diff options
author | Benoit Bolsee <benoit.bolsee@online.be> | 2009-01-14 01:59:18 +0300 |
---|---|---|
committer | Benoit Bolsee <benoit.bolsee@online.be> | 2009-01-14 01:59:18 +0300 |
commit | 00c12e09066c551e3ae8ee6da3cb85fb3bcf90f8 (patch) | |
tree | a71ff54db96bf05245708ca65ad79de67c05fd76 | |
parent | 7f5073729f5fafe4118edb18ac10abbab66bf0c7 (diff) |
BGE patch: dynamically update the coumpound parent shape when parenting to a compound object.
This patch modifies the way the setParent actuator and KX_GameObject::setParent() function
works when parenting to a compound object: the collision shape of the object being parented
is dynamically added to the coumpound shape.
Similarly, unparenting an object from a compound object will cause the child collision shape
to be dynamically removed from the parent shape provided that is was previously added with
setParent.
Note: * This also works if the object is parented to a child of a compound object: the
collision shape is added to the compound shape of the top parent.
* The collision shape is added with the transformation (position, scale and orientation)
it had at the time of the parenting.
* The child shape is rigidly attached to the compound shape, the transformation is not
affected by any further change in position/scale/orientation of the child object.
* While the child shape is added to the compound shape, the child object is removed from
the dynamic world to avoid superposition of shapes (one for the object itself and
one for the compound child shape). This means that collision sensors on the child
object are disabled while the child object is parent to a compound object.
* There is no difference when setParent is used on a non-compound object: the child
object is automatically changed to a static ghost object to avoid bad interaction
with the parent shape; collision sensors on the child object continue to be active
while the object is parented.
* The child shape dynamically added to a compound shape modifies the inertia of the
compound object but not the mass. It participates to collision detection as any other
"static" child shape.
14 files changed, 257 insertions, 15 deletions
diff --git a/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp b/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp index 3a20bbfbb11..a67f4a54b3f 100644 --- a/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp +++ b/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp @@ -17,10 +17,11 @@ #include "BulletSoftBody/btSoftBody.h" -KX_BulletPhysicsController::KX_BulletPhysicsController (const CcdConstructionInfo& ci, bool dyna) -: KX_IPhysicsController(dyna,(PHY_IPhysicsController*)this), +KX_BulletPhysicsController::KX_BulletPhysicsController (const CcdConstructionInfo& ci, bool dyna, bool compound) +: KX_IPhysicsController(dyna,compound,(PHY_IPhysicsController*)this), CcdPhysicsController(ci), -m_savedCollisionFlags(0) +m_savedCollisionFlags(0), +m_bulletChildShape(NULL) { } @@ -175,6 +176,133 @@ void KX_BulletPhysicsController::setRigidBody(bool rigid) { } +/* This function dynamically adds the collision shape of another controller to + the current controller shape provided it is a compound shape. + The idea is that dynamic parenting on a compound object will dynamically extend the shape +*/ +void KX_BulletPhysicsController::AddCompoundChild(KX_IPhysicsController* child) +{ + if (child == NULL || !IsCompound()) + return; + // other controller must be a bullet controller too + // verify that body and shape exist and match + KX_BulletPhysicsController* childCtrl = dynamic_cast<KX_BulletPhysicsController*>(child); + btRigidBody* rootBody = GetRigidBody(); + btRigidBody* childBody = childCtrl->GetRigidBody(); + if (!rootBody || !childBody) + return; + const btCollisionShape* rootShape = rootBody->getCollisionShape(); + const btCollisionShape* childShape = childBody->getCollisionShape(); + if (!rootShape || + !childShape || + rootShape->getShapeType() != COMPOUND_SHAPE_PROXYTYPE || + childShape->getShapeType() == COMPOUND_SHAPE_PROXYTYPE) + return; + btCompoundShape* compoundShape = (btCompoundShape*)rootShape; + // compute relative transformation between parent and child + btTransform rootTrans; + btTransform childTrans; + rootBody->getMotionState()->getWorldTransform(rootTrans); + childBody->getMotionState()->getWorldTransform(childTrans); + btVector3 rootScale = rootShape->getLocalScaling(); + rootScale[0] = 1.0/rootScale[0]; + rootScale[1] = 1.0/rootScale[1]; + rootScale[2] = 1.0/rootScale[2]; + // relative scale = child_scale/parent_scale + btVector3 relativeScale = childShape->getLocalScaling()*rootScale; + btMatrix3x3 rootRotInverse = rootTrans.getBasis().transpose(); + // relative pos = parent_rot^-1 * ((parent_pos-child_pos)/parent_scale) + btVector3 relativePos = rootRotInverse*((childTrans.getOrigin()-rootTrans.getOrigin())*rootScale); + // relative rot = parent_rot^-1 * child_rot + btMatrix3x3 relativeRot = rootRotInverse*childTrans.getBasis(); + // create a proxy shape info to store the transformation + CcdShapeConstructionInfo* proxyShapeInfo = new CcdShapeConstructionInfo(); + // store the transformation to this object shapeinfo + proxyShapeInfo->m_childTrans.setOrigin(relativePos); + proxyShapeInfo->m_childTrans.setBasis(relativeRot); + proxyShapeInfo->m_childScale.setValue(relativeScale[0], relativeScale[1], relativeScale[2]); + // we will need this to make sure that we remove the right proxy later when unparenting + proxyShapeInfo->m_userData = childCtrl; + proxyShapeInfo->SetProxy(childCtrl->GetShapeInfo()->AddRef()); + // add to parent compound shapeinfo + GetShapeInfo()->AddShape(proxyShapeInfo); + // create new bullet collision shape from the object shapeinfo and set scaling + btCollisionShape* newChildShape = proxyShapeInfo->CreateBulletShape(); + newChildShape->setLocalScaling(relativeScale); + // add bullet collision shape to parent compound collision shape + compoundShape->addChildShape(proxyShapeInfo->m_childTrans,newChildShape); + // remember we created this shape + childCtrl->m_bulletChildShape = newChildShape; + // recompute inertia of parent + if (!rootBody->isStaticOrKinematicObject()) + { + btVector3 localInertia; + float mass = 1.f/rootBody->getInvMass(); + compoundShape->calculateLocalInertia(mass,localInertia); + rootBody->setMassProps(mass,localInertia); + } + // must update the broadphase cache, + GetPhysicsEnvironment()->refreshCcdPhysicsController(this); + // remove the children + GetPhysicsEnvironment()->disableCcdPhysicsController(childCtrl); +} + +/* Reverse function of the above, it will remove a shape from a compound shape + provided that the former was added to the later using AddCompoundChild() +*/ +void KX_BulletPhysicsController::RemoveCompoundChild(KX_IPhysicsController* child) +{ + if (child == NULL || !IsCompound()) + return; + // other controller must be a bullet controller too + // verify that body and shape exist and match + KX_BulletPhysicsController* childCtrl = dynamic_cast<KX_BulletPhysicsController*>(child); + btRigidBody* rootBody = GetRigidBody(); + btRigidBody* childBody = childCtrl->GetRigidBody(); + if (!rootBody || !childBody) + return; + const btCollisionShape* rootShape = rootBody->getCollisionShape(); + if (!rootShape || + rootShape->getShapeType() != COMPOUND_SHAPE_PROXYTYPE) + return; + btCompoundShape* compoundShape = (btCompoundShape*)rootShape; + // retrieve the shapeInfo + CcdShapeConstructionInfo* childShapeInfo = childCtrl->GetShapeInfo(); + CcdShapeConstructionInfo* rootShapeInfo = GetShapeInfo(); + // and verify that the child