Implementation of the PHY_IPhysicsController::SetMargin(), GetMargin(), SetRadius() and GetRadius() for Bullet and Sumo to allow resetting the Near sensor radius. For bullet use the new setUnscaledRadius() function to change sphere radius. In pPreparation of a Fh constraint actuator: - Add KX_IPhysicsController::GetRadius() - Fix implementation of KX_BulletPhysicsController::GetVelocity() (velocity at a point in geometric coordinate) - Don't try to set velocity on static object (Bullet will assert) - Add KX_GameObject::GetVelocity() for C access to local velocity
		
			
				
	
	
		
			1528 lines
		
	
	
		
			41 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1528 lines
		
	
	
		
			41 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
 | |
| Bullet Continuous Collision Detection and Physics Library
 | |
| Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/
 | |
| 
 | |
| This software is provided 'as-is', without any express or implied warranty.
 | |
| In no event will the authors be held liable for any damages arising from the use of this software.
 | |
| Permission is granted to anyone to use this software for any purpose, 
 | |
| including commercial applications, and to alter it and redistribute it freely, 
 | |
| subject to the following restrictions:
 | |
| 
 | |
| 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
 | |
| 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
 | |
| 3. This notice may not be removed or altered from any source distribution.
 | |
| */
 | |
| 
 | |
| #include "CcdPhysicsController.h"
 | |
| #include "btBulletDynamicsCommon.h"
 | |
| #include "BulletCollision/CollisionShapes/btScaledBvhTriangleMeshShape.h"
 | |
| #include "PHY_IMotionState.h"
 | |
| #include "CcdPhysicsEnvironment.h"
 | |
| #include "RAS_MeshObject.h"
 | |
| #include "BulletSoftBody/btSoftBody.h"
 | |
| #include "BulletSoftBody//btSoftBodyInternals.h"
 | |
| #include "BulletSoftBody/btSoftBodyHelpers.h"
 | |
| #include "LinearMath/btConvexHull.h"
 | |
| #include "BulletCollision/Gimpact/btGImpactShape.h"
 | |
| 
 | |
| 
 | |
| #include "BulletSoftBody/btSoftRigidDynamicsWorld.h"
 | |
| 
 | |
| class BP_Proxy;
 | |
| 
 | |
| ///todo: fill all the empty CcdPhysicsController methods, hook them up to the btRigidBody class
 | |
| 
 | |
| //'temporarily' global variables
 | |
| //float	gDeactivationTime = 2.f;
 | |
| //bool	gDisableDeactivation = false;
 | |
| extern float gDeactivationTime;
 | |
| extern bool gDisableDeactivation;
 | |
| 
 | |
| 
 | |
| float gLinearSleepingTreshold = 0.8f;
 | |
| float gAngularSleepingTreshold = 1.0f;
 | |
| 
 | |
| 
 | |
| btVector3 startVel(0,0,0);//-10000);
 | |
| 
 | |
| CcdPhysicsController::CcdPhysicsController (const CcdConstructionInfo& ci)
 | |
| :m_cci(ci)
 | |
| {
 | |
| 	m_prototypeTransformInitialized = false;
 | |
| 	m_softbodyMappingDone = false;
 | |
| 	m_collisionDelay = 0;
 | |
| 	m_newClientInfo = 0;
 | |
| 	m_registerCount = 0;
 | |
| 	m_softBodyTransformInitialized = false;
 | |
| 	m_parentCtrl = 0;
 | |
| 	// copy pointers locally to allow smart release
 | |
| 	m_MotionState = ci.m_MotionState;
 | |
| 	m_collisionShape = ci.m_collisionShape;
 | |
| 	// apply scaling before creating rigid body
 | |
| 	m_collisionShape->setLocalScaling(m_cci.m_scaling);
 | |
| 	if (m_cci.m_mass)
 | |
| 		m_collisionShape->calculateLocalInertia(m_cci.m_mass, m_cci.m_localInertiaTensor);
 | |
| 	// shape info is shared, increment ref count
 | |
| 	m_shapeInfo = ci.m_shapeInfo;
 | |
| 	if (m_shapeInfo)
 | |
| 		m_shapeInfo->AddRef();
 | |
| 	
 | |
| 	m_bulletMotionState = 0;
 | |
| 	
 | |
| 	
 | |
| 	CreateRigidbody();
 | |
| 	
 | |
| 
 | |
| ///???
 | |
| #ifdef WIN32
 | |
| 	if (GetRigidBody() && !GetRigidBody()->isStaticObject())
 | |
| 		GetRigidBody()->setLinearVelocity(startVel);
 | |
| #endif
 | |
| 
 | |
| }
 | |
| 
 | |
| 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);
 | |
| 	return trans;
 | |
| 
 | |
| }
 | |
| 
 | |
| class	BlenderBulletMotionState : public btMotionState
 | |
| {
 | |
| 	PHY_IMotionState*	m_blenderMotionState;
 | |
| 
 | |
| public:
 | |
| 
 | |
| 	BlenderBulletMotionState(PHY_IMotionState* bms)
 | |
| 		:m_blenderMotionState(bms)
 | |
| 	{
 | |
| 
 | |
| 	}
 | |
| 
 | |
| 	virtual void	getWorldTransform(btTransform& worldTrans ) const
 | |
| 	{
 | |
| 		float pos[3];
 | |
| 		float quatOrn[4];
 | |
| 
 | |
| 		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])));
 | |
| 	}
 | |
| 
 | |
| 	virtual void	setWorldTransform(const btTransform& worldTrans)
 | |
| 	{
 | |
| 		m_blenderMotionState->setWorldPosition(worldTrans.getOrigin().getX(),worldTrans.getOrigin().getY(),worldTrans.getOrigin().getZ());
 | |
| 		btQuaternion rotQuat = worldTrans.getRotation();
 | |
| 		m_blenderMotionState->setWorldOrientation(rotQuat[0],rotQuat[1],rotQuat[2],rotQuat[3]);
 | |
| 		m_blenderMotionState->calculateWorldTransformations();
 | |
| 	}
 | |
| 
 | |
| };
 | |
| 
 | |
| 
 | |
| btRigidBody* CcdPhysicsController::GetRigidBody()
 | |
| {
 | |
| 	return btRigidBody::upcast(m_object);
 | |
| }
 | |
| btCollisionObject*	CcdPhysicsController::GetCollisionObject()
 | |
| {
 | |
| 	return m_object;
 | |
| }
 | |
| btSoftBody* CcdPhysicsController::GetSoftBody()
 | |
| {
 | |
| 	return btSoftBody::upcast(m_object);
 | |
| }
 | |
| 
 | |
| #include "BulletSoftBody/btSoftBodyHelpers.h"
 | |
| 
 | |
| 
 | |
| 
 | |
| void CcdPhysicsController::CreateRigidbody()
 | |
| {
 | |
| 
 | |
| 	//btTransform trans = GetTransformFromMotionState(m_MotionState);
 | |
| 	m_bulletMotionState = new BlenderBulletMotionState(m_MotionState);
 | |
| 
 | |
| 	///either create a btCollisionObject, btRigidBody or btSoftBody
 | |
| 
 | |
| 	//create a collision object
 | |
| 
 | |
| 	int shapeType = m_cci.m_collisionShape ? m_cci.m_collisionShape->getShapeType() : 0;
 | |
| 
 | |
| 	//disable soft body until first sneak preview is ready
 | |
| 	if (m_cci.m_bSoft && m_cci.m_collisionShape && 
 | |
| 		(shapeType == CONVEX_HULL_SHAPE_PROXYTYPE)|
 | |
| 		(shapeType == TRIANGLE_MESH_SHAPE_PROXYTYPE) |
 | |
| 		(shapeType == SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE))
 | |
| 	{
 | |
| 		btRigidBody::btRigidBodyConstructionInfo rbci(m_cci.m_mass,m_bulletMotionState,m_collisionShape,m_cci.m_localInertiaTensor * m_cci.m_inertiaFactor);
 | |
| 		rbci.m_linearDamping = m_cci.m_linearDamping;
 | |
| 		rbci.m_angularDamping = m_cci.m_angularDamping;
 | |
| 		rbci.m_friction = m_cci.m_friction;
 | |
| 		rbci.m_restitution = m_cci.m_restitution;
 | |
| 
 | |
| 		
 | |
| 		int nodecount = 0;
 | |
| 		
 | |
| 		int numtriangles = 1;
 | |
| 		
 | |
| 		btVector3 p(0,0,0);// = getOrigin();
 | |
| 		btScalar h = 1.f;
 | |
| 		
 | |
| 		btSoftRigidDynamicsWorld* softDynaWorld = (btSoftRigidDynamicsWorld*)m_cci.m_physicsEnv->getDynamicsWorld();
 | |
| 
 | |
| 		PHY__Vector3	grav;
 | |
| 		grav[0] = softDynaWorld->getGravity().getX();
 | |
| 		grav[1] = softDynaWorld->getGravity().getY();
 | |
| 		grav[2] = softDynaWorld->getGravity().getZ();
 | |
| 		softDynaWorld->getWorldInfo().m_gravity.setValue(grav[0],grav[1],grav[2]); //??
