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authorBenoit Bolsee <benoit.bolsee@online.be>2009-11-25 01:44:29 +0300
committerBenoit Bolsee <benoit.bolsee@online.be>2009-11-25 01:44:29 +0300
commit5b722b1e8755c2d3b0c981087f3016f16a2b891a (patch)
treeece1d250a7e8cb72b9f393d394a1edb684dbf577 /source/gameengine/Physics
parent6c55047b4019a3491934bae38bbf229e6b0e6a48 (diff)
BGE: replace mesh works for Soft Body (including reinstantiation of physics soft body mesh).
Even a static mesh can be used as replacement: the mesh will be instantiated with the soft body settings of the object. The position and orientation of the soft body is preserved after the replacement. Known limitation: the velocity of the soft body is reset aftet the replacement. This is because soft body don't have a well defined velocity.
Diffstat (limited to 'source/gameengine/Physics')
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.cpp503
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.h2
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp6
3 files changed, 226 insertions, 285 deletions
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
index 69b63affeef..98e67afdd44 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
@@ -161,338 +161,265 @@ btSoftBody* CcdPhysicsController::GetSoftBody()
#include "BulletSoftBody/btSoftBodyHelpers.h"
-
-void CcdPhysicsController::CreateRigidbody()
+bool CcdPhysicsController::CreateSoftbody()
{
-
- //btTransform trans = GetTransformFromMotionState(m_MotionState);
- m_bulletMotionState = new BlenderBulletMotionState(m_MotionState);
-
- ///either create a btCollisionObject, btRigidBody or btSoftBody
-
- //create a collision object
-
int shapeType = m_cci.m_collisionShape ? m_cci.m_collisionShape->getShapeType() : 0;
//disable soft body until first sneak preview is ready
- if (m_cci.m_bSoft && m_cci.m_collisionShape &&
- (shapeType == CONVEX_HULL_SHAPE_PROXYTYPE)|
- (shapeType == TRIANGLE_MESH_SHAPE_PROXYTYPE) |
- (shapeType == SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE))
+ if (!m_cci.m_bSoft || !m_cci.m_collisionShape ||
+ (shapeType != CONVEX_HULL_SHAPE_PROXYTYPE)&&
+ (shapeType != TRIANGLE_MESH_SHAPE_PROXYTYPE) &&
+ (shapeType != SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE))
{
- btRigidBody::btRigidBodyConstructionInfo rbci(m_cci.m_mass,m_bulletMotionState,m_collisionShape,m_cci.m_localInertiaTensor * m_cci.m_inertiaFactor);
- rbci.m_linearDamping = m_cci.m_linearDamping;
- rbci.m_angularDamping = m_cci.m_angularDamping;
- rbci.m_friction = m_cci.m_friction;
- rbci.m_restitution = m_cci.m_restitution;
-
-
-
-
-
-
- btVector3 p(0,0,0);// = getOrigin();
-
-
- btSoftRigidDynamicsWorld* softDynaWorld = (btSoftRigidDynamicsWorld*)m_cci.m_physicsEnv->getDynamicsWorld();
-
- PHY__Vector3 grav;
- grav[0] = softDynaWorld->getGravity().getX();
- grav[1] = softDynaWorld->getGravity().getY();
- grav[2] = softDynaWorld->getGravity().getZ();
- softDynaWorld->getWorldInfo().m_gravity.setValue(grav[0],grav[1],grav[2]); //??
