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-rw-r--r--source/blender/makesdna/DNA_object_types.h2
-rw-r--r--source/blender/python/api2_2x/Object.c3
-rw-r--r--source/blender/src/buttons_logic.c82
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp1
-rw-r--r--source/gameengine/GameLogic/SCA_ISensor.h11
-rw-r--r--source/gameengine/Ketsji/KX_BulletPhysicsController.cpp24
-rw-r--r--source/gameengine/Ketsji/KX_BulletPhysicsController.h3
-rw-r--r--source/gameengine/Ketsji/KX_ClientObjectInfo.h5
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObject.h1
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp54
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.cpp26
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.h9
-rw-r--r--source/gameengine/Ketsji/KX_IPhysicsController.cpp3
-rw-r--r--source/gameengine/Ketsji/KX_IPhysicsController.h12
-rw-r--r--source/gameengine/Ketsji/KX_MotionState.cpp5
-rw-r--r--source/gameengine/Ketsji/KX_MotionState.h1
-rw-r--r--source/gameengine/Ketsji/KX_NearSensor.cpp35
-rw-r--r--source/gameengine/Ketsji/KX_NearSensor.h4
-rw-r--r--source/gameengine/Ketsji/KX_OdePhysicsController.h1
-rw-r--r--source/gameengine/Ketsji/KX_RadarSensor.cpp21
-rw-r--r--source/gameengine/Ketsji/KX_RadarSensor.h2
-rw-r--r--source/gameengine/Ketsji/KX_Scene.cpp4
-rw-r--r--source/gameengine/Ketsji/KX_SumoPhysicsController.h3
-rw-r--r--source/gameengine/Ketsji/KX_TouchEventManager.cpp34
-rw-r--r--source/gameengine/Ketsji/KX_TouchSensor.cpp58
-rw-r--r--source/gameengine/Ketsji/KX_TouchSensor.h3
-rw-r--r--source/gameengine/Physics/BlOde/OdePhysicsController.cpp5
-rw-r--r--source/gameengine/Physics/BlOde/OdePhysicsController.h1
-rw-r--r--source/gameengine/Physics/BlOde/OdePhysicsEnvironment.h4
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.cpp199
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.h14
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp87
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h4
-rw-r--r--source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h4
-rw-r--r--source/gameengine/Physics/Sumo/SumoPhysicsController.cpp5
-rw-r--r--source/gameengine/Physics/Sumo/SumoPhysicsController.h1
-rw-r--r--source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.cpp7
-rw-r--r--source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.h4
-rw-r--r--source/gameengine/Physics/common/PHY_IMotionState.h2
-rw-r--r--source/gameengine/Physics/common/PHY_IPhysicsController.h3
-rw-r--r--source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h4
-rw-r--r--source/gameengine/SceneGraph/SG_IObject.h7
-rw-r--r--source/gameengine/SceneGraph/SG_Spatial.h7
43 files changed, 464 insertions, 301 deletions
diff --git a/source/blender/makesdna/DNA_object_types.h b/source/blender/makesdna/DNA_object_types.h
index 82da883df4a..9121f38be16 100644
--- a/source/blender/makesdna/DNA_object_types.h
+++ b/source/blender/makesdna/DNA_object_types.h
@@ -440,6 +440,7 @@ extern Object workob;
#define OB_COLLISION 65536
#define OB_SOFT_BODY 0x20000
#define OB_OCCLUDER 0x40000
+#define OB_SENSOR 0x80000
/* ob->gameflag2 */
#define OB_NEVER_DO_ACTIVITY_CULLING 1
@@ -459,6 +460,7 @@ extern Object workob;
#define OB_BODY_TYPE_RIGID 3
#define OB_BODY_TYPE_SOFT 4
#define OB_BODY_TYPE_OCCLUDER 5
+#define OB_BODY_TYPE_SENSOR 6
/* ob->scavisflag */
#define OB_VIS_SENS 1
diff --git a/source/blender/python/api2_2x/Object.c b/source/blender/python/api2_2x/Object.c
index 2de2906335f..c3f7a21a7bf 100644
--- a/source/blender/python/api2_2x/Object.c
+++ b/source/blender/python/api2_2x/Object.c
@@ -3562,7 +3562,7 @@ static int Object_setRBMass( BPy_Object * self, PyObject * args )
/* this is too low level, possible to add helper methods */
#define GAMEFLAG_MASK ( OB_OCCLUDER | OB_COLLISION | OB_DYNAMIC | OB_CHILD | OB_ACTOR | OB_DO_FH | \
- OB_ROT_FH | OB_ANISOTROPIC_FRICTION | OB_GHOST | OB_RIGID_BODY | OB_SOFT_BODY | \
+ OB_ROT_FH | OB_ANISOTROPIC_FRICTION | OB_GHOST | OB_RIGID_BODY | OB_SOFT_BODY | OB_SENSOR | \
OB_BOUNDS | OB_COLLISION_RESPONSE | OB_SECTOR | OB_PROP | \
OB_MAINACTOR )
@@ -5544,6 +5544,7 @@ static PyObject *M_Object_RBFlagsDict( void )
BPy_constant *d = ( BPy_constant * ) M;
PyConstant_Insert( d, "OCCLUDER", PyInt_FromLong( OB_OCCLUDER ) );
PyConstant_Insert( d, "COLLISION", PyInt_FromLong( OB_COLLISION ) );
+ PyConstant_Insert( d, "SENSOR", PyInt_FromLong( OB_SENSOR ) );
PyConstant_Insert( d, "DYNAMIC", PyInt_FromLong( OB_DYNAMIC ) );
PyConstant_Insert( d, "CHILD", PyInt_FromLong( OB_CHILD ) );
PyConstant_Insert( d, "ACTOR", PyInt_FromLong( OB_ACTOR ) );
diff --git a/source/blender/src/buttons_logic.c b/source/blender/src/buttons_logic.c
index dccbc73787d..a537d32feae 100644
--- a/source/blender/src/buttons_logic.c
+++ b/source/blender/src/buttons_logic.c
@@ -3064,29 +3064,33 @@ static void check_body_type(void *arg1_but, void *arg2_object)
Object *ob = arg2_object;
switch (ob->body_type) {
+ case OB_BODY_TYPE_SENSOR:
+ ob->gameflag |= OB_SENSOR|OB_COLLISION|OB_GHOST;
+ ob->gameflag &= ~(OB_OCCLUDER|OB_DYNAMIC|OB_RIGID_BODY|OB_ACTOR|OB_ANISOTROPIC_FRICTION|OB_DO_FH|OB_ROT_FH|OB_COLLISION_RESPONSE);
+ break;
case OB_BODY_TYPE_OCCLUDER:
ob->gameflag |= OB_OCCLUDER;
- ob->gameflag &= ~(OB_COLLISION|OB_DYNAMIC);
+ ob->gameflag &= ~(OB_SENSOR|OB_COLLISION|OB_DYNAMIC);
break;
case OB_BODY_TYPE_NO_COLLISION:
- ob->gameflag &= ~(OB_COLLISION|OB_OCCLUDER|OB_DYNAMIC);
+ ob->gameflag &= ~(OB_SENSOR|OB_COLLISION|OB_OCCLUDER|OB_DYNAMIC);
break;
case OB_BODY_TYPE_STATIC:
ob->gameflag |= OB_COLLISION;
- ob->gameflag &= ~(OB_DYNAMIC|OB_RIGID_BODY|OB_SOFT_BODY|OB_OCCLUDER);
+ ob->gameflag &= ~(OB_DYNAMIC|OB_RIGID_BODY|OB_SOFT_BODY|OB_OCCLUDER|OB_SENSOR);
break;
case OB_BODY_TYPE_DYNAMIC:
ob->gameflag |= OB_COLLISION|OB_DYNAMIC|OB_ACTOR;
- ob->gameflag &= ~(OB_RIGID_BODY|OB_SOFT_BODY|OB_OCCLUDER);
+ ob->gameflag &= ~(OB_RIGID_BODY|OB_SOFT_BODY|OB_OCCLUDER|OB_SENSOR);
break;
case OB_BODY_TYPE_RIGID:
ob->gameflag |= OB_COLLISION|OB_DYNAMIC|OB_RIGID_BODY|OB_ACTOR;
- ob->gameflag &= ~(OB_SOFT_BODY|OB_OCCLUDER);
+ ob->gameflag &= ~(OB_SOFT_BODY|OB_OCCLUDER|OB_SENSOR);
break;
default:
case OB_BODY_TYPE_SOFT:
ob->gameflag |= OB_COLLISION|OB_DYNAMIC|OB_SOFT_BODY|OB_ACTOR;
- ob->gameflag &= ~(OB_RIGID_BODY|OB_OCCLUDER);
+ ob->gameflag &= ~(OB_RIGID_BODY|OB_OCCLUDER|OB_SENSOR);
/* assume triangle mesh, if no bounds chosen for soft body */
if ((ob->gameflag & OB_BOUNDS) && (ob->boundtype<OB_BOUND_POLYH))
@@ -3271,17 +3275,31 @@ static uiBlock *advanced_bullet_menu(void *arg_ob)
static void buttons_bullet(uiBlock *block, Object *ob)
{
uiBut *but;
+ char *tip;
/* determine the body_type setting based on flags */
- if (!(ob->gameflag & OB_COLLISION))
- ob->body_type = (ob->gameflag & OB_OCCLUDER) ? OB_BODY_TYPE_OCCLUDER : OB_BODY_TYPE_NO_COLLISION;
- else if (!(ob->gameflag & OB_DYNAMIC))
+ if (!(ob->gameflag & OB_COLLISION)) {
+ if (ob->gameflag & OB_OCCLUDER) {
+ tip = "Occluder";
+ ob->body_type = OB_BODY_TYPE_OCCLUDER;
+ } else {
+ tip = "Disable colision for this object";
+ ob->body_type = OB_BODY_TYPE_NO_COLLISION;
+ }
+ } else if (ob->gameflag & OB_SENSOR) {
+ tip = "Collision Sensor, detects static and dynamic objects but not the other collision sensor objects";
+ ob->body_type = OB_BODY_TYPE_SENSOR;
+ } else if (!(ob->gameflag & OB_DYNAMIC)) {
+ tip = "Static";
ob->body_type = OB_BODY_TYPE_STATIC;
- else if (!(ob->gameflag & (OB_RIGID_BODY|OB_SOFT_BODY)))
+ } else if (!(ob->gameflag & (OB_RIGID_BODY|OB_SOFT_BODY))) {
+ tip = "Dynamic";
ob->body_type = OB_BODY_TYPE_DYNAMIC;
- else if (ob->gameflag & OB_RIGID_BODY)
+ } else if (ob->gameflag & OB_RIGID_BODY) {
+ tip = "Rigid body";
ob->body_type = OB_BODY_TYPE_RIGID;
- else {
+ } else {
+ tip = "Soft body";
ob->body_type = OB_BODY_TYPE_SOFT;
/* create the structure here because we display soft body buttons in the main panel */
if (!ob->bsoft)
@@ -3292,28 +3310,36 @@ static void buttons_bullet(uiBlock *block, Object *ob)
//only enable game soft body if Blender Soft Body exists
but = uiDefButS(block, MENU, REDRAWVIEW3D,
- "Object type%t|Occluder%x5|No collision%x0|Static%x1|Dynamic%x2|Rigid body%x3|Soft body%x4",
- 10, 205, 100, 19, &ob->body_type, 0, 0, 0, 0, "Selects the type of physical representation");
+ "Object type%t|Occluder%x5|No collision%x0|Sensor%x6|Static%x1|Dynamic%x2|Rigid body%x3|Soft body%x4",
+ 10, 205, 100, 19, &ob->body_type, 0, 0, 0, 0, tip);
uiButSetFunc(but, check_body_type, but, ob);
if (ob->gameflag & OB_COLLISION) {
- uiDefButBitI(block, TOG, OB_ACTOR, 0, "Actor",
- 110, 205, 50, 19, &ob->gameflag, 0, 0, 0, 0,
- "Objects that are detected by the Near and Radar sensor");
+ if (ob->gameflag & OB_SENSOR) {
+ uiBlockEndAlign(block);
+ uiDefBlockBut(block, advanced_bullet_menu, ob,
+ "Advanced Settings",
+ 210, 205, 140, 19, "Display collision advanced settings");
+ uiBlockBeginAlign(block);
+ } else {
+ uiDefButBitI(block, TOG, OB_ACTOR, 0, "Actor",
+ 110, 205, 50, 19, &ob->gameflag, 0, 0, 0, 0,
+ "Objects that are detected by the Near and Radar sensor and the collision sensor objects");
-
+
- uiDefButBitI(block, TOG, OB_GHOST, B_REDR, "Ghost",
- 160,205,50,19,
- &ob->gameflag, 0, 0, 0, 0,
- "Objects that don't restitute collisions (like a ghost)");
+ uiDefButBitI(block, TOG, OB_GHOST, B_REDR, "Ghost",
+ 160,205,50,19,
+ &ob->gameflag, 0, 0, 0, 0,
+ "Objects that don't restitute collisions (like a ghost)");
- //uiBlockSetCol(block, TH_BUT_SETTING1);
- uiDefBlockBut(block, advanced_bullet_menu, ob,
- "Advanced Settings",
