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-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.cpp200
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.h19
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp24
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h9
4 files changed, 117 insertions, 135 deletions
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
index 48f85410cf0..efa90657efc 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
@@ -39,7 +39,6 @@ subject to the following restrictions:
#include "LinearMath/btConvexHull.h"
#include "BulletCollision/Gimpact/btGImpactShape.h"
-
#include "BulletSoftBody/btSoftRigidDynamicsWorld.h"
#include "DNA_mesh_types.h"
@@ -599,20 +598,13 @@ void CcdPhysicsController::CreateRigidbody()
static void DeleteBulletShape(btCollisionShape* shape, bool free)
{
- if (shape->getShapeType() == TRIANGLE_MESH_SHAPE_PROXYTYPE)
- {
- // shapes based on meshes use an interface that contains the vertices.
- btTriangleMeshShape* meshShape = static_cast<btTriangleMeshShape*>(shape);
- btStridingMeshInterface* meshInterface = meshShape->getMeshInterface();
- if (meshInterface)
- delete meshInterface;
- }
- else if (shape->getShapeType() == GIMPACT_SHAPE_PROXYTYPE)
- {
- btGImpactMeshShape* meshShape = static_cast<btGImpactMeshShape*>(shape);
- btStridingMeshInterface* meshInterface = meshShape->getMeshInterface();
- if (meshInterface)
- delete meshInterface;
+ if (shape->getShapeType() == SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE) {
+ /* If we use Bullet scaled shape (btScaledBvhTriangleMeshShape) we have to
+ * free the child of the unscaled shape (btTriangleMeshShape) here.
+ */
+ btTriangleMeshShape *meshShape = ((btScaledBvhTriangleMeshShape *)shape)->getChildShape();
+ if (meshShape)
+ delete meshShape;
}
if (free) {
delete shape;
@@ -645,48 +637,41 @@ bool CcdPhysicsController::DeleteControllerShape( )
bool CcdPhysicsController::ReplaceControllerShape(btCollisionShape *newShape)
{
-
- /* Note, deleting the previous collision shape must be done already */
- /* if (m_collisionShape) DeleteControllerShape(); */
+ if (m_collisionShape)
+ DeleteControllerShape();
+
+ // If newShape is NULL it means to create a new Bullet shape.
+ if (!newShape)
+ newShape = m_shapeInfo->CreateBulletShape(m_cci.m_margin, m_cci.m_bGimpact, !m_cci.m_bSoft);
m_object->setCollisionShape(newShape);
- m_collisionShape= newShape;
- m_cci.m_collisionShape= newShape;
-
- if (GetSoftBody()) {
+ m_collisionShape = newShape;
+ m_cci.m_collisionShape = newShape;
+
+ btSoftBody *softBody = GetSoftBody();
+ if (softBody) {
+ btSoftRigidDynamicsWorld *world = GetPhysicsEnvironment()->GetDynamicsWorld();
+ // remove the old softBody
+ world->removeSoftBody(softBody);
+
// 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() */
-
- /* without this, an object can rest on the old physics mesh
- * and not move to account for the physics mesh, even with 'nosleep' */
- btSoftRigidDynamicsWorld* dw= GetPhysicsEnvironment()->GetDynamicsWorld();
- btCollisionObjectArray &obarr= dw->getCollisionObjectArray();
- btCollisionObject *ob;
- btBroadphaseProxy* proxy;
-
- for (int i= 0; i < obarr.size(); i++) {
- ob= obarr[i];
- if (ob->getCollisionShape() == newShape) {
- proxy = ob->getBroadphaseHandle();
-
- if (proxy)
- dw->getPairCache()->cleanProxyFromPairs(proxy,dw->getDispatcher());
- }
+
+ btSoftBody *newSoftBody = GetSoftBody();
+ // set the user
+ newSoftBody->setUserPointer(this);
+ // add the new softbody
+ world->addSoftBody(newSoftBody);
}
-
+
return true;
}
@@ -1742,30 +1727,22 @@ PHY_IPhysicsController* CcdPhysicsController::GetReplicaForSensors()
* 2) from_gameobj - creates the phys mesh from the DerivedMesh where possible, else the RAS_MeshObject
* 3) this - update the phys mesh from DerivedMesh or RAS_MeshObject
*
- * Most of the logic behind this is in shapeInfo->UpdateMesh(...)