 | |
| 
 | |
| 	
 | |
| 		//btSoftBody*	psb=btSoftBodyHelpers::CreateRope(sbi,	btVector3(-10,0,i*0.25),btVector3(10,0,i*0.25),	16,1+2);
 | |
| 
 | |
| 		btSoftBody* psb  = 0;
 | |
| 
 | |
| 		if (m_cci.m_collisionShape->getShapeType() == CONVEX_HULL_SHAPE_PROXYTYPE)
 | |
| 		{
 | |
| 			btConvexHullShape* convexHull = (btConvexHullShape* )m_cci.m_collisionShape;
 | |
| 
 | |
| 			//psb = btSoftBodyHelpers::CreateFromConvexHull(sbi,&transformedVertices[0],convexHull->getNumPoints());
 | |
| 
 | |
| 			{
 | |
| 				int nvertices = convexHull->getNumPoints();
 | |
| 				const btVector3* vertices = convexHull->getPoints();
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| 				btSoftBodyWorldInfo& worldInfo = softDynaWorld->getWorldInfo();
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| 
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| 				HullDesc		hdsc(QF_TRIANGLES,nvertices,vertices);
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| 				HullResult		hres;
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| 				HullLibrary		hlib;/*??*/ 
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| 				hdsc.mMaxVertices=nvertices;
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| 				hlib.CreateConvexHull(hdsc,hres);
 | |
| 				
 | |
| 				psb=new btSoftBody(&worldInfo,(int)hres.mNumOutputVertices,
 | |
| 					&hres.m_OutputVertices[0],0);
 | |
| 				for(int i=0;i<(int)hres.mNumFaces;++i)
 | |
| 				{
 | |
| 					const int idx[]={	hres.m_Indices[i*3+0],
 | |
| 						hres.m_Indices[i*3+1],
 | |
| 						hres.m_Indices[i*3+2]};
 | |
| 					if(idx[0]<idx[1]) psb->appendLink(	idx[0],idx[1]);
 | |
| 					if(idx[1]<idx[2]) psb->appendLink(	idx[1],idx[2]);
 | |
| 					if(idx[2]<idx[0]) psb->appendLink(	idx[2],idx[0]);
 | |
| 					psb->appendFace(idx[0],idx[1],idx[2]);
 | |
| 				}
 | |
| 				
 | |
| 				
 | |
| 
 | |
| 				hlib.ReleaseResult(hres);
 | |
| 
 | |
| 				
 | |
| 			}
 | |
| 
 | |
| 
 | |
| 
 | |
| 
 | |
| 
 | |
| 
 | |
| 		} else
 | |
| 		{
 | |
| 			
 | |
| 			btSoftBodyWorldInfo& sbi= softDynaWorld->getWorldInfo();
 | |
| 
 | |
| 			if (m_cci.m_collisionShape->getShapeType() ==SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE)
 | |
| 			{
 | |
| 				btScaledBvhTriangleMeshShape* scaledtrimeshshape = (btScaledBvhTriangleMeshShape*) m_cci.m_collisionShape;
 | |
| 				btBvhTriangleMeshShape* trimeshshape = scaledtrimeshshape->getChildShape();
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| 
 | |
| 				///only deal with meshes that have 1 sub part/component, for now
 | |
| 				if (trimeshshape->getMeshInterface()->getNumSubParts()==1)
 | |
| 				{
 | |
| 					unsigned char* vertexBase;
 | |
| 					PHY_ScalarType vertexType;
 | |
| 					int numverts;
 | |
| 					int vertexstride;
 | |
| 					unsigned char* indexbase;
 | |
| 					int indexstride;
 | |
| 					int numtris;
 | |
| 					PHY_ScalarType indexType;
 | |
| 					trimeshshape->getMeshInterface()->getLockedVertexIndexBase(&vertexBase,numverts,vertexType,vertexstride,&indexbase,indexstride,numtris,indexType);
 | |
| 					
 | |
| 					psb = btSoftBodyHelpers::CreateFromTriMesh(sbi,(const btScalar*)vertexBase,(const int*)indexbase,numtris);
 | |
| 				}
 | |
| 			} else
 | |
| 			{
 | |
| 				btBvhTriangleMeshShape* trimeshshape = (btBvhTriangleMeshShape*) m_cci.m_collisionShape;
 | |
| 				///only deal with meshes that have 1 sub part/component, for now
 | |
| 				if (trimeshshape->getMeshInterface()->getNumSubParts()==1)
 | |
| 				{
 | |
| 					unsigned char* vertexBase;
 | |
| 					PHY_ScalarType vertexType;
 | |
| 					int numverts;
 | |
| 					int vertexstride;
 | |
| 					unsigned char* indexbase;
 | |
| 					int indexstride;
 | |
| 					int numtris;
 | |
| 					PHY_ScalarType indexType;
 | |
| 					trimeshshape->getMeshInterface()->getLockedVertexIndexBase(&vertexBase,numverts,vertexType,vertexstride,&indexbase,indexstride,numtris,indexType);
 | |
| 					
 | |
| 					psb = btSoftBodyHelpers::CreateFromTriMesh(sbi,(const btScalar*)vertexBase,(const int*)indexbase,numtris);
 | |
| 				}
 | |
| 			
 | |
| 
 | |
| 				//psb = btSoftBodyHelpers::CreateFromTriMesh(sbi,&pts[0].getX(),triangles,numtriangles);
 | |
| 			}
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 	
 | |
| 		
 | |
| 		m_object = psb;
 | |
| 
 | |
| 		//psb->m_cfg.collisions	=	btSoftBody::fCollision::SDF_RS;//btSoftBody::fCollision::CL_SS+	btSoftBody::fCollision::CL_RS;
 | |
| 		
 | |
| 		//psb->m_cfg.collisions	=	btSoftBody::fCollision::SDF_RS + btSoftBody::fCollision::VF_SS;//CL_SS;
 | |
| 		
 | |
| 		
 | |
| 		//btSoftBody::Material*	pm=psb->appendMaterial();
 | |
| 		btSoftBody::Material*	pm=psb->m_materials[0];
 | |
| 		pm->m_kLST				=	m_cci.m_soft_linStiff;
 | |
| 		pm->m_kAST				=	m_cci.m_soft_angStiff;
 | |
| 		pm->m_kVST				=	m_cci.m_soft_volume;
 | |
| 		psb->m_cfg.collisions = 0;
 | |
| 
 | |
| 		if (m_cci.m_soft_collisionflags & CCD_BSB_COL_CL_RS)
 | |
| 		{
 | |
| 			psb->m_cfg.collisions	+=	btSoftBody::fCollision::CL_RS;
 | |
| 		} else
 | |
| 		{
 | |
| 			psb->m_cfg.collisions	+=	btSoftBody::fCollision::SDF_RS;
 | |
| 		}
 | |
| 		if (m_cci.m_soft_collisionflags & CCD_BSB_COL_CL_SS)
 | |
| 		{
 | |
| 			psb->m_cfg.collisions += btSoftBody::fCollision::CL_SS;
 | |
| 		} else
 | |
| 		{
 | |
| 			psb->m_cfg.collisions += btSoftBody::fCollision::VF_SS;
 | |
| 		}
 | |
| 
 | |
| 
 | |
| 		psb->m_cfg.kSRHR_CL = m_cci.m_soft_kSRHR_CL;		/* Soft vs rigid hardness [0,1] (cluster only) */
 | |
| 		psb->m_cfg.kSKHR_CL = m_cci.m_soft_kSKHR_CL;		/* Soft vs kinetic hardness [0,1] (cluster only) */
 | |
| 		psb->m_cfg.kSSHR_CL = m_cci.m_soft_kSSHR_CL;		/* Soft vs soft hardness [0,1] (cluster only) */
 | |
| 		psb->m_cfg.kSR_SPLT_CL = m_cci.m_soft_kSR_SPLT_CL;	/* Soft vs rigid impulse split [0,1] (cluster only) */
 | |
| 
 | |
| 		psb->m_cfg.kSK_SPLT_CL = m_cci.m_soft_kSK_SPLT_CL;	/* Soft vs rigid impulse split [0,1] (cluster only) */
 | |
| 		psb->m_cfg.kSS_SPLT_CL = m_cci.m_soft_kSS_SPLT_CL;	/* Soft vs rigid impulse split [0,1] (cluster only) */
 | |
| 		psb->m_cfg.kVCF = m_cci.m_soft_kVCF;			/* Velocities correction factor (Baumgarte) */
 | |
| 		psb->m_cfg.kDP = m_cci.m_soft_kDP;			/* Damping coefficient [0,1] */
 | |
| 
 | |
| 		psb->m_cfg.kDG = m_cci.m_soft_kDG;			/* Drag coefficient [0,+inf] */
 | |
| 		psb->m_cfg.kLF = m_cci.m_soft_kLF;			/* Lift coefficient [0,+inf] */
 | |
| 		psb->m_cfg.kPR = m_cci.m_soft_kPR;			/* Pressure coefficient [-inf,+inf] */
