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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
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')
-rw-r--r--source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp7
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp90
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObject.h40
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp41
-rw-r--r--source/gameengine/Ketsji/KX_Scene.cpp12
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.cpp106
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.h59
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp3
8 files changed, 290 insertions, 68 deletions
diff --git a/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp b/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
index cc141249561..0d58810e156 100644
--- a/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
+++ b/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
@@ -170,6 +170,13 @@ extern "C" void StartKetsjiShell(struct ScrArea *area,
NG_NetworkDeviceInterface* networkdevice = new
NG_LoopBackNetworkDeviceInterface();
+ //
+ SYS_SystemHandle hSystem = SYS_GetSystem();
+ bool noaudio = SYS_GetCommandLineInt(hSystem,"noaudio",0);
+
+ if (noaudio)/*(noaudio) intrr: disable game engine audio (openal) */
+ SND_DeviceManager::SetDeviceType(snd_e_dummydevice);
+
// get an audiodevice
SND_DeviceManager::Subscribe();
SND_IAudioDevice* audiodevice = SND_DeviceManager::Instance();
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 784a103f3e3..66eed4201ee 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -1323,20 +1323,86 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
objprop.m_softbody = (blenderobject->gameflag & OB_SOFT_BODY) != 0;
objprop.m_angular_rigidbody = (blenderobject->gameflag & OB_RIGID_BODY) != 0;
- ///for game soft bodies
- if (blenderobject->bsoft)
+ if (objprop.m_softbody)
{
- objprop.m_linearStiffness = blenderobject->bsoft->linStiff;
- objprop.m_angularStiffness = blenderobject->bsoft->angStiff;
- objprop.m_volumePreservation = blenderobject->bsoft->volume;
- objprop.m_gamesoftFlag = blenderobject->bsoft->flag;
+ ///for game soft bodies
+ if (blenderobject->bsoft)
+ {
+ objprop.m_gamesoftFlag = blenderobject->bsoft->flag;
+ ///////////////////
+ objprop.m_soft_linStiff = blenderobject->bsoft->linStiff;
+ objprop.m_soft_angStiff = blenderobject->bsoft->angStiff; /* angular stiffness 0..1 */
+ objprop.m_soft_volume= blenderobject->bsoft->volume; /* volume preservation 0..1 */
+
+ objprop.m_soft_viterations= blenderobject->bsoft->viterations; /* Velocities solver iterations */
+ objprop.m_soft_piterations= blenderobject->bsoft->piterations; /* Positions solver iterations */
+ objprop.m_soft_diterations= blenderobject->bsoft->diterations; /* Drift solver iterations */
+ objprop.m_soft_citerations= blenderobject->bsoft->citerations; /* Cluster solver iterations */
+
+ objprop.m_soft_kSRHR_CL= blenderobject->bsoft->kSRHR_CL; /* Soft vs rigid hardness [0,1] (cluster only) */
+ objprop.m_soft_kSKHR_CL= blenderobject->bsoft->kSKHR_CL; /* Soft vs kinetic hardness [0,1] (cluster only) */
+ objprop.m_soft_kSSHR_CL= blenderobject->bsoft->kSSHR_CL; /* Soft vs soft hardness [0,1] (cluster only) */
+ objprop.m_soft_kSR_SPLT_CL= blenderobject->bsoft->kSR_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
+
+ objprop.m_soft_kSK_SPLT_CL= blenderobject->bsoft->kSK_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
