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Merge pull request #14932 from AndrewMeadows/allow-kinematic-mesh
Case 21227: don't enforce MOTION_TYPE_STATIC on mesh shapes
This commit is contained in:
commit
c0240d2431
2 changed files with 32 additions and 51 deletions
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@ -1923,25 +1923,19 @@ void EntityItem::setRotation(glm::quat rotation) {
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void EntityItem::setVelocity(const glm::vec3& value) {
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glm::vec3 velocity = getLocalVelocity();
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if (velocity != value) {
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if (getShapeType() == SHAPE_TYPE_STATIC_MESH) {
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if (velocity != Vectors::ZERO) {
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setLocalVelocity(Vectors::ZERO);
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}
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} else {
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float speed = glm::length(value);
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if (!glm::isnan(speed)) {
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const float MIN_LINEAR_SPEED = 0.001f;
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const float MAX_LINEAR_SPEED = 270.0f; // 3m per step at 90Hz
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if (speed < MIN_LINEAR_SPEED) {
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velocity = ENTITY_ITEM_ZERO_VEC3;
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} else if (speed > MAX_LINEAR_SPEED) {
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velocity = (MAX_LINEAR_SPEED / speed) * value;
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} else {
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velocity = value;
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}
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setLocalVelocity(velocity);
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_flags |= Simulation::DIRTY_LINEAR_VELOCITY;
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float speed = glm::length(value);
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if (!glm::isnan(speed)) {
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const float MIN_LINEAR_SPEED = 0.001f;
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const float MAX_LINEAR_SPEED = 270.0f; // 3m per step at 90Hz
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if (speed < MIN_LINEAR_SPEED) {
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velocity = ENTITY_ITEM_ZERO_VEC3;
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} else if (speed > MAX_LINEAR_SPEED) {
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velocity = (MAX_LINEAR_SPEED / speed) * value;
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} else {
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velocity = value;
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}
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setLocalVelocity(velocity);
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_flags |= Simulation::DIRTY_LINEAR_VELOCITY;
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}
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}
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}
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@ -1959,19 +1953,15 @@ void EntityItem::setDamping(float value) {
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void EntityItem::setGravity(const glm::vec3& value) {
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withWriteLock([&] {
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if (_gravity != value) {
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if (getShapeType() == SHAPE_TYPE_STATIC_MESH) {
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_gravity = Vectors::ZERO;
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} else {
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float magnitude = glm::length(value);
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if (!glm::isnan(magnitude)) {
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const float MAX_ACCELERATION_OF_GRAVITY = 10.0f * 9.8f; // 10g
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if (magnitude > MAX_ACCELERATION_OF_GRAVITY) {
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_gravity = (MAX_ACCELERATION_OF_GRAVITY / magnitude) * value;
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} else {
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_gravity = value;
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}
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_flags |= Simulation::DIRTY_LINEAR_VELOCITY;
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float magnitude = glm::length(value);
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if (!glm::isnan(magnitude)) {
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const float MAX_ACCELERATION_OF_GRAVITY = 10.0f * 9.8f; // 10g
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if (magnitude > MAX_ACCELERATION_OF_GRAVITY) {
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_gravity = (MAX_ACCELERATION_OF_GRAVITY / magnitude) * value;
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} else {
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_gravity = value;
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}
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_flags |= Simulation::DIRTY_LINEAR_VELOCITY;
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}
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}
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});
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@ -1980,23 +1970,19 @@ void EntityItem::setGravity(const glm::vec3& value) {
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void EntityItem::setAngularVelocity(const glm::vec3& value) {
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glm::vec3 angularVelocity = getLocalAngularVelocity();
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if (angularVelocity != value) {
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if (getShapeType() == SHAPE_TYPE_STATIC_MESH) {
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setLocalAngularVelocity(Vectors::ZERO);
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} else {
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float speed = glm::length(value);
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if (!glm::isnan(speed)) {
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const float MIN_ANGULAR_SPEED = 0.0002f;
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const float MAX_ANGULAR_SPEED = 9.0f * TWO_PI; // 1/10 rotation per step at 90Hz
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if (speed < MIN_ANGULAR_SPEED) {
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angularVelocity = ENTITY_ITEM_ZERO_VEC3;
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} else if (speed > MAX_ANGULAR_SPEED) {
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angularVelocity = (MAX_ANGULAR_SPEED / speed) * value;
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} else {
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angularVelocity = value;
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}
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setLocalAngularVelocity(angularVelocity);
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_flags |= Simulation::DIRTY_ANGULAR_VELOCITY;
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float speed = glm::length(value);
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if (!glm::isnan(speed)) {
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const float MIN_ANGULAR_SPEED = 0.0002f;
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const float MAX_ANGULAR_SPEED = 9.0f * TWO_PI; // 1/10 rotation per step at 90Hz
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if (speed < MIN_ANGULAR_SPEED) {
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angularVelocity = ENTITY_ITEM_ZERO_VEC3;
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} else if (speed > MAX_ANGULAR_SPEED) {
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angularVelocity = (MAX_ANGULAR_SPEED / speed) * value;
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} else {
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angularVelocity = value;
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}
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setLocalAngularVelocity(angularVelocity);
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_flags |= Simulation::DIRTY_ANGULAR_VELOCITY;
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}
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}
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}
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@ -203,11 +203,6 @@ PhysicsMotionType EntityMotionState::computePhysicsMotionType() const {
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}
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assert(entityTreeIsLocked());
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if (_entity->getShapeType() == SHAPE_TYPE_STATIC_MESH
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|| (_body && _body->getCollisionShape()->getShapeType() == TRIANGLE_MESH_SHAPE_PROXYTYPE)) {
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return MOTION_TYPE_STATIC;
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}
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if (_entity->getLocked()) {
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if (_entity->isMoving()) {
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return MOTION_TYPE_KINEMATIC;
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