 | |
| 		psb->m_cfg.kVC = m_cci.m_soft_kVC;			/* Volume conversation coefficient [0,+inf] */
 | |
| 
 | |
| 		psb->m_cfg.kDF = m_cci.m_soft_kDF;			/* Dynamic friction coefficient [0,1] */
 | |
| 		psb->m_cfg.kMT = m_cci.m_soft_kMT;			/* Pose matching coefficient [0,1] */
 | |
| 		psb->m_cfg.kCHR = m_cci.m_soft_kCHR;			/* Rigid contacts hardness [0,1] */
 | |
| 		psb->m_cfg.kKHR = m_cci.m_soft_kKHR;			/* Kinetic contacts hardness [0,1] */
 | |
| 
 | |
| 		psb->m_cfg.kSHR = m_cci.m_soft_kSHR;			/* Soft contacts hardness [0,1] */
 | |
| 		psb->m_cfg.kAHR = m_cci.m_soft_kAHR;			/* Anchors hardness [0,1] */
 | |
| 
 | |
| 
 | |
| 
 | |
| 		if (m_cci.m_gamesoftFlag & CCD_BSB_BENDING_CONSTRAINTS)//OB_SB_GOAL)
 | |
| 		{
 | |
| 			psb->generateBendingConstraints(2,pm);
 | |
| 		}
 | |
| 
 | |
| 		psb->m_cfg.piterations = m_cci.m_soft_piterations;
 | |
| 		psb->m_cfg.viterations = m_cci.m_soft_viterations;
 | |
| 		psb->m_cfg.diterations = m_cci.m_soft_diterations;
 | |
| 		psb->m_cfg.citerations = m_cci.m_soft_citerations;
 | |
| 
 | |
| 		if (m_cci.m_gamesoftFlag & CCD_BSB_SHAPE_MATCHING)//OB_SB_GOAL)
 | |
| 		{
 | |
| 			psb->setPose(false,true);//
 | |
| 		} else
 | |
| 		{
 | |
| 			psb->setPose(true,false);
 | |
| 		}
 | |
| 
 | |
| 
 | |
| 		
 | |
| 		psb->randomizeConstraints();
 | |
| 
 | |
| 		if (m_cci.m_soft_collisionflags & (CCD_BSB_COL_CL_RS+CCD_BSB_COL_CL_SS))
 | |
| 		{
 | |
| 			psb->generateClusters(m_cci.m_soft_numclusteriterations);
 | |
| 		}
 | |
| 
 | |
| //		psb->activate();
 | |
| //		psb->setActivationState(1);
 | |
| //		psb->setDeactivationTime(1.f);
 | |
| 		
 | |
| 		//psb->m_materials[0]->m_kLST	=	0.1+(i/(btScalar)(n-1))*0.9;
 | |
| 		psb->setTotalMass(m_cci.m_mass);
 | |
| 		
 | |
| 		psb->setCollisionFlags(0);
 | |
| 
 | |
| 		///create a mapping between graphics mesh vertices and soft body vertices
 | |
| 		{
 | |
| 			RAS_MeshObject* rasMesh= GetShapeInfo()->GetMesh();
 | |
| 
 | |
| 			if (rasMesh && !m_softbodyMappingDone)
 | |
| 			{
 | |
| 				
 | |
| 				//printf("apply\n");
 | |
| 				RAS_MeshSlot::iterator it;
 | |
| 				RAS_MeshMaterial *mmat;
 | |
| 				RAS_MeshSlot *slot;
 | |
| 				size_t i;
 | |
| 
 | |
| 				//for each material
 | |
| 				for (int m=0;m<rasMesh->NumMaterials();m++)
 | |
| 				{
 | |
| 					// The vertex cache can only be updated for this deformer:
 | |
| 					// Duplicated objects with more than one ploymaterial (=multiple mesh slot per object)
 | |
| 					// share the same mesh (=the same cache). As the rendering is done per polymaterial
 | |
| 					// cycling through the objects, the entire mesh cache cannot be updated in one shot.
 | |
| 					mmat = rasMesh->GetMeshMaterial(m);
 | |
| 
 | |
| 					slot = mmat->m_baseslot;
 | |
| 					for(slot->begin(it); !slot->end(it); slot->next(it))
 | |
| 					{
 | |
| 						int index = 0;
 | |
| 						for(i=it.startvertex; i<it.endvertex; i++,index++) 
 | |
| 						{
 | |
| 							RAS_TexVert* vertex = &it.vertex[i];
 | |
| 							
 | |
| 
 | |
| 							//search closest index, and store it in vertex
 | |
| 							vertex->setSoftBodyIndex(0);
 | |
| 							btScalar maxDistSqr = 1e30;
 | |
| 							btSoftBody::tNodeArray&   nodes(psb->m_nodes);
 | |
| 							btVector3 xyz = btVector3(vertex->getXYZ()[0],vertex->getXYZ()[1],vertex->getXYZ()[2]);
 | |
| 							for (int n=0;n<nodes.size();n++)
 | |
| 							{
 | |
| 								btScalar distSqr = (nodes[n].m_x - xyz).length2();
 | |
| 								if (distSqr<maxDistSqr)
 | |
| 								{
 | |
| 									maxDistSqr = distSqr;
 | |
| 									
 | |
| 									vertex->setSoftBodyIndex(n);
 | |
| 								}
 | |
| 							}
 | |
| 						}
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 		
 | |
| 		m_softbodyMappingDone = true;
 | |
| 
 | |
| 
 | |
| 
 | |
| 
 | |
| 
 | |
| 
 | |
| //		m_object->setCollisionShape(rbci.m_collisionShape);
 | |
| 		btTransform startTrans;
 | |
| 
 | |
| 		if (rbci.m_motionState)
 | |
| 		{
 | |
| 			rbci.m_motionState->getWorldTransform(startTrans);
 | |
| 		} else
 | |
| 		{
 | |
| 			startTrans = rbci.m_startWorldTransform;
 | |
| 		}
 | |
| 		//startTrans.setIdentity();
 | |
| 
 | |
| 		//m_object->setWorldTransform(startTrans);
 | |
| 		//m_object->setInterpolationWorldTransform(startTrans);
 | |
| 		m_MotionState->setWorldPosition(startTrans.getOrigin().getX(),startTrans.getOrigin().getY(),startTrans.getOrigin().getZ());
 | |
| 		m_MotionState->setWorldOrientation(0,0,0,1);
 | |
| 
 | |
| 		if (!m_prototypeTransformInitialized)
 | |
| 		{
 | |
| 			m_prototypeTransformInitialized = true;
 | |
| 			m_softBodyTransformInitialized = true;
 | |
| 			GetSoftBody()->transform(startTrans);
 | |
| 		}
 | |
| 
 | |
| //		btVector3 wp = m_softBody->getWorldTransform().getOrigin();
 | |
| //		MT_Point3 center(wp.getX(),wp.getY(),wp.getZ());
 | |
| //		m_gameobj->NodeSetWorldPosition(center);
 | |
| 
 | |
| 
 | |
| 	} else
 | |
| 	{
 | |
| 		btRigidBody::btRigidBodyConstructionInfo rbci(m_cci.m_mass,m_bulletMotionState,m_collisionShape,m_cci.m_localInertiaTensor * m_cci.m_inertiaFactor);
 | |
| 		rbci.m_linearDamping = m_cci.m_linearDamping;
 | |
| 		rbci.m_angularDamping = m_cci.m_angularDamping;
 | |
| 		rbci.m_friction = m_cci.m_friction;
 | |
| 		rbci.m_restitution = m_cci.m_restitution;
 | |
| 		m_object = new btRigidBody(rbci);
 | |
| 	}
 | |
| 	
 | |
| 	//
 | |
| 	// init the rigidbody properly
 | |
| 	//
 | |
| 	
 | |
| 	//setMassProps this also sets collisionFlags
 | |
| 	//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)
 | |
| 	{
 | |
| 		// reset the flags that have been set so far
 | |
| 		GetCollisionObject()->setCollisionFlags(0);
 | |
| 	}
 | |
| 	GetCollisionObject()->setCollisionFlags(m_object->getCollisionFlags() | m_cci.m_collisionFlags);
 | |
| 	btRigidBody* body = GetRigidBody();
 | |
| 
 | |
| 	if (body)
 | |
| 	{
 | |
| 		body->setGravity( m_cci.m_gravity);
 | |
| 		body->setDamping(m_cci.m_linearDamping, m_cci.m_angularDamping);
 | |
| 
 | |
| 		if (!m_cci.m_bRigid)
 | |
| 		{
 | |
| 			body->setAngularFactor(0.f);
 | |
| 		}
 | |
| 	}
 | |
| 	if (m_object && m_cci.m_do_anisotropic)
 | |
| 	{
 | |
| 		m_object->setAnisotropicFriction(m_cci.m_anisotropicFriction);
 | |
| 	}
 | |
| 		
 | |
| }
 | |
| 
 | |
| static void DeleteBulletShape(btCollisionShape* shape)
 | |
| {
 | |
| 	if (shape->getShapeType() == TRIANGLE_MESH_SHAPE_PROXYTYPE)
 | |
| 	{
 | |
| 		// shapes based on meshes use an interface that contains the vertices.