+ return false;
+ }
+ btRigidBody::btRigidBodyConstructionInfo rbci(m_cci.m_mass,m_bulletMotionState,m_collisionShape,m_cci.m_localInertiaTensor * m_cci.m_inertiaFactor);
+ rbci.m_linearDamping = m_cci.m_linearDamping;
+ rbci.m_angularDamping = m_cci.m_angularDamping;
+ rbci.m_friction = m_cci.m_friction;
+ rbci.m_restitution = m_cci.m_restitution;
- //btSoftBody* psb=btSoftBodyHelpers::CreateRope(sbi, btVector3(-10,0,i*0.25),btVector3(10,0,i*0.25), 16,1+2);
-
- btSoftBody* psb = 0;
-
- if (m_cci.m_collisionShape->getShapeType() == CONVEX_HULL_SHAPE_PROXYTYPE)
- {
- btConvexHullShape* convexHull = (btConvexHullShape* )m_cci.m_collisionShape;
-
- //psb = btSoftBodyHelpers::CreateFromConvexHull(sbi,&transformedVertices[0],convexHull->getNumPoints());
-
- {
- int nvertices = convexHull->getNumPoints();
- const btVector3* vertices = convexHull->getPoints();
- btSoftBodyWorldInfo& worldInfo = softDynaWorld->getWorldInfo();
-
- HullDesc hdsc(QF_TRIANGLES,nvertices,vertices);
- HullResult hres;
- HullLibrary hlib;/*??*/
- hdsc.mMaxVertices=nvertices;
- hlib.CreateConvexHull(hdsc,hres);
-
- psb=new btSoftBody(&worldInfo,(int)hres.mNumOutputVertices,
- &hres.m_OutputVertices[0],0);
- for(int i=0;i<(int)hres.mNumFaces;++i)
- {
- const int idx[]={ hres.m_Indices[i*3+0],
- hres.m_Indices[i*3+1],
- hres.m_Indices[i*3+2]};
- if(idx[0]<idx[1]) psb->appendLink( idx[0],idx[1]);
- if(idx[1]<idx[2]) psb->appendLink( idx[1],idx[2]);
- if(idx[2]<idx[0]) psb->appendLink( idx[2],idx[0]);
- psb->appendFace(idx[0],idx[1],idx[2]);
- }
-
-
-
- hlib.ReleaseResult(hres);
-
-
- }
-
+ btVector3 p(0,0,0);// = getOrigin();
+ //btSoftBody* psb=btSoftBodyHelpers::CreateRope(worldInfo, btVector3(-10,0,i*0.25),btVector3(10,0,i*0.25), 16,1+2);
+ btSoftBody* psb = 0;
+ btSoftBodyWorldInfo& worldInfo = m_cci.m_physicsEnv->getDynamicsWorld()->getWorldInfo();
-
-
-
-
- } else
+ if (m_cci.m_collisionShape->getShapeType() == CONVEX_HULL_SHAPE_PROXYTYPE)
+ {
+ btConvexHullShape* convexHull = (btConvexHullShape* )m_cci.m_collisionShape;
{
+ int nvertices = convexHull->getNumPoints();
+ const btVector3* vertices = convexHull->getPoints();
+
+ HullDesc hdsc(QF_TRIANGLES,nvertices,vertices);
+ HullResult hres;
+ HullLibrary hlib;/*??*/
+ hdsc.mMaxVertices=nvertices;
+ hlib.CreateConvexHull(hdsc,hres);
- btSoftBodyWorldInfo& sbi= softDynaWorld->getWorldInfo();
-
- if (m_cci.m_collisionShape->getShapeType() ==SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE)
- {
- btScaledBvhTriangleMeshShape* scaledtrimeshshape = (btScaledBvhTriangleMeshShape*) m_cci.m_collisionShape;
- btBvhTriangleMeshShape* trimeshshape = scaledtrimeshshape->getChildShape();
-
- ///only deal with meshes that have 1 sub part/component, for now
- if (trimeshshape->getMeshInterface()->getNumSubParts()==1)
- {
- unsigned char* vertexBase;
- PHY_ScalarType vertexType;
- int numverts;
- int vertexstride;
- unsigned char* indexbase;
- int indexstride;
- int numtris;
- PHY_ScalarType indexType;
- trimeshshape->getMeshInterface()->getLockedVertexIndexBase(&vertexBase,numverts,vertexType,vertexstride,&indexbase,indexstride,numtris,indexType);
-
- psb = btSoftBodyHelpers::CreateFromTriMesh(sbi,(const btScalar*)vertexBase,(const int*)indexbase,numtris);
- }
- } else
+ psb=new btSoftBody(&worldInfo,(int)hres.mNumOutputVertices,
+ &hres.m_OutputVertices[0],0);
+ for(int i=0;i<(int)hres.mNumFaces;++i)
{