- 210, 205, 140, 19, "Display collision advanced settings");
- //uiBlockSetCol(block, TH_BUT_SETTING2);
+ //uiBlockSetCol(block, TH_BUT_SETTING1);
+ uiDefBlockBut(block, advanced_bullet_menu, ob,
+ "Advanced Settings",
+ 210, 205, 140, 19, "Display collision advanced settings");
+ //uiBlockSetCol(block, TH_BUT_SETTING2);
+ }
if(ob->gameflag & OB_DYNAMIC) {
@@ -3394,7 +3420,7 @@ static void buttons_bullet(uiBlock *block, Object *ob)
/* In Bullet, anisotripic friction can be applied to static objects as well, just not soft bodies */
- if (!(ob->gameflag & OB_SOFT_BODY))
+ if (!(ob->gameflag & (OB_SOFT_BODY|OB_SENSOR)))
{
uiDefButBitI(block, TOG, OB_ANISOTROPIC_FRICTION, B_REDR, "Anisotropic",
230, 145, 120, 19,
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 9ea623f17e4..d4cc047d5e3 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -1413,6 +1413,7 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
objprop.m_dyna = (blenderobject->gameflag & OB_DYNAMIC) != 0;
objprop.m_softbody = (blenderobject->gameflag & OB_SOFT_BODY) != 0;
objprop.m_angular_rigidbody = (blenderobject->gameflag & OB_RIGID_BODY) != 0;
+ objprop.m_sensor = (blenderobject->gameflag & OB_SENSOR) != 0;
if (objprop.m_softbody)
{
diff --git a/source/gameengine/GameLogic/SCA_ISensor.h b/source/gameengine/GameLogic/SCA_ISensor.h
index 9aeda728caf..ad8865299d6 100644
--- a/source/gameengine/GameLogic/SCA_ISensor.h
+++ b/source/gameengine/GameLogic/SCA_ISensor.h
@@ -91,6 +91,15 @@ protected:
std::vector<class SCA_IController*> m_linkedcontrollers;
public:
+
+ enum sensortype {
+ NONE = 0,
+ TOUCH,
+ NEAR,
+ RADAR,
+ // to be updated as needed
+ };
+
SCA_ISensor(SCA_IObject* gameobj,
class SCA_EventManager* eventmgr,
PyTypeObject* T );;
@@ -138,6 +147,8 @@ public:
virtual double GetNumber();
+ virtual sensortype GetSensorType() { return NONE; }
+
/** Stop sensing for a while. */
void Suspend();
diff --git a/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp b/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp
index 300a7906e81..e22edfd1306 100644
--- a/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp
+++ b/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp
@@ -17,8 +17,8 @@
#include "BulletSoftBody/btSoftBody.h"
-KX_BulletPhysicsController::KX_BulletPhysicsController (const CcdConstructionInfo& ci, bool dyna, bool compound)
-: KX_IPhysicsController(dyna,compound,(PHY_IPhysicsController*)this),
+KX_BulletPhysicsController::KX_BulletPhysicsController (const CcdConstructionInfo& ci, bool dyna, bool sensor, bool compound)
+: KX_IPhysicsController(dyna,sensor,compound,(PHY_IPhysicsController*)this),
CcdPhysicsController(ci),
m_savedCollisionFlags(0),
m_savedCollisionFilterGroup(0),
@@ -174,6 +174,20 @@ void KX_BulletPhysicsController::setScaling(const MT_Vector3& scaling)
{
CcdPhysicsController::setScaling(scaling.x(),scaling.y(),scaling.z());
}
+void KX_BulletPhysicsController::SetTransform()
+{
+ btVector3 pos;
+ btVector3 scale;
+ float ori[12];
+ m_MotionState->getWorldPosition(pos.m_floats[0],pos.m_floats[1],pos.m_floats[2]);
+ m_MotionState->getWorldScaling(scale.m_floats[0],scale.m_floats[1],scale.m_floats[2]);
+ m_MotionState->getWorldOrientation(ori);
+ btMatrix3x3 rot(ori[0], ori[4], ori[8],
+ ori[1], ori[5], ori[9],
+ ori[2], ori[6], ori[10]);
+ CcdPhysicsController::forceWorldTransform(rot, pos);
+}
+
MT_Scalar KX_BulletPhysicsController::GetMass()
{
if (GetSoftBody())
@@ -262,7 +276,7 @@ void KX_BulletPhysicsController::AddCompoundChild(KX_IPhysicsController* chil
// add to parent compound shapeinfo
GetShapeInfo()->AddShape(proxyShapeInfo);
// create new bullet collision shape from the object shapeinfo and set scaling
- btCollisionShape* newChildShape = proxyShapeInfo->CreateBulletShape();
+ btCollisionShape* newChildShape = proxyShapeInfo->CreateBulletShape(childCtrl->GetMargin());
newChildShape->setLocalScaling(relativeScale);
// add bullet collision shape to parent compound collision shape
compoundShape->addChildShape(proxyShapeInfo->m_childTrans,newChildShape);
@@ -359,7 +373,7 @@ void KX_BulletPhysicsController::SetMass(MT_Scalar newmass)
void KX_BulletPhysicsController::SuspendDynamics(bool ghost)
{
btRigidBody *body = GetRigidBody();
- if (body && !m_suspended)
+ if (body && !m_suspended && !IsSensor())
{
btBroadphaseProxy* handle = body->getBroadphaseHandle();
m_savedCollisionFlags = body->getCollisionFlags();
@@ -445,7 +459,7 @@ SG_Controller* KX_BulletPhysicsController::GetReplica(class SG_Node* destnode)
void KX_BulletPhysicsController::SetSumoTransform(bool nondynaonly)
{
- if (!m_bDyna)
+ if (!m_bDyna && !m_bSensor)
{
btCollisionObject* object = GetRigidBody();
object->setActivationState(ACTIVE_TAG);
diff --git a/source/gameengine/Ketsji/KX_BulletPhysicsController.h b/source/gameengine/Ketsji/KX_BulletPhysicsController.h
index 9d2afad1a5c..755b1cbd780 100644
--- a/source/gameengine/Ketsji/KX_BulletPhysicsController.h
+++ b/source/gameengine/Ketsji/KX_BulletPhysicsController.h
@@ -19,7 +19,7 @@ private:
public:
- KX_BulletPhysicsController (const CcdConstructionInfo& ci, bool dyna, bool compound);
+ KX_BulletPhysicsController (const CcdConstructionInfo& ci, bool dyna, bool sensor, bool compound);
virtual ~KX_BulletPhysicsController ();
///////////////////////////////////
@@ -42,6 +42,7 @@ public:
virtual void setOrientation(const MT_Matrix3x3& orn);
virtual void setPosition(const MT_Point3& pos);
virtual void setScaling(const MT_Vector3& scaling);
+ virtual void SetTransform();
virtual MT_Scalar GetMass();
virtual void SetMass(MT_Scalar newmass);
virtual MT_Vector3 GetLocalInertia();
diff --git a/source/gameengine/Ketsji/KX_ClientObjectInfo.h b/source/gameengine/Ketsji/KX_ClientObjectInfo.h
index 7345edb054b..74d463fbf20 100644
--- a/source/gameengine/Ketsji/KX_ClientObjectInfo.h
+++ b/source/gameengine/Ketsji/KX_ClientObjectInfo.h
@@ -50,8 +50,8 @@ struct KX_ClientObjectInfo
STATIC,
ACTOR,
RESERVED1,
- RADAR,
- NEAR
+ SENSOR,
+ OBSENSOR
} m_type;
KX_GameObject* m_gameobject;
void* m_auxilary_info;
@@ -84,6 +84,7 @@ public:
}
bool isActor() { return m_type <= ACTOR; }
+ bool isSensor() { return m_type >= SENSOR && m_type <= OBSENSOR; }
};
#endif //__KX_CLIENTOBJECT_INFO_H
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h b/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
index 5b912a123fe..e48fddb30bd 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
@@ -83,6 +83,7 @@ struct KX_ObjectProperties
bool m_ghost;
class KX_GameObject* m_dynamic_parent;
bool m_isactor;
+ bool m_sensor;
bool m_concave;
bool m_isdeformable;
bool m_disableSleeping;
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
index f18ffb56ccb..73693e68642 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
@@ -808,12 +808,12 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
bool isbulletdyna = false;
+ bool isbulletsensor = false;
CcdConstructionInfo ci;
class PHY_IMotionState* motionstate = new KX_MotionState(gameobj->GetSGNode());
class CcdShapeConstructionInfo *shapeInfo = new CcdShapeConstructionInfo();
-
if (!objprop->m_dyna)
{
ci.m_collisionFlags |= btCollisionObject::CF_STATIC_OBJECT;
@@ -832,6 +832,7 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
ci.m_margin = objprop->m_margin;
shapeInfo->m_radius = objprop->m_radius;
isbulletdyna = objprop->m_dyna;
+ isbulletsensor = objprop->m_sensor;
ci.m_localInertiaTensor = btVector3(ci.m_mass/3.f,ci.m_mass/3.f,ci.m_mass/3.f);
@@ -851,7 +852,7 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
//bm = new MultiSphereShape(inertiaHalfExtents,,&trans.getOrigin(),&radius,1);
shapeInfo->m_shapeType = PHY_SHAPE_SPHERE;
- bm = shapeInfo->CreateBulletShape();
+ bm = shapeInfo->CreateBulletShape(ci.m_margin);
break;
};
case KX_BOUNDBOX:
@@ -864,7 +865,7 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
shapeInfo->m_halfExtend /= 2.0;
shapeInfo->m_halfExtend = shapeInfo->m_halfExtend.absolute();
shapeInfo->m_shapeType = PHY_SHAPE_BOX;
- bm = shapeInfo->CreateBulletShape();
+ bm = shapeInfo->CreateBulletShape(ci.m_margin);
break;
};
case KX_BOUNDCYLINDER:
@@ -875,7 +876,7 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
objprop->m_boundobject.c.m_height * 0.5f
);
shapeInfo->m_shapeType = PHY_SHAPE_CYLINDER;
- bm = shapeInfo->CreateBulletShape();
+ bm = shapeInfo->CreateBulletShape(ci.m_margin);
break;
}
@@ -884,18 +885,18 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
shapeInfo->m_radius = objprop->m_boundobject.c.m_radius;
shapeInfo->m_height = objprop->m_boundobject.c.m_height;
shapeInfo->m_shapeType = PHY_SHAPE_CONE;
- bm = shapeInfo->CreateBulletShape();
+ bm = shapeInfo->CreateBulletShape(ci.m_margin);
break;
}
case KX_BOUNDPOLYTOPE:
{
shapeInfo->SetMesh(meshobj, dm,true,false);
- bm = shapeInfo->CreateBulletShape();
+ bm = shapeInfo->CreateBulletShape(ci.m_margin);
break;
}
case KX_BOUNDMESH:
{
- bool useGimpact = (ci.m_mass && !objprop->m_softbody);
+ bool useGimpact = ((ci.m_mass || isbulletsensor) && !objprop->m_softbody);
// mesh shapes can be shared, check first if we already have a shape on that mesh
class CcdShapeConstructionInfo *sharedShapeInfo = CcdShapeConstructionInfo::FindMesh(meshobj, dm, false,useGimpact);
@@ -915,7 +916,7 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
shapeInfo->setVertexWeldingThreshold1(objprop->m_soft_welding); //todo: expose this to the UI
}
- bm = shapeInfo->CreateBulletShape();
+ bm = shapeInfo->CreateBulletShape(ci.m_margin);
//should we compute inertia for dynamic shape?
