first checkin of ode blender engine files
This commit is contained in:
236
source/gameengine/Ketsji/KX_OdePhysicsController.cpp
Normal file
236
source/gameengine/Ketsji/KX_OdePhysicsController.cpp
Normal file
@@ -0,0 +1,236 @@
|
||||
/**
|
||||
* $Id$
|
||||
*
|
||||
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
|
||||
*
|
||||
* The contents of this file may be used under the terms of either the GNU
|
||||
* General Public License Version 2 or later (the "GPL", see
|
||||
* http://www.gnu.org/licenses/gpl.html ), or the Blender License 1.0 or
|
||||
* later (the "BL", see http://www.blender.org/BL/ ) which has to be
|
||||
* bought from the Blender Foundation to become active, in which case the
|
||||
* above mentioned GPL option does not apply.
|
||||
*
|
||||
* The Original Code is Copyright (C) 2002 by NaN Holding BV.
|
||||
* All rights reserved.
|
||||
*
|
||||
* The Original Code is: all of this file.
|
||||
*
|
||||
* Contributor(s): none yet.
|
||||
*
|
||||
* ***** END GPL/BL DUAL LICENSE BLOCK *****
|
||||
*/
|
||||
#include "KX_OdePhysicsController.h"
|
||||
#include "KX_GameObject.h"
|
||||
#include "KX_MotionState.h"
|
||||
|
||||
|
||||
KX_OdePhysicsController::KX_OdePhysicsController(
|
||||
bool dyna,
|
||||
bool fullRigidBody,
|
||||
bool phantom,
|
||||
class PHY_IMotionState* motionstate,
|
||||
struct dxSpace* space,
|
||||
struct dxWorld* world,
|
||||
float mass,
|
||||
float friction,
|
||||
float restitution,
|
||||
bool implicitsphere,
|
||||
float center[3],
|
||||
float extends[3],
|
||||
float radius
|
||||
)
|
||||
: KX_IPhysicsController(dyna,(PHY_IPhysicsController*)this),
|
||||
ODEPhysicsController(
|
||||
dyna,fullRigidBody,phantom,motionstate,
|
||||
space,world,mass,friction,restitution,
|
||||
implicitsphere,center,extends,radius)
|
||||
{
|
||||
};
|
||||
|
||||
|
||||
bool KX_OdePhysicsController::Update(double time)
|
||||
{
|
||||
return SynchronizeMotionStates(time);
|
||||
}
|
||||
|
||||
void KX_OdePhysicsController::SetObject (SG_IObject* object)
|
||||
{
|
||||
SG_Controller::SetObject(object);
|
||||
|
||||
// cheating here...
|
||||
KX_GameObject* gameobj = (KX_GameObject*) object->GetSGClientObject();
|
||||
gameobj->m_pPhysicsController1 = this;
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
void KX_OdePhysicsController::applyImpulse(const MT_Point3& attach, const MT_Vector3& impulse)
|
||||
{
|
||||
ODEPhysicsController::applyImpulse(attach[0],attach[1],attach[2],impulse[0],impulse[1],impulse[2]);
|
||||
}
|
||||
|
||||
|
||||
|
||||
void KX_OdePhysicsController::RelativeTranslate(const MT_Vector3& dloc,bool local)
|
||||
{
|
||||
ODEPhysicsController::RelativeTranslate(dloc[0],dloc[1],dloc[2],local);
|
||||
|
||||
}
|
||||
void KX_OdePhysicsController::RelativeRotate(const MT_Matrix3x3& drot,bool local)
|
||||
{
|
||||
double oldmat[12];
|
||||
drot.getValue(oldmat);
|
||||
float newmat[9];
|
||||
float *m = &newmat[0];
|
||||
double *orgm = &oldmat[0];
|
||||
|
||||
*m++ = *orgm++;*m++ = *orgm++;*m++ = *orgm++;orgm++;
|
||||
*m++ = *orgm++;*m++ = *orgm++;*m++ = *orgm++;orgm++;
|
||||
*m++ = *orgm++;*m++ = *orgm++;*m++ = *orgm++;orgm++;
|
||||
|
||||
