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authorBenoit Bolsee <benoit.bolsee@online.be>2009-04-27 20:44:02 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2009-04-27 20:44:02 +0400
commit352eaccd5d991ad8966d686ae0954c7a0b03345c (patch)
tree40151c894e6b681ee158b8da72361b76bfa6447e
parentc56ee09c48b4d29dabe1c7daa2133777c27944f6 (diff)
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.
-rw-r--r--source/blender/blenkernel/intern/bullet.c1
-rw-r--r--source/blender/makesdna/DNA_object_force.h2
-rw-r--r--source/blender/src/buttons_logic.c20
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp5
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObject.h1
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp4
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.cpp8
7 files changed, 29 insertions, 12 deletions
diff --git a/source/blender/blenkernel/intern/bullet.c b/source/blender/blenkernel/intern/bullet.c
index b389f8c0536..657507ee048 100644
--- a/source/blender/blenkernel/intern/bullet.c
+++ b/source/blender/blenkernel/intern/bullet.c
@@ -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;
}
diff --git a/source/blender/makesdna/DNA_object_force.h b/source/blender/makesdna/DNA_object_force.h
index 49435000820..73dd8b28d15 100644
--- a/source/blender/makesdna/DNA_object_force.h
+++ b/source/blender/makesdna/DNA_object_force.h
@@ -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 */
diff --git a/source/blender/src/buttons_logic.c b/source/blender/src/buttons_logic.c
index 0a7bbf656b3..8b6cc457994 100644
--- a/source/blender/src/buttons_logic.c
+++ b/source/blender/src/buttons_logic.c
@@ -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,
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 962af7cc4c9..b330515c0d3 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -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;
}
}
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h b/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
index 3534500e619..40c715974f9 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
@@ -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 */
/////////////////////////
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
index be3b758a14b..1943c436258 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
@@ -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
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp
index 297d3048a3a..53c2d6c7937 100644
--- a/source/gameengine/Ketsji/KX_GameObject.cpp
+++ b/source/gameengine/Ketsji/KX_GameObject.cpp
@@ -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