//bm->calculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor);
@@ -933,7 +934,7 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
return;
}
- bm->setMargin(ci.m_margin);
+ //bm->setMargin(ci.m_margin);
if (objprop->m_isCompoundChild)
@@ -1103,26 +1104,39 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
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);
+ ci.m_collisionFilterGroup =
+ (isbulletsensor) ? short(CcdConstructionInfo::SensorFilter) :
+ (isbulletdyna) ? short(CcdConstructionInfo::DefaultFilter) :
+ short(CcdConstructionInfo::StaticFilter);
+ ci.m_collisionFilterMask =
+ (isbulletsensor) ? short(CcdConstructionInfo::AllFilter ^ CcdConstructionInfo::SensorFilter) :
+ (isbulletdyna) ? short(CcdConstructionInfo::AllFilter) :
+ short(CcdConstructionInfo::AllFilter ^ CcdConstructionInfo::StaticFilter);
ci.m_bRigid = objprop->m_dyna && objprop->m_angular_rigidbody;
ci.m_bSoft = objprop->m_softbody;
+ ci.m_bSensor = isbulletsensor;
MT_Vector3 scaling = gameobj->NodeGetWorldScaling();
ci.m_scaling.setValue(scaling[0], scaling[1], scaling[2]);
- KX_BulletPhysicsController* physicscontroller = new KX_BulletPhysicsController(ci,isbulletdyna,objprop->m_hasCompoundChildren);
+ KX_BulletPhysicsController* physicscontroller = new KX_BulletPhysicsController(ci,isbulletdyna,isbulletsensor,objprop->m_hasCompoundChildren);
// shapeInfo is reference counted, decrement now as we don't use it anymore
if (shapeInfo)
shapeInfo->Release();
- if (objprop->m_in_active_layer)
+ gameobj->SetPhysicsController(physicscontroller,isbulletdyna);
+ if (isbulletsensor)
+ {
+ // use a different callback function for sensor object,
+ // bullet will not synchronize, we must do it explicitely
+ SG_Callbacks& callbacks = gameobj->GetSGNode()->GetCallBackFunctions();
+ callbacks.m_updatefunc = KX_GameObject::SynchronizeTransformFunc;
+ // make sensor object invisible by default
+ gameobj->SetVisible(false, false);
+ }
+ // don't add automatically sensor object, they are added when a collision sensor is registered
+ else if (objprop->m_in_active_layer)
{
env->addCcdPhysicsController( physicscontroller);
}
-
-
-
- gameobj->SetPhysicsController(physicscontroller,isbulletdyna);
physicscontroller->setNewClientInfo(gameobj->getClientInfo());
{
btRigidBody* rbody = physicscontroller->GetRigidBody();
@@ -1181,7 +1195,9 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
}
bool isActor = objprop->m_isactor;
- gameobj->getClientInfo()->m_type = (isActor ? KX_ClientObjectInfo::ACTOR : KX_ClientObjectInfo::STATIC);
+ gameobj->getClientInfo()->m_type =
+ (isbulletsensor) ? KX_ClientObjectInfo::OBSENSOR :
+ (isActor) ? KX_ClientObjectInfo::ACTOR : KX_ClientObjectInfo::STATIC;
// store materialname in auxinfo, needed for touchsensors
if (meshobj)
{
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp
index 79519bfb491..1d7bf56f6d3 100644
--- a/source/gameengine/Ketsji/KX_GameObject.cpp
+++ b/source/gameengine/Ketsji/KX_GameObject.cpp
@@ -332,7 +332,7 @@ void KX_GameObject::ProcessReplica()
}
-static void setGraphicController_recursive(SG_Node* node, bool v)
+static void setGraphicController_recursive(SG_Node* node)
{
NodeList& children = node->GetSGChildren();
@@ -341,24 +341,24 @@ static void setGraphicController_recursive(SG_Node* node, bool v)
SG_Node* childnode = (*childit);
KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
if (clientgameobj != NULL) // This is a GameObject
- clientgameobj->ActivateGraphicController(v, false);
+ clientgameobj->ActivateGraphicController(false);
// if the childobj is NULL then this may be an inverse parent link
// so a non recursive search should still look down this node.
- setGraphicController_recursive(childnode, v);
+ setGraphicController_recursive(childnode);
}
}
-void KX_GameObject::ActivateGraphicController(bool active, bool recurse)
+void KX_GameObject::ActivateGraphicController(bool recurse)
{
if (m_pGraphicController)
{
- m_pGraphicController->Activate(active);
+ m_pGraphicController->Activate(m_bVisible);
}
if (recurse)
{
- setGraphicController_recursive(GetSGNode(), active);
+ setGraphicController_recursive(GetSGNode());
}
}
@@ -538,6 +538,20 @@ void KX_GameObject::UpdateTransformFunc(SG_IObject* node, void* gameobj, void* s
((KX_GameObject*)gameobj)->UpdateTransform();
}
+void KX_GameObject::SynchronizeTransform()
+{
+ // only used for sensor object, do full synchronization as bullet doesn't do it
+ if (m_pPhysicsController1)
+ m_pPhysicsController1->SetTransform();
+ if (m_pGraphicController)
+ m_pGraphicController->SetGraphicTransform();
+}
+
+void KX_GameObject::SynchronizeTransformFunc(SG_IObject* node, void* gameobj, void* scene)
+{
+ ((KX_GameObject*)gameobj)->SynchronizeTransform();
+}
+
void KX_GameObject::SetDebugColor(unsigned int bgra)
{
diff --git a/source/gameengine/Ketsji/KX_GameObject.h b/source/gameengine/Ketsji/KX_GameObject.h
index e5b26539d4d..e0e78918dde 100644
--- a/source/gameengine/Ketsji/KX_GameObject.h
+++ b/source/gameengine/Ketsji/KX_GameObject.h
@@ -384,7 +384,7 @@ public:
/*
* @add/remove the graphic controller to the physic system
*/
- void ActivateGraphicController(bool active, bool recurse);
+ void ActivateGraphicController(bool recurse);
/**
* @section Coordinate system manipulation functions
@@ -560,6 +560,13 @@ public:
static void UpdateTransformFunc(SG_IObject* node, void* gameobj, void* scene);
/**
+ * only used for sensor objects
+ */
+ void SynchronizeTransform();
+
+ static void SynchronizeTransformFunc(SG_IObject* node, void* gameobj, void* scene);
+
+ /**
* Function to set IPO option at start of IPO
*/
void
diff --git a/source/gameengine/Ketsji/KX_IPhysicsController.cpp b/source/gameengine/Ketsji/KX_IPhysicsController.cpp
index a38222c5f7e..673acabd774 100644
--- a/source/gameengine/Ketsji/KX_IPhysicsController.cpp
+++ b/source/gameengine/Ketsji/KX_IPhysicsController.cpp
@@ -35,9 +35,10 @@
#include "PHY_DynamicTypes.h"
-KX_IPhysicsController::KX_IPhysicsController(bool dyna, bool compound, void* userdata)
+KX_IPhysicsController::KX_IPhysicsController(bool dyna, bool sensor, bool compound, void* userdata)
: m_bDyna(dyna),
+ m_bSensor(sensor),
m_bCompound(compound),
m_suspendDynamics(false),
m_userdata(userdata)
diff --git a/source/gameengine/Ketsji/KX_IPhysicsController.h b/source/gameengine/Ketsji/KX_IPhysicsController.h
index 10b66da7b76..81c01045071 100644
--- a/source/gameengine/Ketsji/KX_IPhysicsController.h
+++ b/source/gameengine/Ketsji/KX_IPhysicsController.h
@@ -49,11 +49,12 @@ class KX_IPhysicsController : public SG_Controller
{
protected:
bool m_bDyna;
+ bool m_bSensor;
bool m_bCompound;
bool m_suspendDynamics;
void* m_userdata;
public:
- KX_IPhysicsController(bool dyna,bool compound, void* userdata);
+ KX_IPhysicsController(bool dyna,bool sensor,bool compound, void* userdata);
virtual ~KX_IPhysicsController();
@@ -74,6 +75,7 @@ public:
virtual void getOrientation(MT_Quaternion& orn)=0;
virtual void setOrientation(const MT_Matrix3x3& orn)=0;
+ virtual void SetTransform()=0;
//virtual void setOrientation(const MT_Quaternion& orn)=0;
virtual void setPosition(const MT_Point3& pos)=0;
virtual void setScaling(const MT_Vector3& scaling)=0;
@@ -100,10 +102,18 @@ public:
m_bDyna = isDynamic;
}
+ void SetSensor(bool isSensor) {
+ m_bSensor = isSensor;
+ }
+
bool IsDyna(void) {
return m_bDyna;
}
+ bool IsSensor(void) {
+ return m_bSensor;
+ }
+
bool IsCompound(void) {
return m_bCompound;
}
diff --git a/source/gameengine/Ketsji/KX_MotionState.cpp b/source/gameengine/Ketsji/KX_MotionState.cpp
index b4d58dccfdf..60455d33312 100644
--- a/source/gameengine/Ketsji/KX_MotionState.cpp
+++ b/source/gameengine/Ketsji/KX_MotionState.cpp
@@ -73,6 +73,11 @@ void KX_MotionState::getWorldOrientation(float* ori)
mat.getValue(ori);
}
+void KX_MotionState::setWorldOrientation(const float* ori)
+{
+ m_node->SetLocalOrientation(ori);
+}
+
void KX_MotionState::setWorldPosition(float posX,float posY,float posZ)
{
m_node->SetLocalPosition(MT_Point3(posX,posY,posZ));
diff --git a/source/gameengine/Ketsji/KX_MotionState.h b/source/gameengine/Ketsji/KX_MotionState.h
index 7ba3ca2f85c..0e43e88fbeb 100644
--- a/source/gameengine/Ketsji/KX_MotionState.h
+++ b/source/gameengine/Ketsji/KX_MotionState.h
@@ -45,6 +45,7 @@ public:
virtual void setWorldPosition(float posX,float posY,float posZ);
virtual void setWorldOrientation(float quatIma0,float quatIma1,float quatIma2,float quatReal);
virtual void getWorldOrientation(float* ori);
+ virtual void setWorldOrientation(const float* ori);
virtual void calculateWorldTransformations();
};
diff --git a/source/gameengine/Ketsji/KX_NearSensor.cpp b/source/gameengine/Ketsji/KX_NearSensor.cpp
index a3c4e95ae24..44842b7f5b3 100644
--- a/source/gameengine/Ketsji/KX_NearSensor.cpp
+++ b/source/gameengine/Ketsji/KX_NearSensor.cpp
@@ -36,6 +36,7 @@
#include "KX_Scene.h" // needed to create a replica
#include "PHY_IPhysicsEnvironment.h"
#include "PHY_IPhysicsController.h"
+#include "PHY_IMotionState.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
@@ -62,7 +63,7 @@ KX_NearSensor::KX_NearSensor(SCA_EventManager* eventmgr,
{
gameobj->getClientInfo()->m_sensors.remove(this);
- m_client_info = new KX_ClientObjectInfo(gameobj, KX_ClientObjectInfo::NEAR);
+ m_client_info = new KX_ClientObjectInfo(gameobj, KX_ClientObjectInfo::SENSOR);
m_client_info->m_sensors.push_back(this);
//DT_ShapeHandle shape = (DT_ShapeHandle) vshape;
@@ -81,28 +82,14 @@ void KX_NearSensor::SynchronizeTransform()
// not linked to the parent object, must synchronize it.
