enable to suspend and restore dynamics. also, catched the case where failed dynamics (resulting in infinite AABB sizes) doesn't mess up the entire simulation, it just get's deactivated (with a message that a simulation error happened)

This commit is contained in:
ejcoumans
2006-06-22 03:00:43 +00:00
parent c5fdd98330
commit 2eed545a70
5 changed files with 43 additions and 11 deletions

View File

@@ -243,10 +243,14 @@ CollisionAlgorithm* CollisionDispatcher::InternalFindAlgorithm(BroadphaseProxy&
bool CollisionDispatcher::NeedsResponse(const CollisionObject& colObj0,const CollisionObject& colObj1)
{
//here you can do filtering
bool hasResponse =
(!(colObj0.m_collisionFlags & CollisionObject::noContactResponse)) &&
(!(colObj1.m_collisionFlags & CollisionObject::noContactResponse));
hasResponse = hasResponse &&
(colObj0.IsActive() || colObj1.IsActive());
return hasResponse;
}
@@ -264,8 +268,8 @@ bool CollisionDispatcher::NeedsCollision(BroadphaseProxy& proxy0,BroadphaseProxy
if ((body0->m_collisionFlags & CollisionObject::isStatic) &&
(body1->m_collisionFlags & CollisionObject::isStatic))
needsCollision = false;
if ((body0->GetActivationState() == 2) &&(body1->GetActivationState() == 2))
if ((!body0->IsActive()) && (!body1->IsActive()))
needsCollision = false;
return needsCollision ;

View File

@@ -31,7 +31,7 @@ CollisionObject::CollisionObject()
void CollisionObject::SetActivationState(int newState)
{
if (m_activationState1 != DISABLE_DEACTIVATION)
if ( (m_activationState1 != DISABLE_DEACTIVATION) && (m_activationState1 != DISABLE_SIMULATION))
m_activationState1 = newState;
}

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@@ -23,6 +23,7 @@ subject to the following restrictions:
#define ISLAND_SLEEPING 2
#define WANTS_DEACTIVATION 3
#define DISABLE_DEACTIVATION 4
#define DISABLE_SIMULATION 5
struct BroadphaseProxy;
class CollisionShape;
@@ -94,6 +95,10 @@ struct CollisionObject
void activate();
inline bool IsActive() const
{
return ((GetActivationState() != ISLAND_SLEEPING) && (GetActivationState() != DISABLE_SIMULATION));
}
};

View File

@@ -171,6 +171,7 @@ void CollisionWorld::RemoveCollisionObject(CollisionObject* collisionObject)
//
GetBroadphase()->CleanProxyFromPairs(bp);
GetBroadphase()->DestroyProxy(bp);
collisionObject->m_broadphaseHandle = 0;
}
}