 | |
| 		btTriangleMeshShape* meshShape = static_cast<btTriangleMeshShape*>(shape);
 | |
| 		btStridingMeshInterface* meshInterface = meshShape->getMeshInterface();
 | |
| 		if (meshInterface)
 | |
| 			delete meshInterface;
 | |
| 	}
 | |
| 	delete shape;
 | |
| }
 | |
| 
 | |
| CcdPhysicsController::~CcdPhysicsController()
 | |
| {
 | |
| 	//will be reference counted, due to sharing
 | |
| 	if (m_cci.m_physicsEnv)
 | |
| 		m_cci.m_physicsEnv->removeCcdPhysicsController(this);
 | |
| 
 | |
| 	if (m_MotionState)
 | |
| 		delete m_MotionState;
 | |
| 	if (m_bulletMotionState)
 | |
| 		delete m_bulletMotionState;
 | |
| 	delete m_object;
 | |
| 
 | |
| 	if (m_collisionShape)
 | |
| 	{
 | |
| 		// collision shape is always unique to the controller, can delete it here
 | |
| 		if (m_collisionShape->isCompound())
 | |
| 		{
 | |
| 			// bullet does not delete the child shape, must do it here
 | |
| 			btCompoundShape* compoundShape = (btCompoundShape*)m_collisionShape;
 | |
| 			int numChild = compoundShape->getNumChildShapes();
 | |
| 			for (int i=numChild-1 ; i >= 0; i--)
 | |
| 			{
 | |
| 				btCollisionShape* childShape = compoundShape->getChildShape(i);
 | |
| 				DeleteBulletShape(childShape);
 | |
| 			}
 | |
| 		}
 | |
| 		DeleteBulletShape(m_collisionShape);
 | |
| 	}
 | |
| 	if (m_shapeInfo)
 | |
| 	{
 | |
| 		m_shapeInfo->Release();
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 
 | |
| 		/**
 | |
| 			SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
 | |
| 		*/
 | |
| bool		CcdPhysicsController::SynchronizeMotionStates(float time)
 | |
| {
 | |
| 	//sync non-static to motionstate, and static from motionstate (todo: add kinematic etc.)
 | |
| 
 | |
| 	btSoftBody* sb = GetSoftBody();
 | |
| 	if (sb)
 | |
| 	{
 | |
| 		btVector3 aabbMin,aabbMax;
 | |
| 		sb->getAabb(aabbMin,aabbMax);
 | |
| 		btVector3 worldPos  = (aabbMax+aabbMin)*0.5f;
 | |
| 		m_MotionState->setWorldPosition(worldPos[0],worldPos[1],worldPos[2]);
 | |
| 		m_MotionState->calculateWorldTransformations();
 | |
| 		return true;
 | |
| 	}
 | |
| 
 | |
| 	btRigidBody* body = GetRigidBody();
 | |
| 
 | |
| 	if (body && !body->isStaticObject())
 | |
| 	{
 | |
| 
 | |
| 		const btVector3& worldPos = body->getCenterOfMassPosition();
 | |
| 		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];
 | |
| 		m_MotionState->getWorldScaling(scale[0],scale[1],scale[2]);
 | |
| 		btVector3 scaling(scale[0],scale[1],scale[2]);
 | |
| 		GetCollisionShape()->setLocalScaling(scaling);
 | |
| 	} else
 | |
| 	{
 | |
| 		btVector3 worldPos;
 | |
| 		btQuaternion worldquat;
 | |
| 
 | |
| /*		m_MotionState->getWorldPosition(worldPos[0],worldPos[1],worldPos[2]);
 | |
| 		m_MotionState->getWorldOrientation(worldquat[0],worldquat[1],worldquat[2],worldquat[3]);
 | |
| 		btTransform oldTrans = m_body->getCenterOfMassTransform();
 | |
| 		btTransform newTrans(worldquat,worldPos);
 | |
| 				
 | |
| 		SetCenterOfMassTransform(newTrans);
 | |
| 		//need to keep track of previous position for friction effects...
 | |
| 		
 | |
| 		m_MotionState->calculateWorldTransformations();
 | |
| */
 | |
| 		float scale[3];
 | |
| 		m_MotionState->getWorldScaling(scale[0],scale[1],scale[2]);
 | |
| 		btVector3 scaling(scale[0],scale[1],scale[2]);
 | |
| 		GetCollisionShape()->setLocalScaling(scaling);
 | |
| 	}
 | |
| 	return true;
 | |
| 
 | |
| }
 | |
| 
 | |
| 		/**
 | |
| 			WriteMotionStateToDynamics synchronizes dynas, kinematic and deformable entities (and do 'late binding')
 | |
| 		*/
 | |
| 		
 | |
| void		CcdPhysicsController::WriteMotionStateToDynamics(bool nondynaonly)
 | |
| {
 | |
| 
 | |
| }
 | |
| void		CcdPhysicsController::WriteDynamicsToMotionState()
 | |
| {
 | |
| }
 | |
| 		// controller replication
 | |
| void		CcdPhysicsController::PostProcessReplica(class PHY_IMotionState* motionstate,class PHY_IPhysicsController* parentctrl)
 | |
| {
 | |
| 	
 | |
| 	m_softBodyTransformInitialized=false;
 | |
| 	m_MotionState = motionstate;
 | |
| 	m_registerCount = 0;
 | |
| 	m_collisionShape = NULL;
 | |
| 
 | |
| 	// always create a new shape to avoid scaling bug
 | |
| 	if (m_shapeInfo)
 | |
| 	{
 | |
| 		m_shapeInfo->AddRef();
 | |
| 		m_collisionShape = m_shapeInfo->CreateBulletShape();
 | |
| 
 | |
| 		if (m_collisionShape)
 | |
| 		{
 | |
| 			// new shape has no scaling, apply initial scaling
 | |
| 			m_collisionShape->setMargin(m_cci.m_margin);
 | |
| 			m_collisionShape->setLocalScaling(m_cci.m_scaling);
 | |
| 			
 | |
| 			if (m_cci.m_mass)
 | |
| 				m_collisionShape->calculateLocalInertia(m_cci.m_mass, m_cci.m_localInertiaTensor);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	m_object = 0;
 | |
| 	CreateRigidbody();
 | |
| 
 | |
| 	btRigidBody* body = GetRigidBody();
 | |
| 
 | |
| 	if (body)
 | |
| 	{
 | |
| 		if (m_cci.m_mass)
 | |
| 		{
 | |
| 			body->setMassProps(m_cci.m_mass, m_cci.m_localInertiaTensor * m_cci.m_inertiaFactor);
 | |
| 		}
 | |
| 	}			
 | |
| 	m_cci.m_physicsEnv->addCcdPhysicsController(this);
 | |
| 
 | |
| 
 | |
| /*	SM_Object* dynaparent=0;
 | |
| 	SumoPhysicsController* sumoparentctrl = (SumoPhysicsController* )parentctrl;
 | |
| 	
 | |
| 	if (sumoparentctrl)
 | |
| 	{
 | |
| 		dynaparent = sumoparentctrl->GetSumoObject();
 | |
| 	}
 | |
| 	
 | |
| 	SM_Object* orgsumoobject = m_sumoObj;
 | |
| 	
 | |
| 	
 | |
| 	m_sumoObj	=	new SM_Object(
 | |
| 		orgsumoobject->getShapeHandle(), 
 | |
| 		orgsumoobject->getMaterialProps(),			
 | |
| 		orgsumoobject->getShapeProps(),
 | |
| 		dynaparent);
 | |
| 	
 | |
| 	m_sumoObj->setRigidBody(orgsumoobject->isRigidBody());
 | |
| 	
 | |
| 	m_sumoObj->setMargin(orgsumoobject->getMargin());
 | |
| 	m_sumoObj->setPosition(orgsumoobject->getPosition());
 | |
| 	m_sumoObj->setOrientation(orgsumoobject->getOrientation());
 | |
| 	//if it is a dyna, register for a callback
 | |
| 	m_sumoObj->registerCallback(*this);
 | |
| 	
 | |
| 	m_sumoScene->add(* (m_sumoObj));
 | |
| 	*/
 | |
| 
 | |
| 
 | |
| 
 | |
| }
 | |
| 
 | |
| 
 | |
| void	CcdPhysicsController::SetCenterOfMassTransform(btTransform& xform)
 | |
| {
 | |
| 	btRigidBody* body = GetRigidBody();
 | |
| 	if (body)
 | |
| 	{
 | |
| 		body->setCenterOfMassTransform(xform);
 | |
| 	} else
 | |
| 	{
 | |
| 		//either collision object or soft body?