- btBvhTriangleMeshShape* trimeshshape = (btBvhTriangleMeshShape*) m_cci.m_collisionShape;
- ///only deal with meshes that have 1 sub part/component, for now
- if (trimeshshape->getMeshInterface()->getNumSubParts()==1)
- {
- unsigned char* vertexBase;
- PHY_ScalarType vertexType;
- int numverts;
- int vertexstride;
- unsigned char* indexbase;
- int indexstride;
- int numtris;
- PHY_ScalarType indexType;
- trimeshshape->getMeshInterface()->getLockedVertexIndexBase(&vertexBase,numverts,vertexType,vertexstride,&indexbase,indexstride,numtris,indexType);
-
- psb = btSoftBodyHelpers::CreateFromTriMesh(sbi,(const btScalar*)vertexBase,(const int*)indexbase,numtris);
- }
-
-
- //psb = btSoftBodyHelpers::CreateFromTriMesh(sbi,&pts[0].getX(),triangles,numtriangles);
+ const int idx[]={ hres.m_Indices[i*3+0],
+ hres.m_Indices[i*3+1],
+ hres.m_Indices[i*3+2]};
+ if(idx[0]<idx[1]) psb->appendLink( idx[0],idx[1]);
+ if(idx[1]<idx[2]) psb->appendLink( idx[1],idx[2]);
+ if(idx[2]<idx[0]) psb->appendLink( idx[2],idx[0]);
+ psb->appendFace(idx[0],idx[1],idx[2]);
}
-
+ hlib.ReleaseResult(hres);
}
- if (m_cci.m_margin > 0.f)
+ } else
+ {
+ if (m_cci.m_collisionShape->getShapeType() ==SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE)
{
- psb->getCollisionShape()->setMargin(m_cci.m_margin);
- psb->updateBounds();
- }
-
-
- m_object = psb;
+ btScaledBvhTriangleMeshShape* scaledtrimeshshape = (btScaledBvhTriangleMeshShape*) m_cci.m_collisionShape;
+ btBvhTriangleMeshShape* trimeshshape = scaledtrimeshshape->getChildShape();
- //psb->m_cfg.collisions = btSoftBody::fCollision::SDF_RS;//btSoftBody::fCollision::CL_SS+ btSoftBody::fCollision::CL_RS;
-
- //psb->m_cfg.collisions = btSoftBody::fCollision::SDF_RS + btSoftBody::fCollision::VF_SS;//CL_SS;
-
-
- //btSoftBody::Material* pm=psb->appendMaterial();
- btSoftBody::Material* pm=psb->m_materials[0];
- pm->m_kLST = m_cci.m_soft_linStiff;
- pm->m_kAST = m_cci.m_soft_angStiff;
- pm->m_kVST = m_cci.m_soft_volume;
- psb->m_cfg.collisions = 0;
-
- if (m_cci.m_soft_collisionflags & CCD_BSB_COL_CL_RS)
- {
- psb->m_cfg.collisions += btSoftBody::fCollision::CL_RS;
- } else
- {
- psb->m_cfg.collisions += btSoftBody::fCollision::SDF_RS;
- }
- if (m_cci.m_soft_collisionflags & CCD_BSB_COL_CL_SS)
- {
- psb->m_cfg.collisions += btSoftBody::fCollision::CL_SS;
+ ///only deal with meshes that have 1 sub part/component, for now
+ if (trimeshshape->getMeshInterface()->getNumSubParts()==1)
+ {
+ unsigned char* vertexBase;
+ PHY_ScalarType vertexType;
+ int numverts;
+ int vertexstride;
+ unsigned char* indexbase;
+ int indexstride;
+ int numtris;
+ PHY_ScalarType indexType;
+ trimeshshape->getMeshInterface()->getLockedVertexIndexBase(&vertexBase,numverts,vertexType,vertexstride,&indexbase,indexstride,numtris,indexType);
+
+ psb = btSoftBodyHelpers::CreateFromTriMesh(worldInfo,(const btScalar*)vertexBase,(const int*)indexbase,numtris);
+ }
} else
{
- psb->m_cfg.collisions += btSoftBody::fCollision::VF_SS;
+ btBvhTriangleMeshShape* trimeshshape = (btBvhTriangleMeshShape*) m_cci.m_collisionShape;
+ ///only deal with meshes that have 1 sub part/component, for now
+ if (trimeshshape->getMeshInterface()->getNumSubParts()==1)
+ {
+ unsigned char* vertexBase;
+ PHY_ScalarType vertexType;
+ int numverts;
+ int vertexstride;
+ unsigned char* indexbase;
+ int indexstride;
+ int numtris;
+ PHY_ScalarType indexType;