+ * Most of the logic behind this is in m_shapeInfo->UpdateMesh(...)
*/
bool CcdPhysicsController::ReinstancePhysicsShape(KX_GameObject *from_gameobj, RAS_MeshObject *from_meshobj)
{
- CcdShapeConstructionInfo *shapeInfo;
-
- shapeInfo = this->GetShapeInfo();
-
- if (shapeInfo->m_shapeType != PHY_SHAPE_MESH/* || spc->GetSoftBody()*/)
+ if (m_shapeInfo->m_shapeType != PHY_SHAPE_MESH)
return false;
- this->DeleteControllerShape();
-
- if (from_gameobj==NULL && from_meshobj==NULL)
- from_gameobj = KX_GameObject::GetClientObject((KX_ClientObjectInfo*)this->GetNewClientInfo());
+ if (!from_gameobj && !from_meshobj)
+ from_gameobj = KX_GameObject::GetClientObject((KX_ClientObjectInfo*)GetNewClientInfo());
/* updates the arrays used for making the new bullet mesh */
- shapeInfo->UpdateMesh(from_gameobj, from_meshobj);
+ m_shapeInfo->UpdateMesh(from_gameobj, from_meshobj);
/* create the new bullet mesh */
- CcdConstructionInfo& cci = this->GetConstructionInfo();
- btCollisionShape* bm= shapeInfo->CreateBulletShape(cci.m_margin, cci.m_bGimpact, !cci.m_bSoft);
+ GetPhysicsEnvironment()->UpdateCcdPhysicsControllerShape(m_shapeInfo);
- this->ReplaceControllerShape(bm);
return true;
}
@@ -2494,11 +2471,9 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject *gameobj, class RA
}
#endif
- /* force recreation of the m_unscaledShape.
+ /* force recreation of the m_triangleIndexVertexArray.
* If this has multiple users we cant delete */
- if (m_unscaledShape) {
- // don't free now so it can re-allocate under the same location and not break pointers.
- // DeleteBulletShape(m_unscaledShape);
+ if (m_triangleIndexVertexArray) {
m_forceReInstance = true;
}
@@ -2582,74 +2557,60 @@ btCollisionShape* CcdShapeConstructionInfo::CreateBulletShape(btScalar margin, b
// 9 multiplications/additions and one function call for each triangle that passes the mid phase filtering
// One possible optimization is to use directly the btBvhTriangleMeshShape when the scale is 1,1,1
// and btScaledBvhTriangleMeshShape otherwise.
- if (useGimpact)
- {
- btTriangleIndexVertexArray* indexVertexArrays = new btTriangleIndexVertexArray(
+ if (useGimpact) {
+ if (!m_triangleIndexVertexArray || m_forceReInstance) {
+ if (m_triangleIndexVertexArray)
+ delete m_triangleIndexVertexArray;
+
+ m_triangleIndexVertexArray = new btTriangleIndexVertexArray(
m_polygonIndexArray.size(),
- &m_triFaceArray[0],
- 3*sizeof(int),
- m_vertexArray.size()/3,
+ m_triFaceArray.data(),
+ 3 * sizeof(int),
+ m_vertexArray.size() / 3,
&m_vertexArray[0],
- 3*sizeof(btScalar)
- );
- btGImpactMeshShape* gimpactShape = new btGImpactMeshShape(indexVertexArrays);
- gimpactShape->setMargin(margin);
- gimpactShape->updateBound();
- collisionShape = gimpactShape;
-
-
- } else
- {
- if (!m_unscaledShape || m_forceReInstance)
- {
-
- btTriangleIndexVertexArray* indexVertexArrays = 0;
+ 3 * sizeof(btScalar));
+ m_forceReInstance = false;
+ }
+ btGImpactMeshShape *gimpactShape = new btGImpactMeshShape(m_triangleIndexVertexArray);
+ gimpactShape->setMargin(margin);
+ gimpactShape->updateBound();
+ collisionShape = gimpactShape;
+ }
+ else {
+ if (!m_triangleIndexVertexArray || m_forceReInstance) {
///enable welding, only for the objects that need it (such as soft bodies)
- if (0.f != m_weldingThreshold1)
- {
- btTriangleMesh* collisionMeshData = new btTriangleMesh(true,false);
+ if (0.0f != m_weldingThreshold1) {
+ btTriangleMesh *collisionMeshData = new btTriangleMesh(true, false);
collisionMeshData->m_weldingThreshold = m_weldingThreshold1;
- bool removeDuplicateVertices=true;
+ bool removeDuplicateVertices = true;
// m_vertexArray not in multiple of 3 anymore, use m_triFaceArray
