Commit Graph

491 Commits

Author SHA1 Message Date
Porteries Tristan
546031b694 BGE : fix bugs with physics collision mask/group
Currently there are bugs with physics objects in inactive layers,
character and softbody.
I added a function in CcdPhysicsEnvironement to know if a physics
controller is currently active and for soft body I added the correct function in UpdateCcdPhysicsController to re-add a softbody in the dynamics world.

The bug was introduced in D1243 commit 3d55859

Reviewers: hg1, scorpion81, lordloki, moguri, agoose77, sergof

Reviewed By: sergof

Subscribers: youle, moguri

Differential Revision: https://developer.blender.org/D1253
2015-04-24 11:57:38 +02:00
Campbell Barton
87b3e62b3d Cleanup: warnings 2015-04-23 16:09:30 +10:00
Porteries Tristan
3d55859924 BGE: Support for collision group/mask from the api + activated on EndObject.
A Python API for the collision group / mask has been added:
```
KX_GameObject.collisionGroup
KX_GameObject.collisionMask
```
The maximum number of collision groups and masked has been increased from eight to sixteen.
This means that the max value of collisionGroup/Mask is (2 ** 16) - 1

EndObject will now activate objects that were sleeping and colliding with the removed object.
This means that, unlike now, if a rigid body starts sleeping on top of another object, when the latter is removed the rigid body will activate and fall, rather than float midair as before.

Collision groups that do not intersect used to collide on the first frame. Now this has been fixed so that they collide appropriately.

Thanks to agoose77 for his help.

Reviewers: scorpion81, hg1, agoose77, sergof

Reviewed By: agoose77, sergof

Subscribers: sergof, moguri

Projects: #game_physics, #game_engine

Differential Revision: https://developer.blender.org/D1243
2015-04-19 01:04:22 +02:00
Porteries Tristan
a12b2ec66d BGE: New isDynamicSuspended python attribute
This is a new KX_GameObject attribute that it increments the
possibilities of optimization during the game

Additionally the unused m_bSuspendDynamics variable is removed.

Reviewers: moguri, agoose77, lordloki

Reviewed By: agoose77, lordloki

Subscribers: agoose77, lordloki

Differential Revision: https://developer.blender.org/D1091
2015-03-27 06:11:23 +01:00
Thomas Szepe
0b4a71b072 BGE: Add physics constraints replication
This patch will add a physics constraints replication for group instances
(dupli group).
It also fix crashing when when a group instance is made from a linked
group instance and both are on the active layer.

Initial patch T31443 from moerdn (Martin Sell).

Reviewers: lordloki, sergof, moguri, sybren

Reviewed By: moguri, sybren

Differential Revision: https://developer.blender.org/D658
2015-03-22 17:56:26 +01:00
Sybren A. Stüvel
d21018b334 Fix T44065: fixed vehicle constraint
Commit ffee7f1a58a18bc08add94176ddffe29809139a6 broke vehicle constraints; this fixes that.
2015-03-21 14:42:57 +01:00
Sybren A. Stüvel
30527e3e55 Fix T43178: BGE has hard-coded 60 Hz as frame rate
Two areas of the BGE use a hard-coded 60 Hz as frame rate. However, this 60 Hz is just a default setting, and can be changed in the Blender interface.
This setting is now used instead of the hard-coded 60 Hz.

CcdPhysicsEnvironment::SetFixedTimeStep() is actually never called, as we don't even support a true fixed-timestep simulation.
2015-03-16 10:12:37 +01:00
Sybren A. Stüvel
ffee7f1a58 BGE: Fix crash when a constraint misses its reference object
Blender allows you to create a constraint without specifying its reference
object, even when the constraint requires such a reference. The BGE would
crash on this. This change simply ignores such a constraint.
2015-03-04 14:15:41 +01:00
Thomas Szepe
87572091fb BGE: Fix T43215: Rigidbody constraints deletion.
Deleting an object was deleting all rigidbody constraints in the scene.
Bug was introduced with D701.

Reviewers: agoose77, sergof, moguri, lordloki, sybren

Reviewed By: lordloki, sybren

Subscribers: sybren, hbar, blueprintrandom, sergof, agoose77

Differential Revision: https://developer.blender.org/D1007
2015-02-20 23:37:32 +01:00
Jorge Bernal
4ed8b70870 BGE: Fix T42437: Physics/Compound bug
Null check to verify that parent has a character controller. Otherwise (i.e empty) it will crash.

