BulletSim: add ClearCollisionProxyCache function to API.
Add proxy cache clearing when some properties are changed. This fixes a problem where objects would stop colliding of they were moved with setPosition mulitple times.varregion
parent
e34385634b
commit
6e39cc316f
|
@ -725,6 +725,13 @@ public override bool RemoveObjectFromWorld(BulletWorld world, BulletBody obj)
|
||||||
return BSAPICPP.RemoveObjectFromWorld2(worldu.ptr, bodyu.ptr);
|
return BSAPICPP.RemoveObjectFromWorld2(worldu.ptr, bodyu.ptr);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public override bool ClearCollisionProxyCache(BulletWorld world, BulletBody obj)
|
||||||
|
{
|
||||||
|
BulletWorldUnman worldu = world as BulletWorldUnman;
|
||||||
|
BulletBodyUnman bodyu = obj as BulletBodyUnman;
|
||||||
|
return BSAPICPP.ClearCollisionProxyCache2(worldu.ptr, bodyu.ptr);
|
||||||
|
}
|
||||||
|
|
||||||
public override bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects)
|
public override bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects)
|
||||||
{
|
{
|
||||||
BulletWorldUnman worldu = world as BulletWorldUnman;
|
BulletWorldUnman worldu = world as BulletWorldUnman;
|
||||||
|
@ -1712,6 +1719,9 @@ public static extern bool AddObjectToWorld2(IntPtr world, IntPtr obj);
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||||
public static extern bool RemoveObjectFromWorld2(IntPtr world, IntPtr obj);
|
public static extern bool RemoveObjectFromWorld2(IntPtr world, IntPtr obj);
|
||||||
|
|
||||||
|
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||||
|
public static extern bool ClearCollisionProxyCache2(IntPtr world, IntPtr obj);
|
||||||
|
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||||
public static extern bool AddConstraintToWorld2(IntPtr world, IntPtr constrain, bool disableCollisionsBetweenLinkedObjects);
|
public static extern bool AddConstraintToWorld2(IntPtr world, IntPtr constrain, bool disableCollisionsBetweenLinkedObjects);
|
||||||
|
|
||||||
|
|
|
@ -169,6 +169,19 @@ private sealed class BulletConstraintXNA : BulletConstraint
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public override bool ClearCollisionProxyCache(BulletWorld pWorld, BulletBody pBody)
|
||||||
|
{
|
||||||
|
DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
|
||||||
|
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
|
||||||
|
CollisionObject collisionObject = ((BulletBodyXNA)pBody).body;
|
||||||
|
if (body != null && collisionObject != null && collisionObject.GetBroadphaseHandle() != null)
|
||||||
|
{
|
||||||
|
world.RemoveCollisionObject(collisionObject);
|
||||||
|
world.AddCollisionObject(collisionObject);
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
public override bool AddConstraintToWorld(BulletWorld pWorld, BulletConstraint pConstraint, bool pDisableCollisionsBetweenLinkedObjects)
|
public override bool AddConstraintToWorld(BulletWorld pWorld, BulletConstraint pConstraint, bool pDisableCollisionsBetweenLinkedObjects)
|
||||||
{
|
{
|
||||||
DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
|
DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
|
||||||
|
|
|
@ -498,6 +498,8 @@ public abstract bool AddObjectToWorld(BulletWorld world, BulletBody obj);
|
||||||
|
|
||||||
public abstract bool RemoveObjectFromWorld(BulletWorld world, BulletBody obj);
|
public abstract bool RemoveObjectFromWorld(BulletWorld world, BulletBody obj);
|
||||||
|
|
||||||
|
public abstract bool ClearCollisionProxyCache(BulletWorld world, BulletBody obj);
|
||||||
|
|
||||||
public abstract bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects);
|
public abstract bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects);
|
||||||
|
|
||||||
public abstract bool RemoveConstraintFromWorld(BulletWorld world, BulletConstraint constrain);
|
public abstract bool RemoveConstraintFromWorld(BulletWorld world, BulletConstraint constrain);
|
||||||
|
|
|
@ -300,9 +300,17 @@ public abstract class BSPhysObject : PhysicsActor
|
||||||
// Called in taint-time!!
|
// Called in taint-time!!
|
||||||
public void ActivateIfPhysical(bool forceIt)
|
public void ActivateIfPhysical(bool forceIt)
|
||||||
{
|
{
|
||||||
if (IsPhysical && PhysBody.HasPhysicalBody)
|
if (PhysBody.HasPhysicalBody)
|
||||||
|
{
|
||||||
|
// Clear the collision cache since we've changed some properties.
|
||||||
|
PhysScene.PE.ClearCollisionProxyCache(PhysScene.World, PhysBody);
|
||||||
|
if (IsPhysical)
|
||||||
|
{
|
||||||
|
// Physical objects might need activating
|
||||||
PhysScene.PE.Activate(PhysBody, forceIt);
|
PhysScene.PE.Activate(PhysBody, forceIt);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// 'actors' act on the physical object to change or constrain its motion. These can range from
|
// 'actors' act on the physical object to change or constrain its motion. These can range from
|
||||||
// hovering to complex vehicle motion.
|
// hovering to complex vehicle motion.
|
||||||
|
|
Loading…
Reference in New Issue