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Diffstat (limited to 'source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp338
1 files changed, 60 insertions, 278 deletions
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
index e0cd5a3bc9e..c95ab954022 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
@@ -680,188 +680,6 @@ void KX_ConvertODEEngineObject(KX_GameObject* gameobj,
// forward declarations
-static btCollisionShape* CreateBulletShapeFromMesh(RAS_MeshObject* meshobj, bool polytope)
-{
- if (!meshobj)
- return 0;
-
- btCollisionShape* collisionMeshShape = 0;
- btConvexHullShape* convexHullShape = 0;
- btTriangleMeshShape* concaveShape = 0;
-
- btTriangleMesh* collisionMeshData = 0;
-
- //see if there is any polygons, if not, bail out.
-
- int numPoints = 0;
- btVector3* points = 0;
-
- // Mesh has no polygons!
- int numpolys = meshobj->NumPolygons();
- if (!numpolys)
- {
- return NULL;
- }
-
- // Count the number of collision polygons and check they all come from the same
- // vertex array
- int numvalidpolys = 0;
- int vtxarray = -1;
- RAS_IPolyMaterial *poly_material = NULL;
- bool reinstance = true;
-
- for (int p=0; p<numpolys; p++)
- {
- RAS_Polygon* poly = meshobj->GetPolygon(p);
-
- // only add polygons that have the collisionflag set
- if (poly->IsCollider())
- {
- // check polygon is from the same vertex array
- if (poly->GetVertexIndexBase().m_vtxarray != vtxarray)
- {
- if (vtxarray < 0)
- vtxarray = poly->GetVertexIndexBase().m_vtxarray;
- else
- {
- reinstance = false;
- vtxarray = -1;
- }
- }
-
- // check poly is from the same material
- if (poly->GetMaterial()->GetPolyMaterial() != poly_material)
- {
- if (poly_material)
- {
- reinstance = false;
- poly_material = NULL;
- }
- else
- poly_material = poly->GetMaterial()->GetPolyMaterial();
- }
-
- // count the number of collision polys
- numvalidpolys++;
-
- // We have one collision poly, and we can't reinstance, so we
- // might as well break here.
- if (!reinstance)
- break;
- }
- }
-
- // No collision polygons
- if (numvalidpolys < 1)
- return NULL;
-
-
- if (polytope)
- {
- convexHullShape = new btConvexHullShape(&points[0].getX(),numPoints);
- collisionMeshShape = convexHullShape;
- } else
- {
- collisionMeshData = new btTriangleMesh();
-// concaveShape = new btTriangleMeshShape(collisionMeshData);
- //collisionMeshShape = concaveShape;
-
- }
-
-
- numvalidpolys = 0;
-
- for (int p2=0; p2<numpolys; p2++)
- {
- RAS_Polygon* poly = meshobj->GetPolygon(p2);
-
- // only add polygons that have the collisionflag set
- if (poly->IsCollider())
- {
- //Bullet can raycast any shape, so
- if (polytope)
- {
- for (int i=0;i<poly->VertexCount();i++)
- {
- const float* vtx = meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
- poly->GetVertexIndexBase().m_indexarray[i],
- poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ();
- btPoint3 point(vtx[0],vtx[1],vtx[2]);
- convexHullShape->addPoint(point);
- }
- if (poly->VertexCount())
- numvalidpolys++;
-
- } else
- {
- {
- const float* vtx = meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
- poly->GetVertexIndexBase().m_indexarray[2],
- poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ();
- btPoint3 vertex0(vtx[0],vtx[1],vtx[2]);
- vtx = meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
