force collision bound type to be convex hull or concave triangle mesh for soft bodies

set collision margin between soft and mesh back to .3, smaller is not useable (yet)
This commit is contained in:
Erwin Coumans 2008-09-27 00:36:18 +00:00
parent 1e0cfcfd3a
commit b6405b970c
2 changed files with 17 additions and 7 deletions

@ -32,7 +32,7 @@ subject to the following restrictions:
#include "BulletCollision/NarrowPhaseCollision/btSubSimplexConvexCast.h"
#include "BulletSoftBody/btSoftBody.h"
#define BT_SOFTBODY_TRIANGLE_EXTRUSION btScalar(0.06)//make this configurable
#define BT_SOFTBODY_TRIANGLE_EXTRUSION btScalar(0.3)//make this configurable
btSoftBodyConcaveCollisionAlgorithm::btSoftBodyConcaveCollisionAlgorithm( const btCollisionAlgorithmConstructionInfo& ci, btCollisionObject* body0,btCollisionObject* body1,bool isSwapped)
: btCollisionAlgorithm(ci),
@ -142,9 +142,9 @@ void btSoftBodyTriangleCallback::processTriangle(btVector3* triangle,int partId,
normal*= BT_SOFTBODY_TRIANGLE_EXTRUSION;
// other=(triangle[0]+triangle[1]+triangle[2])*0.333333f;
// other+=normal*22.f;
btVector3 pts[6] = {triangle[0]+normal,
triangle[1]+normal,
triangle[2]+normal,
btVector3 pts[6] = {triangle[0],
triangle[1],
triangle[2],
triangle[0]-normal,
triangle[1]-normal,
triangle[2]-normal};

@ -2974,6 +2974,9 @@ static void check_body_type(void *arg1_but, void *arg2_object)
case OB_BODY_TYPE_SOFT:
ob->gameflag |= OB_COLLISION|OB_DYNAMIC|OB_SOFT_BODY|OB_ACTOR;
ob->gameflag &= ~(OB_RIGID_BODY);
ob->gameflag |= OB_BOUNDS;
if (ob->boundtype<OB_BOUND_POLYH)
ob->boundtype=OB_BOUND_POLYH;
break;
}
}
@ -3112,9 +3115,16 @@ void buttons_bullet(uiBlock *block, Object *ob)
&ob->gameflag, 0, 0, 0, 0,
"Specify a collision bounds type");
if (ob->gameflag & OB_BOUNDS) {
uiDefButS(block, MENU, REDRAWVIEW3D, "Collision Bounds%t|Box%x0|Sphere%x1|Cylinder%x2|Cone%x3|Convex Hull%x5|Triangle Mesh%x4",
//almost ready to enable this one: uiDefButS(block, MENU, REDRAWVIEW3D, "Boundary Display%t|Box%x0|Sphere%x1|Cylinder%x2|Cone%x3|Convex Hull Polytope%x5|Static TriangleMesh %x4|Dynamic Mesh %x5|",
90, 105, 150, 19, &ob->boundtype, 0, 0, 0, 0, "Selects the collision type");
//only allow convex hull/triangle mesh for soft bodies
if (ob->body_type==OB_BODY_TYPE_SOFT)
{
uiDefButS(block, MENU, REDRAWVIEW3D, "Collision Bounds%t|Convex Hull%x5|Triangle Mesh%x4",
90, 105, 150, 19, &ob->boundtype, 0, 0, 0, 0, "Selects the collision type");
} else
{
uiDefButS(block, MENU, REDRAWVIEW3D, "Collision Bounds%t|Box%x0|Sphere%x1|Cylinder%x2|Cone%x3|Convex Hull%x5|Triangle Mesh%x4",
90, 105, 150, 19, &ob->boundtype, 0, 0, 0, 0, "Selects the collision type");
}
uiDefButBitI(block, TOG, OB_CHILD, B_REDR, "Compound", 240,105,110,19,
&ob->gameflag, 0, 0, 0, 0,
"Add Children");