if (m_physCtrl)
{
+ PHY_IMotionState* motionState = m_physCtrl->GetMotionState();
KX_GameObject* parent = ((KX_GameObject*)GetParent());
- MT_Vector3 pos = parent->NodeGetWorldPosition();
- MT_Quaternion orn = parent->NodeGetWorldOrientation().getRotation();
- m_physCtrl->setPosition(pos.x(),pos.y(),pos.z());
- m_physCtrl->setOrientation(orn.x(),orn.y(),orn.z(),orn.w());
- m_physCtrl->calcXform();
- }
-}
-
-void KX_NearSensor::RegisterSumo(KX_TouchEventManager *touchman)
-{
- if (m_physCtrl)
- {
- touchman->GetPhysicsEnvironment()->addSensor(m_physCtrl);
- }
-}
-
-void KX_NearSensor::UnregisterSumo(KX_TouchEventManager* touchman)
-{
- if (m_physCtrl)
- {
- touchman->GetPhysicsEnvironment()->removeSensor(m_physCtrl);
+ const MT_Point3& pos = parent->NodeGetWorldPosition();
+ float ori[12];
+ parent->NodeGetWorldOrientation().getValue(ori);
+ motionState->setWorldPosition(pos[0], pos[1], pos[2]);
+ motionState->setWorldOrientation(ori);
+ m_physCtrl->WriteMotionStateToDynamics(true);
}
}
@@ -117,7 +104,7 @@ void KX_NearSensor::ProcessReplica()
{
KX_TouchSensor::ProcessReplica();
- m_client_info = new KX_ClientObjectInfo(m_client_info->m_gameobject, KX_ClientObjectInfo::NEAR);
+ m_client_info = new KX_ClientObjectInfo(m_client_info->m_gameobject, KX_ClientObjectInfo::SENSOR);
if (m_physCtrl)
{
@@ -134,11 +121,11 @@ void KX_NearSensor::ProcessReplica()
void KX_NearSensor::ReParent(SCA_IObject* parent)
{
+ SCA_ISensor::ReParent(parent);
m_client_info->m_gameobject = static_cast<KX_GameObject*>(parent);
m_client_info->m_sensors.push_back(this);
//Synchronize here with the actual parent.
SynchronizeTransform();
- SCA_ISensor::ReParent(parent);
}
diff --git a/source/gameengine/Ketsji/KX_NearSensor.h b/source/gameengine/Ketsji/KX_NearSensor.h
index 35136b79d13..d98b464a443 100644
--- a/source/gameengine/Ketsji/KX_NearSensor.h
+++ b/source/gameengine/Ketsji/KX_NearSensor.h
@@ -77,8 +77,8 @@ public:
virtual bool NewHandleCollision(void* obj1,void* obj2,
const PHY_CollData * coll_data);
virtual bool BroadPhaseFilterCollision(void*obj1,void*obj2);
- virtual void RegisterSumo(KX_TouchEventManager *touchman);
- virtual void UnregisterSumo(KX_TouchEventManager* touchman);
+ virtual bool BroadPhaseSensorFilterCollision(void*obj1,void*obj2) { return false; };
+ virtual sensortype GetSensorType() { return NEAR; }
/* --------------------------------------------------------------------- */
/* Python interface ---------------------------------------------------- */
diff --git a/source/gameengine/Ketsji/KX_OdePhysicsController.h b/source/gameengine/Ketsji/KX_OdePhysicsController.h
index 21b7e632d83..8c3974c38a3 100644
--- a/source/gameengine/Ketsji/KX_OdePhysicsController.h
+++ b/source/gameengine/Ketsji/KX_OdePhysicsController.h
@@ -70,6 +70,7 @@ public:
virtual void setOrientation(const MT_Matrix3x3& orn);
virtual void setPosition(const MT_Point3& pos);
virtual void setScaling(const MT_Vector3& scaling);
+ virtual void SetTransform() {}
virtual MT_Scalar GetMass();
virtual MT_Vector3 getReactionForce();
virtual void setRigidBody(bool rigid);
diff --git a/source/gameengine/Ketsji/KX_RadarSensor.cpp b/source/gameengine/Ketsji/KX_RadarSensor.cpp
index 4532224a81e..064dc9126ac 100644
--- a/source/gameengine/Ketsji/KX_RadarSensor.cpp
+++ b/source/gameengine/Ketsji/KX_RadarSensor.cpp
@@ -30,6 +30,7 @@
#include "KX_GameObject.h"
#include "KX_PyMath.h"
#include "PHY_IPhysicsController.h"
+#include "PHY_IMotionState.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
@@ -66,7 +67,7 @@ KX_RadarSensor::KX_RadarSensor(SCA_EventManager* eventmgr,
m_coneheight(coneheight),
m_axis(axis)
{
- m_client_info->m_type = KX_ClientObjectInfo::RADAR;
+ m_client_info->m_type = KX_ClientObjectInfo::SENSOR;
//m_client_info->m_clientobject = gameobj;
//m_client_info->m_auxilary_info = NULL;
//sumoObj->setClientObject(&m_client_info);
@@ -84,12 +85,6 @@ CValue* KX_RadarSensor::GetReplica()
return replica;
}
-void KX_RadarSensor::ProcessReplica()
-{
- KX_NearSensor::ProcessReplica();
- m_client_info->m_type = KX_ClientObjectInfo::RADAR;
-}
-
/**
* Transforms the collision object. A cone is not correctly centered
* for usage. */
@@ -169,11 +164,13 @@ void KX_RadarSensor::SynchronizeTransform()
if (m_physCtrl)
{
- MT_Quaternion orn = trans.getRotation();
- MT_Point3 pos = trans.getOrigin();
- m_physCtrl->setPosition(pos[0],pos[1],pos[2]);
- m_physCtrl->setOrientation(orn[0],orn[1],orn[2],orn[3]);
- m_physCtrl->calcXform();
+ PHY_IMotionState* motionState = m_physCtrl->GetMotionState();
+ const MT_Point3& pos = trans.getOrigin();
+ float ori[12];
+ trans.getBasis().getValue(ori);
+ motionState->setWorldPosition(pos[0], pos[1], pos[2]);
+ motionState->setWorldOrientation(ori);
+ m_physCtrl->WriteMotionStateToDynamics(true);
}
}
diff --git a/source/gameengine/Ketsji/KX_RadarSensor.h b/source/gameengine/Ketsji/KX_RadarSensor.h
index b4268797f85..6779a9edffe 100644
--- a/source/gameengine/Ketsji/KX_RadarSensor.h
+++ b/source/gameengine/Ketsji/KX_RadarSensor.h
@@ -76,7 +76,6 @@ public:
virtual ~KX_RadarSensor();
virtual void SynchronizeTransform();
virtual CValue* GetReplica();
- virtual void ProcessReplica();
/* --------------------------------------------------------------------- */
/* Python interface ---------------------------------------------------- */
@@ -93,6 +92,7 @@ public:
virtual PyObject* py_getattro(PyObject *attr);
virtual PyObject* py_getattro_dict();
virtual int py_setattro(PyObject *attr, PyObject* value);
+ virtual sensortype GetSensorType() { return RADAR; }
//Deprecated ----->
KX_PYMETHOD_DOC_NOARGS(KX_RadarSensor,GetConeOrigin);
diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp
index 9502599603c..bb5e0875402 100644
--- a/source/gameengine/Ketsji/KX_Scene.cpp
+++ b/source/gameengine/Ketsji/KX_Scene.cpp
@@ -737,7 +737,7 @@ void KX_Scene::DupliGroupRecurse(CValue* obj, int level)
replica->GetSGNode()->SetBBox(gameobj->GetSGNode()->BBox());
replica->GetSGNode()->SetRadius(gameobj->GetSGNode()->Radius());
// we can now add the graphic controller to the physic engine
- replica->ActivateGraphicController(true,true);
+ replica->ActivateGraphicController(true);
// done with replica
replica->Release();
@@ -850,7 +850,7 @@ SCA_IObject* KX_Scene::AddReplicaObject(class CValue* originalobject,
replica->GetSGNode()->SetBBox(originalobj->GetSGNode()->BBox());
replica->GetSGNode()->SetRadius(originalobj->GetSGNode()->Radius());
// the size is correct, we can add the graphic controller to the physic engine
- replica->ActivateGraphicController(true,true);
+ replica->ActivateGraphicController(true);
// now replicate logic
vector<KX_GameObject*>::iterator git;
diff --git a/source/gameengine/Ketsji/KX_SumoPhysicsController.h b/source/gameengine/Ketsji/KX_SumoPhysicsController.h
index 083d89896f6..278994c6ae7 100644
--- a/source/gameengine/Ketsji/KX_SumoPhysicsController.h
+++ b/source/gameengine/Ketsji/KX_SumoPhysicsController.h
@@ -53,7 +53,7 @@ public:
class SM_Object* sumoObj,
class PHY_IMotionState* motionstate
,bool dyna)
- : KX_IPhysicsController(dyna,false,NULL) ,
+ : KX_IPhysicsController(dyna,false,false,NULL) ,
SumoPhysicsController(sumoScene,/*solidscene,*/sumoObj,motionstate,dyna)
{
};
@@ -83,6 +83,7 @@ public:
virtual void getOrientation(MT_Quaternion& orn);
virtual void setOrientation(const MT_Matrix3x3& orn);
+ virtual void SetTransform() {}
virtual void setPosition(const MT_Point3& pos);
virtual void setScaling(const MT_Vector3& scaling);
diff --git a/source/gameengine/Ketsji/KX_TouchEventManager.cpp b/source/gameengine/Ketsji/KX_TouchEventManager.cpp
index 8ae5fae8fa3..46927541099 100644
--- a/source/gameengine/Ketsji/KX_TouchEventManager.cpp
+++ b/source/gameengine/Ketsji/KX_TouchEventManager.cpp
@@ -85,14 +85,34 @@ bool KX_TouchEventManager::newBroadphaseResponse(void *client_data,
PHY_IPhysicsController* ctrl = static_cast<PHY_IPhysicsController*>(object1);
KX_ClientObjectInfo* info = (ctrl) ? static_cast<KX_ClientObjectInfo*>(ctrl->getNewClientInfo()) : NULL;
// This call back should only be called for controllers of Near and Radar sensor
- if (info &&
- info->m_sensors.size() == 1 &&
- (info->m_type == KX_ClientObjectInfo::NEAR ||
- info->m_type == KX_ClientObjectInfo::RADAR))
+ if (!info)
+ return true;
+
+ switch (info->m_type)
{
- // only one sensor for this type of object
- KX_TouchSensor* touchsensor = static_cast<KX_TouchSensor*>(*info->m_sensors.begin());
