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authorThomas Szepe <HG1_public@gmx.net>2015-03-22 19:55:43 +0300
committerThomas Szepe <HG1_public@gmx.net>2015-03-22 19:56:26 +0300
commit0b4a71b07245d5370a02fae4dbde9195c9c58881 (patch)
treed87c249ad803b19b9da702d9e8377f2555fa355f /source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
parent2744ce77dea394026bc524e68c687050bc8e0c28 (diff)
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
Diffstat (limited to 'source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp')
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp76
1 files changed, 76 insertions, 0 deletions
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
index a30ee0fe34f..6d3f6d9ddcb 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
@@ -3599,3 +3599,79 @@ void CcdPhysicsEnvironment::ConvertObject(KX_GameObject *gameobj, RAS_MeshObject
}
#endif
}
+
+
+void CcdPhysicsEnvironment::SetupObjectConstraints(KX_GameObject *obj_src, KX_GameObject *obj_dest,
+ bRigidBodyJointConstraint *dat)
+{
+ PHY_IPhysicsController *phy_src = obj_src->GetPhysicsController();
+ PHY_IPhysicsController *phy_dest = obj_dest->GetPhysicsController();
+ PHY_IPhysicsEnvironment *phys_env = obj_src->GetScene()->GetPhysicsEnvironment();
+
+ /* We need to pass a full constraint frame, not just axis. */
+ MT_Matrix3x3 localCFrame(MT_Vector3(dat->axX,dat->axY,dat->axZ));
+ MT_Vector3 axis0 = localCFrame.getColumn(0);
+ MT_Vector3 axis1 = localCFrame.getColumn(1);
+ MT_Vector3 axis2 = localCFrame.getColumn(2);
+ MT_Vector3 scale = obj_src->NodeGetWorldScaling();
+
+ /* Apply not only the pivot and axis values, but also take scale into count
+ * this is not working well, if only one or two axis are scaled, but works ok on
+ * homogeneous scaling. */
+ int constraintId = phys_env->CreateConstraint(
+ phy_src, phy_dest, (PHY_ConstraintType)dat->type,
+ (float)(dat->pivX * scale.x()), (float)(dat->pivY * scale.y()), (float)(dat->pivZ * scale.z()),
+ (float)(axis0.x() * scale.x()), (float)(axis0.y() * scale.y()), (float)(axis0.z() * scale.z()),
+ (float)(axis1.x() * scale.x()), (float)(axis1.y() * scale.y()), (float)(axis1.z() * scale.z()),
+ (float)(axis2.x() * scale.x()), (float)(axis2.y() * scale.y()), (float)(axis2.z() * scale.z()),
+ dat->flag);
+
+ /* PHY_POINT2POINT_CONSTRAINT = 1,
+ * PHY_LINEHINGE_CONSTRAINT = 2,
+ * PHY_ANGULAR_CONSTRAINT = 3,
+ * PHY_CONE_TWIST_CONSTRAINT = 4,
+ * PHY_VEHICLE_CONSTRAINT = 11,
+ * PHY_GENERIC_6DOF_CONSTRAINT = 12 */
+
+ if (!constraintId)
+ return;
+
+ int dof = 0;
+ int dof_max = 0;
+ int dofbit = 0;
+
+ switch (dat->type) {
+ /* Set all the limits for generic 6DOF constraint. */
+ case PHY_GENERIC_6DOF_CONSTRAINT:
+ dof_max = 6;
+ dofbit = 1;
+ break;
+ /* Set XYZ angular limits for cone twist constraint. */
+ case PHY_CONE_TWIST_CONSTRAINT:
+ dof = 3;
+ dof_max = 6;
+ dofbit = 1 << 3;
+ break;
+ /* Set only X angular limits for line hinge and angular constraint. */
+ case PHY_LINEHINGE_CONSTRAINT:
+ case PHY_ANGULAR_CONSTRAINT:
+ dof = 3;
+ dof_max = 4;
+ dofbit = 1 << 3;
+ break;
+ default:
+ break;
+ }
+
+ for (dof; dof < dof_max; dof++) {
+ if (dat->flag & dofbit) {
+ phys_env->SetConstraintParam(constraintId, dof, dat->minLimit[dof], dat->maxLimit[dof]);
+ }
+ else {
+ /* minLimit > maxLimit means free (no limit) for this degree of freedom. */
+ phys_env->SetConstraintParam(constraintId, dof, 1.0f, -1.0f);
+ }
+ dofbit <<= 1;
+ }
+
+}