+ objprop.m_soft_kSS_SPLT_CL= blenderobject->bsoft->kSS_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
+ objprop.m_soft_kVCF= blenderobject->bsoft->kVCF; /* Velocities correction factor (Baumgarte) */
+ objprop.m_soft_kDP= blenderobject->bsoft->kDP; /* Damping coefficient [0,1] */
+
+ objprop.m_soft_kDG= blenderobject->bsoft->kDG; /* Drag coefficient [0,+inf] */
+ objprop.m_soft_kLF= blenderobject->bsoft->kLF; /* Lift coefficient [0,+inf] */
+ objprop.m_soft_kPR= blenderobject->bsoft->kPR; /* Pressure coefficient [-inf,+inf] */
+ objprop.m_soft_kVC= blenderobject->bsoft->kVC; /* Volume conversation coefficient [0,+inf] */
+
+ objprop.m_soft_kDF= blenderobject->bsoft->kDF; /* Dynamic friction coefficient [0,1] */
+ objprop.m_soft_kMT= blenderobject->bsoft->kMT; /* Pose matching coefficient [0,1] */
+ objprop.m_soft_kCHR= blenderobject->bsoft->kCHR; /* Rigid contacts hardness [0,1] */
+ objprop.m_soft_kKHR= blenderobject->bsoft->kKHR; /* Kinetic contacts hardness [0,1] */
+
+ objprop.m_soft_kSHR= blenderobject->bsoft->kSHR; /* Soft contacts hardness [0,1] */
+ 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*/
- } else
- {
- objprop.m_linearStiffness = 0.5;//blenderobject->bsoft->linStiff;
- objprop.m_angularStiffness = 1.f;//blenderobject->bsoft->angStiff;
- objprop.m_volumePreservation = 1.f;//blenderobject->bsoft->volume;
- objprop.m_gamesoftFlag = 1;//blenderobject->bsoft->flag;
+ } else
+ {
+ objprop.m_gamesoftFlag = OB_BSB_BENDING_CONSTRAINTS | OB_BSB_SHAPE_MATCHING | OB_BSB_AERO_VPOINT;
+
+ objprop.m_soft_linStiff = 0.5;;
+ objprop.m_soft_angStiff = 1.f; /* angular stiffness 0..1 */
+ objprop.m_soft_volume= 1.f; /* volume preservation 0..1 */
+
+
+ objprop.m_soft_viterations= 0;
+ objprop.m_soft_piterations= 1;
+ objprop.m_soft_diterations= 0;
+ objprop.m_soft_citerations= 4;
+
+ objprop.m_soft_kSRHR_CL= 0.1f;
+ objprop.m_soft_kSKHR_CL= 1.f;
+ objprop.m_soft_kSSHR_CL= 0.5;
+ objprop.m_soft_kSR_SPLT_CL= 0.5f;
+
+ objprop.m_soft_kSK_SPLT_CL= 0.5f;
+ objprop.m_soft_kSS_SPLT_CL= 0.5f;
+ objprop.m_soft_kVCF= 1;
+ objprop.m_soft_kDP= 0;
+
+ objprop.m_soft_kDG= 0;
+ objprop.m_soft_kLF= 0;
+ objprop.m_soft_kPR= 0;
+ objprop.m_soft_kVC= 0;
+
+ objprop.m_soft_kDF= 0.2f;
+ objprop.m_soft_kMT= 0.f;
+ objprop.m_soft_kCHR= 1.0f;
+ objprop.m_soft_kKHR= 0.1f;
+
+ objprop.m_soft_kSHR= 1.f;
+ 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_ghost = (blenderobject->gameflag & OB_GHOST) != 0;
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h b/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
index 6325c9365fd..53486cecf73 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
@@ -88,10 +88,44 @@ struct KX_ObjectProperties
bool m_hasCompoundChildren;
bool m_isCompoundChild;
- float m_linearStiffness;
- float m_angularStiffness;
- float m_volumePreservation;
+ /////////////////////////
+
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*/
+
+ /////////////////////////
double m_margin;
KX_BoundBoxClass m_boundclass;
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
index c5dbabe24fc..e4c7e7f9317 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
@@ -1024,10 +1024,45 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
ci.m_angularDamping = 1.f - shapeprops->m_ang_drag;
//need a bit of damping, else system doesn't behave well
ci.m_inertiaFactor = shapeprops->m_inertia/0.4f;//defaults to 0.4, don't want to change behaviour
- ci.m_linearStiffness = objprop->m_linearStiffness;