 | |
| 		if (GetSoftBody())
 | |
| 		{
 | |
| 
 | |
| 		} else
 | |
| 		{
 | |
| 
 | |
| 			if (m_object->isStaticOrKinematicObject())
 | |
| 			{
 | |
| 				m_object->setInterpolationWorldTransform(m_object->getWorldTransform());
 | |
| 			} else
 | |
| 			{
 | |
| 				m_object->setInterpolationWorldTransform(xform);
 | |
| 			}
 | |
| 			if (body)
 | |
| 			{
 | |
| 				body->setInterpolationLinearVelocity(body->getLinearVelocity());
 | |
| 				body->setInterpolationAngularVelocity(body->getAngularVelocity());
 | |
| 				body->updateInertiaTensor();
 | |
| 			}
 | |
| 			m_object->setWorldTransform(xform);
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 		// kinematic methods
 | |
| void		CcdPhysicsController::RelativeTranslate(float dlocX,float dlocY,float dlocZ,bool local)
 | |
| {
 | |
| 	if (m_object)
 | |
| 	{
 | |
| 		m_object->activate(true);
 | |
| 		if (m_object->isStaticObject())
 | |
| 		{
 | |
| 			m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
 | |
| 		}
 | |
| 
 | |
| 		btRigidBody* body = GetRigidBody();
 | |
| 
 | |
| 		btVector3 dloc(dlocX,dlocY,dlocZ);
 | |
| 		btTransform xform = m_object->getWorldTransform();
 | |
| 	
 | |
| 		if (local)
 | |
| 		{
 | |
| 			dloc = xform.getBasis()*dloc;
 | |
| 		}
 | |
| 
 | |
| 		xform.setOrigin(xform.getOrigin() + dloc);
 | |
| 		SetCenterOfMassTransform(xform);
 | |
| 	}
 | |
| 
 | |
| }
 | |
| 
 | |
| void		CcdPhysicsController::RelativeRotate(const float rotval[9],bool local)
 | |
| {
 | |
| 	if (m_object)
 | |
| 	{
 | |
| 		m_object->activate(true);
 | |
| 		if (m_object->isStaticObject())
 | |
| 		{
 | |
| 			m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
 | |
| 		}
 | |
| 
 | |
| 		btMatrix3x3 drotmat(	rotval[0],rotval[4],rotval[8],
 | |
| 								rotval[1],rotval[5],rotval[9],
 | |
| 								rotval[2],rotval[6],rotval[10]);
 | |
| 
 | |
| 
 | |
| 		btMatrix3x3 currentOrn;
 | |
| 		GetWorldOrientation(currentOrn);
 | |
| 
 | |
| 		btTransform xform = m_object->getWorldTransform();
 | |
| 		
 | |
| 		xform.setBasis(xform.getBasis()*(local ? 
 | |
| 		drotmat : (currentOrn.inverse() * drotmat * currentOrn)));
 | |
| 
 | |
| 		SetCenterOfMassTransform(xform);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 
 | |
| void CcdPhysicsController::GetWorldOrientation(btMatrix3x3& mat)
 | |
| {
 | |
| 	float orn[4];
 | |
| 	m_MotionState->getWorldOrientation(orn[0],orn[1],orn[2],orn[3]);
 | |
| 	btQuaternion quat(orn[0],orn[1],orn[2],orn[3]);
 | |
| 	mat.setRotation(quat);
 | |
| }
 | |
| 
 | |
| void		CcdPhysicsController::getOrientation(float &quatImag0,float &quatImag1,float &quatImag2,float &quatReal)
 | |
| {
 | |
| 	btQuaternion q = m_object->getWorldTransform().getRotation();
 | |
| 	quatImag0 = q[0];
 | |
| 	quatImag1 = q[1];
 | |
| 	quatImag2 = q[2];
 | |
| 	quatReal = q[3];
 | |
| }
 | |
| void		CcdPhysicsController::setOrientation(float quatImag0,float quatImag1,float quatImag2,float quatReal)
 | |
| {
 | |
| 	if (m_object)
 | |
| 	{
 | |
| 		m_object->activate(true);
 | |
| 		if (m_object->isStaticObject())
 | |
| 		{
 | |
| 			m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
 | |
| 		}
 | |
| 		// not required
 | |
| 		//m_MotionState->setWorldOrientation(quatImag0,quatImag1,quatImag2,quatReal);
 | |
| 		btTransform xform  = m_object->getWorldTransform();
 | |
| 		xform.setRotation(btQuaternion(quatImag0,quatImag1,quatImag2,quatReal));
 | |
| 		SetCenterOfMassTransform(xform);
 | |
| 		// not required
 | |
| 		//m_bulletMotionState->setWorldTransform(xform);
 | |
| 		
 | |
| 		
 | |
| 
 | |
| 	}
 | |
| 
 | |
| }
 | |
| 
 | |
| void CcdPhysicsController::setWorldOrientation(const btMatrix3x3& orn)
 | |
| {
 | |
| 	if (m_object)
 | |
| 	{
 | |
| 		m_object->activate(true);
 | |
| 		if (m_object->isStaticObject())
 | |
| 		{
 | |
| 			m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
 | |
| 		}
 | |
| 		// not required
 | |
| 		//m_MotionState->setWorldOrientation(quatImag0,quatImag1,quatImag2,quatReal);
 | |
| 		btTransform xform  = m_object->getWorldTransform();
 | |
| 		xform.setBasis(orn);
 | |
| 		SetCenterOfMassTransform(xform);
 | |
| 		// not required
 | |
| 		//m_bulletMotionState->setWorldTransform(xform);
 | |
| 		//only once!
