diff options
Diffstat (limited to 'source/gameengine')
-rw-r--r-- | source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp | 82 |
1 files changed, 43 insertions, 39 deletions
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp index f450e3ac12f..ac132a509c1 100644 --- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp +++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp @@ -3358,46 +3358,50 @@ void CcdPhysicsEnvironment::ConvertObject(KX_GameObject *gameobj, RAS_MeshObject //take relative transform into account! CcdPhysicsController* parentCtrl = (CcdPhysicsController*)parent->GetPhysicsController(); assert(parentCtrl); - CcdShapeConstructionInfo* parentShapeInfo = parentCtrl->GetShapeInfo(); - btRigidBody* rigidbody = parentCtrl->GetRigidBody(); - btCollisionShape* colShape = rigidbody->getCollisionShape(); - assert(colShape->isCompound()); - btCompoundShape* compoundShape = (btCompoundShape*)colShape; - - // compute the local transform from parent, this may include several node in the chain - SG_Node* gameNode = gameobj->GetSGNode(); - SG_Node* parentNode = parent->GetSGNode(); - // relative transform - MT_Vector3 parentScale = parentNode->GetWorldScaling(); - parentScale[0] = MT_Scalar(1.0)/parentScale[0]; - parentScale[1] = MT_Scalar(1.0)/parentScale[1]; - parentScale[2] = MT_Scalar(1.0)/parentScale[2]; - MT_Vector3 relativeScale = gameNode->GetWorldScaling() * parentScale; - MT_Matrix3x3 parentInvRot = parentNode->GetWorldOrientation().transposed(); - MT_Vector3 relativePos = parentInvRot*((gameNode->GetWorldPosition()-parentNode->GetWorldPosition())*parentScale); - MT_Matrix3x3 relativeRot = parentInvRot*gameNode->GetWorldOrientation(); - - shapeInfo->m_childScale.setValue(relativeScale[0],relativeScale[1],relativeScale[2]); - bm->setLocalScaling(shapeInfo->m_childScale); - shapeInfo->m_childTrans.getOrigin().setValue(relativePos[0],relativePos[1],relativePos[2]); - float rot[12]; - relativeRot.getValue(rot); - shapeInfo->m_childTrans.getBasis().setFromOpenGLSubMatrix(rot); - - parentShapeInfo->AddShape(shapeInfo); - compoundShape->addChildShape(shapeInfo->m_childTrans,bm); - //do some recalc? - //recalc inertia for rigidbody - if (!rigidbody->isStaticOrKinematicObject()) - { - btVector3 localInertia; - float mass = 1.f/rigidbody->getInvMass(); - compoundShape->calculateLocalInertia(mass,localInertia); - rigidbody->setMassProps(mass,localInertia); + + // only makes compound shape if parent has a physics controller (i.e not an empty, etc) + if (parentCtrl) { + CcdShapeConstructionInfo* parentShapeInfo = parentCtrl->GetShapeInfo(); + btRigidBody* rigidbody = parentCtrl->GetRigidBody(); + btCollisionShape* colShape = rigidbody->getCollisionShape(); + assert(colShape->isCompound()); + btCompoundShape* compoundShape = (btCompoundShape*)colShape; + + // compute the local transform from parent, this may include several node in the chain + SG_Node* gameNode = gameobj->GetSGNode(); + SG_Node* parentNode = parent->GetSGNode(); + // relative transform + MT_Vector3 parentScale = parentNode->GetWorldScaling(); + parentScale[0] = MT_Scalar(1.0)/parentScale[0]; + parentScale[1] = MT_Scalar(1.0)/parentScale[1]; + parentScale[2] = MT_Scalar(1.0)/parentScale[2]; + MT_Vector3 relativeScale = gameNode->GetWorldScaling() * parentScale; + MT_Matrix3x3 parentInvRot = parentNode->GetWorldOrientation().transposed(); + MT_Vector3 relativePos = parentInvRot*((gameNode->GetWorldPosition()-parentNode->GetWorldPosition())*parentScale); + MT_Matrix3x3 relativeRot = parentInvRot*gameNode->GetWorldOrientation(); + + shapeInfo->m_childScale.setValue(relativeScale[0],relativeScale[1],relativeScale[2]); + bm->setLocalScaling(shapeInfo->m_childScale); + shapeInfo->m_childTrans.getOrigin().setValue(relativePos[0],relativePos[1],relativePos[2]); + float rot[12]; + relativeRot.getValue(rot); + shapeInfo->m_childTrans.getBasis().setFromOpenGLSubMatrix(rot); + + parentShapeInfo->AddShape(shapeInfo); + compoundShape->addChildShape(shapeInfo->m_childTrans,bm); + //do some recalc? + //recalc inertia for rigidbody + if (!rigidbody->isStaticOrKinematicObject()) + { + btVector3 localInertia; + float mass = 1.f/rigidbody->getInvMass(); + compoundShape->calculateLocalInertia(mass,localInertia); + rigidbody->setMassProps(mass,localInertia); + } + shapeInfo->Release(); + // delete motionstate as it's not used + delete motionstate; } - shapeInfo->Release(); - // delete motionstate as it's not used - delete motionstate; return; } |