- ci.m_angularStiffness= objprop->m_angularStiffness;
- ci.m_volumePreservation= objprop->m_volumePreservation;
+
+
+ ///////////////////
ci.m_gamesoftFlag = objprop->m_gamesoftFlag;
+ ci.m_soft_linStiff = objprop->m_soft_linStiff;
+ ci.m_soft_angStiff = objprop->m_soft_angStiff; /* angular stiffness 0..1 */
+ ci.m_soft_volume= objprop->m_soft_volume; /* volume preservation 0..1 */
+
+ ci.m_soft_viterations= objprop->m_soft_viterations; /* Velocities solver iterations */
+ ci.m_soft_piterations= objprop->m_soft_piterations; /* Positions solver iterations */
+ ci.m_soft_diterations= objprop->m_soft_diterations; /* Drift solver iterations */
+ ci.m_soft_citerations= objprop->m_soft_citerations; /* Cluster solver iterations */
+
+ ci.m_soft_kSRHR_CL= objprop->m_soft_kSRHR_CL; /* Soft vs rigid hardness [0,1] (cluster only) */
+ ci.m_soft_kSKHR_CL= objprop->m_soft_kSKHR_CL; /* Soft vs kinetic hardness [0,1] (cluster only) */
+ ci.m_soft_kSSHR_CL= objprop->m_soft_kSSHR_CL; /* Soft vs soft hardness [0,1] (cluster only) */
+ ci.m_soft_kSR_SPLT_CL= objprop->m_soft_kSR_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
+
+ ci.m_soft_kSK_SPLT_CL= objprop->m_soft_kSK_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
+ ci.m_soft_kSS_SPLT_CL= objprop->m_soft_kSS_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
+ ci.m_soft_kVCF= objprop->m_soft_kVCF; /* Velocities correction factor (Baumgarte) */
+ ci.m_soft_kDP= objprop->m_soft_kDP; /* Damping coefficient [0,1] */
+
+ ci.m_soft_kDG= objprop->m_soft_kDG; /* Drag coefficient [0,+inf] */
+ ci.m_soft_kLF= objprop->m_soft_kLF; /* Lift coefficient [0,+inf] */
+ ci.m_soft_kPR= objprop->m_soft_kPR; /* Pressure coefficient [-inf,+inf] */
+ ci.m_soft_kVC= objprop->m_soft_kVC; /* Volume conversation coefficient [0,+inf] */
+
+ ci.m_soft_kDF= objprop->m_soft_kDF; /* Dynamic friction coefficient [0,1] */
+ ci.m_soft_kMT= objprop->m_soft_kMT; /* Pose matching coefficient [0,1] */
+ ci.m_soft_kCHR= objprop->m_soft_kCHR; /* Rigid contacts hardness [0,1] */
+ ci.m_soft_kKHR= objprop->m_soft_kKHR; /* Kinetic contacts hardness [0,1] */
+
+ ci.m_soft_kSHR= objprop->m_soft_kSHR; /* Soft contacts hardness [0,1] */
+ ci.m_soft_kAHR= objprop->m_soft_kAHR; /* Anchors hardness [0,1] */
+ ci.m_soft_collisionflags= objprop->m_soft_collisionflags; /* Vertex/Face or Signed Distance Field(SDF) or Clusters, Soft versus Soft or Rigid */
+ ci.m_soft_numclusteriterations= objprop->m_soft_numclusteriterations; /* number of iterations to refine collision clusters*/
+
+ ////////////////////
ci.m_collisionFilterGroup = (isbulletdyna) ? short(CcdConstructionInfo::DefaultFilter) : short(CcdConstructionInfo::StaticFilter);
ci.m_collisionFilterMask = (isbulletdyna) ? short(CcdConstructionInfo::AllFilter) : short(CcdConstructionInfo::AllFilter ^ CcdConstructionInfo::StaticFilter);
diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp
index 6eeb732c1e3..f5d6d7e8e0a 100644
--- a/source/gameengine/Ketsji/KX_Scene.cpp
+++ b/source/gameengine/Ketsji/KX_Scene.cpp
@@ -159,7 +159,7 @@ KX_Scene::KX_Scene(class SCA_IInputDevice* keyboarddevice,
KX_NetworkEventManager* netmgr = new KX_NetworkEventManager(m_logicmgr, ndi);
- SCA_JoystickManager *joymgr = new SCA_JoystickManager(m_logicmgr);
+
m_logicmgr->RegisterEventManager(alwaysmgr);
m_logicmgr->RegisterEventManager(propmgr);
@@ -170,7 +170,15 @@ KX_Scene::KX_Scene(class SCA_IInputDevice* keyboarddevice,
m_logicmgr->RegisterEventManager(rndmgr);
m_logicmgr->RegisterEventManager(raymgr);