- poly->GetVertexIndexBase().m_indexarray[1],
- poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ();
- btPoint3 vertex1(vtx[0],vtx[1],vtx[2]);
- vtx = meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
- poly->GetVertexIndexBase().m_indexarray[0],
- poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ();
- btPoint3 vertex2(vtx[0],vtx[1],vtx[2]);
- collisionMeshData->addTriangle(vertex0,vertex1,vertex2);
- numvalidpolys++;
- }
- if (poly->VertexCount() == 4)
- {
- const float* vtx = meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
- poly->GetVertexIndexBase().m_indexarray[3],
- poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ();
- btPoint3 vertex0(vtx[0],vtx[1],vtx[2]);
- vtx = meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
- poly->GetVertexIndexBase().m_indexarray[2],
- poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ();
- btPoint3 vertex1(vtx[0],vtx[1],vtx[2]);
- vtx = meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
- poly->GetVertexIndexBase().m_indexarray[0],
- poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ();
- btPoint3 vertex2(vtx[0],vtx[1],vtx[2]);
- collisionMeshData->addTriangle(vertex0,vertex1,vertex2);
- numvalidpolys++;
- }
-
- }
- }
- }
-
-
-
- if (numvalidpolys > 0)
- {
-
- if (!polytope)
- {
- bool useQuantization = true;
- concaveShape = new btBvhTriangleMeshShape( collisionMeshData, useQuantization );
- //concaveShape = new btTriangleMeshShape( collisionMeshData );
-
- concaveShape->recalcLocalAabb();
- if (collisionMeshShape)
- delete collisionMeshShape;
- collisionMeshShape = concaveShape;
-
- }
-
-
-
- return collisionMeshShape;
- }
- if (collisionMeshShape)
- delete collisionMeshShape;
- if (collisionMeshData)
- delete collisionMeshData;
- return NULL;
-
-}
-
void KX_ConvertBulletObject( class KX_GameObject* gameobj,
class RAS_MeshObject* meshobj,
@@ -878,6 +696,7 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
bool isbulletdyna = false;
CcdConstructionInfo ci;
class PHY_IMotionState* motionstate = new KX_MotionState(gameobj->GetSGNode());
+ class CcdShapeConstructionInfo *shapeInfo = new CcdShapeConstructionInfo();
@@ -894,120 +713,80 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
ci.m_gravity = btVector3(0,0,0);
ci.m_localInertiaTensor =btVector3(0,0,0);
ci.m_mass = objprop->m_dyna ? shapeprops->m_mass : 0.f;
+ shapeInfo->m_radius = objprop->m_radius;
isbulletdyna = objprop->m_dyna;
ci.m_localInertiaTensor = btVector3(ci.m_mass/3.f,ci.m_mass/3.f,ci.m_mass/3.f);
- btTransform trans;
- trans.setIdentity();
-
btCollisionShape* bm = 0;
switch (objprop->m_boundclass)
{
case KX_BOUNDSPHERE:
{
- float radius = objprop->m_radius;
- btVector3 inertiaHalfExtents (
- radius,
- radius,
- radius);
+ //float radius = objprop->m_radius;
+ //btVector3 inertiaHalfExtents (
+ // radius,
+ // radius,
+ // radius);
//blender doesn't support multisphere, but for testing:
//bm = new MultiSphereShape(inertiaHalfExtents,,&trans.getOrigin(),&radius,1);
- bm = new btSphereShape(objprop->m_radius);
- bm->calculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor);
+ shapeInfo->m_shapeType = PHY_SHAPE_SPHERE;
+ bm = shapeInfo->CreateBulletShape();
break;
};
case KX_BOUNDBOX:
{
- MT_Vector3 halfExtents (
+ shapeInfo->m_halfExtend.setValue(
