Commit Graph

11 Commits

Author SHA1 Message Date
Benoit Bolsee
d5b27fabcc BGE: sensor object will now have Actor filter optional: new button 'Detect Actor' in physics settings indicate if you want the sensor to detect only Actor object or all objects. This way you don't need to set the scenery to Actor to detect ground for example. 2009-05-29 16:55:22 +00:00
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
Campbell Barton
7fffb0b630 Building the game engine with Solid/Sumo is now optional for scons using WITH_BF_SOLID.
Now Sumo is has been deprecated for a while we might want to remove it for 2.5.
2009-02-25 12:07:51 +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
Kester Maddock
38b993f787 Speed up the physics engine: hook the SOLID broad phase, so we can either reject the test or request the penetration depth test as necessary. Previously we were doing the penetration depth test, as well as SOLID's intersection test. 2004-11-06 04:58:10 +00:00
Kester Maddock
ae9233a5b0 1. Check material names passed to the physics engine (for collision sensors.)
Consider:
gameobj->getClientInfo()->m_auxilary_info = (matname ? (void*)(matname+2) : NULL);
It works if matname is "MAblah", but not if matname is "".

2. Added constructor for struct RAS_CameraData.
3. Added initializers to the struct KX_ClientObjectInfo constructor
4. Collision sensors won't detect near sensors.
5. A stack of minor tweaks, adjusting whitespace, using ++it for stl stuff.
2004-04-11 02:50:02 +00:00
Nathan Letwory
00291b5cf4 [GameEngine] Commit all Kester's changes made to the gameengine to restore 2.25 like physics.
[SCons] Build with Solid as default when enabling the gameengine in the build process
[SCons] Build solid and qhull from the extern directory and link statically against them

That was about it.

There are a few things that needs double checking:

* Makefiles
* Projectfiles
* All the other systems than Linux and Windows on which the build (with scons) has been successfully tested.
2004-03-22 22:02:18 +00:00
Kent Mein
f1c4f705a1 Removed the config.h thing from the .h's in the source dir.
So we should be all set now :)

Kent
--
mein@cs.umn.edu
2002-12-27 13:11:01 +00:00
Kent Mein
b9a19f1ea7 Did all of the .h's in source
(adding)
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

also the Makefile.in's were from previous patch adding
the system depend stuff to configure.ac

Kent
--
mein@cs.umn.edu
2002-11-25 11:16:17 +00:00
Kent Mein
01bff70383 fixed spacing in the headers to get rid of some warnings and some other
little minor spacing issues.
2002-10-30 02:07:20 +00:00
Hans Lambermont
12315f4d0e Initial revision 2002-10-12 11:37:38 +00:00