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source/gameengine/Physics/Sumo/SumoPhysicsController.h
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source/gameengine/Physics/Sumo/SumoPhysicsController.h
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/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#ifndef __SUMO_PHYSICSCONTROLLER_H
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#define __SUMO_PHYSICSCONTROLLER_H
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#include "PHY_IPhysicsController.h"
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#include "SM_Scene.h"
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#include "SM_Callback.h"
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/**
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Sumo Physics Controller, a special kind of a PhysicsController.
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A Physics Controller is a special kind of Scene Graph Transformation Controller.
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Each time the scene graph get's updated, the controller get's a chance
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in the 'Update' method to reflect changes.
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*/
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class SumoPhysicsController : public PHY_IPhysicsController , public SM_Callback
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{
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class SM_Object* m_sumoObj;
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class SM_Scene* m_sumoScene; // needed for replication
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DT_SceneHandle m_solidscene;
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bool m_bFirstTime;
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bool m_bDyna;
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float m_friction;
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float m_restitution;
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bool m_suspendDynamics;
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public:
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SumoPhysicsController(
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class SM_Scene* sumoScene,
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DT_SceneHandle solidscene,
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class SM_Object* sumoObj,
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class PHY_IMotionState* motionstate,
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bool dyna);
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virtual ~SumoPhysicsController();
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// kinematic methods
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virtual void RelativeTranslate(float dlocX,float dlocY,float dlocZ,bool local);
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virtual void RelativeRotate(const float drot[9],bool local);
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virtual void getOrientation(float &quatImag0,float &quatImag1,float &quatImag2,float &quatReal);
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virtual void setOrientation(float quatImag0,float quatImag1,float quatImag2,float quatReal);
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virtual void setPosition(float posX,float posY,float posZ);
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virtual void setScaling(float scaleX,float scaleY,float scaleZ);
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// physics methods
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virtual void ApplyTorque(float torqueX,float torqueY,float torqueZ,bool local);
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virtual void ApplyForce(float forceX,float forceY,float forceZ,bool local);
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virtual void SetAngularVelocity(float ang_velX,float ang_velY,float ang_velZ,bool local);
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virtual void SetLinearVelocity(float lin_velX,float lin_velY,float lin_velZ,bool local);
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virtual void applyImpulse(float attachX,float attachY,float attachZ, float impulseX,float impulseY,float impulseZ);
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virtual void SetActive(bool active){};
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virtual void SuspendDynamics();
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virtual void RestoreDynamics();
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/**
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reading out information from physics
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*/
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virtual void GetLinearVelocity(float& linvX,float& linvY,float& linvZ);
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/**
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GetVelocity parameters are in geometric coordinates (Origin is not center of mass!).
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*/
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virtual void GetVelocity(const float posX,const float posY,const float posZ,float& linvX,float& linvY,float& linvZ);
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virtual float getMass();
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virtual void getReactionForce(float& forceX,float& forceY,float& forceZ);
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virtual void setRigidBody(bool rigid);
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virtual void PostProcessReplica(class PHY_IMotionState* motionstate,class PHY_IPhysicsController* parentctrl);
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// todo: remove next line !
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virtual void SetSimulatedTime(float time);
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virtual void WriteDynamicsToMotionState() {};
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virtual void WriteMotionStateToDynamics(bool nondynaonly);
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/**
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call from Scene Graph Node to 'update'.
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*/
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virtual bool SynchronizeMotionStates(float time);
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// clientinfo for raycasts for example
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virtual void* getClientInfo() { return m_clientInfo;}
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virtual void setClientInfo(void* clientinfo) {m_clientInfo = clientinfo;};
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void* m_clientInfo;
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float getFriction() { return m_friction;}
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float getRestitution() { return m_restitution;}
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// sumo callback
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virtual void do_me();
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class SM_Object* GetSumoObject ()
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{
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return m_sumoObj;
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};
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void GetWorldOrientation(class MT_Matrix3x3& mat);
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void GetWorldPosition(MT_Point3& pos);
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void GetWorldScaling(MT_Vector3& scale);
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// void SetSumoObject(class SM_Object* sumoObj) {
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// m_sumoObj = sumoObj;
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// }
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// void SetSumoScene(class SM_Scene* sumoScene) {
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// m_sumoScene = sumoScene;
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// }
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void setSumoTransform(bool nondynaonly);
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private:
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bool m_firstTime;
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bool m_bFullRigidBody;
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bool m_bPhantom; // special flag for objects that are not affected by physics 'resolver'
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// data to calculate fake velocities for kinematic objects (non-dynas)
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bool m_bKinematic;
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bool m_bPrevKinematic;
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float m_lastTime;
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class PHY_IMotionState* m_MotionState;
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};
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#endif //__SUMO_PHYSICSCONTROLLER_H
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