- return touchsensor->BroadPhaseFilterCollision(object1,object2);
+ case KX_ClientObjectInfo::SENSOR:
+ if (info->m_sensors.size() == 1)
+ {
+ // only one sensor for this type of object
+ KX_TouchSensor* touchsensor = static_cast<KX_TouchSensor*>(*info->m_sensors.begin());
+ return touchsensor->BroadPhaseFilterCollision(object1,object2);
+ }
+ break;
+ case KX_ClientObjectInfo::OBSENSOR:
+ // this object may have multiple collision sensors,
+ // check is any of them is interested in this object
+ for(std::list<SCA_ISensor*>::iterator it = info->m_sensors.begin();
+ it != info->m_sensors.end();
+ ++it)
+ {
+ if ((*it)->GetSensorType() == SCA_ISensor::TOUCH)
+ {
+ KX_TouchSensor* touchsensor = static_cast<KX_TouchSensor*>(*it);
+ if (touchsensor->BroadPhaseSensorFilterCollision(object1, object2))
+ return true;
+ }
+ }
+ return false;
}
return true;
}
diff --git a/source/gameengine/Ketsji/KX_TouchSensor.cpp b/source/gameengine/Ketsji/KX_TouchSensor.cpp
index 8c0d5596939..509fc60e9f5 100644
--- a/source/gameengine/Ketsji/KX_TouchSensor.cpp
+++ b/source/gameengine/Ketsji/KX_TouchSensor.cpp
@@ -173,19 +173,65 @@ void KX_TouchSensor::RegisterSumo(KX_TouchEventManager *touchman)
{
if (m_physCtrl)
{
- touchman->GetPhysicsEnvironment()->requestCollisionCallback(m_physCtrl);
- // collision
- // Deprecated
-
+ if (touchman->GetPhysicsEnvironment()->requestCollisionCallback(m_physCtrl))
+ {
+ KX_ClientObjectInfo* client_info = static_cast<KX_ClientObjectInfo*>(m_physCtrl->getNewClientInfo());
+ if (client_info->isSensor())
+ touchman->GetPhysicsEnvironment()->addSensor(m_physCtrl);
+ }
}
}
-
void KX_TouchSensor::UnregisterSumo(KX_TouchEventManager* touchman)
{
if (m_physCtrl)
{
- touchman->GetPhysicsEnvironment()->removeCollisionCallback(m_physCtrl);
+ if (touchman->GetPhysicsEnvironment()->removeCollisionCallback(m_physCtrl))
+ {
+ // no more sensor on the controller, can remove it if it is a sensor object
+ KX_ClientObjectInfo* client_info = static_cast<KX_ClientObjectInfo*>(m_physCtrl->getNewClientInfo());
+ if (client_info->isSensor())
+ touchman->GetPhysicsEnvironment()->removeSensor(m_physCtrl);
+ }
+ }
+}
+
+// this function is called only for sensor objects
+// return true if the controller can collide with the object
+bool KX_TouchSensor::BroadPhaseSensorFilterCollision(void*obj1,void*obj2)
+{
+ assert(obj1==m_physCtrl && obj2);
+
+ KX_GameObject* myobj = (KX_GameObject*)GetParent();
+ KX_GameObject* myparent = myobj->GetParent();
+ KX_ClientObjectInfo* client_info = static_cast<KX_ClientObjectInfo*>(((PHY_IPhysicsController*)obj2)->getNewClientInfo());
+ KX_GameObject* otherobj = ( client_info ? client_info->m_gameobject : NULL);
+
+ // first, decrement refcount as GetParent() increases it
+ if (myparent)
+ myparent->Release();
+
+ // we can only check on persistent characteristic: m_link and m_suspended are not
+ // good candidate because they are transient. That must be handled at another level
+ if (!otherobj ||
+ otherobj == myparent || // don't interact with our parent
+ client_info->m_type != KX_ClientObjectInfo::ACTOR) // only with actor objects
+ return false;
+
+ bool found = m_touchedpropname.IsEmpty();
+ if (!found)
+ {
+ if (m_bFindMaterial)
+ {
+ if (client_info->m_auxilary_info)
+ {
+ found = (!strcmp(m_touchedpropname.Ptr(), (char*)client_info->m_auxilary_info));
+ }
+ } else
+ {
+ found = (otherobj->GetProperty(m_touchedpropname) != NULL);
+ }
}
+ return found;
}
bool KX_TouchSensor::NewHandleCollision(void*object1,void*object2,const PHY_CollData* colldata)
diff --git a/source/gameengine/Ketsji/KX_TouchSensor.h b/source/gameengine/Ketsji/KX_TouchSensor.h
index 9c9c6bf5816..b62ec6eaf4d 100644
--- a/source/gameengine/Ketsji/KX_TouchSensor.h
+++ b/source/gameengine/Ketsji/KX_TouchSensor.h
@@ -103,7 +103,8 @@ public:
// obj1 = sensor physical controller, obj2 = physical controller of second object
// return value = true if collision should be checked on pair of object
virtual bool BroadPhaseFilterCollision(void*obj1,void*obj2) { return true; }
-
+ virtual bool BroadPhaseSensorFilterCollision(void*obj1,void*obj2);
+ virtual sensortype GetSensorType() { return TOUCH; }
virtual bool IsPositiveTrigger() {
diff --git a/source/gameengine/Physics/BlOde/OdePhysicsController.cpp b/source/gameengine/Physics/BlOde/OdePhysicsController.cpp
index efe4554d970..5efd0994311 100644
--- a/source/gameengine/Physics/BlOde/OdePhysicsController.cpp
+++ b/source/gameengine/Physics/BlOde/OdePhysicsController.cpp
@@ -379,7 +379,10 @@ bool ODEPhysicsController::SynchronizeMotionStates(float time)
return false; //it update the worldpos
}
-
+PHY_IMotionState* ODEPhysicsController::GetMotionState()
+{
+ return m_MotionState;
+}
// kinematic methods
diff --git a/source/gameengine/Physics/BlOde/OdePhysicsController.h b/source/gameengine/Physics/BlOde/OdePhysicsController.h
index e97afdb68c3..544d11da2ca 100644
--- a/source/gameengine/Physics/BlOde/OdePhysicsController.h
+++ b/source/gameengine/Physics/BlOde/OdePhysicsController.h
@@ -102,6 +102,7 @@ public:
virtual void WriteDynamicsToMotionState() {};
virtual void WriteMotionStateToDynamics(bool nondynaonly);
+ virtual class PHY_IMotionState* GetMotionState();
/**
call from Scene Graph Node to 'update'.
diff --git a/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.h b/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.h
index 82e26e01460..54e4f7f90e1 100644
--- a/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.h
+++ b/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.h
@@ -64,8 +64,8 @@ public:
virtual void addTouchCallback(int response_class, PHY_ResponseCallback callback, void *user)
{
}
- virtual void requestCollisionCallback(PHY_IPhysicsController* ctrl) {}
- virtual void removeCollisionCallback(PHY_IPhysicsController* ctrl) {}
+ virtual bool requestCollisionCallback(PHY_IPhysicsController* ctrl) {return false;}
+ virtual bool removeCollisionCallback(PHY_IPhysicsController* ctrl) {return false;}
virtual PHY_IPhysicsController* CreateSphereController(float radius,const PHY__Vector3& position) {return 0;}
virtual PHY_IPhysicsController* CreateConeController(float coneradius,float coneheight) { return 0;}
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
index 01e8aa2560f..7302c47f4bf 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
@@ -92,16 +92,19 @@ CcdPhysicsController::CcdPhysicsController (const CcdConstructionInfo& ci)
}
-btTransform CcdPhysicsController::GetTransformFromMotionState(PHY_IMotionState* motionState)
+btTransform& CcdPhysicsController::GetTransformFromMotionState(PHY_IMotionState* motionState)
{
- btTransform trans;
- float tmp[3];
- motionState->getWorldPosition(tmp[0],tmp[1],tmp[2]);
- trans.setOrigin(btVector3(tmp[0],tmp[1],tmp[2]));
-
- btQuaternion orn;
- motionState->getWorldOrientation(orn[0],orn[1],orn[2],orn[3]);
- trans.setRotation(orn);
+ static btTransform trans;
+ btVector3 tmp;
+ motionState->getWorldPosition(tmp.m_floats[0], tmp.m_floats[1], tmp.m_floats[2]);
+ trans.setOrigin(tmp);
+
+ float ori[12];
+ motionState->getWorldOrientation(ori);
+ trans.getBasis().setFromOpenGLSubMatrix(ori);
+ //btQuaternion orn;
+ //motionState->getWorldOrientation(orn[0],orn[1],orn[2],orn[3]);
+ //trans.setRotation(orn);
return trans;
}
@@ -118,18 +121,18 @@ public:
}
- virtual void getWorldTransform(btTransform& worldTrans ) const
+ void getWorldTransform(btTransform& worldTrans ) const
{
- float pos[3];
- float quatOrn[4];
+ btVector3 pos;
+ float ori[12];
- m_blenderMotionState->getWorldPosition(pos[0],pos[1],pos[2]);
- m_blenderMotionState->getWorldOrientation(quatOrn[0],quatOrn[1],quatOrn[2],quatOrn[3]);
- worldTrans.setOrigin(btVector3(pos[0],pos[1],pos[2]));
- worldTrans.setBasis(btMatrix3x3(btQuaternion(quatOrn[0],quatOrn[1],quatOrn[2],quatOrn[3])));
+ m_blenderMotionState->getWorldPosition(pos.m_floats[0],pos.m_floats[1],pos.m_floats[2]);
+ m_blenderMotionState->getWorldOrientation(ori);
+ worldTrans.setOrigin(pos);
+ worldTrans.getBasis().setFromOpenGLSubMatrix(ori);
}
- virtual void setWorldTransform(const btTransform& worldTrans)
+ void setWorldTransform(const btTransform& worldTrans)
{
m_blenderMotionState->setWorldPosition(worldTrans.getOrigin().getX(),worldTrans.getOrigin().getY(),worldTrans.getOrigin().getZ());
btQuaternion rotQuat = worldTrans.getRotation();
@@ -493,10 +496,12 @@ void CcdPhysicsController::CreateRigidbody()
//convert collision flags!
