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authorStijn Buys <ingar@osirion.org>2011-07-13 16:49:58 +0000
committerStijn Buys <ingar@osirion.org>2011-07-13 16:49:58 +0000
commit72956bdc7733f5744eab1488cbc4b5e685d4dad1 (patch)
tree0245643c25c50089372d133a6b2b2c3e7132f074 /src
parent134d7e6b27944bf47c81b75fa5906661f1de6f40 (diff)
Cleanup of the bullet state changes in the Entity::reset() functions,
corrected a problem that prevented collision models from working on EntityDynamic.
Diffstat (limited to 'src')
-rw-r--r--src/core/entity.cc43
1 files changed, 18 insertions, 25 deletions
diff --git a/src/core/entity.cc b/src/core/entity.cc
index a59c85c..53a0f95 100644
--- a/src/core/entity.cc
+++ b/src/core/entity.cc
@@ -617,7 +617,9 @@ void Entity::reset()
entity_body_info = new btRigidBody::btRigidBodyConstructionInfo(0, 0, entity_collision_shape, inertia);
entity_body = new btRigidBody(*entity_body_info);
- entity_body->setActivationState(ISLAND_SLEEPING);
+ //entity_body->setActivationState(ISLAND_SLEEPING);
+ entity_body->setActivationState(WANTS_DEACTIVATION);
+ entity_body->setCollisionFlags(entity_body->getCollisionFlags() | btCollisionObject::CF_STATIC_OBJECT);
if (zone())
zone()->physics()->addRigidBody(entity_body);
@@ -685,7 +687,7 @@ void EntityDynamic::reset()
const float modelscale = radius() / model()->radius();
if (model()->collisionmodel() && model()->collisionmodel()->size()) {
- // complex collision is enabled and a valid collision model has been found
+ // complex collision is enabled and a valid collision model has been found
btCompoundShape *compoundshape = new btCompoundShape();
for (model::CollisionModel::CollisionMeshes::iterator it = model()->collisionmodel()->meshes().begin();
it != model()->collisionmodel()->meshes().end(); it++) {
@@ -700,6 +702,7 @@ void EntityDynamic::reset()
const float meshscale = mesh->scale() * modelscale;
const btVector3 meshscalevec(meshscale, meshscale, meshscale);
meshshape->setLocalScaling(meshscalevec);
+ meshshape->updateBound();
// apply collision mesh properties to the btCollisionShape
btTransform child_transform;
@@ -733,7 +736,7 @@ void EntityDynamic::reset()
} else {
// use a sphere with a radius matching the entity
btSphereShape *sphereshape = new btSphereShape(radius());
- entity_collision_shape = sphereshape;
+ entity_collision_shape = sphereshape;
}
// set margin
@@ -756,7 +759,7 @@ void EntityDynamic::reset()
} else {
entity_body->setActivationState(ISLAND_SLEEPING);
}
-
+
if (zone())
zone()->physics()->addRigidBody(entity_body);
}
@@ -771,17 +774,13 @@ void EntityDynamic::reset()
motionstate()->setWorldTransform(t);
}
- if (entity_state == Docked) {
- //body()->setLinearFactor(btVector3(0.0f, 0.0f, 0.0f));
- //body()->setAngularFactor(btVector3(0.0f, 0.0f, 0.0f));
- entity_body->setActivationState(DISABLE_SIMULATION);
- } else {
- //body()->setLinearFactor(btVector3(1.0f, 1.0f, 1.0f));
- //body()->setAngularFactor(btVector3(1.0f, 1.0f, 1.0f));
- if (entity_mass) {
- entity_body->setActivationState(DISABLE_DEACTIVATION);
+ if (entity_mass) {
+ if (entity_state == Docked) {
+ entity_body->setActivationState(DISABLE_SIMULATION);
+ entity_body->setCollisionFlags(entity_body->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE);
} else {
- entity_body->setActivationState(ISLAND_SLEEPING);
+ entity_body->setCollisionFlags(entity_body->getCollisionFlags() & ~btCollisionObject::CF_NO_CONTACT_RESPONSE);
+ entity_body->setActivationState(DISABLE_DEACTIVATION);
}
}
@@ -1165,9 +1164,9 @@ void EntityControlable::reset()
// dynamic entities use btGImpactMeshShape
btGImpactMeshShape *meshshape = new btGImpactMeshShape(mesh->triangles());
meshshape->setMargin(Cvar::sv_collisionmargin->value());
+
const float meshscale = mesh->scale() * modelscale;
- const btVector3 meshscalevec(meshscale, meshscale, meshscale);
-
+ const btVector3 meshscalevec(meshscale, meshscale, meshscale);
meshshape->setLocalScaling(meshscalevec);
meshshape->updateBound();
@@ -1219,7 +1218,7 @@ void EntityControlable::reset()
// create physics body
entity_body_info = new btRigidBody::btRigidBodyConstructionInfo(entity_mass, entity_motionstate, entity_collision_shape, inertia);
entity_body = new btRigidBody(*entity_body_info);
-
+ entity_body->setActivationState(DISABLE_DEACTIVATION);
//entity_body->setCollisionFlags(entity_body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
entity_actioninterface = new ActionInterface(this);
@@ -1237,19 +1236,13 @@ void EntityControlable::reset()
motionstate()->setWorldTransform(t);
if (entity_state == Docked) {
- //body()->setLinearFactor(btVector3(0.0f, 0.0f, 0.0f));
- //body()->setAngularFactor(btVector3(0.0f, 0.0f, 0.0f));
entity_body->setActivationState(DISABLE_SIMULATION);
+ entity_body->setCollisionFlags(entity_body->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE);
} else {
- //body()->setLinearFactor(btVector3(1.0f, 1.0f, 1.0f));
- //body()->setAngularFactor(btVector3(1.0f, 1.0f, 1.0f));
entity_body->setActivationState(DISABLE_DEACTIVATION);
+ entity_body->setCollisionFlags(entity_body->getCollisionFlags() & ~btCollisionObject::CF_NO_CONTACT_RESPONSE);
}
- //if (zone()) {
- // // transfer entity location to motion state
- // zone()->physics()->synchronizeSingleMotionState(entity_body);
- //}
set_dirty();
}