 | |
| 		if (!m_softBodyTransformInitialized && GetSoftBody())
 | |
| 		{
 | |
| 			m_softbodyStartTrans.setBasis(orn);
 | |
| 			xform.setOrigin(m_softbodyStartTrans.getOrigin());
 | |
| 			GetSoftBody()->transform(xform);
 | |
| 			m_softBodyTransformInitialized = true;
 | |
| 		}
 | |
| 
 | |
| 	}
 | |
| 
 | |
| }
 | |
| 
 | |
| void		CcdPhysicsController::setPosition(float posX,float posY,float posZ)
 | |
| {
 | |
| 	if (m_object)
 | |
| 	{
 | |
| 		m_object->activate(true);
 | |
| 		if (m_object->isStaticObject())
 | |
| 		{
 | |
| 			m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
 | |
| 		}
 | |
| 		// not required, this function is only used to update the physic controller
 | |
| 		//m_MotionState->setWorldPosition(posX,posY,posZ);
 | |
| 		btTransform xform  = m_object->getWorldTransform();
 | |
| 		xform.setOrigin(btVector3(posX,posY,posZ));
 | |
| 		SetCenterOfMassTransform(xform);
 | |
| 		if (!m_softBodyTransformInitialized)
 | |
| 			m_softbodyStartTrans.setOrigin(xform.getOrigin());
 | |
| 		// not required
 | |
| 		//m_bulletMotionState->setWorldTransform(xform);
 | |
| 	}
 | |
| 
 | |
| 
 | |
| }
 | |
| void		CcdPhysicsController::resolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ)
 | |
| {
 | |
| }
 | |
| 
 | |
| void 		CcdPhysicsController::getPosition(PHY__Vector3&	pos) const
 | |
| {
 | |
| 	const btTransform& xform = m_object->getWorldTransform();
 | |
| 	pos[0] = xform.getOrigin().x();
 | |
| 	pos[1] = xform.getOrigin().y();
 | |
| 	pos[2] = xform.getOrigin().z();
 | |
| }
 | |
| 
 | |
| void		CcdPhysicsController::setScaling(float scaleX,float scaleY,float scaleZ)
 | |
| {
 | |
| 	if (!btFuzzyZero(m_cci.m_scaling.x()-scaleX) ||
 | |
| 		!btFuzzyZero(m_cci.m_scaling.y()-scaleY) ||
 | |
| 		!btFuzzyZero(m_cci.m_scaling.z()-scaleZ))
 | |
| 	{
 | |
| 		m_cci.m_scaling = btVector3(scaleX,scaleY,scaleZ);
 | |
| 
 | |
| 		if (m_object && m_object->getCollisionShape())
 | |
| 		{
 | |
| 			m_object->getCollisionShape()->setLocalScaling(m_cci.m_scaling);
 | |
| 			
 | |
| 			//printf("no inertia recalc for fixed objects with mass=0\n");
 | |
| 			btRigidBody* body = GetRigidBody();
 | |
| 			if (body && m_cci.m_mass)
 | |
| 			{
 | |
| 				body->getCollisionShape()->calculateLocalInertia(m_cci.m_mass, m_cci.m_localInertiaTensor);
 | |
| 				body->setMassProps(m_cci.m_mass, m_cci.m_localInertiaTensor * m_cci.m_inertiaFactor);
 | |
| 			} 
 | |
| 			
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 		
 | |
| 		// physics methods
 | |
| void		CcdPhysicsController::ApplyTorque(float torqueX,float torqueY,float torqueZ,bool local)
 | |
| {
 | |
| 	btVector3 torque(torqueX,torqueY,torqueZ);
 | |
| 	btTransform xform = m_object->getWorldTransform();
 | |
| 	
 | |
| 
 | |
| 	if (m_object && torque.length2() > (SIMD_EPSILON*SIMD_EPSILON))
 | |
| 	{
 | |
| 		btRigidBody* body = GetRigidBody();
 | |
| 		m_object->activate();
 | |
| 		if (m_object->isStaticObject())
 | |
| 		{
 | |
| 			m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
 | |
| 		}
 | |
| 		if (local)
 | |
| 		{
 | |
| 			torque	= xform.getBasis()*torque;
 | |
| 		}
 | |
| 		if (body)
 | |
| 			body->applyTorque(torque);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void		CcdPhysicsController::ApplyForce(float forceX,float forceY,float forceZ,bool local)
 | |
| {
 | |
| 	btVector3 force(forceX,forceY,forceZ);
 | |
| 	
 | |
| 
 | |
| 	if (m_object && force.length2() > (SIMD_EPSILON*SIMD_EPSILON))
 | |
| 	{
 | |
| 		m_object->activate();
 | |
| 		if (m_object->isStaticObject())
 | |
| 		{
 | |
| 			m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
 | |
| 		}
 | |
| 
 | |
| 		{
 | |
| 			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);
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| void		CcdPhysicsController::SetAngularVelocity(float ang_velX,float ang_velY,float ang_velZ,bool local)
 | |
| {
 | |
| 	btVector3 angvel(ang_velX,ang_velY,ang_velZ);
 | |
| 	if (m_object && angvel.length2() > (SIMD_EPSILON*SIMD_EPSILON))
 | |
| 	{
 | |
| 		m_object->activate(true);
 | |
| 		if (m_object->isStaticObject())
 | |
| 		{
 | |
| 			m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
 | |
| 		} else
 | |
| 		{
 | |
| 			btTransform xform = m_object->getWorldTransform();
 | |
| 			if (local)
 | |
| 			{
 | |
| 				angvel	= xform.getBasis()*angvel;
 | |
| 			}
 | |
| 			btRigidBody* body = GetRigidBody();
 | |
| 			if (body)
 | |
| 				body->setAngularVelocity(angvel);
 | |
| 
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| }
 | |
| void		CcdPhysicsController::SetLinearVelocity(float lin_velX,float lin_velY,float lin_velZ,bool local)
 | |
| {
 | |
| 
 | |
| 	btVector3 linVel(lin_velX,lin_velY,lin_velZ);
 | |
| 	if (m_object/* && linVel.length2() > (SIMD_EPSILON*SIMD_EPSILON)*/)
 | |
| 	{
 | |
| 		m_object->activate(true);
 | |
| 		if (m_object->isStaticObject())
 | |
| 		{
 | |
| 			m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
 | |
| 			return;
 | |
| 		}
 | |
| 		
 | |
| 		btSoftBody* soft = GetSoftBody();
 | |
| 		if (soft)
 | |
| 		{
 | |
| 			if (local)
 | |
| 			{
 | |
| 				linVel	= m_softbodyStartTrans.getBasis()*linVel;
 | |
| 			}
 | |
| 			soft->setVelocity(linVel);
 | |
| 		} else
 | |
| 		{
 | |
| 			btTransform xform = m_object->getWorldTransform();
 | |
| 			if (local)
 | |
| 			{
 | |
| 				linVel	= xform.getBasis()*linVel;
 | |
| 			}
 | |
| 			btRigidBody* body = GetRigidBody();
 | |
| 			if (body)
 | |
| 				body->setLinearVelocity(linVel);
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| void		CcdPhysicsController::applyImpulse(float attachX,float attachY,float attachZ, float impulseX,float impulseY,float impulseZ)
 | |
| {
 | |
| 	btVector3 impulse(impulseX,impulseY,impulseZ);
 | |
| 
 | |
| 	if (m_object && impulse.length2() > (SIMD_EPSILON*SIMD_EPSILON))
 | |
| 	{
 | |
| 		m_object->activate();
 | |
| 		if (m_object->isStaticObject())
 | |
| 		{
 | |
| 			m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
 | |
| 		}
 | |
| 		
 | |
| 		btVector3 pos(attachX,attachY,attachZ);
 | |
| 		btRigidBody* body = GetRigidBody();
 | |
| 		if (body)
 | |
| 			body->applyImpulse(impulse,pos);
 | |
| 			
 | |
| 	}
 | |
| 
 | |
| }
 | |
| void		CcdPhysicsController::SetActive(bool active)
 | |
| {
 | |
| }
 | |
| 		// reading out information from physics
 | |
| void		CcdPhysicsController::GetLinearVelocity(float& linvX,float& linvY,float& linvZ)
 | |
| {
 | |
| 	btRigidBody* body = GetRigidBody();
 | |
| 	if (body)
 | |
| 	{
 | |
| 		const btVector3& linvel = body->getLinearVelocity();
 | |
| 		linvX = linvel.x();
 | |
