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-rw-r--r--extern/bullet2/src/BulletCollision/CollisionDispatch/btSimulationIslandManager.cpp49
-rw-r--r--extern/bullet2/src/LinearMath/btAlignedObjectArray.h4
-rw-r--r--source/gameengine/GameLogic/SCA_PropertySensor.cpp2
-rw-r--r--source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.cpp3
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.cpp11
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp2
6 files changed, 48 insertions, 23 deletions
diff --git a/extern/bullet2/src/BulletCollision/CollisionDispatch/btSimulationIslandManager.cpp b/extern/bullet2/src/BulletCollision/CollisionDispatch/btSimulationIslandManager.cpp
index 3f51e9ec0a6..5a642643eed 100644
--- a/extern/bullet2/src/BulletCollision/CollisionDispatch/btSimulationIslandManager.cpp
+++ b/extern/bullet2/src/BulletCollision/CollisionDispatch/btSimulationIslandManager.cpp
@@ -271,41 +271,50 @@ void btSimulationIslandManager::buildAndProcessIslands(btDispatcher* dispatcher,
int islandId;
- //update the sleeping state for bodies, if all are sleeping
+ //solve the constraint for each islands, if there are contacts/constraints
for (int startIslandIndex=0;startIslandIndex<numElem;startIslandIndex = endIslandIndex)
{
int islandId = getUnionFind().getElement(startIslandIndex).m_id;
- for (endIslandIndex = startIslandIndex+1;(endIslandIndex<numElem) && (getUnionFind().getElement(endIslandIndex).m_id == islandId);endIslandIndex++)
+ bool islandSleeping = false;
+
+ for (endIslandIndex = startIslandIndex;(endIslandIndex<numElem) && (getUnionFind().getElement(endIslandIndex).m_id == islandId);endIslandIndex++)
{
+ int i = getUnionFind().getElement(endIslandIndex).m_sz;
+ btCollisionObject* colObj0 = collisionObjects[i];
+ if (!colObj0->isActive())
+ islandSleeping = true;
}
- //find the accompanying contact manifold for this islandId
- int numIslandManifolds = 0;
- btPersistentManifold** startManifold = 0;
-
- if (startManifoldIndex<numManifolds)
+ if (!islandSleeping)
{
- int curIslandId = getIslandId(islandmanifold[startManifoldIndex]);
- if (curIslandId == islandId)
+ //find the accompanying contact manifold for this islandId
+ int numIslandManifolds = 0;
+ btPersistentManifold** startManifold = 0;
+
+ if (startManifoldIndex<numManifolds)
{
- startManifold = &islandmanifold[startManifoldIndex];
-
- for (endManifoldIndex = startManifoldIndex+1;(endManifoldIndex<numManifolds) && (islandId == getIslandId(islandmanifold[endManifoldIndex]));endManifoldIndex++)
+ int curIslandId = getIslandId(islandmanifold[startManifoldIndex]);
+ if (curIslandId == islandId)
{
+ startManifold = &islandmanifold[startManifoldIndex];
+
+ for (endManifoldIndex = startManifoldIndex+1;(endManifoldIndex<numManifolds) && (islandId == getIslandId(islandmanifold[endManifoldIndex]));endManifoldIndex++)
+ {
+ }
+ /// Process the actual simulation, only if not sleeping/deactivated
+ numIslandManifolds = endManifoldIndex-startManifoldIndex;
}
- /// Process the actual simulation, only if not sleeping/deactivated
- numIslandManifolds = endManifoldIndex-startManifoldIndex;
- }
- }
+ }
- callback->ProcessIsland(startManifold,numIslandManifolds, islandId);
+ callback->ProcessIsland(startManifold,numIslandManifolds, islandId);
- if (numIslandManifolds)
- {
- startManifoldIndex = endManifoldIndex;
+ if (numIslandManifolds)
+ {
+ startManifoldIndex = endManifoldIndex;
+ }
}
}
}
diff --git a/extern/bullet2/src/LinearMath/btAlignedObjectArray.h b/extern/bullet2/src/LinearMath/btAlignedObjectArray.h
index 79469c03c29..3a66ebbec22 100644
--- a/extern/bullet2/src/LinearMath/btAlignedObjectArray.h
+++ b/extern/bullet2/src/LinearMath/btAlignedObjectArray.h
@@ -68,8 +68,10 @@ class btAlignedObjectArray
SIMD_FORCE_INLINE void deallocate()
{
- if(m_data)
+ if(m_data) {
m_allocator.deallocate(m_data);
+ m_data = 0;
+ }
}
diff --git a/source/gameengine/GameLogic/SCA_PropertySensor.cpp b/source/gameengine/GameLogic/SCA_PropertySensor.cpp
index 979ce51ab5e..09332b870c9 100644
--- a/source/gameengine/GameLogic/SCA_PropertySensor.cpp
+++ b/source/gameengine/GameLogic/SCA_PropertySensor.cpp
@@ -268,7 +268,7 @@ bool SCA_PropertySensor::CheckPropertyCondition()
m_recentresult=result;
} else
{
- m_recentresult=true;
+ m_recentresult=result;//true;
}
return result;
}
diff --git a/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.cpp b/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.cpp
index 67f4fb69e72..a01673f569f 100644
--- a/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.cpp
+++ b/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.cpp
@@ -90,7 +90,8 @@ bool KX_NetworkMessageSensor::Evaluate(CValue* event)
bool result = false;
bool WasUp = m_IsUp;
- m_IsUp = false;
+// m_IsUp = false;
+
if (m_BodyList) {
m_BodyList->Release();
m_BodyList = NULL;
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
index 3ddac72618d..d3eb4db6f35 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
@@ -379,6 +379,10 @@ void CcdPhysicsController::ApplyTorque(float torqueX,float torqueY,float torque
{
btVector3 torque(torqueX,torqueY,torqueZ);
btTransform xform = m_body->getCenterOfMassTransform();
+ if (torque.length2() > (SIMD_EPSILON*SIMD_EPSILON))
+ {
+ m_body->activate();
+ }
if (local)
{
torque = xform.getBasis()*torque;
@@ -389,6 +393,13 @@ void CcdPhysicsController::ApplyTorque(float torqueX,float torqueY,float torque
void CcdPhysicsController::ApplyForce(float forceX,float forceY,float forceZ,bool local)
{
btVector3 force(forceX,forceY,forceZ);
+
+ if (force.length2() > (SIMD_EPSILON*SIMD_EPSILON))
+ {
+ m_body->activate();
+ }
+
+
btTransform xform = m_body->getCenterOfMassTransform();
if (local)
{
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
index 57fe533825e..bb6b62c7edc 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
@@ -653,6 +653,8 @@ void CcdPhysicsEnvironment::removeConstraint(int constraintId)
btTypedConstraint* constraint = m_dynamicsWorld->getConstraint(i);
if (constraint->getUserConstraintId() == constraintId)
{
+ constraint->getRigidBodyA().activate();
+ constraint->getRigidBodyB().activate();
m_dynamicsWorld->removeConstraint(constraint);
break;
}