+ trimeshshape->getMeshInterface()->getLockedVertexIndexBase(&vertexBase,numverts,vertexType,vertexstride,&indexbase,indexstride,numtris,indexType);
+
+ psb = btSoftBodyHelpers::CreateFromTriMesh(worldInfo,(const btScalar*)vertexBase,(const int*)indexbase,numtris);
+ }
}
+ }
+ if (m_cci.m_margin > 0.f)
+ {
+ psb->getCollisionShape()->setMargin(m_cci.m_margin);
+ psb->updateBounds();
+ }
+ m_object = psb;
+
+ //btSoftBody::Material* pm=psb->appendMaterial();
+ btSoftBody::Material* pm=psb->m_materials[0];
+ pm->m_kLST = m_cci.m_soft_linStiff;
+ pm->m_kAST = m_cci.m_soft_angStiff;
+ pm->m_kVST = m_cci.m_soft_volume;
+ psb->m_cfg.collisions = 0;
+
+ if (m_cci.m_soft_collisionflags & CCD_BSB_COL_CL_RS)
+ {
+ psb->m_cfg.collisions += btSoftBody::fCollision::CL_RS;
+ } else
+ {
+ psb->m_cfg.collisions += btSoftBody::fCollision::SDF_RS;
+ }
+ if (m_cci.m_soft_collisionflags & CCD_BSB_COL_CL_SS)
+ {
+ psb->m_cfg.collisions += btSoftBody::fCollision::CL_SS;
+ } else
+ {
+ psb->m_cfg.collisions += btSoftBody::fCollision::VF_SS;
+ }
- psb->m_cfg.kSRHR_CL = m_cci.m_soft_kSRHR_CL; /* Soft vs rigid hardness [0,1] (cluster only) */
- psb->m_cfg.kSKHR_CL = m_cci.m_soft_kSKHR_CL; /* Soft vs kinetic hardness [0,1] (cluster only) */
- psb->m_cfg.kSSHR_CL = m_cci.m_soft_kSSHR_CL; /* Soft vs soft hardness [0,1] (cluster only) */
- psb->m_cfg.kSR_SPLT_CL = m_cci.m_soft_kSR_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
-
- psb->m_cfg.kSK_SPLT_CL = m_cci.m_soft_kSK_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
- psb->m_cfg.kSS_SPLT_CL = m_cci.m_soft_kSS_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
- psb->m_cfg.kVCF = m_cci.m_soft_kVCF; /* Velocities correction factor (Baumgarte) */
- psb->m_cfg.kDP = m_cci.m_soft_kDP; /* Damping coefficient [0,1] */
-
- psb->m_cfg.kDG = m_cci.m_soft_kDG; /* Drag coefficient [0,+inf] */
- psb->m_cfg.kLF = m_cci.m_soft_kLF; /* Lift coefficient [0,+inf] */
- psb->m_cfg.kPR = m_cci.m_soft_kPR; /* Pressure coefficient [-inf,+inf] */
- psb->m_cfg.kVC = m_cci.m_soft_kVC; /* Volume conversation coefficient [0,+inf] */
- psb->m_cfg.kDF = m_cci.m_soft_kDF; /* Dynamic friction coefficient [0,1] */
- psb->m_cfg.kMT = m_cci.m_soft_kMT; /* Pose matching coefficient [0,1] */
- psb->m_cfg.kCHR = m_cci.m_soft_kCHR; /* Rigid contacts hardness [0,1] */
- psb->m_cfg.kKHR = m_cci.m_soft_kKHR; /* Kinetic contacts hardness [0,1] */
+ psb->m_cfg.kSRHR_CL = m_cci.m_soft_kSRHR_CL; /* Soft vs rigid hardness [0,1] (cluster only) */
+ psb->m_cfg.kSKHR_CL = m_cci.m_soft_kSKHR_CL; /* Soft vs kinetic hardness [0,1] (cluster only) */
+ psb->m_cfg.kSSHR_CL = m_cci.m_soft_kSSHR_CL; /* Soft vs soft hardness [0,1] (cluster only) */
+ psb->m_cfg.kSR_SPLT_CL = m_cci.m_soft_kSR_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
- psb->m_cfg.kSHR = m_cci.m_soft_kSHR; /* Soft contacts hardness [0,1] */
- psb->m_cfg.kAHR = m_cci.m_soft_kAHR; /* Anchors hardness [0,1] */
+ psb->m_cfg.kSK_SPLT_CL = m_cci.m_soft_kSK_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
+ psb->m_cfg.kSS_SPLT_CL = m_cci.m_soft_kSS_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
+ psb->m_cfg.kVCF = m_cci.m_soft_kVCF; /* Velocities correction factor (Baumgarte) */
+ psb->m_cfg.kDP = m_cci.m_soft_kDP; /* Damping coefficient [0,1] */
+ psb->m_cfg.kDG = m_cci.m_soft_kDG; /* Drag coefficient [0,+inf] */
+ psb->m_cfg.kLF = m_cci.m_soft_kLF; /* Lift coefficient [0,+inf] */