| 		linvY = linvel.y();
 | |
| 		linvZ = linvel.z();
 | |
| 	} else
 | |
| 	{
 | |
| 		linvX = 0.f;
 | |
| 		linvY = 0.f;
 | |
| 		linvZ = 0.f;
 | |
| 	}
 | |
| 
 | |
| }
 | |
| 
 | |
| void		CcdPhysicsController::GetAngularVelocity(float& angVelX,float& angVelY,float& angVelZ)
 | |
| {
 | |
| 	btRigidBody* body = GetRigidBody();
 | |
| 	if (body)
 | |
| 	{
 | |
| 		const btVector3& angvel= body->getAngularVelocity();
 | |
| 		angVelX = angvel.x();
 | |
| 		angVelY = angvel.y();
 | |
| 		angVelZ = angvel.z();
 | |
| 	} else
 | |
| 	{
 | |
| 		angVelX = 0.f;
 | |
| 		angVelY = 0.f;
 | |
| 		angVelZ = 0.f;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void		CcdPhysicsController::GetVelocity(const float posX,const float posY,const float posZ,float& linvX,float& linvY,float& linvZ)
 | |
| {
 | |
| 	btVector3 pos(posX,posY,posZ);
 | |
| 	btRigidBody* body = GetRigidBody();
 | |
| 	if (body)
 | |
| 	{
 | |
| 		btVector3 linvel = body->getVelocityInLocalPoint(pos);
 | |
| 		linvX = linvel.x();
 | |
| 		linvY = linvel.y();
 | |
| 		linvZ = linvel.z();
 | |
| 	} else
 | |
| 	{
 | |
| 		linvX = 0.f;
 | |
| 		linvY = 0.f;
 | |
| 		linvZ = 0.f;
 | |
| 	}
 | |
| }
 | |
| void		CcdPhysicsController::getReactionForce(float& forceX,float& forceY,float& forceZ)
 | |
| {
 | |
| }
 | |
| 
 | |
| 		// dyna's that are rigidbody are free in orientation, dyna's with non-rigidbody are restricted 
 | |
| void		CcdPhysicsController::setRigidBody(bool rigid)
 | |
| {
 | |
| 	if (!rigid)
 | |
| 	{
 | |
| 		btRigidBody* body = GetRigidBody();
 | |
| 		if (body)
 | |
| 		{
 | |
| 			//fake it for now
 | |
| 			btVector3 inertia = body->getInvInertiaDiagLocal();
 | |
| 			inertia[1] = 0.f;
 | |
| 			body->setInvInertiaDiagLocal(inertia);
 | |
| 			body->updateInertiaTensor();
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 		// clientinfo for raycasts for example
 | |
| void*		CcdPhysicsController::getNewClientInfo()
 | |
| {
 | |
| 	return m_newClientInfo;
 | |
| }
 | |
| void		CcdPhysicsController::setNewClientInfo(void* clientinfo)
 | |
| {
 | |
| 	m_newClientInfo = clientinfo;
 | |
| }
 | |
| 
 | |
| 
 | |
| void	CcdPhysicsController::UpdateDeactivation(float timeStep)
 | |
| {
 | |
| 	btRigidBody* body = GetRigidBody();
 | |
| 	if (body)
 | |
| 	{
 | |
| 		body->updateDeactivation( timeStep);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| bool CcdPhysicsController::wantsSleeping()
 | |
| {
 | |
| 	btRigidBody* body = GetRigidBody();
 | |
| 	if (body)
 | |
| 	{
 | |
| 		return body->wantsSleeping();
 | |
| 	}
 | |
| 	//check it out
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| PHY_IPhysicsController*	CcdPhysicsController::GetReplica()
 | |
| {
 | |
| 	// This is used only to replicate Near and Radar sensor controllers
 | |
| 	// The replication of object physics controller is done in KX_BulletPhysicsController::GetReplica()
 | |
| 	CcdConstructionInfo cinfo = m_cci;
 | |
| 	if (m_shapeInfo)
 | |
| 	{
 | |
| 		// This situation does not normally happen
 | |
| 		cinfo.m_collisionShape = m_shapeInfo->CreateBulletShape();
 | |
| 	} 
 | |
| 	else if (m_collisionShape)
 | |
| 	{
 | |
| 		switch (m_collisionShape->getShapeType())
 | |
| 		{
 | |
| 		case SPHERE_SHAPE_PROXYTYPE:
 | |
| 			{
 | |
| 				btSphereShape* orgShape = (btSphereShape*)m_collisionShape;
 | |
| 				cinfo.m_collisionShape = new btSphereShape(*orgShape);
 | |
| 				break;
 | |
| 			}
 | |
| 
 | |
| 		case CONE_SHAPE_PROXYTYPE:
 | |
| 			{
 | |
| 				btConeShape* orgShape = (btConeShape*)m_collisionShape;
 | |
| 				cinfo.m_collisionShape = new btConeShape(*orgShape);
 | |
| 				break;
 | |
| 			}
 | |
| 
 | |
| 		default:
 | |
| 			{
 | |
| 				return 0;
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	cinfo.m_MotionState = new DefaultMotionState();
 | |
| 	cinfo.m_shapeInfo = m_shapeInfo;
 | |
| 
 | |
| 	CcdPhysicsController* replica = new CcdPhysicsController(cinfo);
 | |
| 	return replica;
 | |
| }
 | |
| 
 | |
| ///////////////////////////////////////////////////////////
 | |
| ///A small utility class, DefaultMotionState
 | |
| ///
 | |
| ///////////////////////////////////////////////////////////
 | |
| 
 | |
| DefaultMotionState::DefaultMotionState()
 | |
| {
 | |
| 	m_worldTransform.setIdentity();
 | |
| 	m_localScaling.setValue(1.f,1.f,1.f);
 | |
| }
 | |
| 
 | |
| 
 | |
| DefaultMotionState::~DefaultMotionState()
 | |
| {
 | |
| 
 | |
| }
 | |
| 
 | |
| void	DefaultMotionState::getWorldPosition(float& posX,float& posY,float& posZ)
 | |
| {
 | |
| 	posX = m_worldTransform.getOrigin().x();
 | |
| 	posY = m_worldTransform.getOrigin().y();
 | |
| 	posZ = m_worldTransform.getOrigin().z();
 | |
| }
 | |
| 
 | |
| void	DefaultMotionState::getWorldScaling(float& scaleX,float& scaleY,float& scaleZ)
 | |
| {
 | |
| 	scaleX = m_localScaling.getX();
 | |
| 	scaleY = m_localScaling.getY();
 | |
| 	scaleZ = m_localScaling.getZ();
 | |
| }
 | |
| 
 | |
| 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];
 | |
| }
 | |
| 		
 | |
| void	DefaultMotionState::setWorldPosition(float posX,float posY,float posZ)
 | |
| {
 | |
| 	btPoint3 pos(posX,posY,posZ);
 | |
| 	m_worldTransform.setOrigin( pos );
 | |
| }
 | |
| 
 | |
| void	DefaultMotionState::setWorldOrientation(float quatIma0,float quatIma1,float quatIma2,float quatReal)
 | |
| {
 | |
| 	btQuaternion orn(quatIma0,quatIma1,quatIma2,quatReal);
 | |
| 	m_worldTransform.setRotation( orn );
 | |
| }
 | |
| 		
 | |
| void	DefaultMotionState::calculateWorldTransformations()
 | |
| {
 | |
| 
 | |
| }
 | |
| 
 | |
| // Shape constructor
 | |
| std::map<RAS_MeshObject*, CcdShapeConstructionInfo*> CcdShapeConstructionInfo::m_meshShapeMap;
 | |
| 
 | |
| CcdShapeConstructionInfo* CcdShapeConstructionInfo::FindMesh(RAS_MeshObject* mesh, bool polytope)
 | |
| {
 | |
| 	if (polytope)
 | |
| 		// not yet supported
 | |
| 		return NULL;
 | |
| 
 | |
| 	std::map<RAS_MeshObject*,CcdShapeConstructionInfo*>::const_iterator mit = m_meshShapeMap.find(mesh);
 | |
| 	if (mit != m_meshShapeMap.end())
 | |
| 		return mit->second;
 | |
| 	return NULL;
 | |
| }
 | |
| 
 | |
| bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, bool polytope,bool useGimpact)
 | |
| {
 | |
| 	m_useGimpact = useGimpact;
 | |
| 
 | |
| 	// assume no shape information
 | |
| 	// no support for dynamic change of shape yet
 | |
| 	assert(m_meshObject == NULL);
 | |
| 	m_shapeType = PHY_SHAPE_NONE;
 | |
| 	m_vertexArray.clear();
 | |
| 	m_polygonIndexArray.clear();
 | |
| 	m_meshObject = NULL;
 | |
| 
 | |
| 	if (!meshobj)
 | |
| 		return false;
 | |
| 
 | |
| 	// Mesh has no polygons!