Reviewers: moguri, campbellbarton

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D1115
2015-02-18 19:59:21 +01:00
Jorge Bernal
9e217ccb2e BGE Fix T39026: No collisions detected with parented rigid body object
Fix for T39026. Preliminary investigation by blenderscripter on D446.
Also it solves bug T41285 (Parenting object leave collission box).

Refactor commit b90de0331df6c92af909b20a3e183596ff3511e4 introduced a
regression bug.

Reviewers: sergof, campbellbarton, moguri

Reviewed By: moguri

Subscribers: blueprintrandom, blenderscripter

Differential Revision: https://developer.blender.org/D1064
2015-02-12 23:56:50 +01:00
Ines Almeida
4edc1bbe02 BGE - Vehicle Controller - add background and API checks for arguments of function calls
Fixes T41570 crash
For readability, attachDir was renamed to downDir and the Python API docs renamed accordingly
2015-02-09 20:58:15 +00:00
Sybren A. Stüvel
dd65a44c9a BGE physics: When colliding, report first contact point to Python
This patch adds two parameters to the functions in the
collisionCallbacks list. The callback function should thus be like
this:

```
def on_colliding(other, point, normal):
    print("Colliding with %s at %s with normal %s" % (other, point, normal))

game_ob.collisionCallbacks.append(on_colliding)
```

The `point` parameter will contain the collision point in world
coordinates on the current object, and the `normal` contains the
surface normal at the collision point.

The callback functions are checked for the number of arguments
`co_argcount`. The new `point` and `normal` arguments are only passed
when `co_argcount > 1` or when `co_argcount` cannot be determined.

Reviewers: brita_, campbellbarton

Subscribers: sergey, sybren, agoose77

Projects: #game_physics

Differential Revision: https://developer.blender.org/D926
2015-02-08 15:52:13 +01:00
Sybren A. Stüvel
dd673337f1 BGE: draw contact points + normals in yellow
Red was used with different semantics in the physics visualisation,
switching to yellow to prevent confusion.

A screenshot can be found at http://www.pasteall.org/pic/80766 -- it's
the yellow balls + lines.

Reviewers: brita_, lordloki, campbellbarton

Reviewed By: lordloki, campbellbarton

Subscribers: lordloki

Projects: #game_physics

Differential Revision: https://developer.blender.org/D925
2015-01-28 22:09:58 +01:00
Sybren A. Stüvel
e5a852c3f3 BGE: draw contact points as sphere + line indicating the surface normal.
A screenshot can be found at http://www.pasteall.org/pic/80766 -- it's the yellow balls + lines.

Reviewers: brita_, lordloki, campbellbarton

Reviewed By: lordloki, campbellbarton

Subscribers: lordloki

Projects: #game_physics

Differential Revision: https://developer.blender.org/D925
2015-01-28 22:09:58 +01:00
Sybren A. Stüvel
7165db53f2 Cleanup of BGE code CcdPhysicsEnvironment::CallbackTriggers()
Refactored some code to be easier to read. Semantically the code is
identical.

  - Some conditions were negated to be able to return/continue early,
    rather than having the majority of the code inside an if-body.
  - Conditions were simplified (!(a == b)) turned into (a != b);
    repeated conditions calculated only once.
  - Unnecessary variables and one unnecessary condition were
    eliminated.

Reviewers: campbellbarton, lordloki

Reviewed By: lordloki

Projects: #game_physics

Differential Revision: https://developer.blender.org/D954
2015-01-21 18:43:05 +01:00
Sybren A. Stüvel
ed8dc78691 BGE physics: get/set linear and angular damping
This patch adds the following R/W properties and method to `KX_GameObject`:

  - `linearDamping`  -- get/set linear damping
  - `angluarDamping`  -- get/set angular damping
  - `setDamping(linear, angular)` -- set both simultaneously

These allow runtime changes to the same properties that are accessible at design time in Blender's UI via `game.damping` and `game.rotation_damping`. The names of the properties were chosen to mirror the internal names of the BGE physics engine, as these are (AFAIK) also the commonly used names in physics literature.

Reviewers: campbellbarton

Projects: #game_physics

Differential Revision: https://developer.blender.org/D936
2015-01-15 18:37:22 +01:00
HG1
47ebf96de4 BGE: Fix Rigid body constraint deletion
Fix for T41294.
Rigid body constraints are not deleted, if the corresponding game objects are deleted.

