Commit: 0b4a71b07245d5370a02fae4dbde9195c9c58881 Author: Thomas Szepe Date: Sun Mar 22 17:55:43 2015 +0100 Branches: master https://developer.blender.org/rB0b4a71b07245d5370a02fae4dbde9195c9c58881
BGE: Add physics constraints replication This patch will add a physics constraints replication for group instances (dupli group). It also fix crashing when when a group instance is made from a linked group instance and both are on the active layer. Initial patch T31443 from moerdn (Martin Sell). Reviewers: lordloki, sergof, moguri, sybren Reviewed By: moguri, sybren Differential Revision: https://developer.blender.org/D658 =================================================================== M source/gameengine/Converter/BL_BlenderDataConversion.cpp M source/gameengine/Ketsji/KX_GameObject.cpp M source/gameengine/Ketsji/KX_GameObject.h M source/gameengine/Ketsji/KX_Scene.cpp M source/gameengine/Physics/Bullet/CcdPhysicsController.cpp M source/gameengine/Physics/Bullet/CcdPhysicsController.h M source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp M source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h M source/gameengine/Physics/common/PHY_IPhysicsController.h M source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h =================================================================== diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index 7e0588f..cd2e215 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -1741,6 +1741,16 @@ static KX_GameObject* getGameOb(STR_String busc,CListValue* sumolist) } +static bool bl_isConstraintInList(KX_GameObject *gameobj, set<KX_GameObject*> convertedlist) +{ + set<KX_GameObject*>::iterator gobit; + for (gobit = convertedlist.begin(); gobit != convertedlist.end(); gobit++) { + if ((*gobit)->GetName() == gameobj->GetName()) + return true; + } + return false; +} + /* helper for BL_ConvertBlenderObjects, avoids code duplication * note: all var names match args are passed from the caller */ static void bl_ConvertBlenderObject_Single( @@ -1900,6 +1910,12 @@ void BL_ConvertBlenderObjects(struct Main* maggie, // is not in a separate thread. BL_Texture::GetMaxUnits(); + /* We have to ensure that group definitions are only converted once + * push all converted group members to this set. + * This will happen when a group instance is made from a linked group instance + * and both are on the active layer. */ + set<KX_GameObject*> convertedlist; + if (alwaysUseExpandFraming) { frame_type = RAS_FrameSettings::e_frame_extend; aspect_width = canvas->GetWidth(); @@ -2031,6 +2047,11 @@ void BL_ConvertBlenderObjects(struct Main* maggie, converter, libloading); + /* Insert object to the constraint game object list + * so we can check later if there is a instance in the scene or + * an instance and its actual group definition. */ + convertedlist.insert((KX_GameObject*)gameobj->AddRef()); + bool isInActiveLayer = false; if (gameobj) { @@ -2270,93 +2291,50 @@ void BL_ConvertBlenderObjects(struct Main* maggie, // create physics joints for (i=0;i<sumolist->GetCount();i++) { - KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i); - struct Object* blenderobject = gameobj->GetBlenderObject(); - ListBase *conlist; + PHY_IPhysicsEnvironment *physEnv = kxscene->GetPhysicsEnvironment(); + KX_GameObject *gameobj = (KX_GameObject *)sumolist->GetValue(i); + struct Object *blenderobject = gameobj->GetBlenderObject(); + ListBase *conlist = get_active_constraints2(blenderobject); bConstraint *curcon; - if ((gameobj->GetLayer()&activeLayerBitInfo)==0) + if (!conlist) continue; - conlist = get_active_constraints2(blenderobject); - if (conlist) { - for (curcon = (bConstraint *)conlist->first; curcon; curcon = (bConstraint *)curcon->next) { - if (curcon->type==CONSTRAINT_TYPE_RIGIDBODYJOINT) { - - bRigidBodyJointConstraint *dat=(bRigidBodyJointConstraint *)curcon->data; + for (curcon = (bConstraint *)conlist->first; curcon; curcon = (bConstraint *)curcon->next) { + if (curcon->type != CONSTRAINT_TYPE_RIGIDBODYJOINT) + continue; - if (!dat->child && !