//special case: a near/radar sensor controller should not be defined static or it will
//generate loads of static-static collision messages on the console
- if ((m_cci.m_collisionFilterGroup & CcdConstructionInfo::SensorFilter) != 0)
+ if (m_cci.m_bSensor)
{
// reset the flags that have been set so far
GetCollisionObject()->setCollisionFlags(0);
+ // sensor must never go to sleep: they need to detect continously
+ GetCollisionObject()->setActivationState(DISABLE_DEACTIVATION);
}
GetCollisionObject()->setCollisionFlags(m_object->getCollisionFlags() | m_cci.m_collisionFlags);
btRigidBody* body = GetRigidBody();
@@ -613,12 +618,13 @@ bool CcdPhysicsController::SynchronizeMotionStates(float time)
body->setLinearVelocity(linvel * (m_cci.m_clamp_vel_min / len));
}
- const btVector3& worldPos = body->getCenterOfMassPosition();
+ const btTransform& xform = body->getCenterOfMassTransform();
+ const btMatrix3x3& worldOri = xform.getBasis();
+ const btVector3& worldPos = xform.getOrigin();
+ float ori[12];
+ worldOri.getOpenGLSubMatrix(ori);
+ m_MotionState->setWorldOrientation(ori);
m_MotionState->setWorldPosition(worldPos[0],worldPos[1],worldPos[2]);
-
- const btQuaternion& worldquat = body->getOrientation();
- m_MotionState->setWorldOrientation(worldquat[0],worldquat[1],worldquat[2],worldquat[3]);
-
m_MotionState->calculateWorldTransformations();
float scale[3];
@@ -655,8 +661,10 @@ bool CcdPhysicsController::SynchronizeMotionStates(float time)
void CcdPhysicsController::WriteMotionStateToDynamics(bool nondynaonly)
{
-
+ btTransform& xform = CcdPhysicsController::GetTransformFromMotionState(m_MotionState);
+ SetCenterOfMassTransform(xform);
}
+
void CcdPhysicsController::WriteDynamicsToMotionState()
{
}
@@ -673,12 +681,12 @@ void CcdPhysicsController::PostProcessReplica(class PHY_IMotionState* motionsta
if (m_shapeInfo)
{
m_shapeInfo->AddRef();
- m_collisionShape = m_shapeInfo->CreateBulletShape();
+ m_collisionShape = m_shapeInfo->CreateBulletShape(m_cci.m_margin);
if (m_collisionShape)
{
// new shape has no scaling, apply initial scaling
- m_collisionShape->setMargin(m_cci.m_margin);
+ //m_collisionShape->setMargin(m_cci.m_margin);
m_collisionShape->setLocalScaling(m_cci.m_scaling);
if (m_cci.m_mass)
@@ -697,8 +705,10 @@ void CcdPhysicsController::PostProcessReplica(class PHY_IMotionState* motionsta
{
body->setMassProps(m_cci.m_mass, m_cci.m_localInertiaTensor * m_cci.m_inertiaFactor);
}
- }
- m_cci.m_physicsEnv->addCcdPhysicsController(this);
+ }
+ // sensor object are added when needed
+ if (!m_cci.m_bSensor)
+ m_cci.m_physicsEnv->addCcdPhysicsController(this);
/* SM_Object* dynaparent=0;
@@ -773,7 +783,7 @@ void CcdPhysicsController::RelativeTranslate(float dlocX,float dlocY,float dloc
if (m_object)
{
m_object->activate(true);
- if (m_object->isStaticObject())
+ if (m_object->isStaticObject() && !m_cci.m_bSensor)
{
m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
}
@@ -799,7 +809,7 @@ void CcdPhysicsController::RelativeRotate(const float rotval[9],bool local)
if (m_object)
{
m_object->activate(true);
- if (m_object->isStaticObject())
+ if (m_object->isStaticObject() && !m_cci.m_bSensor)
{
m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
}
@@ -843,7 +853,7 @@ void CcdPhysicsController::setOrientation(float quatImag0,float quatImag1,float
if (m_object)
{
m_object->activate(true);
- if (m_object->isStaticObject())
+ if (m_object->isStaticObject() && !m_cci.m_bSensor)
{
m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
}
@@ -866,7 +876,7 @@ void CcdPhysicsController::setWorldOrientation(const btMatrix3x3& orn)
if (m_object)
{
m_object->activate(true);
- if (m_object->isStaticObject())
+ if (m_object->isStaticObject() && !m_cci.m_bSensor)
{
m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
}
@@ -895,7 +905,7 @@ void CcdPhysicsController::setPosition(float posX,float posY,float posZ)
if (m_object)
{
m_object->activate(true);
- if (m_object->isStaticObject())
+ if (m_object->isStaticObject() && !m_cci.m_bSensor)
{
m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
}
@@ -909,9 +919,19 @@ void CcdPhysicsController::setPosition(float posX,float posY,float posZ)
// not required
//m_bulletMotionState->setWorldTransform(xform);
}
+}
-
+void CcdPhysicsController::forceWorldTransform(const btMatrix3x3& mat, const btVector3& pos)
+{
+ if (m_object)
+ {
+ btTransform& xform = m_object->getWorldTransform();
+ xform.setBasis(mat);
+ xform.setOrigin(pos);
+ }
}
+
+
void CcdPhysicsController::resolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ)
{
}
@@ -961,7 +981,9 @@ void CcdPhysicsController::ApplyTorque(float torqueX,float torqueY,float torque
m_object->activate();
if (m_object->isStaticObject())
{
- m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
+ if (!m_cci.m_bSensor)
+ m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
+ return;
}
if (local)
{
@@ -989,27 +1011,26 @@ void CcdPhysicsController::ApplyForce(float forceX,float forceY,float forceZ,bo
m_object->activate();
if (m_object->isStaticObject())
{
- m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
+ if (!m_cci.m_bSensor)
+ m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
+ return;
}
-
+ btTransform xform = m_object->getWorldTransform();
+
+ if (local)
+ {
+ force = xform.getBasis()*force;
+ }
+ btRigidBody* body = GetRigidBody();
+ if (body)
+ body->applyCentralForce(force);
+ btSoftBody* soft = GetSoftBody();
+ if (soft)
{
- btTransform xform = m_object->getWorldTransform();
-
- if (local)
- {
- force = xform.getBasis()*force;
- }
- btRigidBody* body = GetRigidBody();
- if (body)
- body->applyCentralForce(force);
- btSoftBody* soft = GetSoftBody();
- if (soft)
- {
- // the force is applied on each node, must reduce it in the same extend
- if (soft->m_nodes.size() > 0)
- force /= soft->m_nodes.size();
- soft->addForce(force);
- }
+ // the force is applied on each node, must reduce it in the same extend
+ if (soft->m_nodes.size() > 0)
+ force /= soft->m_nodes.size();
+ soft->addForce(force);
}
}
}
@@ -1021,19 +1042,18 @@ void CcdPhysicsController::SetAngularVelocity(float ang_velX,float ang_velY,flo
m_object->activate(true);
if (m_object->isStaticObject())
{
- m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
- } else
+ if (!m_cci.m_bSensor)
+ m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
+ return;
+ }
+ btTransform xform = m_object->getWorldTransform();
+ if (local)
{
- btTransform xform = m_object->getWorldTransform();
- if (local)
- {
- angvel = xform.getBasis()*angvel;
- }
- btRigidBody* body = GetRigidBody();
- if (body)
- body->setAngularVelocity(angvel);
-
+ angvel = xform.getBasis()*angvel;
}
+ btRigidBody* body = GetRigidBody();
+ if (body)
+ body->setAngularVelocity(angvel);
}
}
@@ -1046,7 +1066,8 @@ void CcdPhysicsController::SetLinearVelocity(float lin_velX,float lin_velY,floa
m_object->activate(true);
if (m_object->isStaticObject())
{
- m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
+ if (!m_cci.m_bSensor)
+ m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
return;
}
@@ -1080,7 +1101,9 @@ void CcdPhysicsController::applyImpulse(float attachX,float attachY,float attac
m_object->activate();
if (m_object->isStaticObject())
{
- m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
+ if (!m_cci.m_bSensor)
+ m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
+ return;
}
btVector3 pos(attachX,attachY,attachZ);
@@ -1207,7 +1230,7 @@ PHY_IPhysicsController* CcdPhysicsController::GetReplica()
if (m_shapeInfo)
{
// This situation does not normally happen
- cinfo.m_collisionShape = m_shapeInfo->CreateBulletShape();
+ cinfo.m_collisionShape = m_shapeInfo->CreateBulletShape(0.01);
}
else if (m_collisionShape)
{
@@ -1274,28 +1297,22 @@ void DefaultMotionState::getWorldScaling(float& scaleX,float& scaleY,float& scal
void DefaultMotionState::getWorldOrientation(float& quatIma0,float& quatIma1,float& quatIma2,float& quatReal)
{
- quatIma0 = m_worldTransform.getRotation().x();
- quatIma1 = m_worldTransform.getRotation().y();
- quatIma2 = m_worldTransform.getRotation().z();
- quatReal = m_worldTransform.getRotation()[3];
+ btQuaternion quat = m_worldTransform.getRotation();
+ quatIma0 = quat.x();
+ quatIma1 = quat.y();
+ quatIma2 = quat.z();
+ quatReal = quat[3];
}
void DefaultMotionState::getWorldOrientation(float* ori)
{
- *ori++ = m_worldTransform.getBasis()[0].x();
- *ori++ = m_worldTransform.getBasis()[1].x();
- *ori++ = m_worldTransform.getBasis()[1].x();
- *ori++ = 0.f;
- *ori++ = m_worldTransform.getBasis()[0].y();
- *ori++ = m_worldTransform.getBasis()[1].y();
- *ori++ = m_worldTransform.getBasis()[1].y();
- *ori++ = 0.f;
- *ori++ = m_worldTransform.getBasis()[0].z();
