bullet_menu(void *arg_ob)
if (ob->gameflag & OB_DYNAMIC) {
yco = 100;
yco = 80;
uiDefBut(block, LABEL, 0, "", -10, -10, 380, 120, NULL, 0, 0, 0, 0, "");
uiBlockBeginAlign(block);
if (ob->margin < 0.001f)
@ -3173,7 +3181,7 @@ static uiBlock *advanced_bullet_menu(void *arg_ob)
uiBlockEndAlign(block);
uiDefBut(block, LABEL, 0, "Clamp Velocity (zero disables)", xco, yco, 180*2, 19, NULL, 0, 0, 0, 0, "");
uiDefBut(block, LABEL, 0, "Clamp Velocity (0=disabled)", xco, yco, 180*2, 19, NULL, 0, 0, 0, 0, "");
uiBlockBeginAlign(block);
@ -3215,7 +3223,7 @@ static uiBlock *advanced_bullet_menu(void *arg_ob)
} else {
yco = 20;
uiDefBut(block, LABEL, 0, "", -10, -10, 380, 60, NULL, 0, 0, 0, 0, "");
uiDefButF(block, NUM, 0, "Margin",
xco, yco, 180, 19, &ob->margin, 0.0, 1.0, 1, 0,

@ -1418,6 +1418,10 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
objprop.m_soft_kAHR= blenderobject->bsoft->kAHR; /* Anchors hardness [0,1] */
objprop.m_soft_collisionflags= blenderobject->bsoft->collisionflags; /* Vertex/Face or Signed Distance Field(SDF) or Clusters, Soft versus Soft or Rigid */
objprop.m_soft_numclusteriterations= blenderobject->bsoft->numclusteriterations; /* number of iterations to refine collision clusters*/
if (blenderobject->bsoft->welding == 0.f)
objprop.m_soft_welding = 0.0001f; /* welding */
else
objprop.m_soft_welding = pow(10.f,blenderobject->bsoft->welding); /* welding */
} else
{
@ -1457,6 +1461,7 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
objprop.m_soft_kAHR= 0.7f;
objprop.m_soft_collisionflags= OB_BSB_COL_SDF_RS + OB_BSB_COL_VF_SS;
objprop.m_soft_numclusteriterations= 16;
objprop.m_soft_welding = 0.0001f;
}
}

@ -124,6 +124,7 @@ struct KX_ObjectProperties
float m_soft_kAHR; /* Anchors hardness [0,1] */
int m_soft_collisionflags; /* Vertex/Face or Signed Distance Field(SDF) or Clusters, Soft versus Soft or Rigid */
int m_soft_numclusteriterations; /* number of iterations to refine collision clusters*/
float m_soft_welding; /* threshold to remove duplicate/nearby vertices */
/////////////////////////

@ -905,7 +905,9 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
// Soft bodies require welding. Only avoid remove doubles for non-soft bodies!
if (objprop->m_softbody)
shapeInfo->setVertexWeldingThreshold1(0.0001f); //todo: expose this to the UI
{
shapeInfo->setVertexWeldingThreshold1(objprop->m_soft_welding); //todo: expose this to the UI
}
bm = shapeInfo->CreateBulletShape();
//no moving concave meshes, so don't bother calculating inertia

@ -462,11 +462,11 @@ void KX_GameObject::RemoveMeshes()
void KX_GameObject::UpdateTransform()
{
if (m_pPhysicsController1)
// only update the transform of static object, dynamic object are handled differently
// note that for bullet, this does not even update the transform of static object
// HACK: saves function call for dynamic object, they are handled differently
if (m_pPhysicsController1 && !m_pPhysicsController1->IsDyna())
// Note that for Bullet, this does not even update the transform of static object
// but merely sets there collision flag to "kinematic" because the synchronization is
// done differently during physics simulation
// done during physics simulation
m_pPhysicsController1->SetSumoTransform(true);
if (m_pGraphicController)
// update the culling tree