BGE #30734: add support for physics linear and angular thresholds and deactivation...
authorBenoit Bolsee <benoit.bolsee@online.be>
Tue, 29 May 2012 20:30:33 +0000 (20:30 +0000)
committerBenoit Bolsee <benoit.bolsee@online.be>
Tue, 29 May 2012 20:30:33 +0000 (20:30 +0000)
========================
The linear and angular thresholds set the speed limit (in m/s) and rotation limit (in rad/s)
under which a rigid body will go to sleep (stop moving) if it stays below the limits for a
time equal or longer than the deactivation time (sleeping is disabled is deactivation time is
set to 0).
These settings help reducing the processing spent on Physics during the game.

Previously they were only accessible from python but not working because of a bug.
Now the python functions are working and the settings are available in the Physics panel
of the World settings when using the Blender Game render engine.

Python API:
  import PhysicsConstraints
  PhysicsConstraints.setDeactivationLinearTreshold(float)
  PhysicsConstraints.setDeactivationAngularTreshold(float)

release/scripts/startup/bl_ui/properties_game.py
source/blender/blenkernel/BKE_blender.h
source/blender/blenkernel/intern/scene.c
source/blender/blenloader/intern/readfile.c
source/blender/makesdna/DNA_object_types.h
source/blender/makesdna/DNA_scene_types.h
source/blender/makesrna/intern/rna_scene.c
source/gameengine/Converter/KX_BlenderSceneConverter.cpp
source/gameengine/Physics/Bullet/CcdPhysicsController.cpp

index 857afbd..549e218 100644 (file)
@@ -621,6 +621,14 @@ class WORLD_PT_game_physics(WorldButtonsPanel, Panel):
             col.label(text="Logic Steps:")
             col.prop(gs, "logic_step_max", text="Max")
 
+            col = layout.column()
+            col.label(text="Physics Deactivation:")
+            sub = col.row(align=True)
+            sub.prop(gs, "deactivation_linear_threshold", text="Linear Threshold")
+            sub.prop(gs, "deactivation_angular_threshold", text="Angular Threshold")
+            sub = col.row()
+            sub.prop(gs, "deactivation_time", text="Time")
+
             col = layout.column()
             col.prop(gs, "use_occlusion_culling", text="Occlusion Culling")
             sub = col.column()
index e2bca1b..2438673 100644 (file)
@@ -42,7 +42,7 @@ extern "C" {
  * and keep comment above the defines.
  * Use STRINGIFY() rather than defining with quotes */
 #define BLENDER_VERSION         263
-#define BLENDER_SUBVERSION      7
+#define BLENDER_SUBVERSION      8
 
 #define BLENDER_MINVERSION      250
 #define BLENDER_MINSUBVERSION   0
index 63efd19..62d5459 100644 (file)
@@ -516,6 +516,9 @@ Scene *BKE_scene_add(const char *name)
        sce->gm.maxlogicstep = 5;
        sce->gm.physubstep = 1;
        sce->gm.maxphystep = 5;
+       sce->gm.lineardeactthreshold = 0.8f;
+       sce->gm.angulardeactthreshold = 1.0f;
+       sce->gm.deactivationtime = 0.0f;
 
        sce->gm.flag = GAME_DISPLAY_LISTS;
        sce->gm.matmode = GAME_MAT_MULTITEX;
index a0513cf..081264d 100644 (file)
@@ -7230,9 +7230,9 @@ static void do_versions(FileData *fd, Library *lib, Main *main)
 
        if (main->versionfile < 263) {
                /* set fluidsim rate. the version patch for this in 2.62 was wrong, so
-                * try to correct it, if rate is 0.0 that's likely not intentional */
+               try to correct it, if rate is 0.0 that's likely not intentional */
                Object *ob;
-               
+
                for (ob = main->object.first; ob; ob = ob->id.next) {
                        ModifierData *md;
                        for (md = ob->modifiers.first; md; md = md->next) {
@@ -7502,6 +7502,19 @@ static void do_versions(FileData *fd, Library *lib, Main *main)
                }
        }
        
+       if (main->versionfile < 263 || (main->versionfile == 263 && main->subversionfile < 8))
+       {
+               /* set new deactivation values for game settings */
+               Scene *sce;
+
+               for (sce = main->scene.first; sce; sce = sce->id.next) {
+                       /* Game Settings */
+                       sce->gm.lineardeactthreshold = 0.8f;
+                       sce->gm.angulardeactthreshold = 1.0f;
+                       sce->gm.deactivationtime = 2.0f;
+               }
+       }
+
        /* WATCH IT!!!: pointers from libdata have not been converted yet here! */
        /* WATCH IT 2!: Userdef struct init has to be in editors/interface/resources.c! */
        {
index 11ca1f1..44d7ec6 100644 (file)
@@ -201,7 +201,7 @@ typedef struct Object {
        float rdamping, sizefac;
        float margin;
        float max_vel; /* clamp the maximum velocity 0.0 is disabled */
-       float min_vel; /* clamp the maximum velocity 0.0 is disabled */
+       float min_vel; /* clamp the minimum velocity 0.0 is disabled */
        float m_contactProcessingThreshold;
        float obstacleRad;
        
index 673156e..198b6a9 100644 (file)
@@ -625,6 +625,7 @@ typedef struct GameData {
        short ticrate, maxlogicstep, physubstep, maxphystep;
        short obstacleSimulation, pad1;
        float levelHeight;
+       float deactivationtime, lineardeactthreshold, angulardeactthreshold,pad2;
 } GameData;
 