- *ori++ = m_worldTransform.getBasis()[1].z();
- *ori++ = m_worldTransform.getBasis()[1].z();
- *ori++ = 0.f;
+ m_worldTransform.getBasis().getOpenGLSubMatrix(ori);
}
+void DefaultMotionState::setWorldOrientation(const float* ori)
+{
+ m_worldTransform.getBasis().setFromOpenGLSubMatrix(ori);
+}
void DefaultMotionState::setWorldPosition(float posX,float posY,float posZ)
{
btVector3 pos(posX,posY,posZ);
@@ -1583,7 +1600,7 @@ bool CcdShapeConstructionInfo::SetProxy(CcdShapeConstructionInfo* shapeInfo)
return true;
}
-btCollisionShape* CcdShapeConstructionInfo::CreateBulletShape()
+btCollisionShape* CcdShapeConstructionInfo::CreateBulletShape(btScalar margin)
{
btCollisionShape* collisionShape = 0;
btTriangleMeshShape* concaveShape = 0;
@@ -1591,7 +1608,7 @@ btCollisionShape* CcdShapeConstructionInfo::CreateBulletShape()
CcdShapeConstructionInfo* nextShapeInfo;
if (m_shapeType == PHY_SHAPE_PROXY && m_shapeProxy != NULL)
- return m_shapeProxy->CreateBulletShape();
+ return m_shapeProxy->CreateBulletShape(margin);
switch (m_shapeType)
{
@@ -1600,22 +1617,27 @@ btCollisionShape* CcdShapeConstructionInfo::CreateBulletShape()
case PHY_SHAPE_BOX:
collisionShape = new btBoxShape(m_halfExtend);
+ collisionShape->setMargin(margin);
break;
case PHY_SHAPE_SPHERE:
collisionShape = new btSphereShape(m_radius);
+ collisionShape->setMargin(margin);
break;
case PHY_SHAPE_CYLINDER:
collisionShape = new btCylinderShapeZ(m_halfExtend);
+ collisionShape->setMargin(margin);
break;
case PHY_SHAPE_CONE:
collisionShape = new btConeShapeZ(m_radius, m_height);
+ collisionShape->setMargin(margin);
break;
case PHY_SHAPE_POLYTOPE:
collisionShape = new btConvexHullShape(&m_vertexArray[0], m_vertexArray.size()/3, 3*sizeof(btScalar));
+ collisionShape->setMargin(margin);
break;
case PHY_SHAPE_MESH:
@@ -1638,7 +1660,7 @@ btCollisionShape* CcdShapeConstructionInfo::CreateBulletShape()
);
btGImpactMeshShape* gimpactShape = new btGImpactMeshShape(indexVertexArrays);
-
+ gimpactShape->setMargin(margin);
collisionShape = gimpactShape;
gimpactShape->updateBound();
@@ -1683,6 +1705,7 @@ btCollisionShape* CcdShapeConstructionInfo::CreateBulletShape()
m_unscaledShape->recalcLocalAabb();
}
collisionShape = new btScaledBvhTriangleMeshShape(m_unscaledShape, btVector3(1.0f,1.0f,1.0f));
+ collisionShape->setMargin(margin);
}
break;
@@ -1694,7 +1717,7 @@ btCollisionShape* CcdShapeConstructionInfo::CreateBulletShape()
sit != m_shapeArray.end();
sit++)
{
- collisionShape = (*sit)->CreateBulletShape();
+ collisionShape = (*sit)->CreateBulletShape(margin);
if (collisionShape)
{
collisionShape->setLocalScaling((*sit)->m_childScale);
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.h b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
index 315e2bdf429..fc8de0e2ded 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.h
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
@@ -152,7 +152,7 @@ public:
return m_shapeProxy;
}
- btCollisionShape* CreateBulletShape();
+ btCollisionShape* CreateBulletShape(btScalar margin);
// member variables
PHY_ShapeType m_shapeType;
@@ -222,6 +222,7 @@ struct CcdConstructionInfo
m_collisionFlags(0),
m_bRigid(false),
m_bSoft(false),
+ m_bSensor(false),
m_collisionFilterGroup(DefaultFilter),
m_collisionFilterMask(AllFilter),
m_collisionShape(0),
@@ -288,6 +289,7 @@ struct CcdConstructionInfo
int m_collisionFlags;
bool m_bRigid;
bool m_bSoft;
+ bool m_bSensor;
///optional use of collision group/mask:
///only collision with object goups that match the collision mask.
@@ -326,7 +328,7 @@ class btSoftBody;
///CcdPhysicsController is a physics object that supports continuous collision detection and time of impact based physics resolution.
class CcdPhysicsController : public PHY_IPhysicsController
{
-
+protected:
btCollisionObject* m_object;
@@ -361,8 +363,8 @@ class CcdPhysicsController : public PHY_IPhysicsController
return (--m_registerCount == 0) ? true : false;
}
- protected:
- void setWorldOrientation(const btMatrix3x3& mat);
+ void setWorldOrientation(const btMatrix3x3& mat);
+ void forceWorldTransform(const btMatrix3x3& mat, const btVector3& pos);
public:
@@ -407,6 +409,7 @@ class CcdPhysicsController : public PHY_IPhysicsController
virtual void WriteMotionStateToDynamics(bool nondynaonly);
virtual void WriteDynamicsToMotionState();
+
// controller replication
virtual void PostProcessReplica(class PHY_IMotionState* motionstate,class PHY_IPhysicsController* parentctrl);
@@ -505,7 +508,7 @@ class CcdPhysicsController : public PHY_IPhysicsController
void SetCenterOfMassTransform(btTransform& xform);
- static btTransform GetTransformFromMotionState(PHY_IMotionState* motionState);
+ static btTransform& GetTransformFromMotionState(PHY_IMotionState* motionState);
void setAabb(const btVector3& aabbMin,const btVector3& aabbMax);
@@ -563,6 +566,7 @@ class DefaultMotionState : public PHY_IMotionState
virtual void setWorldPosition(float posX,float posY,float posZ);
virtual void setWorldOrientation(float quatIma0,float quatIma1,float quatIma2,float quatReal);
virtual void getWorldOrientation(float* ori);
+ virtual void setWorldOrientation(const float* ori);
virtual void calculateWorldTransformations();
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
index 03c9d13a7dd..ed517e637dc 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
@@ -415,61 +415,7 @@ void CcdPhysicsEnvironment::addCcdPhysicsController(CcdPhysicsController* ctrl)
obj->setActivationState(ISLAND_SLEEPING);
}
-
- //CollisionObject(body,ctrl->GetCollisionFilterGroup(),ctrl->GetCollisionFilterMask());
-
assert(obj->getBroadphaseHandle());
-
- btBroadphaseInterface* scene = getBroadphase();
-
-
- btCollisionShape* shapeinterface = ctrl->GetCollisionShape();
-
- assert(shapeinterface);
-
- const btTransform& t = ctrl->GetCollisionObject()->getWorldTransform();
-
-
- btVector3 minAabb,maxAabb;
-
- shapeinterface->getAabb(t,minAabb,maxAabb);
-
- float timeStep = 0.02f;
-
-
- //extent it with the motion
-
- if (body)
- {
- btVector3 linMotion = body->getLinearVelocity()*timeStep;
-
- float maxAabbx = maxAabb.getX();
- float maxAabby = maxAabb.getY();
- float maxAabbz = maxAabb.getZ();
- float minAabbx = minAabb.getX();
- float minAabby = minAabb.getY();
- float minAabbz = minAabb.getZ();
-
- if (linMotion.x() > 0.f)
- maxAabbx += linMotion.x();
- else
- minAabbx += linMotion.x();
- if (linMotion.y() > 0.f)
- maxAabby += linMotion.y();
- else
- minAabby += linMotion.y();
- if (linMotion.z() > 0.f)
- maxAabbz += linMotion.z();
- else
- minAabbz += linMotion.z();
-
-
- minAabb = btVector3(minAabbx,minAabby,minAabbz);
- maxAabb = btVector3(maxAabbx,maxAabby,maxAabbz);
- }
-
-
-
}
@@ -1884,29 +1830,20 @@ void CcdPhysicsEnvironment::addSensor(PHY_IPhysicsController* ctrl)
// addCcdPhysicsController(ctrl1);
//}
enableCcdPhysicsController(ctrl1);
-
- //Collision filter/mask is now set at the time of the creation of the controller
- //force collision detection with everything, including static objects (might hurt performance!)
- //ctrl1->GetRigidBody()->getBroadphaseHandle()->m_collisionFilterMask = btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::SensorTrigger;
- //ctrl1->GetRigidBody()->getBroadphaseHandle()->m_collisionFilterGroup = btBroadphaseProxy::SensorTrigger;
- //todo: make this 'sensor'!
-
- requestCollisionCallback(ctrl);
- //printf("addSensor\n");
}
-void CcdPhysicsEnvironment::removeCollisionCallback(PHY_IPhysicsController* ctrl)
+bool CcdPhysicsEnvironment::removeCollisionCallback(PHY_IPhysicsController* ctrl)
{
CcdPhysicsController* ccdCtrl = (CcdPhysicsController*)ctrl;
- if (ccdCtrl->Unregister())
- m_triggerControllers.erase(ccdCtrl);
+ if (!ccdCtrl->Unregister())
+ return false;
+ m_triggerControllers.erase(ccdCtrl);
+ return true;
}
void CcdPhysicsEnvironment::removeSensor(PHY_IPhysicsController* ctrl)
{
- removeCollisionCallback(ctrl);
-
disableCcdPhysicsController((CcdPhysicsController*)ctrl);
}
@@ -1942,12 +1879,14 @@ void CcdPhysicsEnvironment::addTouchCallback(int response_class, PHY_ResponseCal
m_triggerCallbacksUserPtrs[response_class] = user;
}
-void CcdPhysicsEnvironment::requestCollisionCallback(PHY_IPhysicsController* ctrl)
+bool CcdPhysicsEnvironment::requestCollisionCallback(PHY_IPhysicsController* ctrl)
{
CcdPhysicsController* ccdCtrl = static_cast<CcdPhysicsController*>(ctrl);
- if (ccdCtrl->Register())
- m_triggerControllers.insert(ccdCtrl);
+ if (!ccdCtrl->Register())
+ return false;
+ m_triggerControllers.insert(ccdCtrl);
+ return true;
}
void CcdPhysicsEnvironment::CallbackTriggers()
@@ -2096,12 +2035,13 @@ PHY_IPhysicsController* CcdPhysicsEnvironment::CreateSphereController(float radi
// declare this object as Dyamic rather then static!!