+ psb->m_cfg.kPR = m_cci.m_soft_kPR; /* Pressure coefficient [-inf,+inf] */
+ psb->m_cfg.kVC = m_cci.m_soft_kVC; /* Volume conversation coefficient [0,+inf] */
+ psb->m_cfg.kDF = m_cci.m_soft_kDF; /* Dynamic friction coefficient [0,1] */
+ psb->m_cfg.kMT = m_cci.m_soft_kMT; /* Pose matching coefficient [0,1] */
+ psb->m_cfg.kCHR = m_cci.m_soft_kCHR; /* Rigid contacts hardness [0,1] */
+ psb->m_cfg.kKHR = m_cci.m_soft_kKHR; /* Kinetic contacts hardness [0,1] */
- if (m_cci.m_gamesoftFlag & CCD_BSB_BENDING_CONSTRAINTS)//OB_SB_GOAL)
- {
- psb->generateBendingConstraints(2,pm);
- }
+ psb->m_cfg.kSHR = m_cci.m_soft_kSHR; /* Soft contacts hardness [0,1] */
+ psb->m_cfg.kAHR = m_cci.m_soft_kAHR; /* Anchors hardness [0,1] */
- psb->m_cfg.piterations = m_cci.m_soft_piterations;
- psb->m_cfg.viterations = m_cci.m_soft_viterations;
- psb->m_cfg.diterations = m_cci.m_soft_diterations;
- psb->m_cfg.citerations = m_cci.m_soft_citerations;
+ if (m_cci.m_gamesoftFlag & CCD_BSB_BENDING_CONSTRAINTS)//OB_SB_GOAL)
+ {
+ psb->generateBendingConstraints(2,pm);
+ }
- if (m_cci.m_gamesoftFlag & CCD_BSB_SHAPE_MATCHING)//OB_SB_GOAL)
- {
- psb->setPose(false,true);//
- } else
- {
- psb->setPose(true,false);
- }
+ psb->m_cfg.piterations = m_cci.m_soft_piterations;
+ psb->m_cfg.viterations = m_cci.m_soft_viterations;
+ psb->m_cfg.diterations = m_cci.m_soft_diterations;
+ psb->m_cfg.citerations = m_cci.m_soft_citerations;
+ if (m_cci.m_gamesoftFlag & CCD_BSB_SHAPE_MATCHING)//OB_SB_GOAL)
+ {
+ psb->setPose(false,true);//
+ } else
+ {
+ psb->setPose(true,false);
+ }
+
+ psb->randomizeConstraints();
-
- psb->randomizeConstraints();
+ if (m_cci.m_soft_collisionflags & (CCD_BSB_COL_CL_RS+CCD_BSB_COL_CL_SS))
+ {
+ psb->generateClusters(m_cci.m_soft_numclusteriterations);
+ }
- if (m_cci.m_soft_collisionflags & (CCD_BSB_COL_CL_RS+CCD_BSB_COL_CL_SS))
- {
- psb->generateClusters(m_cci.m_soft_numclusteriterations);
- }
+ psb->setTotalMass(m_cci.m_mass);
+
+ psb->setCollisionFlags(0);
-// psb->activate();
-// psb->setActivationState(1);
-// psb->setDeactivationTime(1.f);
-
- //psb->m_materials[0]->m_kLST = 0.1+(i/(btScalar)(n-1))*0.9;
- psb->setTotalMass(m_cci.m_mass);
-
- psb->setCollisionFlags(0);
+ ///create a mapping between graphics mesh vertices and soft body vertices
+ {
+ RAS_MeshObject* rasMesh= GetShapeInfo()->GetMesh();
- ///create a mapping between graphics mesh vertices and soft body vertices
+ if (rasMesh && !m_softbodyMappingDone)
{
- RAS_MeshObject* rasMesh= GetShapeInfo()->GetMesh();
-
- if (rasMesh && !m_softbodyMappingDone)
+ //printf("apply\n");
+ RAS_MeshSlot::iterator it;
+ RAS_MeshMaterial *mmat;
+ RAS_MeshSlot *slot;
+ size_t i;
+
+ //for each material
+ for (int m=0;m<rasMesh->NumMaterials();m++)
{
-
- //printf("apply\n");
- RAS_MeshSlot::iterator it;
- RAS_MeshMaterial *mmat;
- RAS_MeshSlot *slot;
- size_t i;
-
- //for each material
- for (int m=0;m<rasMesh->NumMaterials();m++)
+ mmat = rasMesh->GetMeshMaterial(m);
+
+ slot = mmat->m_baseslot;
+ for(slot->begin(it); !slot->end(it); slot->next(it))
{
- // The vertex cache can only be updated for this deformer:
- // Duplicated objects with more than one ploymaterial (=multiple mesh slot per object)
- // share the same mesh (=the same cache). As the rendering is done per polymaterial
- // cycling through the objects, the entire mesh cache cannot be updated in one shot.
