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Merge pull request #4139 from AndrewMeadows/bispinor
lower cost when failing to add entity to physics engine
This commit is contained in:
commit
08e8694ae1
2 changed files with 51 additions and 54 deletions
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@ -60,14 +60,17 @@ void PhysicsEngine::addEntityInternal(EntityItem* entity) {
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assert(entity);
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void* physicsInfo = entity->getPhysicsInfo();
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if (!physicsInfo) {
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EntityMotionState* motionState = new EntityMotionState(entity);
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if (addObject(motionState)) {
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ShapeInfo shapeInfo;
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entity->computeShapeInfo(shapeInfo);
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btCollisionShape* shape = _shapeManager.getShape(shapeInfo);
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if (shape) {
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EntityMotionState* motionState = new EntityMotionState(entity);
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entity->setPhysicsInfo(static_cast<void*>(motionState));
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_entityMotionStates.insert(motionState);
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addObject(shapeInfo, shape, motionState);
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} else {
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// We failed to add the entity to the simulation. Probably because we couldn't create a shape for it.
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//qDebug() << "failed to add entity " << entity->getEntityItemID() << " to physics engine";
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delete motionState;
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}
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}
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}
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@ -244,59 +247,53 @@ void PhysicsEngine::stepSimulation() {
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// CF_DISABLE_VISUALIZE_OBJECT = 32, //disable debug drawing
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// CF_DISABLE_SPU_COLLISION_PROCESSING = 64//disable parallel/SPU processing
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bool PhysicsEngine::addObject(ObjectMotionState* motionState) {
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void PhysicsEngine::addObject(const ShapeInfo& shapeInfo, btCollisionShape* shape, ObjectMotionState* motionState) {
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assert(shape);
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assert(motionState);
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ShapeInfo shapeInfo;
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motionState->computeShapeInfo(shapeInfo);
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btCollisionShape* shape = _shapeManager.getShape(shapeInfo);
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if (shape) {
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btVector3 inertia(0.0f, 0.0f, 0.0f);
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float mass = 0.0f;
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btRigidBody* body = NULL;
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switch(motionState->computeMotionType()) {
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case MOTION_TYPE_KINEMATIC: {
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body = new btRigidBody(mass, motionState, shape, inertia);
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body->setCollisionFlags(btCollisionObject::CF_KINEMATIC_OBJECT);
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body->updateInertiaTensor();
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motionState->_body = body;
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motionState->addKinematicController();
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const float KINEMATIC_LINEAR_VELOCITY_THRESHOLD = 0.01f; // 1 cm/sec
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const float KINEMATIC_ANGULAR_VELOCITY_THRESHOLD = 0.01f; // ~1 deg/sec
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body->setSleepingThresholds(KINEMATIC_LINEAR_VELOCITY_THRESHOLD, KINEMATIC_ANGULAR_VELOCITY_THRESHOLD);
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break;
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}
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case MOTION_TYPE_DYNAMIC: {
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mass = motionState->computeMass(shapeInfo);
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shape->calculateLocalInertia(mass, inertia);
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body = new btRigidBody(mass, motionState, shape, inertia);
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body->updateInertiaTensor();
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motionState->_body = body;
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motionState->updateObjectVelocities();
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// NOTE: Bullet will deactivate any object whose velocity is below these thresholds for longer than 2 seconds.
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// (the 2 seconds is determined by: static btRigidBody::gDeactivationTime
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const float DYNAMIC_LINEAR_VELOCITY_THRESHOLD = 0.05f; // 5 cm/sec
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const float DYNAMIC_ANGULAR_VELOCITY_THRESHOLD = 0.087266f; // ~5 deg/sec
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body->setSleepingThresholds(DYNAMIC_LINEAR_VELOCITY_THRESHOLD, DYNAMIC_ANGULAR_VELOCITY_THRESHOLD);
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break;
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}
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case MOTION_TYPE_STATIC:
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default: {
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body = new btRigidBody(mass, motionState, shape, inertia);
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body->setCollisionFlags(btCollisionObject::CF_STATIC_OBJECT);
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body->updateInertiaTensor();
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motionState->_body = body;
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break;
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}
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btVector3 inertia(0.0f, 0.0f, 0.0f);
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float mass = 0.0f;
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btRigidBody* body = NULL;
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switch(motionState->computeMotionType()) {
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case MOTION_TYPE_KINEMATIC: {
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body = new btRigidBody(mass, motionState, shape, inertia);
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body->setCollisionFlags(btCollisionObject::CF_KINEMATIC_OBJECT);
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body->updateInertiaTensor();
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motionState->_body = body;
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motionState->addKinematicController();
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const float KINEMATIC_LINEAR_VELOCITY_THRESHOLD = 0.01f; // 1 cm/sec
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const float KINEMATIC_ANGULAR_VELOCITY_THRESHOLD = 0.01f; // ~1 deg/sec
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body->setSleepingThresholds(KINEMATIC_LINEAR_VELOCITY_THRESHOLD, KINEMATIC_ANGULAR_VELOCITY_THRESHOLD);
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break;
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}
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case MOTION_TYPE_DYNAMIC: {
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mass = motionState->computeMass(shapeInfo);
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shape->calculateLocalInertia(mass, inertia);
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body = new btRigidBody(mass, motionState, shape, inertia);
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body->updateInertiaTensor();
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motionState->_body = body;
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motionState->updateObjectVelocities();
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// NOTE: Bullet will deactivate any object whose velocity is below these thresholds for longer than 2 seconds.
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// (the 2 seconds is determined by: static btRigidBody::gDeactivationTime
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const float DYNAMIC_LINEAR_VELOCITY_THRESHOLD = 0.05f; // 5 cm/sec
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const float DYNAMIC_ANGULAR_VELOCITY_THRESHOLD = 0.087266f; // ~5 deg/sec
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body->setSleepingThresholds(DYNAMIC_LINEAR_VELOCITY_THRESHOLD, DYNAMIC_ANGULAR_VELOCITY_THRESHOLD);
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break;
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}
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case MOTION_TYPE_STATIC:
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default: {
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body = new btRigidBody(mass, motionState, shape, inertia);
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body->setCollisionFlags(btCollisionObject::CF_STATIC_OBJECT);
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body->updateInertiaTensor();
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motionState->_body = body;
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break;
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}
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// wtf?
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body->setFlags(BT_DISABLE_WORLD_GRAVITY);
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body->setRestitution(motionState->_restitution);
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body->setFriction(motionState->_friction);
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body->setDamping(motionState->_linearDamping, motionState->_angularDamping);
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_dynamicsWorld->addRigidBody(body);
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return true;
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}
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return false;
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body->setFlags(BT_DISABLE_WORLD_GRAVITY);
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body->setRestitution(motionState->_restitution);
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body->setFriction(motionState->_friction);
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body->setDamping(motionState->_linearDamping, motionState->_angularDamping);
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_dynamicsWorld->addRigidBody(body);
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}
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bool PhysicsEngine::removeObject(ObjectMotionState* motionState) {
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@ -59,7 +59,7 @@ public:
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/// \param motionState pointer to Object's MotionState
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/// \return true if Object added
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bool addObject(ObjectMotionState* motionState);
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void addObject(const ShapeInfo& shapeInfo, btCollisionShape* shape, ObjectMotionState* motionState);
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/// \param motionState pointer to Object's MotionState
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/// \return true if Object removed
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