From 4c9ec7ca432bfac30bf84c0bf829845d111c6191 Mon Sep 17 00:00:00 2001 From: Andrew Meadows Date: Tue, 21 Jun 2016 13:55:11 -0700 Subject: [PATCH] protect physics against bad entity properties --- libraries/physics/src/EntityMotionState.cpp | 5 +++ libraries/physics/src/ObjectMotionState.cpp | 48 +++++++++++---------- 2 files changed, 30 insertions(+), 23 deletions(-) diff --git a/libraries/physics/src/EntityMotionState.cpp b/libraries/physics/src/EntityMotionState.cpp index 8f22c576f0..e0d355911a 100644 --- a/libraries/physics/src/EntityMotionState.cpp +++ b/libraries/physics/src/EntityMotionState.cpp @@ -152,6 +152,11 @@ PhysicsMotionType EntityMotionState::computePhysicsMotionType() const { } assert(entityTreeIsLocked()); + if (_entity->getShapeType() == SHAPE_TYPE_STATIC_MESH + || (_body && _body->getCollisionShape()->getShapeType() == TRIANGLE_MESH_SHAPE_PROXYTYPE)) { + return MOTION_TYPE_STATIC; + } + if (_entity->getDynamic()) { if (!_entity->getParentID().isNull()) { // if something would have been dynamic but is a child of something else, force it to be kinematic, instead. diff --git a/libraries/physics/src/ObjectMotionState.cpp b/libraries/physics/src/ObjectMotionState.cpp index de435e80da..f915121718 100644 --- a/libraries/physics/src/ObjectMotionState.cpp +++ b/libraries/physics/src/ObjectMotionState.cpp @@ -203,35 +203,37 @@ void ObjectMotionState::handleEasyChanges(uint32_t& flags) { } } - if (flags & Simulation::DIRTY_LINEAR_VELOCITY) { - btVector3 newLinearVelocity = glmToBullet(getObjectLinearVelocity()); - if (!(flags & Simulation::DIRTY_PHYSICS_ACTIVATION)) { - float delta = (newLinearVelocity - _body->getLinearVelocity()).length(); - if (delta > ACTIVATION_LINEAR_VELOCITY_DELTA) { - flags |= Simulation::DIRTY_PHYSICS_ACTIVATION; + if (_body->getCollisionShape()->getShapeType() != TRIANGLE_MESH_SHAPE_PROXYTYPE) { + if (flags & Simulation::DIRTY_LINEAR_VELOCITY) { + btVector3 newLinearVelocity = glmToBullet(getObjectLinearVelocity()); + if (!(flags & Simulation::DIRTY_PHYSICS_ACTIVATION)) { + float delta = (newLinearVelocity - _body->getLinearVelocity()).length(); + if (delta > ACTIVATION_LINEAR_VELOCITY_DELTA) { + flags |= Simulation::DIRTY_PHYSICS_ACTIVATION; + } } - } - _body->setLinearVelocity(newLinearVelocity); + _body->setLinearVelocity(newLinearVelocity); - btVector3 newGravity = glmToBullet(getObjectGravity()); - if (!(flags & Simulation::DIRTY_PHYSICS_ACTIVATION)) { - float delta = (newGravity - _body->getGravity()).length(); - if (delta > ACTIVATION_GRAVITY_DELTA || - (delta > 0.0f && _body->getGravity().length2() == 0.0f)) { - flags |= Simulation::DIRTY_PHYSICS_ACTIVATION; + btVector3 newGravity = glmToBullet(getObjectGravity()); + if (!(flags & Simulation::DIRTY_PHYSICS_ACTIVATION)) { + float delta = (newGravity - _body->getGravity()).length(); + if (delta > ACTIVATION_GRAVITY_DELTA || + (delta > 0.0f && _body->getGravity().length2() == 0.0f)) { + flags |= Simulation::DIRTY_PHYSICS_ACTIVATION; + } } + _body->setGravity(newGravity); } - _body->setGravity(newGravity); - } - if (flags & Simulation::DIRTY_ANGULAR_VELOCITY) { - btVector3 newAngularVelocity = glmToBullet(getObjectAngularVelocity()); - if (!(flags & Simulation::DIRTY_PHYSICS_ACTIVATION)) { - float delta = (newAngularVelocity - _body->getAngularVelocity()).length(); - if (delta > ACTIVATION_ANGULAR_VELOCITY_DELTA) { - flags |= Simulation::DIRTY_PHYSICS_ACTIVATION; + if (flags & Simulation::DIRTY_ANGULAR_VELOCITY) { + btVector3 newAngularVelocity = glmToBullet(getObjectAngularVelocity()); + if (!(flags & Simulation::DIRTY_PHYSICS_ACTIVATION)) { + float delta = (newAngularVelocity - _body->getAngularVelocity()).length(); + if (delta > ACTIVATION_ANGULAR_VELOCITY_DELTA) { + flags |= Simulation::DIRTY_PHYSICS_ACTIVATION; + } } + _body->setAngularVelocity(newAngularVelocity); } - _body->setAngularVelocity(newAngularVelocity); } if (flags & Simulation::DIRTY_MATERIAL) {