is part of the parent + int i = rootShapeInfo->FindChildShape(childShapeInfo, childCtrl); + if (i < 0) + return; + rootShapeInfo->RemoveChildShape(i); + if (childCtrl->m_bulletChildShape) + { + int numChildren = compoundShape->getNumChildShapes(); + for (i=0; i<numChildren; i++) + { + if (compoundShape->getChildShape(i) == childCtrl->m_bulletChildShape) + { + compoundShape->removeChildShapeByIndex(i); + compoundShape->recalculateLocalAabb(); + break; + } + } + delete childCtrl->m_bulletChildShape; + childCtrl->m_bulletChildShape = NULL; + } + // recompute inertia of parent + if (!rootBody->isStaticOrKinematicObject()) + { + btVector3 localInertia; + float mass = 1.f/rootBody->getInvMass(); + compoundShape->calculateLocalInertia(mass,localInertia); + rootBody->setMassProps(mass,localInertia); + } + // must update the broadphase cache, + GetPhysicsEnvironment()->refreshCcdPhysicsController(this); + // reactivate the children + GetPhysicsEnvironment()->enableCcdPhysicsController(childCtrl); +} + void KX_BulletPhysicsController::SuspendDynamics(bool ghost) { btRigidBody *body = GetRigidBody(); @@ -251,6 +379,7 @@ SG_Controller* KX_BulletPhysicsController::GetReplica(class SG_Node* destnode) physicsreplica->setParentCtrl(ccdParent); physicsreplica->PostProcessReplica(motionstate,parentctrl); physicsreplica->m_userdata = (PHY_IPhysicsController*)physicsreplica; + physicsreplica->m_bulletChildShape = NULL; return physicsreplica; } diff --git a/source/gameengine/Ketsji/KX_BulletPhysicsController.h b/source/gameengine/Ketsji/KX_BulletPhysicsController.h index d5fca4ec6d3..a50af2699bf 100644 --- a/source/gameengine/Ketsji/KX_BulletPhysicsController.h +++ b/source/gameengine/Ketsji/KX_BulletPhysicsController.h @@ -13,10 +13,11 @@ private: short int m_savedCollisionFilterGroup; short int m_savedCollisionFilterMask; MT_Scalar m_savedMass; + btCollisionShape* m_bulletChildShape; public: - KX_BulletPhysicsController (const CcdConstructionInfo& ci, bool dyna); + KX_BulletPhysicsController (const CcdConstructionInfo& ci, bool dyna, bool compound); virtual ~KX_BulletPhysicsController (); /////////////////////////////////// @@ -42,6 +43,8 @@ public: virtual MT_Scalar GetMass(); virtual MT_Vector3 getReactionForce(); virtual void setRigidBody(bool rigid); + virtual void AddCompoundChild(KX_IPhysicsController* child); + virtual void RemoveCompoundChild(KX_IPhysicsController* child); virtual void resolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ); diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp index 0e7a6d92ec1..46e46b014b5 100644 --- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp +++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp @@ -1084,7 +1084,7 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj, ci.m_bSoft = objprop->m_softbody; MT_Vector3 scaling = gameobj->NodeGetWorldScaling(); ci.m_scaling.setValue(scaling[0], scaling[1], scaling[2]); - KX_BulletPhysicsController* physicscontroller = new KX_BulletPhysicsController(ci,isbulletdyna); + KX_BulletPhysicsController* physicscontroller = new KX_BulletPhysicsController(ci,isbulletdyna,objprop->m_hasCompoundChildren); // shapeInfo is reference counted, decrement now as we don't use it anymore if (shapeInfo) shapeInfo->Release(); diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp index f2a554c6b2a..706b80a1fab 100644 --- a/source/gameengine/Ketsji/KX_GameObject.cpp +++ b/source/gameengine/Ketsji/KX_GameObject.cpp @@ -252,6 +252,20 @@ void KX_GameObject::SetParent(KX_Scene *scene, KX_GameObject* obj) if (rootlist->RemoveValue(this)) // the object was in parent list, decrement ref count as it's now removed Release(); + // if the new parent is a compound object, add this object shape to the compound shape. + // step 0: verify this object has physical controller + if (m_pPhysicsController1) + { + // step 1: find the top parent (not necessarily obj) + KX_GameObject* rootobj = (KX_GameObject*)obj->GetSGNode()->GetRootSGParent()->GetSGClientObject(); + // step 2: verify it has a physical controller and compound shape + if (rootobj != NULL && + rootobj->m_pPhysicsController1 != NULL && + rootobj->m_pPhysicsController1->IsCompound()) + { + rootobj->m_pPhysicsController1->AddCompoundChild(m_pPhysicsController1); + } + } } } @@ -260,6 +274,8 @@ void KX_GameObject::RemoveParent(KX_Scene *scene) // check on valid node in case a python controller holds a reference to a deleted object if (GetSGNode() && GetSGNode()->GetSGParent()) { + // get the root object to remove us from compound object if needed + KX_GameObject* rootobj = (KX_GameObject*)GetSGNode()->GetRootSGParent()->GetSGClientObject(); // Set us to the right spot GetSGNode()->SetLocalScale(GetSGNode()->GetWorldScaling()); GetSGNode()->SetLocalOrientation(GetSGNode()->GetWorldOrientation()); @@ -275,6 +291,13 @@ void KX_GameObject::RemoveParent(KX_Scene *scene) rootlist->Add(AddRef()); if (m_pPhysicsController1) { + // in case this controller was added as a child shape to the parent + if (rootobj != NULL && + rootobj->m_pPhysicsController1 != NULL && + rootobj->m_pPhysicsController1->IsCompound()) + { + rootobj->m_pPhysicsController1->RemoveCompoundChild(m_pPhysicsController1); + } m_pPhysicsController1->RestoreDynamics(); } } diff --git a/source/gameengine/Ketsji/KX_IPhysicsController.cpp b/source/gameengine/Ketsji/KX_IPhysicsController.cpp index 5cd66efd965..a38222c5f7e 100644 --- a/source/gameengine/Ketsji/KX_IPhysicsController.cpp +++ b/source/gameengine/Ketsji/KX_IPhysicsController.cpp @@ -35,9 +35,10 @@ #include "PHY_DynamicTypes.h" -KX_IPhysicsController::KX_IPhysicsController(bool dyna,void* userdata) +KX_IPhysicsController::KX_IPhysicsController(bool dyna, bool compound, void* userdata) : m_bDyna(dyna), + m_bCompound(compound), m_suspendDynamics(false), m_userdata(userdata) { diff --git a/source/gameengine/Ketsji/KX_IPhysicsController.h b/source/gameengine/Ketsji/KX_IPhysicsController.h index 4ea283e9f98..fed71735bec 100644 --- a/source/gameengine/Ketsji/KX_IPhysicsController.h +++ b/source/gameengine/Ketsji/KX_IPhysicsController.h @@ -32,6 +32,7 @@ #include "SG_Controller.h" #include "MT_Vector3.h" #include "MT_Point3.h" +#include "MT_Transform.h" #include "MT_Matrix3x3.h" struct KX_ClientObjectInfo; @@ -48,10 +49,11 @@ class KX_IPhysicsController : public SG_Controller { protected: bool m_bDyna; + bool m_bCompound; bool m_suspendDynamics; void* m_userdata; public: - KX_IPhysicsController(bool dyna,void* userdata); + KX_IPhysicsController(bool dyna,bool compound, void* userdata); virtual ~KX_IPhysicsController(); @@ -78,6 +80,8 @@ public: virtual MT_Scalar GetMass()=0; virtual MT_Vector3 getReactionForce()=0; virtual void setRigidBody(bool rigid)=0; + virtual void AddCompoundChild(KX_IPhysicsController* child) = 0; + virtual void RemoveCompoundChild(KX_IPhysicsController* child) = 0; virtual void SuspendDynamics(bool ghost=false)=0; virtual void RestoreDynamics()=0; @@ -92,6 +96,10 @@ public: return m_bDyna; } + bool IsCompound(void) { + return m_bCompound; + } + virtual MT_Scalar GetRadius()=0; virtual void SetSumoTransform(bool nondynaonly)=0; // todo: remove next line ! diff --git a/source/gameengine/Ketsji/KX_OdePhysicsController.cpp b/source/gameengine/Ketsji/KX_OdePhysicsController.cpp index 6a701a5f25b..dc6990267d4 100644 --- a/source/gameengine/Ketsji/KX_OdePhysicsController.cpp +++ b/source/gameengine/Ketsji/KX_OdePhysicsController.cpp @@ -50,7 +50,7 @@ KX_OdePhysicsController::KX_OdePhysicsController( float extends[3], float radius ) -: KX_IPhysicsController(dyna,(PHY_IPhysicsController*)this), +: KX_IPhysicsController(dyna,false,(PHY_IPhysicsController*)this), ODEPhysicsController( dyna,fullRigidBody,phantom,motionstate, space,world,mass,friction,restitution, diff --git a/source/gameengine/Ketsji/KX_OdePhysicsController.h b/source/gameengine/Ketsji/KX_OdePhysicsController.h index 53050f6ce3e..e3b5336c0b5 100644 --- a/source/gameengine/Ketsji/KX_OdePhysicsController.h +++ b/source/gameengine/Ketsji/KX_OdePhysicsController.h @@ -73,6 +73,8 @@ public: virtual MT_Scalar GetMass(); virtual MT_Vector3 getReactionForce(); virtual void setRigidBody(bool rigid); + virtual void AddCompoundChild(KX_IPhysicsController* child) { } + virtual void RemoveCompoundChild(KX_IPhysicsController* child) { } virtual void SuspendDynamics(bool); virtual void RestoreDynamics(); diff --git a/source/gameengine/Ketsji/KX_SumoPhysicsController.h b/source/gameengine/Ketsji/KX_SumoPhysicsController.h index abe48d99043..a684b637894 100644 --- a/source/gameengine/Ketsji/KX_SumoPhysicsController.h +++ b/source/gameengine/Ketsji/KX_SumoPhysicsController.h @@ -53,7 +53,7 @@ public: class SM_Object* sumoObj, class PHY_IMotionState* motionstate ,bool dyna) - : KX_IPhysicsController(dyna,NULL) , + : KX_IPhysicsController(dyna,false,NULL) , SumoPhysicsController(sumoScene,/*solidscene,*/sumoObj,motionstate,dyna) { }; @@ -78,6 +78,9 @@ public: void SuspendDynamics(bool); void RestoreDynamics(); + virtual void AddCompoundChild(KX_IPhysicsController* child) { } + virtual void RemoveCompoundChild(KX_IPhysicsController* child) { } + virtual void getOrientation(MT_Quaternion& orn); virtual void setOrientation(const MT_Matrix3x3& orn); diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp index c9c30c1b450..fafce5cf5cc 100644 --- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp +++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp @@ -1276,7 +1276,7 @@ bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, bool polytope,bo // assume no shape information // no support for dynamic change of shape yet - assert(m_meshObject == NULL); + assert(IsUnused()); m_shapeType = PHY_SHAPE_NONE; m_vertexArray.clear(); m_polygonIndexArray.clear(); @@ -1398,6 +1398,17 @@ bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, bool polytope,bo return true; } +bool CcdShapeConstructionInfo::SetProxy(CcdShapeConstructionInfo* shapeInfo) +{ + if (shapeInfo == NULL) + return false; + // no support for dynamic change + assert(IsUnused()); + m_shapeType = PHY_SHAPE_PROXY; + m_shapeProxy = shapeInfo; + return true; +} + btCollisionShape* CcdShapeConstructionInfo::CreateBulletShape() { btCollisionShape* collisionShape = 0; @@ -1406,9 +1417,12 @@ btCollisionShape* CcdShapeConstructionInfo::CreateBulletShape() btCompoundShape* compoundShape = 0; CcdShapeConstructionInfo* nextShapeInfo; + if (m_shapeType == PHY_SHAPE_PROXY && m_shapeProxy != NULL) + return m_shapeProxy->CreateBulletShape(); + switch (m_shapeType) { - case PHY_SHAPE_NONE: + default: break; case PHY_SHAPE_BOX: @@ -1522,6 +1536,10 @@ CcdShapeConstructionInfo::~CcdShapeConstructionInfo() m_meshShapeMap.erase(mit); } } + if (m_shapeType == PHY_SHAPE_PROXY && m_shapeProxy != NULL) + { + m_shapeProxy->Release(); + } } diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.h b/source/gameengine/Physics/Bullet/CcdPhysicsController.h index 054ec91122a..c771aa2624b 100644 --- a/source/gameengine/Physics/Bullet/CcdPhysicsController.h +++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.h @@ -67,11 +67,13 @@ public: m_height(1.0), m_halfExtend(0.f,0.f,0.f), m_childScale(1.0f,1.0f,1.0f), + m_userData(NULL), m_refCount(1), m_meshObject(NULL), m_unscaledShape(NULL), m_useGimpact(false), - m_weldingThreshold(0.f) + m_weldingThreshold(0.f), + m_shapeProxy(NULL) { m_childTrans.setIdentity(); } @@ -92,6 +94,11 @@ public: return 0; } + bool