Reviewers: moguri

Differential Revision: https://developer.blender.org/D701
2014-12-02 19:26:06 -08:00
Campbell Barton
46e2d5ee41 Cleanup: typo 2014-11-21 14:16:35 +01:00
Jason Wilkins
8d084e8c8f Ghost Context Refactor
https://developer.blender.org/D643
Separates graphics context creation from window code in Ghost so that they can vary separately.
2014-10-07 15:47:32 -05:00
Thomas Dinges
e3ed13cbd4 Cleanup: Remove special code for Visual Studio 2008.
Goodbye VC2008, it has been a pleasure (more or less) :D SCons / CMake cleaenup will follow.
Differential Revision: https://developer.blender.org/D715
2014-08-07 13:52:15 +02:00
HG1
841ade32be BGE: Add missing documentation and attribute constraint_type for ConstraintWrapper
1. Add attribute to get the constraint type.
2. Add missing documentation for getParent, setParam, constraint_id in bge.types.KX_ConstraintWrapper.rst.
3. Add missing documentation for GENERIC_6DOF_CONSTRAINT and flag bit in bge.constraints.rst.
4. Fix typo in CcdPhysicsEnvironment.cpp

Reviewers: moguri

Reviewed By: moguri

Differential Revision: https://developer.blender.org/D654
2014-07-17 22:52:23 -07:00
Mitchell Stokes
dfe1b9b7a7 Fix T40146: BGE Compound parent crash 2014-07-15 17:52:46 -07:00
HG1
984d6c8677 BGE debug API and actuator
This patch adds some new debug methods to the KX_GameObject for manually adding the debug list and bge.render for controlling the debug visualization.
It also adds a new debug actuator, which allows to control the same functions.

This patch is a updated version of T33701.

Thread on Blenderartists:
http://blenderartists.org/forum/showthread.php?264745-Debug-proerties-for-added-objects-patch&p=2256018&viewfull=1#post2256018

Reviewers: moguri

Reviewed By: moguri

Differential Revision: https://developer.blender.org/D635
2014-07-11 16:00:14 -07:00
Mitchell Stokes
3a9e588d1a Fix T40909: BGE softbodies broken.
Looks like softbody settings got lost in a recent cleanup.
2014-07-09 21:32:33 -07:00
Jorge Bernal
1f43b083a9 BGE: Fix for applyImpulse function
This is related to task T29419. Credit also goes to Goran Milovanovic
(goran) for proposing an initial fix for this issue.

The issue is the current behavior of applyImpulse doesn't match the behavior
described in the documentation as instead of a impulse point in world coordinates,
it seems to require a coordinate in a local space.

Additionally, applyImpulse function isn't consistent with similar functions (applyForce, applyTorque, etc)
as it doesn't allow  to choose in which space (local or global) the impulse is applied.

Now, we have the following function:

applyImpulse(point, impulse, local=False)
being "point" the point to apply the impulse to (in world or local coordinates). When local is False will
have both point and impulse in World space and when local is True will have point and impulse in local space.

