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authorErwin Coumans <blender@erwincoumans.com>2008-09-28 07:07:13 +0400
committerErwin Coumans <blender@erwincoumans.com>2008-09-28 07:07:13 +0400
commitf8fb61f9fa0439cbdb6b43d79d82687692daea2f (patch)
tree3adc2d5e30830797bb7b1d41f2bfe26e31851225 /source/gameengine/Physics/Bullet/CcdPhysicsController.h
parenta765f54b1a20bc8a5d12187b49a6da9652cc6bf6 (diff)
enable -noaudio option, so it actually works (and doesn't get overwritten by a game flag). audio initialization delays startup of game engine 2 seconds
add -nojoystick commandline option: it takes 5 seconds everytime to start the game engine, while there IS no joystick. In other words: blender -noaudio -nojoystick improves workflow turnaround times for P - ESC from 7 seconds to 1 second! Improved Bullet soft body advanced options, still work-in-progress. Make sure to create game Bullet soft bodies from scratch, it is not compatible with last weeks builds.
Diffstat (limited to 'source/gameengine/Physics/Bullet/CcdPhysicsController.h')
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.h59
1 files changed, 52 insertions, 7 deletions
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.h b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
index 60c734838f3..1366764eb63 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.h
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
@@ -38,6 +38,20 @@ class btMotionState;
class RAS_MeshObject;
class btCollisionShape;
+
+#define CCD_BSB_SHAPE_MATCHING 2
+#define CCD_BSB_BENDING_CONSTRAINTS 8
+#define CCD_BSB_AERO_VPOINT 16 /* aero model, Vertex normals are oriented toward velocity*/
+#define CCD_BSB_AERO_VTWOSIDE 32 /* aero model, Vertex normals are flipped to match velocity */
+
+/* BulletSoftBody.collisionflags */
+#define CCD_BSB_COL_SDF_RS 2 /* SDF based rigid vs soft */
+#define CCD_BSB_COL_CL_RS 4 /* Cluster based rigid vs soft */
+#define CCD_BSB_COL_CL_SS 8 /* Cluster based soft vs soft */
+#define CCD_BSB_COL_VF_SS 16 /* Vertex/Face based soft vs soft */
+
+
+
// Shape contructor
// It contains all the information needed to create a simple bullet shape at runtime
class CcdShapeConstructionInfo
@@ -162,9 +176,6 @@ struct CcdConstructionInfo
m_linearDamping(0.1f),
m_angularDamping(0.1f),
m_margin(0.06f),
- m_linearStiffness(1.f),
- m_angularStiffness(1.f),
- m_volumePreservation(1.f),
m_gamesoftFlag(0),
m_collisionFlags(0),
m_bRigid(false),
@@ -189,10 +200,44 @@ struct CcdConstructionInfo
btScalar m_angularDamping;
btScalar m_margin;
- btScalar m_linearStiffness;
- btScalar m_angularStiffness;
- btScalar m_volumePreservation;
- int m_gamesoftFlag;
+ ////////////////////
+ int m_gamesoftFlag;
+ float m_soft_linStiff; /* linear stiffness 0..1 */
+ float m_soft_angStiff; /* angular stiffness 0..1 */
+ float m_soft_volume; /* volume preservation 0..1 */
+
+ int m_soft_viterations; /* Velocities solver iterations */
+ int m_soft_piterations; /* Positions solver iterations */
+ int m_soft_diterations; /* Drift solver iterations */
+ int m_soft_citerations; /* Cluster solver iterations */
+
+ float m_soft_kSRHR_CL; /* Soft vs rigid hardness [0,1] (cluster only) */
+ float m_soft_kSKHR_CL; /* Soft vs kinetic hardness [0,1] (cluster only) */
+ float m_soft_kSSHR_CL; /* Soft vs soft hardness [0,1] (cluster only) */
+ float m_soft_kSR_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
+
+ float m_soft_kSK_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
+ float m_soft_kSS_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
+ float m_soft_kVCF; /* Velocities correction factor (Baumgarte) */
+ float m_soft_kDP; /* Damping coefficient [0,1] */
+
+ float m_soft_kDG; /* Drag coefficient [0,+inf] */
+ float m_soft_kLF; /* Lift coefficient [0,+inf] */
+ float m_soft_kPR; /* Pressure coefficient [-inf,+inf] */
+ float m_soft_kVC; /* Volume conversation coefficient [0,+inf] */
+
+ float m_soft_kDF; /* Dynamic friction coefficient [0,1] */
+ float m_soft_kMT; /* Pose matching coefficient [0,1] */
+ float m_soft_kCHR; /* Rigid contacts hardness [0,1] */
+ float m_soft_kKHR; /* Kinetic contacts hardness [0,1] */
+
+ float m_soft_kSHR; /* Soft contacts hardness [0,1] */
+ 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*/
+///////////////////
+
+
int m_collisionFlags;
bool m_bRigid;