- mmat = rasMesh->GetMeshMaterial(m);
-
- slot = mmat->m_baseslot;
- for(slot->begin(it); !slot->end(it); slot->next(it))
+ int index = 0;
+ for(i=it.startvertex; i<it.endvertex; i++,index++)
{
- int index = 0;
- for(i=it.startvertex; i<it.endvertex; i++,index++)
+ RAS_TexVert* vertex = &it.vertex[i];
+ //search closest index, and store it in vertex
+ vertex->setSoftBodyIndex(0);
+ btScalar maxDistSqr = 1e30;
+ btSoftBody::tNodeArray& nodes(psb->m_nodes);
+ btVector3 xyz = btVector3(vertex->getXYZ()[0],vertex->getXYZ()[1],vertex->getXYZ()[2]);
+ for (int n=0;n<nodes.size();n++)
{
- RAS_TexVert* vertex = &it.vertex[i];
-
-
- //search closest index, and store it in vertex
- vertex->setSoftBodyIndex(0);
- btScalar maxDistSqr = 1e30;
- btSoftBody::tNodeArray& nodes(psb->m_nodes);
- btVector3 xyz = btVector3(vertex->getXYZ()[0],vertex->getXYZ()[1],vertex->getXYZ()[2]);
- for (int n=0;n<nodes.size();n++)
+ btScalar distSqr = (nodes[n].m_x - xyz).length2();
+ if (distSqr<maxDistSqr)
{
- btScalar distSqr = (nodes[n].m_x - xyz).length2();
- if (distSqr<maxDistSqr)
- {
- maxDistSqr = distSqr;
-
- vertex->setSoftBodyIndex(n);
- }
+ maxDistSqr = distSqr;
+
+ vertex->setSoftBodyIndex(n);
}
}
}
}
}
}
-
- m_softbodyMappingDone = true;
-
-
-
-
+ }
+ m_softbodyMappingDone = true;
+ btTransform startTrans;
+ rbci.m_motionState->getWorldTransform(startTrans);
-// m_object->setCollisionShape(rbci.m_collisionShape);
- btTransform startTrans;
+ m_MotionState->setWorldPosition(startTrans.getOrigin().getX(),startTrans.getOrigin().getY(),startTrans.getOrigin().getZ());
+ m_MotionState->setWorldOrientation(0,0,0,1);
- if (rbci.m_motionState)
- {
- rbci.m_motionState->getWorldTransform(startTrans);
- } else
- {
- startTrans = rbci.m_startWorldTransform;
- }
- //startTrans.setIdentity();
-
- //m_object->setWorldTransform(startTrans);
- //m_object->setInterpolationWorldTransform(startTrans);
- m_MotionState->setWorldPosition(startTrans.getOrigin().getX(),startTrans.getOrigin().getY(),startTrans.getOrigin().getZ());
- m_MotionState->setWorldOrientation(0,0,0,1);
+ if (!m_prototypeTransformInitialized)
+ {
+ m_prototypeTransformInitialized = true;
+ m_softBodyTransformInitialized = true;
+ psb->transform(startTrans);
+ }
+ m_object->setCollisionFlags(m_object->getCollisionFlags() | m_cci.m_collisionFlags);
+ if (m_cci.m_do_anisotropic)
+ m_object->setAnisotropicFriction(m_cci.m_anisotropicFriction);
+ return true;
+}
- if (!m_prototypeTransformInitialized)
- {
- m_prototypeTransformInitialized = true;
- m_softBodyTransformInitialized = true;
- GetSoftBody()->transform(startTrans);
- }
-// btVector3 wp = m_softBody->getWorldTransform().getOrigin();
-// MT_Point3 center(wp.getX(),wp.getY(),wp.getZ());
-// m_gameobj->NodeSetWorldPosition(center);
+void CcdPhysicsController::CreateRigidbody()
+{
+ //btTransform trans = GetTransformFromMotionState(m_MotionState);
+ m_bulletMotionState = new BlenderBulletMotionState(m_MotionState);
- } else
- {
