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Diffstat (limited to 'source/gameengine/Physics/Bullet/CcdPhysicsController.h')
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.h87
1 files changed, 79 insertions, 8 deletions
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.h b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
index de40624d7bb..c49ae8d20e1 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.h
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
@@ -79,7 +79,7 @@ public:
m_userData(NULL),
m_refCount(1),
m_meshObject(NULL),
- m_unscaledShape(NULL),
+ m_triangleIndexVertexArray(NULL),
m_forceReInstance(false),
m_weldingThreshold1(0.f),
m_shapeProxy(NULL)
@@ -110,10 +110,11 @@ public:
void AddShape(CcdShapeConstructionInfo* shapeInfo);
- btTriangleMeshShape* GetMeshShape(void)
+ btStridingMeshInterface *GetMeshInterface()
{
- return (m_unscaledShape);
+ return m_triangleIndexVertexArray;
}
+
CcdShapeConstructionInfo* GetChildShape(int i)
{
if (i < 0 || i >= (int)m_shapeArray.size())
@@ -195,8 +196,8 @@ protected:
int m_refCount; // this class is shared between replicas
// keep track of users so that we can release it
RAS_MeshObject* m_meshObject; // Keep a pointer to the original mesh
- btBvhTriangleMeshShape* m_unscaledShape;// holds the shared unscale BVH mesh shape,
- // the actual shape is of type btScaledBvhTriangleMeshShape
+ // The list of vertexes and indexes for the triangle mesh, shared between Bullet shape.
+ btTriangleIndexVertexArray *m_triangleIndexVertexArray;
std::vector<CcdShapeConstructionInfo*> m_shapeArray; // for compound shapes
bool m_forceReInstance; //use gimpact for concave dynamic/moving collision detection
float m_weldingThreshold1; //welding closeby vertices together can improve softbody stability etc.
@@ -235,6 +236,8 @@ struct CcdConstructionInfo
m_mass(0.f),
m_clamp_vel_min(-1.f),
m_clamp_vel_max(-1.f),
+ m_clamp_angvel_min(0.0f),
+ m_clamp_angvel_max(0.0f),
m_restitution(0.1f),
m_friction(0.5f),
m_linearDamping(0.1f),
@@ -301,6 +304,8 @@ struct CcdConstructionInfo
btScalar m_mass;
btScalar m_clamp_vel_min;
btScalar m_clamp_vel_max;
+ btScalar m_clamp_angvel_min; // Minimum angular velocity, in radians/sec.
+ btScalar m_clamp_angvel_max; // Maximum angular velocity, in radians/sec.
btScalar m_restitution;
btScalar m_friction;
btScalar m_linearDamping;
@@ -447,6 +452,23 @@ public:
#endif
};
+class CleanPairCallback : public btOverlapCallback
+{
+ btBroadphaseProxy *m_cleanProxy;
+ btOverlappingPairCache *m_pairCache;
+ btDispatcher *m_dispatcher;
+
+public:
+ CleanPairCallback(btBroadphaseProxy *cleanProxy, btOverlappingPairCache *pairCache, btDispatcher *dispatcher)
+ :m_cleanProxy(cleanProxy),
+ m_pairCache(pairCache),
+ m_dispatcher(dispatcher)
+ {
+ }
+
+ virtual bool processOverlap(btBroadphasePair &pair);
+};
+
///CcdPhysicsController is a physics object that supports continuous collision detection and time of impact based physics resolution.
class CcdPhysicsController : public PHY_IPhysicsController
{
@@ -498,6 +520,11 @@ protected:
return (--m_registerCount == 0) ? true : false;
}
+ bool Registered() const
+ {
+ return (m_registerCount != 0);
+ }
+
void addCcdConstraintRef(btTypedConstraint* c);
void removeCcdConstraintRef(btTypedConstraint* c);
btTypedConstraint* getCcdConstraintRef(int index);
@@ -513,7 +540,15 @@ protected:
CcdPhysicsController (const CcdConstructionInfo& ci);
+ /**
+ * Delete the current Bullet shape used in the rigid body.
+ */
bool DeleteControllerShape();
+
+ /**
+ * Delete the old Bullet shape and set the new Bullet shape : newShape
+ * \param newShape The new Bullet shape to set, if is NULL we create a new Bullet shape
+ */
bool ReplaceControllerShape(btCollisionShape *newShape);
virtual ~CcdPhysicsController();
@@ -548,6 +583,13 @@ protected:
* SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
*/
virtual bool SynchronizeMotionStates(float time);
+
+ /**
+ * Called for every physics simulation step. Use this method for
+ * things like limiting linear and angular velocity.
+ */
+ void SimulationTick(float timestep);
+
/**
* WriteMotionStateToDynamics ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
*/
@@ -598,7 +640,7 @@ protected:
virtual void ResolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ);
-
+ virtual void RefreshCollisions();
virtual void SuspendDynamics(bool ghost);
virtual void RestoreDynamics();
@@ -626,8 +668,12 @@ protected:
virtual void CalcXform() {}
virtual void SetMargin(float margin)
{
- if (m_collisionShape)
- m_collisionShape->setMargin(btScalar(margin));
+ if (m_collisionShape) {
+ m_collisionShape->setMargin(margin);
+ // if the shape use a unscaled shape we have also to set the correct margin in it
+ if (m_collisionShape->getShapeType() == SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE)
+ ((btScaledBvhTriangleMeshShape *)m_collisionShape)->getChildShape()->setMargin(margin);
+ }
}
virtual float GetMargin() const
{
@@ -666,6 +712,23 @@ protected:
return m_cci.m_clamp_vel_max;
}
+ virtual void SetAngularVelocityMin(float val)
+ {
+ m_cci.m_clamp_angvel_min = val;
+ }
+ virtual float GetAngularVelocityMin() const
+ {
+ return m_cci.m_clamp_angvel_min;
+ }
+ virtual void SetAngularVelocityMax(float val)
+ {
+ m_cci.m_clamp_angvel_max = val;
+ }
+ virtual float GetAngularVelocityMax() const
+ {
+ return m_cci.m_clamp_angvel_max;
+ }
+
bool WantsSleeping();
void UpdateDeactivation(float timeStep);
@@ -712,6 +775,11 @@ protected:
return GetConstructionInfo().m_bDyna;
}
+ virtual bool IsSuspended() const
+ {
+ return m_suspended;
+ }
+
virtual bool IsCompound()
{
return GetConstructionInfo().m_shapeInfo->m_shapeType == PHY_SHAPE_COMPOUND;
@@ -719,6 +787,9 @@ protected:
virtual bool ReinstancePhysicsShape(KX_GameObject *from_gameobj, RAS_MeshObject* from_meshobj);
+ /* Method to replicate rigid body joint contraints for group instances. */
+ virtual void ReplicateConstraints(KX_GameObject *gameobj, std::vector<KX_GameObject*> constobj);
+
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:CcdPhysicsController")
#endif