objprop->m_boundobject.box.m_extends[0],
- objprop->m_boundobject.box.m_extends[1],
- objprop->m_boundobject.box.m_extends[2]);
-
- halfExtents /= 2.f;
-
- //btVector3 he (halfExtents[0]-CONVEX_DISTANCE_MARGIN ,halfExtents[1]-CONVEX_DISTANCE_MARGIN ,halfExtents[2]-CONVEX_DISTANCE_MARGIN );
- //he = he.absolute();
-
- btVector3 he (halfExtents[0],halfExtents[1],halfExtents[2]);
- he = he.absolute();
-
+ objprop->m_boundobject.box.m_extends[1],
+ objprop->m_boundobject.box.m_extends[2]);
- bm = new btBoxShape(he);
- bm->calculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor);
+ shapeInfo->m_halfExtend /= 2.0;
+ shapeInfo->m_halfExtend = shapeInfo->m_halfExtend.absolute();
+ shapeInfo->m_shapeType = PHY_SHAPE_BOX;
+ bm = shapeInfo->CreateBulletShape();
break;
};
case KX_BOUNDCYLINDER:
{
- btVector3 halfExtents (
+ shapeInfo->m_halfExtend.setValue(
objprop->m_boundobject.c.m_radius,
objprop->m_boundobject.c.m_radius,
objprop->m_boundobject.c.m_height * 0.5f
);
- bm = new btCylinderShapeZ(halfExtents);
- bm->calculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor);
-
+ shapeInfo->m_shapeType = PHY_SHAPE_CYLINDER;
+ bm = shapeInfo->CreateBulletShape();
break;
}
- case KX_BOUNDCONE:
+ case KX_BOUNDCONE:
{
- btVector3 halfExtents (objprop->m_boundobject.box.m_extends[0],
- objprop->m_boundobject.box.m_extends[1],
- objprop->m_boundobject.box.m_extends[2]);
-
-
- halfExtents /= 2.f;
-
- bm = new btConeShapeZ(objprop->m_boundobject.c.m_radius,objprop->m_boundobject.c.m_height);
- bm->calculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor);
-
+ 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();
break;
}
- case KX_BOUNDPOLYTOPE:
- {
- bm = CreateBulletShapeFromMesh(meshobj,true);
- if (bm)
- {
- bm->calculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor);
- }
- break;
- }
- case KX_BOUNDMESH:
- {
- if (!ci.m_mass)
- {
- bm = CreateBulletShapeFromMesh(meshobj,false);
- ci.m_localInertiaTensor.setValue(0.f,0.f,0.f);
- //no moving concave meshes, so don't bother calculating inertia
- //bm->calculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor);
- }
-
- break;
- }
-
- default:
- //interpret the shape as a concave triangle-mesh
+ case KX_BOUNDPOLYTOPE:
{
- if (meshobj)
- {
- bm = CreateBulletShapeFromMesh(meshobj,false);
- ci.m_localInertiaTensor.setValue(0.f,0.f,0.f);
-
- // assert(0);
-
- /*
- meshobj->ScheduleCollisionPolygons();
-
- KX_DeformableMesh* gfxmesh = new KX_DeformableMesh(meshobj);
- gfxmesh->sendFixedMapping();
- //trianglemesh
- bm = new TriangleMeshInterface(gfxmesh,trans);
- */
+ shapeInfo->SetMesh(meshobj, true);
+ bm = shapeInfo->CreateBulletShape();
+ break;
+ }
+ case KX_BOUNDMESH:
+ {
+ if (!ci.m_mass)
+ {
+ shapeInfo->SetMesh(meshobj, false);
+ bm = shapeInfo->CreateBulletShape();
+ //no moving concave meshes, so don't bother calculating inertia
+ //bm->calculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor);
}
+
+ break;
}
}
@@ -1017,10 +796,13 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
if (!bm)
{
delete motionstate;
+ delete shapeInfo;
return;
}
bm->setMargin(0.06);
+ if (objprop->m_dyna)
+ bm->calculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor);
@@ -1030,31 +812,28 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
//take relative transform into account!