- btRigidBody::btRigidBodyConstructionInfo rbci(m_cci.m_mass,m_bulletMotionState,m_collisionShape,m_cci.m_localInertiaTensor * m_cci.m_inertiaFactor);
- rbci.m_linearDamping = m_cci.m_linearDamping;
- rbci.m_angularDamping = m_cci.m_angularDamping;
- rbci.m_friction = m_cci.m_friction;
- rbci.m_restitution = m_cci.m_restitution;
- m_object = new btRigidBody(rbci);
- }
+ ///either create a btCollisionObject, btRigidBody or btSoftBody
+ if (CreateSoftbody())
+ // soft body created, done
+ return;
+
+ //create a rgid collision object
+ btRigidBody::btRigidBodyConstructionInfo rbci(m_cci.m_mass,m_bulletMotionState,m_collisionShape,m_cci.m_localInertiaTensor * m_cci.m_inertiaFactor);
+ rbci.m_linearDamping = m_cci.m_linearDamping;
+ rbci.m_angularDamping = m_cci.m_angularDamping;
+ rbci.m_friction = m_cci.m_friction;
+ rbci.m_restitution = m_cci.m_restitution;
+ m_object = new btRigidBody(rbci);
//
// init the rigidbody properly
@@ -580,6 +507,20 @@ bool CcdPhysicsController::ReplaceControllerShape(btCollisionShape *newShape)
m_collisionShape= newShape;
m_cci.m_collisionShape= newShape;
+ if (GetSoftBody()) {
+ // soft body must be recreated
+ m_cci.m_physicsEnv->removeCcdPhysicsController(this);
+ delete m_object;
+ m_object = NULL;
+ // force complete reinitialization
+ m_softbodyMappingDone = false;
+ m_prototypeTransformInitialized = false;
+ m_softBodyTransformInitialized = false;
+ CreateSoftbody();
+ assert(m_object);
+ // reinsert the new body
+ m_cci.m_physicsEnv->addCcdPhysicsController(this);
+ }
/* Copied from CcdPhysicsEnvironment::addCcdPhysicsController() */
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.h b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
index 02d723472f6..dcb0af62cf9 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.h
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
@@ -71,6 +71,7 @@ public:
m_meshObject(NULL),
m_unscaledShape(NULL),
m_useGimpact(false),
+ m_forceReInstance(false),
m_weldingThreshold1(0.f),
m_shapeProxy(NULL)
{
@@ -372,6 +373,7 @@ protected:
void GetWorldOrientation(btMatrix3x3& mat);
void CreateRigidbody();
+ bool CreateSoftbody();
bool Register() {
return (m_registerCount++ == 0) ? true : false;
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
index 22722c0927a..5cd20a3ec12 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
@@ -375,9 +375,7 @@ m_scalingPropagated(false)
//m_dynamicsWorld->getSolverInfo().m_solverMode= SOLVER_USE_WARMSTARTING + SOLVER_USE_2_FRICTION_DIRECTIONS + SOLVER_RANDMIZE_ORDER + SOLVER_USE_FRICTION_WARMSTARTING;
m_debugDrawer = 0;
- m_gravity = btVector3(0.f,-10.f,0.f);
- m_dynamicsWorld->setGravity(m_gravity);
-
+ setGravity(0.f,0.f,-9.81f);
}
void CcdPhysicsEnvironment::addCcdPhysicsController(CcdPhysicsController* ctrl)
@@ -884,7 +882,7 @@ void CcdPhysicsEnvironment::setGravity(float x,float y,float z)
{
m_gravity = btVector3(x,y,z);
m_dynamicsWorld->setGravity(m_gravity);
-
+ m_dynamicsWorld->getWorldInfo().m_gravity.setValue(x,y,z);
}