(curcon->flag & CONSTRAINT_OFF)) { + bRigidBodyJointConstraint *dat = (bRigidBodyJointConstraint *)curcon->data; + + /* Skip if no target or a child object is selected or constraints are deactivated */ + if (!dat->tar || dat->child || (curcon->flag & CONSTRAINT_OFF)) + continue; - PHY_IPhysicsController* physctr2 = 0; + /* Store constraints of grouped and instanced objects for all layers */ + gameobj->AddConstraint(dat); + + /* Skipped already converted constraints. + * This will happen when a group instance is made from a linked group instance + * and both are on the active layer. */ + if (bl_isConstraintInList(gameobj, convertedlist)) + continue; - if (dat->tar) { - KX_GameObject *gotar=getGameOb(dat->tar->id.name+2,sumolist); - if (gotar && ((gotar->GetLayer()&activeLayerBitInfo)!=0) && gotar->GetPhysicsController()) - physctr2 = gotar->GetPhysicsController(); - } + KX_GameObject *gotar = getGameOb(dat->tar->id.name + 2, sumolist); - if (gameobj->GetPhysicsController()) { - PHY_IPhysicsController* physctrl = gameobj->GetPhysicsController(); - //we need to pass a full constraint frame, not just axis - - //localConstraintFrameBasis - MT_Matrix3x3 localCFrame(MT_Vector3(dat->axX,dat->axY,dat->axZ)); - MT_Vector3 axis0 = localCFrame.getColumn(0); - MT_Vector3 axis1 = localCFrame.getColumn(1); - MT_Vector3 axis2 = localCFrame.getColumn(2); - - int constraintId = kxscene->GetPhysicsEnvironment()->CreateConstraint(physctrl,physctr2,(PHY_ConstraintType)dat->type,(float)dat->pivX, - (float)dat->pivY,(float)dat->pivZ, - (float)axis0.x(),(float)axis0.y(),(float)axis0.z(), - (float)axis1.x(),(float)axis1.y(),(float)axis1.z(), - (float)axis2.x(),(float)axis2.y(),(float)axis2.z(),dat->flag); - if (constraintId) { - //if it is a generic 6DOF constraint, set all the limits accordingly - if (dat->type == PHY_GENERIC_6DOF_CONSTRAINT) { - int dof; - int dofbit=1; - for (dof=0;dof<6;dof++) { - if (dat->flag & dofbit) { - kxscene->GetPhysicsEnvironment()->SetConstraintParam(constraintId,dof,dat->minLimit[dof],dat->maxLimit[dof]); - } else { - //minLimit > maxLimit means free(disabled limit) for this degree of freedom - kxscene->GetPhysicsEnvironment()->SetConstraintParam(constraintId,dof,1,-1); - } - dofbit<<=1; - } - } else if (dat->type == PHY_CONE_TWIST_CONSTRAINT) { - int dof; - int dofbit = 1<<3; // bitflag use_angular_limit_x - - for (dof=3;dof<6;dof++) { - if (dat->flag & dofbit) { - kxscene->GetPhysicsEnvironment()->SetConstraintParam(constraintId,dof,dat->minLimit[dof],dat->maxLimit[dof]); - } else { - //maxLimit < 0 means free(disabled limit) for this degree of freedom - kxscene->GetPhysicsEnvironment()->SetConstraintParam(constraintId,dof,1,-1); - } - dofbit<<=1; - } - } else if (dat->type == PHY_LINEHINGE_CONSTRAINT) { - int dof = 3; // dof for angular x - int dofbit = 1<<3; // bitflag use_angular_limit_x - - if (dat->flag & dofbit) { - kxscene->GetPhysicsEnvironment()->SetConstraintParam(constraintId,dof, - dat->minLimit[dof],dat->maxLimit[dof]); - } else { - //minLimit > maxLimit means