m_logicmgr->RegisterEventManager(netmgr);
- m_logicmgr->RegisterEventManager(joymgr);
+
+
+ SYS_SystemHandle hSystem = SYS_GetSystem();
+ bool nojoystick= SYS_GetCommandLineInt(hSystem,"nojoystick",0);
+ if (!nojoystick)
+ {
+ SCA_JoystickManager *joymgr = new SCA_JoystickManager(m_logicmgr);
+ m_logicmgr->RegisterEventManager(joymgr);
+ }
m_soundScene = new SND_Scene(adi);
MT_assert (m_networkDeviceInterface != NULL);
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
index f17cfb79e92..166731459e7 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
@@ -288,26 +288,69 @@ void CcdPhysicsController::CreateRigidbody()
m_object = psb;
//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;
- //psb->m_cfg.collisions = btSoftBody::fCollision::CL_SS + btSoftBody::fCollision::CL_RS;
- //btSoftBody::Material* pm=psb->appendMaterial();
- btSoftBody::Material* pm=psb->m_materials[0];
+ //psb->m_cfg.collisions = btSoftBody::fCollision::SDF_RS + btSoftBody::fCollision::VF_SS;//CL_SS;
- pm->m_kLST = m_cci.m_linearStiffness;
- pm->m_kAST = m_cci.m_angularStiffness;
- pm->m_kVST = m_cci.m_volumePreservation;
+ //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;
-
- //pm->m_kAST = 0.01f;
- //pm->m_kVST = 0.001f;
- psb->generateBendingConstraints(2,pm);
- psb->m_cfg.piterations = 4;
- psb->m_cfg.viterations = 4;
- psb->m_cfg.diterations = 4;
- psb->m_cfg.citerations = 4;
- if (m_cci.m_gamesoftFlag & 2)//OB_SB_GOAL)
+ 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.kSHR = m_cci.m_soft_kSHR; /* Soft contacts hardness [0,1] */
+ psb->m_cfg.kAHR = m_cci.m_soft_kAHR; /* Anchors hardness [0,1] */
+
+
+
+ if (m_cci.m_gamesoftFlag & CCD_BSB_BENDING_CONSTRAINTS)//OB_SB_GOAL)
+ {
+ psb->generateBendingConstraints(2,pm);
+ }
+
+ 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
@@ -315,27 +358,14 @@ void CcdPhysicsController::CreateRigidbody()
psb->setPose(true,false);
}
- psb->m_cfg.kDF = 0.5;
- //psb->m_cfg.kMT = 0.05;
- psb->m_cfg.piterations = 5;
-
- psb->m_cfg.piterations = 5;
- //psb->m_cfg.kVC = 20;
+
psb->randomizeConstraints();
-/*
- psb->m_cfg.kDF = 0.1f;//1.f;
- psb->m_cfg.kDP = 0.0001;
- //psb->m_cfg.kDP = 0.005;
- psb->m_cfg.kCHR = 0.1;
- //psb->m_cfg.kVCF = 0.1f;
- psb->m_cfg.kVCF = 0.0001f;
- //psb->m_cfg.kAHR = 0.1f;
- psb->m_cfg.kAHR = 0.0001f;
- psb->m_cfg.kMT = 0.1f;
- //psb->m_cfg.kDF=1;
- */
+ if (m_cci.m_soft_collisionflags & (CCD_BSB_COL_CL_RS+CCD_BSB_COL_CL_SS))
+ {
+ psb->generateClusters(m_cci.m_soft_numclusteriterations);
+ }
// psb->activate();
// psb->setActivationState(1);
@@ -343,14 +373,10 @@ void CcdPhysicsController::CreateRigidbody()
//psb->m_materials[0]->m_kLST = 0.1+(i/(btScalar)(n-1))*0.9;
psb->setTotalMass(m_cci.m_mass);
- psb->generateClusters(64);
+
psb->setCollisionFlags(0);
-
-
-
-
- ///create a mapping between graphics mesh vertices and soft body vertices
+ ///create a mapping between graphics mesh vertices and soft body vertices
{
RAS_MeshObject* rasMesh= GetShapeInfo()->GetMesh();
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;
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
index 3593aecf3d5..763fc148a04 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
@@ -576,7 +576,8 @@ bool CcdPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep)
veh->SyncWheels();
}
- m_dynamicsWorld->debugDrawWorld();
+ if (m_dynamicsWorld->getDebugDrawer() && m_dynamicsWorld->getDebugDrawer()->getDebugMode() >0)
+ m_dynamicsWorld->debugDrawWorld();
CallbackTriggers();