Reviewers: moguri, dfelinto, brita_

Reviewed By: moguri

Differential Revision: https://developer.blender.org/D567
2014-07-07 08:06:39 -07:00
Mitchell Stokes
2e20c16897 Fix T38895: Unstable behavior using VehicleWrapper after Bullet 2.82 update
The Bullet 2.82 update uses a different method for ray casting that
seems incompatible with our older files. So, for now we just force the
vehicle physics to use the older ray casting method.
2014-05-16 10:44:01 -07:00
Mitchell Stokes
183b417cce BGE Physics: Better follow the old (pre-cleanup) logic for determining bounds types.
This prevents older files from breaking.
2014-05-15 13:28:56 -07:00
Campbell Barton
88e5705a3f Code Cleanup: remove unused m_contactProcessingThreshold 2014-05-08 14:22:47 +10:00
Mitchell Stokes
685316b406 BGE: Forgot a NULL check in CcdPhysicsEnvironment::MergeEnvironment() 2014-05-01 18:34:25 -07:00
Mitchell Stokes
60c8c130fe BGE cleanup: KX_GameObject::GetParent() no longer increases the object's refcount.
I'm not sure why this function ever increased the object's refcount. Any
place in the code that calls KX_GameObject::GetParent() has to turn
around and call parent->Release(). Forgetting to call Release() was a
common cause of memory leaks (in fact, KX_SteeringActuator was probably
leaking). If the refcount needs to be increased, the calling code can
handle calling AddRef().
2014-04-30 18:53:32 -07:00
Mitchell Stokes
cdc5d6537f BGE: Fixing a memory leak from the recent physics changes. 2014-04-29 23:53:19 -07:00
Mitchell Stokes
f5c3c624f8 BGE Cleanup: Moving reinstancing physics shapes from KX_ConvertPhysicsObject to PHY_IPhysicsController
This was the last item in KX_ConvertPhysicsObject. Therefore,
KX_ConvertPhysicsObject.h and KX_ConvertPhysicsObjects.cpp have been
removed.
2014-04-23 19:39:57 -07:00
Mitchell Stokes
8cee587bcb BGE Cleanup: Physics conversion is now handled by PHY_IPhysicsEnvironment
The current physics conversion code was moved from
KX_ConvertPhysicsObjects to CcdPhysicsEnvironment.
2014-04-23 18:39:33 -07:00
Mitchell Stokes
89c61b20f0 BGE Cleanup: Reducing KX_BlenderSceneConverter's dependence on Bullet.
* Moving the BlenderDebugDraw (derived from btIDebugDraw) from
    KX_BlenderSceneConverter to CcdPhysicsEnvironment
  * Moving CcdPhysicsEnvironment initialization to CcdPhysicsEnvironment
    (this could probably be cleaned up some more with some sort of
    factory, or at least moving code to CcdPhysicsEnvironment's
    constructor)
  * Simplifying physics environment initialization (went from two
    switches to one)
2014-04-23 17:53:25 -07:00
Mitchell Stokes
3442a658fc BGE Cleanup: Reducing KX_Scene's dependence on Bullet.
Instead, it now relies more on our physics abstractions (e.g.,
PHY_IPhysicsEnvironment).
2014-04-23 14:08:49 -07:00
Sergej Reich
6fe5b3be38 Fix T37673: Ray casting could fail with 0 collision margins
Use bullet's old method of doing ray casts to stay compatible with old
files. It's faster but a bit less accurate.
2014-01-28 08:31:56 +01:00
Campbell Barton
a5606fadbb Code Cleanup: remove object arg to CDDM_from_mesh mesh_create_derived 2013-12-26 08:27:08 +11:00
Mitchell Stokes
eba07b77da Fix T37566: KX_GameObject.resumeDynamics() was not properly restoring collision groups and masks. 2013-11-29 14:32:56 -08:00
Mitchell Stokes
c73f82b6f0 Fix T37040: Removing vehicles in BGE causes a crash
The vehicle constraint is now properly removed if bge.constraints.removeConstraint()
is used or the object is deleted. This also fixes a memory leak with the
vehicle wrapper.
2013-11-18 09:37:58 -08:00
Mitchell Stokes
537f28fc0e Fix T37325: applyRotation() wasn't working correctly on rigid bodies in the game engine.
During the physics cleanup/refactor, the rotation matrix in
CcdPhysicsController::RelativeRotate() became transposed.
2013-11-17 16:04:26 -08:00
Mitchell Stokes
5cd28bbe80 BGE: Fix for #37335 "Moving the camera with a key (after the recent BGE cleanup commits) now crashes the game" reported by Ace Dragon.
CcdPhysicsEnvironment->GetCharacterController(); was missing a NULL check.
2013-11-06 19:40:37 +00:00
Bastien Montagne
93de84f267 Fix for recent BGE commits, when building with c++ guardedalloc. 2013-11-04 22:22:54 +00:00
Mitchell Stokes
b792ad2b46 BGE Physics Cleanup: Fixing an error that GCC didn't catch. 2013-11-04 19:23:00 +00:00
Mitchell Stokes
b90de0331d BGE: Cleaning up the BGE's physics code and removing KX_IPhysicsController and KX_BulletPhysicsController. Instead, we just use PHY_IPhysicsController, which removes a lot of duplicate code.