- for (unsigned int i=0; i<m_triFaceArray.size(); i+=3) {
- btScalar *bt = &m_vertexArray[3*m_triFaceArray[i]];
+ for (unsigned int i = 0; i < m_triFaceArray.size(); i += 3) {
+ btScalar *bt = &m_vertexArray[3 * m_triFaceArray[i]];
btVector3 v1(bt[0], bt[1], bt[2]);
- bt = &m_vertexArray[3*m_triFaceArray[i+1]];
+ bt = &m_vertexArray[3 * m_triFaceArray[i + 1]];
btVector3 v2(bt[0], bt[1], bt[2]);
- bt = &m_vertexArray[3*m_triFaceArray[i+2]];
+ bt = &m_vertexArray[3 * m_triFaceArray[i + 2]];
btVector3 v3(bt[0], bt[1], bt[2]);
collisionMeshData->addTriangle(v1, v2, v3, removeDuplicateVertices);
}
- indexVertexArrays = collisionMeshData;
-
- } else
- {
- indexVertexArrays = new btTriangleIndexVertexArray(
+ m_triangleIndexVertexArray = collisionMeshData;
+ }
+ else {
+ m_triangleIndexVertexArray = new btTriangleIndexVertexArray(
m_polygonIndexArray.size(),
- &m_triFaceArray[0],
- 3*sizeof(int),
- m_vertexArray.size()/3,
+ m_triFaceArray.data(),
+ 3 * sizeof(int),
+ m_vertexArray.size() / 3,
&m_vertexArray[0],
- 3*sizeof(btScalar));
- }
-
- // this shape will be shared and not deleted until shapeInfo is deleted
-
- // for UpdateMesh, reuse the last memory location so instancing wont crash.
- if (m_unscaledShape) {
- DeleteBulletShape(m_unscaledShape, false);
- m_unscaledShape->~btBvhTriangleMeshShape();
- m_unscaledShape = new(m_unscaledShape) btBvhTriangleMeshShape( indexVertexArrays, true, useBvh );
- } else {
- m_unscaledShape = new btBvhTriangleMeshShape( indexVertexArrays, true, useBvh );
+ 3 * sizeof(btScalar));
}
- m_forceReInstance= false;
- } else if (useBvh && m_unscaledShape->getOptimizedBvh() == NULL) {
- // the existing unscaledShape was not build with Bvh, do it now
- m_unscaledShape->buildOptimizedBvh();
+
+ m_forceReInstance = false;
}
- collisionShape = new btScaledBvhTriangleMeshShape(m_unscaledShape, btVector3(1.0f,1.0f,1.0f));
+
+ btBvhTriangleMeshShape *unscaledShape = new btBvhTriangleMeshShape(m_triangleIndexVertexArray, true, useBvh);
+ collisionShape = new btScaledBvhTriangleMeshShape(unscaledShape, btVector3(1.0f, 1.0f, 1.0f));
collisionShape->setMargin(margin);
}
break;
@@ -2691,10 +2652,9 @@ CcdShapeConstructionInfo::~CcdShapeConstructionInfo()
(*sit)->Release();
}
m_shapeArray.clear();
- if (m_unscaledShape)
- {
- DeleteBulletShape(m_unscaledShape, true);
- }
+
+ if (m_triangleIndexVertexArray)
+ delete m_triangleIndexVertexArray;
m_vertexArray.clear();
if (m_shapeType == PHY_SHAPE_MESH && m_meshObject != NULL)
{
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.h b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
index e3172e7fc45..625713d16e1 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.h
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
@@ -79,7 +79,7 @@ public:
m_userData(NULL),
m_refCount(1),
m_meshObject(NULL),
- m_unscaledShape(NULL),
+ m_triangleIndexVertexArray(NULL),
m_forceReInstance(false),
m_weldingThreshold1(0.f),
m_shapeProxy(NULL)
@@ -110,10 +110,11 @@ public:
void AddShape(CcdShapeConstructionInfo* shapeInfo);
- btTriangleMeshShape* GetMeshShape(void)
+ btStridingMeshInterface *GetMeshInterface()
{
- return (m_unscaledShape);
+ return m_triangleIndexVertexArray;
}
+
CcdShapeConstructionInfo* GetChildShape(int i)
{
if (i < 0 || i >= (int)m_shapeArray.size())
@@ -195,8 +196,8 @@ protected:
int m_refCount; // this class is shared between replicas
// keep track of users so that we can release it
RAS_MeshObject* m_meshObject; // Keep a pointer to the original mesh
- btBvhTriangleMeshShape* m_unscaledShape;// holds the shared unscale BVH mesh shape,
- // the actual shape is of type btScaledBvhTriangleMeshShape
+ // The list of vertexes and indexes for the triangle mesh, shared between Bullet shape.