// The reason as it is designed to detect all type of object, including static object
// It would cause static-static message to be printed on the console otherwise
- cinfo.m_collisionFlags |= btCollisionObject::CF_NO_CONTACT_RESPONSE/* | btCollisionObject::CF_KINEMATIC_OBJECT*/;
+ cinfo.m_collisionFlags |= btCollisionObject::CF_NO_CONTACT_RESPONSE | btCollisionObject::CF_STATIC_OBJECT;
DefaultMotionState* motionState = new DefaultMotionState();
cinfo.m_MotionState = motionState;
// we will add later the possibility to select the filter from option
cinfo.m_collisionFilterMask = CcdConstructionInfo::AllFilter ^ CcdConstructionInfo::SensorFilter;
cinfo.m_collisionFilterGroup = CcdConstructionInfo::SensorFilter;
+ cinfo.m_bSensor = true;
motionState->m_worldTransform.setIdentity();
motionState->m_worldTransform.setOrigin(btVector3(position[0],position[1],position[2]));
@@ -2555,13 +2495,14 @@ PHY_IPhysicsController* CcdPhysicsEnvironment::CreateConeController(float conera
cinfo.m_collisionShape = new btConeShape(coneradius,coneheight);
cinfo.m_MotionState = 0;
cinfo.m_physicsEnv = this;
- cinfo.m_collisionFlags |= btCollisionObject::CF_NO_CONTACT_RESPONSE;
+ cinfo.m_collisionFlags |= btCollisionObject::CF_NO_CONTACT_RESPONSE | btCollisionObject::CF_STATIC_OBJECT;
DefaultMotionState* motionState = new DefaultMotionState();
cinfo.m_MotionState = motionState;
// we will add later the possibility to select the filter from option
cinfo.m_collisionFilterMask = CcdConstructionInfo::AllFilter ^ CcdConstructionInfo::SensorFilter;
cinfo.m_collisionFilterGroup = CcdConstructionInfo::SensorFilter;
+ cinfo.m_bSensor = true;
motionState->m_worldTransform.setIdentity();
// motionState->m_worldTransform.setOrigin(btVector3(position[0],position[1],position[2]));
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h
index 5f9fb9511d6..4e39d531cd6 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h
@@ -179,8 +179,8 @@ protected:
virtual void addSensor(PHY_IPhysicsController* ctrl);
virtual void removeSensor(PHY_IPhysicsController* ctrl);
virtual void addTouchCallback(int response_class, PHY_ResponseCallback callback, void *user);
- virtual void requestCollisionCallback(PHY_IPhysicsController* ctrl);
- virtual void removeCollisionCallback(PHY_IPhysicsController* ctrl);
+ virtual bool requestCollisionCallback(PHY_IPhysicsController* ctrl);
+ virtual bool removeCollisionCallback(PHY_IPhysicsController* ctrl);
//These two methods are used *solely* to create controllers for Near/Radar sensor! Don't use for anything else
virtual PHY_IPhysicsController* CreateSphereController(float radius,const PHY__Vector3& position);
virtual PHY_IPhysicsController* CreateConeController(float coneradius,float coneheight);
diff --git a/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h b/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h
index 397a1ba4218..73e7e947355 100644
--- a/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h
+++ b/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h
@@ -79,8 +79,8 @@ public:
virtual void addTouchCallback(int response_class, PHY_ResponseCallback callback, void *user)
{
}
- virtual void requestCollisionCallback(PHY_IPhysicsController* ctrl) {}
- virtual void removeCollisionCallback(PHY_IPhysicsController* ctrl) {}
+ virtual bool requestCollisionCallback(PHY_IPhysicsController* ctrl) { return false; }
+ virtual bool removeCollisionCallback(PHY_IPhysicsController* ctrl) { return false;}
virtual PHY_IPhysicsController* CreateSphereController(float radius,const PHY__Vector3& position) {return 0;}
virtual PHY_IPhysicsController* CreateConeController(float coneradius,float coneheight) { return 0;}
diff --git a/source/gameengine/Physics/Sumo/SumoPhysicsController.cpp b/source/gameengine/Physics/Sumo/SumoPhysicsController.cpp
index 3451e6c3ec8..56caa9236bf 100644
--- a/source/gameengine/Physics/Sumo/SumoPhysicsController.cpp
+++ b/source/gameengine/Physics/Sumo/SumoPhysicsController.cpp
@@ -390,6 +390,11 @@ void SumoPhysicsController::PostProcessReplica(class PHY_IMotionState* motionst
m_sumoScene->add(* (m_sumoObj));
}
+PHY_IMotionState* SumoPhysicsController::GetMotionState()
+{
+ return m_MotionState;
+}
+
void SumoPhysicsController::SetSimulatedTime(float)
{
}
diff --git a/source/gameengine/Physics/Sumo/SumoPhysicsController.h b/source/gameengine/Physics/Sumo/SumoPhysicsController.h
index 415bc1e3982..adf29649f18 100644
--- a/source/gameengine/Physics/Sumo/SumoPhysicsController.h
+++ b/source/gameengine/Physics/Sumo/SumoPhysicsController.h
@@ -110,6 +110,7 @@ public:
virtual void WriteDynamicsToMotionState() {};
virtual void WriteMotionStateToDynamics(bool nondynaonly);
+ virtual class PHY_IMotionState* GetMotionState();
/**
* call from Scene Graph Node to 'update'.
diff --git a/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.cpp b/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.cpp
index cc6d5654ec9..b4daf0a3f80 100644
--- a/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.cpp
@@ -213,7 +213,7 @@ void SumoPhysicsEnvironment::addTouchCallback(int response_class, PHY_ResponseCa
m_sumoScene->addTouchCallback(sumoRespClass,SumoPHYCallbackBridge::StaticSolidToPHYCallback,bridge);
}
-void SumoPhysicsEnvironment::requestCollisionCallback(PHY_IPhysicsController* ctrl)
+bool SumoPhysicsEnvironment::requestCollisionCallback(PHY_IPhysicsController* ctrl)
{
SumoPhysicsController* smctrl = dynamic_cast<SumoPhysicsController*>(ctrl);
MT_assert(smctrl);
@@ -225,12 +225,15 @@ void SumoPhysicsEnvironment::requestCollisionCallback(PHY_IPhysicsController* ct
smObject->setPhysicsClientObject(ctrl);
m_sumoScene->requestCollisionCallback(*smObject);
+ return true;
}
+ return false;
}
-void SumoPhysicsEnvironment::removeCollisionCallback(PHY_IPhysicsController* ctrl)
+bool SumoPhysicsEnvironment::removeCollisionCallback(PHY_IPhysicsController* ctrl)
{
// intentionally empty
+ return false;
}
PHY_IPhysicsController* SumoPhysicsEnvironment::CreateSphereController(float radius,const PHY__Vector3& position)
diff --git a/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.h b/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.h
index c2b443a2b38..4c9d59e3673 100644
--- a/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.h
+++ b/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.h
@@ -83,8 +83,8 @@ public:
virtual void addSensor(PHY_IPhysicsController* ctrl);
virtual void removeSensor(PHY_IPhysicsController* ctrl);
virtual void addTouchCallback(int response_class, PHY_ResponseCallback callback, void *user);
- virtual void requestCollisionCallback(PHY_IPhysicsController* ctrl);
- virtual void removeCollisionCallback(PHY_IPhysicsController* ctrl);
+ virtual bool requestCollisionCallback(PHY_IPhysicsController* ctrl);
+ virtual bool removeCollisionCallback(PHY_IPhysicsController* ctrl);
virtual PHY_IPhysicsController* CreateSphereController(float radius,const PHY__Vector3& position);
virtual PHY_IPhysicsController* CreateConeController(float coneradius,float coneheight);
diff --git a/source/gameengine/Physics/common/PHY_IMotionState.h b/source/gameengine/Physics/common/PHY_IMotionState.h
index 64bb810ee7c..f7bcbd4f2d0 100644
--- a/source/gameengine/Physics/common/PHY_IMotionState.h
+++ b/source/gameengine/Physics/common/PHY_IMotionState.h
@@ -45,10 +45,12 @@ class PHY_IMotionState
virtual void getWorldOrientation(float& quatIma0,float& quatIma1,float& quatIma2,float& quatReal)=0;
// ori = array 12 floats, [0..3] = first column + 0, [4..7] = second colum, [8..11] = third column
virtual void getWorldOrientation(float* ori)=0;
+ virtual void setWorldOrientation(const float* ori)=0;
virtual void setWorldPosition(float posX,float posY,float posZ)=0;
virtual void setWorldOrientation(float quatIma0,float quatIma1,float quatIma2,float quatReal)=0;
+
virtual void calculateWorldTransformations()=0;
};
diff --git a/source/gameengine/Physics/common/PHY_IPhysicsController.h b/source/gameengine/Physics/common/PHY_IPhysicsController.h
index 770426b48db..d7b8cb0b54f 100644
--- a/source/gameengine/Physics/common/PHY_IPhysicsController.h
+++ b/source/gameengine/Physics/common/PHY_IPhysicsController.h
@@ -31,7 +31,7 @@
#include "PHY_IController.h"
-
+class PHY_IMotionState;
/**
PHY_IPhysicsController is the abstract simplified Interface to a physical object.
@@ -53,6 +53,7 @@ class PHY_IPhysicsController : public PHY_IController
virtual void WriteMotionStateToDynamics(bool nondynaonly)=0;
virtual void WriteDynamicsToMotionState()=0;
+ virtual class PHY_IMotionState* GetMotionState() = 0;
// controller replication
virtual void PostProcessReplica(class PHY_IMotionState* motionstate,class PHY_IPhysicsController* parentctrl)=0;
diff --git a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
index a3605669f70..1939083ef5f 100644
--- a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
+++ b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
@@ -152,8 +152,8 @@ class PHY_IPhysicsEnvironment
virtual void addSensor(PHY_IPhysicsController* ctrl)=0;
virtual void removeSensor(PHY_IPhysicsController* ctrl)=0;
virtual void addTouchCallback(int response_class, PHY_ResponseCallback callback, void *user)=0;
- virtual void requestCollisionCallback(PHY_IPhysicsController* ctrl)=0;
- virtual void removeCollisionCallback(PHY_IPhysicsController* ctrl)=0;
+ virtual bool requestCollisionCallback(PHY_IPhysicsController* ctrl)=0;
+ virtual bool removeCollisionCallback(PHY_IPhysicsController* ctrl)=0;
//These two methods are *solely* used to create controllers for sensor! Don't use for anything else
virtual PHY_IPhysicsController* CreateSphereController(float radius,const PHY__Vector3& position) =0;
virtual PHY_IPhysicsController* CreateConeController(float coneradius,float coneheight)=0;
diff --git a/source/gameengine/SceneGraph/SG_IObject.h b/source/gameengine/SceneGraph/SG_IObject.h
index b4dd9a9ddf2..8f448a0e890 100644
--- a/source/gameengine/SceneGraph/SG_IObject.h
+++ b/source/gameengine/SceneGraph/SG_IObject.h
@@ -203,6 +203,13 @@ public:
return m_SGcontrollers;
}
+ /**
+ *
+ */
+ SG_Callbacks& GetCallBackFunctions()
+ {
+ return m_callbacks;
+ }
/**
* Get the client object associated with this
diff --git a/source/gameengine/SceneGraph/SG_Spatial.h b/source/gameengine/SceneGraph/SG_Spatial.h
index d1fc95cceac..6e274487c9d 100644
--- a/source/gameengine/SceneGraph/SG_Spatial.h
+++ b/source/gameengine/SceneGraph/SG_Spatial.h
@@ -148,6 +148,13 @@ public:
SetModified();
}
+ // rot is arrange like openGL matrix
+ void SetLocalOrientation(const float* rot)
+ {
+ m_localRotation.setValue(rot);
+ SetModified();
+ }
+
void SetWorldOrientation(const MT_Matrix3x3& rot)
{
m_worldRotation = rot;