This is a squashed commit of the following:
    BGE Physics Cleanup: Fix crashes with LibLoading and replication. Also fixing some memory leaks.
    BGE Physics Cleanup: Removing KX_IPhysicsController and KX_BulletPhysicsController.
    BGE Physics Cleanup: Moving the replication code outside of KX_BlenderBulletController and switching KX_ConvertPhysicsObjects to create a CcdPhysicsController instead of a KX_BlenderBulletController.
    BGE Physics Cleanup: Getting rid of an unsued KX_BulletPhysicsController.h include in KX_Scene.cpp.
    BGE Physics Cleanup: Removing unused KX_IPhysicsController and KX_BulletPhysicsController includes.
    BGE Physics Cleanup: Removing m_pPhysicsController1 and GetPhysicsController1() from KX_GameObject.
    BGE Physics Cleanup: Remove SetRigidBody() from KX_IPhysicsController and remove GetName() from CcdPhysicsController.
    BGE Physics Cleanup: Moving Add/RemoveCompoundChild() from KX_IPhysicsController to PHY_IPhysicsController.
    BGE Physics Cleanup: Removing GetLocalInertia() from KX_IPhysicsController.
    BGE Physics Cleanup: Making BlenderBulletCharacterController derive from PHY_ICharacter and removing CharacterWrapper from CcdPhysicsEnvironment.cpp. Also removing the character functions from KX_IPhysicsController.
    BGE Physics Cleanup: Removing GetOrientation(), SetOrientation(), SetPosition(), SetScaling(), and GetRadius() from KX_IPhysicsController.
    BGE Physics Cleanup: Removing GetReactionForce() since all implementations returned (0, 0, 0). The Python interface for KX_GameObject still has reaction force code, but it still also returns (0, 0, 0). This can probably be removed as well, but removing it can break scripts, so I'll leave it for now.
    BGE Physics Cleanup: Removing Get/SetLinVelocityMin() and Get/SetLinVelocityMax() from KX_IPhysicsController.
    BGE Physics Cleanup: Removing SetMargin(), RelativeTranslate(), and RelativeRotate() from KX_IPhysicsController.
    BGE Physics Cleanup: Using constant references for function arguments in PHY_IPhysicsController where appropriate.
    BGE Physics Cleanup: Removing ApplyImpulse() from KX_IPhysicsController.
    BGE Physics Cleanup: Removing ResolveCombinedVelocities() from KX_IPhysicsController.
    BGE Physics Cleanup: Accidently removed a return when cleaning up KX_GameObject::PyGetVelocity().
    BGE Physics Cleanup: Remove GetLinearVelocity(), GetAngularVelocity() and GetVelocity() from KX_IPhysicsController. The corresponding PHY_IPhysicsController functions now also take Moto types instead of scalars to match the KX_IPhysicsController interface.
    BGE Physics Cleanup: Moving SuspendDynamics, RestoreDynamics, SetMass, GetMass, and SetTransform from KX_IPhysicsController to PHY_IPhysicsController.
    BGE Physics Cleanup: PHY_IPhysicsEnvironment and derived classes now use the same naming scheme as PHY_IController.
    BGE Physics Cleanup: PHY_IMotionState and derived classes now use the same naming convention as PHY_IController.
    BGE Phsyics Cleanup: Making PHY_IController and its derived classes follow a consistent naming scheme for member functions. They now all start with capital letters (e.g., setWorldOrientation becomes SetWorldOrientation).
    BGE Physics Cleanup: Getting rid of KX_GameObject::SuspendDynamics() and KX_GameObject::RestoreDynamics(). Instead, use the functions from the physics controller.
    BGE: Some first steps in trying to cleanup the KX_IPhysicsController mess. KX_GameObject now has a GetPhysicsController() and a GetPhysicsController1(). The former returns a PHY_IPhysicsController* while the latter returns a KX_IPhysicsController. The goal is to get everything using GetPhysicsController() instead of GetPhysicsController1().
2013-11-04 19:22:47 +00:00
Mitchell Stokes
fb94a53978 BGE Rasterizer Cleanup: Cleaning up some includes. 2013-11-04 19:22:10 +00:00
Daniel Stokes
017d7b5447 BGE fix [#21488] Pumpkin in Gamekit Tutorial flips upside down
A reference was being grabbed when a copy was wanted.
2013-07-24 00:32:26 +00:00
Campbell Barton
fb92835819 bge: de-duplicate cleanup code for empty mesh error case 2013-07-23 10:59:29 +00:00
Daniel Stokes
23dccfadf0 Bge fix [#33016] Blender crashes when I start the game engine
Caused by a bit of a disconnect from the BGE mesh and BMesh.
2013-07-19 22:11:26 +00:00
Campbell Barton
02ba328ca8 clang/cmake - quiet warnings for external libs and reference moto as a system include. 2013-07-15 08:26:16 +00:00