+ btTriangleIndexVertexArray *m_triangleIndexVertexArray;
std::vector<CcdShapeConstructionInfo*> m_shapeArray; // for compound shapes
bool m_forceReInstance; //use gimpact for concave dynamic/moving collision detection
float m_weldingThreshold1; //welding closeby vertices together can improve softbody stability etc.
@@ -535,7 +536,15 @@ protected:
CcdPhysicsController (const CcdConstructionInfo& ci);
+ /**
+ * Delete the current Bullet shape used in the rigid body.
+ */
bool DeleteControllerShape();
+
+ /**
+ * Delete the old Bullet shape and set the new Bullet shape : newShape
+ * \param newShape The new Bullet shape to set, if is NULL we create a new Bullet shape
+ */
bool ReplaceControllerShape(btCollisionShape *newShape);
virtual ~CcdPhysicsController();
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
index 37cc26f6364..dcc67205713 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
@@ -671,6 +671,19 @@ void CcdPhysicsEnvironment::RemoveCcdGraphicController(CcdGraphicController* ctr
}
}
+void CcdPhysicsEnvironment::UpdateCcdPhysicsControllerShape(CcdShapeConstructionInfo *shapeInfo)
+{
+ for (std::set<CcdPhysicsController *>::iterator it = m_controllers.begin(); it != m_controllers.end(); ++it) {
+ CcdPhysicsController *ctrl = *it;
+
+ if (ctrl->GetShapeInfo() != shapeInfo)
+ continue;
+
+ ctrl->ReplaceControllerShape(NULL);
+ RefreshCcdPhysicsController(ctrl);
+ }
+}
+
void CcdPhysicsEnvironment::BeginFrame()
{
@@ -1156,17 +1169,8 @@ static bool GetHitTriangle(btCollisionShape* shape, CcdShapeConstructionInfo* sh
int indexstride;
int numfaces;
PHY_ScalarType indicestype;
- btStridingMeshInterface* meshInterface = NULL;
- btTriangleMeshShape* triangleShape = shapeInfo->GetMeshShape();
+ btStridingMeshInterface* meshInterface = shapeInfo->GetMeshInterface();
- if (triangleShape)
- meshInterface = triangleShape->getMeshInterface();
- else
- {
- // other possibility is gImpact
- if (shape->getShapeType() == GIMPACT_SHAPE_PROXYTYPE)
- meshInterface = (static_cast<btGImpactMeshShape*>(shape))->getMeshInterface();
- }
if (!meshInterface)
return false;
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h
index 1fa97d9ab22..94aea215478 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h
@@ -54,6 +54,7 @@ class btOverlappingPairCache;
class btIDebugDraw;
class PHY_IVehicle;
class CcdOverlapFilterCallBack;
+class CcdShapeConstructionInfo;
/** CcdPhysicsEnvironment is an experimental mainloop for physics simulation using optional continuous collision detection.
* Physics Environment takes care of stepping the simulation and is a container for physics entities.
@@ -229,6 +230,14 @@ protected:
void RemoveCcdGraphicController(CcdGraphicController* ctrl);
+ /**
+ * Update all physics controllers shape which use the same shape construction info.
+ * Call RecreateControllerShape on controllers which use the same shape
+ * construction info that argument shapeInfo.
+ * You need to call this function when the shape construction info changed.
+ */
+ void UpdateCcdPhysicsControllerShape(CcdShapeConstructionInfo *shapeInfo);
+
btBroadphaseInterface* GetBroadphase();
btDbvtBroadphase* GetCullingTree() { return m_cullingTree; }