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Diffstat (limited to 'source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp54
1 files changed, 35 insertions, 19 deletions
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)
{