free(disabled limit) for this degree of freedom - kxscene->GetPhysicsEnvironment()->SetConstraintParam(constraintId,dof,1,-1); - } - } - } - } - } - } + if (gotar && (gotar->GetLayer()&activeLayerBitInfo) && gotar->GetPhysicsController() && + (gameobj->GetLayer()&activeLayerBitInfo) && gameobj->GetPhysicsController()) + { + physEnv->SetupObjectConstraints(gameobj, gotar, dat); } } } + /* cleanup converted set of group objects */ + set<KX_GameObject*>::iterator gobit; + for (gobit = convertedlist.begin(); gobit != convertedlist.end(); gobit++) + (*gobit)->Release(); + + convertedlist.clear(); sumolist->Release(); // convert world diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp index 71af263..c8fc64f 100644 --- a/source/gameengine/Ketsji/KX_GameObject.cpp +++ b/source/gameengine/Ketsji/KX_GameObject.cpp @@ -292,6 +292,21 @@ void KX_GameObject::SetDupliGroupObject(KX_GameObject* obj) m_pDupliGroupObject = obj; } +void KX_GameObject::AddConstraint(bRigidBodyJointConstraint *cons) +{ + m_constraints.push_back(cons); +} + +std::vector<bRigidBodyJointConstraint*> KX_GameObject::GetConstraints() +{ + return m_constraints; +} + +void KX_GameObject::ClearConstraints() +{ + m_constraints.clear(); +} + KX_GameObject* KX_GameObject::GetParent() { KX_GameObject* result = NULL; diff --git a/source/gameengine/Ketsji/KX_GameObject.h b/source/gameengine/Ketsji/KX_GameObject.h index 7d1a934..132e72c 100644 --- a/source/gameengine/Ketsji/KX_GameObject.h +++ b/source/gameengine/Ketsji/KX_GameObject.h @@ -49,6 +49,7 @@ #include "CTR_HashedPtr.h" #include "KX_Scene.h" #include "KX_KetsjiEngine.h" /* for m_anim_framerate */ +#include "DNA_constraint_types.h" /* for constraint replication */ #include "DNA_object_types.h" #include "SCA_LogicManager.h" /* for ConvertPythonToGameObject to search object names */ @@ -117,6 +118,7 @@ protected: SG_Node* m_pSGNode; MT_CmMatrix4x4 m_OpenGL_4x4Matrix; + std::vector<bRigidBodyJointConstraint*> m_constraints; KX_ObstacleSimulation* m_pObstacleSimulation; @@ -193,6 +195,14 @@ public: void UpdateBlenderObjectMatrix(Object* blendobj=NULL); + /** + * Used for constraint replication for group instances. + * The list of constraints is filled during data conversion. + */ + void AddConstraint(bRigidBodyJointConstraint *cons); + std::vector<bRigidBodyJointConstraint*> GetConstraints(); + void ClearConstraints(); + /** * Get a pointer to the game object that is the parent of * this object. Or NULL if there is no parent. The returned diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp index d1b1009..47510ba 100644 --- a/source/gameengine/Ketsji/KX_Scene.cpp +++ b/source/gameengine/Ketsji/KX_Scene.cpp @@ -848,6 +848,12 @@ void KX_Scene::DupliGroupRecurse(CValue* obj, int level) // now look if object in the hierarchy have dupli group and recurse for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git) { + /* Replicate all constraints. */ + if ((*git)->GetPhysicsController()) { + (*git)->GetPhysicsController()->ReplicateConstraints((*git), m_logicHierarchicalGameObjects); + (*git)->ClearConstraints(); + } + if ((*git) != groupobj && (*git)->IsDupliGroup()) // can't instantiate group immediately as it destroys m_logicHierarchicalGameObjects duplilist.push_back((*git)); diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp index 44c4e28..5adff8f 100644 --- a/source/gameengine/Physic @@ Diff output truncated at 10240 characters. @@ _______________________________________________ Bf-blender-cvs mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-blender-cvs