KX_BulletPhysicsController* parentCtrl = (KX_BulletPhysicsController*)objprop->m_dynamic_parent->GetPhysicsController();
assert(parentCtrl);
+ CcdShapeConstructionInfo* parentShapeInfo = parentCtrl->GetShapeInfo();
btRigidBody* rigidbody = parentCtrl->GetRigidBody();
btCollisionShape* colShape = rigidbody->getCollisionShape();
assert(colShape->isCompound());
btCompoundShape* compoundShape = (btCompoundShape*)colShape;
- btTransform childTrans;
- childTrans.setIdentity();
- NodeList& children = objprop->m_dynamic_parent->GetSGNode()->GetSGChildren();
MT_Point3 childPos = gameobj->GetSGNode()->GetLocalPosition();
MT_Matrix3x3 childRot = gameobj->GetSGNode()->GetLocalOrientation();
MT_Vector3 childScale = gameobj->GetSGNode()->GetLocalScale();
bm->setLocalScaling(btVector3(childScale.x(),childScale.y(),childScale.z()));
- childTrans.setOrigin(btVector3(childPos.x(),childPos.y(),childPos.z()));
+ shapeInfo->m_childTrans.setOrigin(btVector3(childPos.x(),childPos.y(),childPos.z()));
float rotval[12];
childRot.getValue(rotval);
btMatrix3x3 newRot;
newRot.setValue(rotval[0],rotval[1],rotval[2],rotval[4],rotval[5],rotval[6],rotval[8],rotval[9],rotval[10]);
newRot = newRot.transpose();
- childTrans.setBasis(newRot);
-
-
- compoundShape->addChildShape(childTrans,bm);
- kxscene->AddShape(bm);
+ shapeInfo->m_childTrans.setBasis(newRot);
+ parentShapeInfo->AddShape(shapeInfo);
+
+ compoundShape->addChildShape(shapeInfo->m_childTrans,bm);
//do some recalc?
//recalc inertia for rigidbody
if (!rigidbody->isStaticOrKinematicObject())
@@ -1069,15 +848,16 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
if (objprop->m_hasCompoundChildren)
{
- //replace shape by compoundShape
+ // create a compound shape info
+ CcdShapeConstructionInfo *compoundShapeInfo = new CcdShapeConstructionInfo();
+ compoundShapeInfo->m_shapeType = PHY_SHAPE_COMPOUND;
+ compoundShapeInfo->AddShape(shapeInfo);
+ // create the compound shape manually as we already have the child shape
btCompoundShape* compoundShape = new btCompoundShape();
- btTransform identTrans;
- identTrans.setIdentity();
- compoundShape->addChildShape(identTrans,bm);
- //note abount compoundShape: Bullet does not delete the child shapes when
- //the compound shape is deleted, so insert also the child shapes
- kxscene->AddShape(bm);
+ compoundShape->addChildShape(shapeInfo->m_childTrans,bm);
+ // now replace the shape
bm = compoundShape;
+ shapeInfo = compoundShapeInfo;
}
@@ -1113,6 +893,7 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
ci.m_collisionShape = bm;
+ ci.m_shapeInfo = shapeInfo;
ci.m_friction = smmaterial->m_friction;//tweak the friction a bit, so the default 0.5 works nice
ci.m_restitution = smmaterial->m_restitution;
ci.m_physicsEnv = env;
@@ -1125,8 +906,9 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
ci.m_collisionFilterMask = (isbulletdyna) ? short(CcdConstructionInfo::AllFilter) : short(CcdConstructionInfo::AllFilter ^ CcdConstructionInfo::StaticFilter);
ci.m_bRigid = objprop->m_dyna && objprop->m_angular_rigidbody;
KX_BulletPhysicsController* physicscontroller = new KX_BulletPhysicsController(ci,isbulletdyna);
- //remember that we created a shape so that we can delete it when the scene is removed (bullet will not delete it)
- kxscene->AddShape(bm);
+ // shapeInfo is reference counted, decrement now as we don't use it anymore
+ if (shapeInfo)
+ shapeInfo->Release();
if (objprop->m_in_active_layer)
{