IsUnused(void) + { + return (m_meshObject==NULL && m_shapeArray.size() == 0 && m_shapeProxy == NULL); + } + void AddShape(CcdShapeConstructionInfo* shapeInfo); btTriangleMeshShape* GetMeshShape(void) @@ -105,6 +112,32 @@ public: return m_shapeArray.at(i); } + int FindChildShape(CcdShapeConstructionInfo* shapeInfo, void* userData) + { + if (shapeInfo == NULL) + return -1; + for (int i=0; i<m_shapeArray.size(); i++) + { + CcdShapeConstructionInfo* childInfo = m_shapeArray.at(i); + if ((userData == NULL || userData == childInfo->m_userData) && + (childInfo == shapeInfo || + (childInfo->m_shapeType == PHY_SHAPE_PROXY && + childInfo->m_shapeProxy == shapeInfo))) + return i; + } + return -1; + } + + bool RemoveChildShape(int i) + { + if (i < 0 || i >= m_shapeArray.size()) + return false; + m_shapeArray.at(i)->Release(); + if (i < m_shapeArray.size()-1) + m_shapeArray[i] = m_shapeArray.back(); + m_shapeArray.pop_back(); + return true; + } bool SetMesh(RAS_MeshObject* mesh, bool polytope,bool useGimpact); RAS_MeshObject* GetMesh(void) @@ -112,6 +145,12 @@ public: return m_meshObject; } + bool SetProxy(CcdShapeConstructionInfo* shapeInfo); + CcdShapeConstructionInfo* GetProxy(void) + { + return m_shapeProxy; + } + btCollisionShape* CreateBulletShape(); // member variables @@ -121,6 +160,7 @@ public: btVector3 m_halfExtend; btTransform m_childTrans; btVector3 m_childScale; + void* m_userData; std::vector<btPoint3> m_vertexArray; // Contains both vertex array for polytope shape and // triangle array for concave mesh shape. // In this case a triangle is made of 3 consecutive points @@ -146,7 +186,7 @@ protected: std::vector<CcdShapeConstructionInfo*> m_shapeArray; // for compound shapes bool m_useGimpact; //use gimpact for concave dynamic/moving collision detection float m_weldingThreshold; //welding closeby vertices together can improve softbody stability etc. - + CcdShapeConstructionInfo* m_shapeProxy; // only used for PHY_SHAPE_PROXY, pointer to actual shape info }; struct CcdConstructionInfo diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp index 4fe35630784..d2274c1e8d6 100644 --- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp +++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp @@ -536,12 +536,24 @@ void CcdPhysicsEnvironment::disableCcdPhysicsController(CcdPhysicsController* ct { } else { - m_dynamicsWorld->removeCollisionObject(body); + m_dynamicsWorld->removeCollisionObject(ctrl->GetCollisionObject()); } } } } +void CcdPhysicsEnvironment::refreshCcdPhysicsController(CcdPhysicsController* ctrl) +{ + btCollisionObject* obj = ctrl->GetCollisionObject(); + if (obj) + { + btBroadphaseProxy* proxy = obj->getBroadphaseHandle(); + if (proxy) + { + m_dynamicsWorld->getPairCache()->cleanProxyFromPairs(proxy,m_dynamicsWorld->getDispatcher()); + } + } +} void CcdPhysicsEnvironment::beginFrame() { diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h index 74384dd8cf2..4b28d3fddfc 100644 --- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h +++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h @@ -196,6 +196,8 @@ protected: void enableCcdPhysicsController(CcdPhysicsController* ctrl); + void refreshCcdPhysicsController(CcdPhysicsController* ctrl); + btBroadphaseInterface* getBroadphase(); btDispatcher* getDispatcher(); diff --git a/source/gameengine/Physics/common/PHY_DynamicTypes.h b/source/gameengine/Physics/common/PHY_DynamicTypes.h index 3b3e42c38d2..09126264dcc 100644 --- a/source/gameengine/Physics/common/PHY_DynamicTypes.h +++ b/source/gameengine/Physics/common/PHY_DynamicTypes.h @@ -95,7 +95,8 @@ typedef enum PHY_ShapeType { PHY_SHAPE_CONE, PHY_SHAPE_MESH, PHY_SHAPE_POLYTOPE, - PHY_SHAPE_COMPOUND + PHY_SHAPE_COMPOUND, + PHY_SHAPE_PROXY } PHY_ShapeType; 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