 | |
| 	int numpolys = meshobj->NumPolygons();
 | |
| 	if (!numpolys)
 | |
| 	{
 | |
| 		return false;
 | |
| 	}
 | |
| 
 | |
| 	// check that we have at least one colliding polygon
 | |
| 	int numvalidpolys = 0;
 | |
| 
 | |
| 	for (int p=0; p<numpolys; p++)
 | |
| 	{
 | |
| 		RAS_Polygon* poly = meshobj->GetPolygon(p);
 | |
| 
 | |
| 		// only add polygons that have the collisionflag set
 | |
| 		if (poly->IsCollider())
 | |
| 		{
 | |
| 			numvalidpolys++;
 | |
| 			break;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// No collision polygons
 | |
| 	if (numvalidpolys < 1)
 | |
| 		return false;
 | |
| 
 | |
| 	m_shapeType = (polytope) ? PHY_SHAPE_POLYTOPE : PHY_SHAPE_MESH;
 | |
| 
 | |
| 	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 = poly->GetVertex(i)->getXYZ();
 | |
| 					btPoint3 point(vtx[0],vtx[1],vtx[2]);
 | |
| 					//avoid duplicates (could better directly use vertex offsets, rather than a vertex compare)
 | |
| 					bool found = false;
 | |
| 					for (int j=0;j<m_vertexArray.size();j++)
 | |
| 					{
 | |
| 						if (m_vertexArray[j]==point)
 | |
| 						{
 | |
| 							found = true;
 | |
| 							break;
 | |
| 						}
 | |
| 					}
 | |
| 					if (!found)
 | |
| 						m_vertexArray.push_back(point);
 | |
| 
 | |
| 					numvalidpolys++;
 | |
| 				}
 | |
| 			} else
 | |
| 			{
 | |
| 				{
 | |
| 					const float* vtx = poly->GetVertex(2)->getXYZ();
 | |
| 					btPoint3 vertex0(vtx[0],vtx[1],vtx[2]);
 | |
| 
 | |
| 					vtx = poly->GetVertex(1)->getXYZ();
 | |
| 					btPoint3 vertex1(vtx[0],vtx[1],vtx[2]);
 | |
| 
 | |
| 					vtx = poly->GetVertex(0)->getXYZ();
 | |
| 					btPoint3 vertex2(vtx[0],vtx[1],vtx[2]);
 | |
| 
 | |
| 					m_vertexArray.push_back(vertex0);
 | |
| 					m_vertexArray.push_back(vertex1);
 | |
| 					m_vertexArray.push_back(vertex2);
 | |
| 					m_polygonIndexArray.push_back(p2);
 | |
| 					numvalidpolys++;
 | |
| 				}
 | |
| 				if (poly->VertexCount() == 4)
 | |
| 				{
 | |
| 					const float* vtx = poly->GetVertex(3)->getXYZ();
 | |
| 					btPoint3 vertex0(vtx[0],vtx[1],vtx[2]);
 | |
| 
 | |
| 					vtx = poly->GetVertex(2)->getXYZ();
 | |
| 					btPoint3 vertex1(vtx[0],vtx[1],vtx[2]);
 | |
| 
 | |
| 					vtx = poly->GetVertex(0)->getXYZ();
 | |
| 					btPoint3 vertex2(vtx[0],vtx[1],vtx[2]);
 | |
| 
 | |
| 					m_vertexArray.push_back(vertex0);
 | |
| 					m_vertexArray.push_back(vertex1);
 | |
| 					m_vertexArray.push_back(vertex2);
 | |
| 					m_polygonIndexArray.push_back(p2);
 | |
| 					numvalidpolys++;
 | |
| 				}
 | |
| 			}		
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	if (!numvalidpolys)
 | |
| 	{
 | |
| 		// should not happen
 | |
| 		m_shapeType = PHY_SHAPE_NONE;
 | |
| 		return false;
 | |
| 	}
 | |
| 	m_meshObject = meshobj;
 | |
| 	if (!polytope)
 | |
| 	{
 | |
| 		// triangle shape can be shared, store the mesh object in the map
 | |
| 		m_meshShapeMap.insert(std::pair<RAS_MeshObject*,CcdShapeConstructionInfo*>(meshobj,this));
 | |
| 	}
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| btCollisionShape* CcdShapeConstructionInfo::CreateBulletShape()
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| {
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| 	btCollisionShape* collisionShape = 0;
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| 	btTriangleMeshShape* concaveShape = 0;
 | |
| 	btTriangleMesh* collisionMeshData = 0;
 | |
| 	btCompoundShape* compoundShape = 0;
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| 	CcdShapeConstructionInfo* nextShapeInfo;
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| 
 | |
| 	switch (m_shapeType) 
 | |
| 	{
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| 	case PHY_SHAPE_NONE:
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| 		break;
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| 
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| 	case PHY_SHAPE_BOX:
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| 		collisionShape = new btBoxShape(m_halfExtend);
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| 		break;
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| 
 | |
| 	case PHY_SHAPE_SPHERE:
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| 		collisionShape = new btSphereShape(m_radius);
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| 		break;
 | |
| 
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| 	case PHY_SHAPE_CYLINDER:
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| 		collisionShape = new btCylinderShapeZ(m_halfExtend);
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| 		break;
 | |
| 
 | |
| 	case PHY_SHAPE_CONE:
 | |
| 		collisionShape = new btConeShapeZ(m_radius, m_height);
 | |
| 		break;
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| 
 | |
| 	case PHY_SHAPE_POLYTOPE:
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| 		collisionShape = new btConvexHullShape(&m_vertexArray.begin()->getX(), m_vertexArray.size());
 | |
| 		break;
 | |
| 
 | |
| 	case PHY_SHAPE_MESH:
 | |
| 		// Let's use the latest btScaledBvhTriangleMeshShape: it allows true sharing of 
 | |
| 		// triangle mesh information between duplicates => drastic performance increase when 
 | |
| 		// duplicating complex mesh objects. 
 | |
| 		// BUT it causes a small performance decrease when sharing is not required: 
 | |
| 		// 9 multiplications/additions and one function call for each triangle that passes the mid phase filtering
 | |
| 		// One possible optimization is to use directly the btBvhTriangleMeshShape when the scale is 1,1,1
 | |
| 		// and btScaledBvhTriangleMeshShape otherwise.
 | |
| 		if (m_useGimpact)
 | |
| 		{
 | |
| 				collisionMeshData = new btTriangleMesh();
 | |
| 				
 | |
| 
 | |
| 				// m_vertexArray is necessarily a multiple of 3
 | |
| 				for (std::vector<btPoint3>::iterator it=m_vertexArray.begin(); it != m_vertexArray.end(); )
 | |
| 				{
 | |
| 					collisionMeshData->addTriangle(*it++,*it++,*it++);
 | |
| 				}
 | |
| 				btGImpactMeshShape* gimpactShape =  new btGImpactMeshShape(collisionMeshData);
 | |
| 
 | |
| 				collisionShape = gimpactShape;
 | |
| 				gimpactShape->updateBound();
 | |
| 
 | |
| 		} else
 | |
| 		{
 | |
| 			if (!m_unscaledShape)
 | |
| 			{
 | |
| 				collisionMeshData = new btTriangleMesh(true,false);
 | |
| 				collisionMeshData->m_weldingThreshold = m_weldingThreshold;
 | |
| 
 | |
| 				// m_vertexArray is necessarily a multiple of 3
 | |
| 				for (std::vector<btPoint3>::iterator it=m_vertexArray.begin(); it != m_vertexArray.end(); )
 | |
| 				{
 | |
| 					collisionMeshData->addTriangle(*it++,*it++,*it++);
 | |
| 				}
 | |
| 				// this shape will be shared and not deleted until shapeInfo is deleted
 | |
| 				m_unscaledShape = new btBvhTriangleMeshShape( collisionMeshData, true );
 | |
| 				m_unscaledShape->recalcLocalAabb();
 | |
| 			}
 | |
| 			collisionShape = new btScaledBvhTriangleMeshShape(m_unscaledShape, btVector3(1.0f,1.0f,1.0f));
 | |
| 		}
 | |
| 		break;
 | |
| 
 | |
| 	case PHY_SHAPE_COMPOUND:
 | |
| 		if (m_shapeArray.size() > 0)
 | |
| 		{
 | |
| 			compoundShape = new btCompoundShape();
 | |
| 			for (std::vector<CcdShapeConstructionInfo*>::iterator sit = m_shapeArray.begin();
 | |
| 				 sit != m_shapeArray.end();
 | |
| 				 sit++)
 | |
| 			{
 | |
| 				collisionShape = (*sit)->CreateBulletShape();
 | |
| 				if (collisionShape)
 | |
| 				{
 | |
| 					collisionShape->setLocalScaling((*sit)->m_childScale);
 | |
| 					compoundShape->addChildShape((*sit)->m_childTrans, collisionShape);
 | |
| 				}
 | |
| 			}
 | |
| 			collisionShape = compoundShape;
 | |
| 		}
 | |
| 	}
 | |
| 	return collisionShape;
 | |
| }
 | |
| 
 | |
| void CcdShapeConstructionInfo::AddShape(CcdShapeConstructionInfo* shapeInfo)
 | |
| {
 | |
| 	m_shapeArray.push_back(shapeInfo);
 | |
| }
 | |
| 
 | |
| CcdShapeConstructionInfo::~CcdShapeConstructionInfo()
 | |
| {
 | |
| 	for (std::vector<CcdShapeConstructionInfo*>::iterator sit = m_shapeArray.begin();
 | |
| 		 sit != m_shapeArray.end();
 | |
| 		 sit++)
 | |
| 	{
 | |
| 		(*sit)->Release();
 | |
| 	}
 | |
| 	m_shapeArray.clear();
 | |
| 	if (m_unscaledShape)
 | |
| 	{
 | |
| 		DeleteBulletShape(m_unscaledShape);
 | |
| 	}
 | |
| 	m_vertexArray.clear();
 | |
| 	if (m_shapeType == PHY_SHAPE_MESH && m_meshObject != NULL) 
 | |
| 	{
 | |
| 		std::map<RAS_MeshObject*,CcdShapeConstructionInfo*>::iterator mit = m_meshShapeMap.find(m_meshObject);
 | |
| 		if (mit != m_meshShapeMap.end() && mit->second == this)
 | |
| 		{
 | |
| 			m_meshShapeMap.erase(mit);
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 
 |