 #define STEREO_NOSTEREO                1
index 5b355e5..17efc25 100644 (file)
@@ -2577,6 +2577,31 @@ static void rna_def_scene_game_data(BlenderRNA *brna)
                                 "higher value give better physics precision");
        RNA_def_property_update(prop, NC_SCENE, NULL);
 
+       prop = RNA_def_property(srna, "deactivation_linear_threshold", PROP_FLOAT, PROP_NONE);
+       RNA_def_property_float_sdna(prop, NULL, "lineardeactthreshold");
+       RNA_def_property_ui_range(prop, 0.001, 10000.0, 2, 3);
+       RNA_def_property_range(prop, 0.001, 10000.0);
+       RNA_def_property_ui_text(prop, "Deactivation Linear Threshold",
+                                "Linear velocity that an object must be below before the deactivation timer can start");
+       RNA_def_property_update(prop, NC_SCENE, NULL);
+
+       prop = RNA_def_property(srna, "deactivation_angular_threshold", PROP_FLOAT, PROP_NONE);
+       RNA_def_property_float_sdna(prop, NULL, "angulardeactthreshold");
+       RNA_def_property_ui_range(prop, 0.001, 10000.0, 2, 3);
+       RNA_def_property_range(prop, 0.001, 10000.0);
+       RNA_def_property_ui_text(prop, "Deactivation Angular Threshold",
+                                "Angular velocity that an object must be below before the deactivation timer can start");
+       RNA_def_property_update(prop, NC_SCENE, NULL);
+
+       prop = RNA_def_property(srna, "deactivation_time", PROP_FLOAT, PROP_NONE);
+       RNA_def_property_float_sdna(prop, NULL, "deactivationtime");
+       RNA_def_property_ui_range(prop, 0.0, 60.0, 1, 1);
+       RNA_def_property_range(prop, 0.0, 60.0);
+       RNA_def_property_ui_text(prop, "Deactivation Time",
+                                "Amount of time (in seconds) after objects with a velocity less than than a certain "
+                                "threshold will deactivate. Time 0.0 means deactivation inactive");
+       RNA_def_property_update(prop, NC_SCENE, NULL);
+
        /* mode */
        prop = RNA_def_property(srna, "use_occlusion_culling", PROP_BOOLEAN, PROP_NONE);
        RNA_def_property_boolean_sdna(prop, NULL, "mode", (1 << 5)); /*XXX mode hardcoded  *//* WO_DBVT_CULLING */
index b62e667..0613b13 100644 (file)
@@ -324,8 +324,9 @@ void KX_BlenderSceneConverter::ConvertScene(class KX_Scene* destinationscene,
                        {
                                CcdPhysicsEnvironment* ccdPhysEnv = new CcdPhysicsEnvironment(useDbvtCulling);
                                ccdPhysEnv->setDebugDrawer(new BlenderDebugDraw());
-                               ccdPhysEnv->setDeactivationLinearTreshold(0.8f); // default, can be overridden by Python
-                               ccdPhysEnv->setDeactivationAngularTreshold(1.0f); // default, can be overridden by Python
+                               ccdPhysEnv->setDeactivationLinearTreshold(blenderscene->gm.lineardeactthreshold);
+                               ccdPhysEnv->setDeactivationAngularTreshold(blenderscene->gm.angulardeactthreshold);
+                               ccdPhysEnv->setDeactivationTime(blenderscene->gm.deactivationtime);
 
                                SYS_SystemHandle syshandle = SYS_GetSystem(); /*unused*/
                                int visualizePhysics = SYS_GetCommandLineInt(syshandle,"show_physics",0);
index 92a9b40..21158a9 100644 (file)
@@ -60,8 +60,8 @@ extern float gDeactivationTime;
 extern bool gDisableDeactivation;
 
 
-float gLinearSleepingTreshold = 0.8f;
-float gAngularSleepingTreshold = 1.0f;
+float gLinearSleepingTreshold;
+float gAngularSleepingTreshold;
 
 
 btVector3 startVel(0,0,0);//-10000);
@@ -519,6 +519,7 @@ void CcdPhysicsController::CreateRigidbody()
                        body->setAngularFactor(0.f);
                }
                body->setContactProcessingThreshold(m_cci.m_contactProcessingThreshold);
+               body->setSleepingThresholds(gLinearSleepingTreshold, gAngularSleepingTreshold);
 
        }
        if (m_object && m_cci.m_do_anisotropic)