ODEPhysicsController::RelativeRotate(newmat,local);
|
||||
|
||||
}
|
||||
|
||||
void KX_OdePhysicsController::ApplyTorque(const MT_Vector3& torque,bool local)
|
||||
{
|
||||
ODEPhysicsController::ApplyTorque(torque[0],torque[1],torque[2],local);
|
||||
|
||||
}
|
||||
void KX_OdePhysicsController::ApplyForce(const MT_Vector3& force,bool local)
|
||||
{
|
||||
ODEPhysicsController::ApplyForce(force[0],force[1],force[2],local);
|
||||
|
||||
}
|
||||
MT_Vector3 KX_OdePhysicsController::GetLinearVelocity()
|
||||
{
|
||||
return MT_Vector3(0,0,0);
|
||||
}
|
||||
|
||||
MT_Vector3 KX_OdePhysicsController::GetVelocity(const MT_Point3& pos)
|
||||
{
|
||||
return MT_Vector3(0,0,0);
|
||||
}
|
||||
|
||||
void KX_OdePhysicsController::SetAngularVelocity(const MT_Vector3& ang_vel,bool local)
|
||||
{
|
||||
|
||||
}
|
||||
void KX_OdePhysicsController::SetLinearVelocity(const MT_Vector3& lin_vel,bool local)
|
||||
{
|
||||
ODEPhysicsController::SetLinearVelocity(lin_vel[0],lin_vel[1],lin_vel[2],local);
|
||||
}
|
||||
|
||||
void KX_OdePhysicsController::setOrientation(const MT_Quaternion& orn)
|
||||
{
|
||||
ODEPhysicsController::setOrientation(orn[0],orn[1],orn[2],orn[3]);
|
||||
}
|
||||
|
||||
void KX_OdePhysicsController::getOrientation(MT_Quaternion& orn)
|
||||
{
|
||||
float florn[4];
|
||||
florn[0]=orn[0];
|
||||
florn[1]=orn[1];
|
||||
florn[2]=orn[2];
|
||||
florn[3]=orn[3];
|
||||
ODEPhysicsController::getOrientation(florn[0],florn[1],florn[2],florn[3]);
|
||||
orn[0] = florn[0];
|
||||
orn[1] = florn[1];
|
||||
orn[2] = florn[2];
|
||||
orn[3] = florn[3];
|
||||
|
||||
|
||||
}
|
||||
|
||||
void KX_OdePhysicsController::setPosition(const MT_Point3& pos)
|
||||
{
|
||||
ODEPhysicsController::setPosition(pos[0],pos[1],pos[2]);
|
||||
}
|
||||
|
||||
void KX_OdePhysicsController::setScaling(const MT_Vector3& scaling)
|
||||
{
|
||||
}
|
||||
|
||||
MT_Scalar KX_OdePhysicsController::GetMass()
|
||||
{
|
||||
return ODEPhysicsController::getMass();
|
||||
}
|
||||
|
||||
MT_Vector3 KX_OdePhysicsController::getReactionForce()
|
||||
{
|
||||
return MT_Vector3(0,0,0);
|
||||
}
|
||||
void KX_OdePhysicsController::setRigidBody(bool rigid)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void KX_OdePhysicsController::SuspendDynamics()
|
||||
{
|
||||
ODEPhysicsController::SuspendDynamics();
|
||||
}
|
||||
void KX_OdePhysicsController::RestoreDynamics()
|
||||
{
|
||||
ODEPhysicsController::RestoreDynamics();
|
||||
}
|
||||
|
||||
|
||||
SG_Controller* KX_OdePhysicsController::GetReplica(class SG_Node* destnode)
|
||||
{
|
||||
PHY_IMotionState* motionstate = new KX_MotionState(destnode);
|
||||
KX_OdePhysicsController* copyctrl = new KX_OdePhysicsController(*this);
|
||||
|
||||
// nlin: copied from KX_SumoPhysicsController.cpp. Not 100% sure what this does....
|
||||
// furthermore, the parentctrl is not used in ODEPhysicsController::PostProcessReplica, but
|
||||
// maybe it can/should be used in the future...
|
||||
|
||||
// begin copy block ------------------------------------------------------------------
|
||||
|
||||
//parentcontroller is here be able to avoid collisions between parent/child
|
||||
|
||||
PHY_IPhysicsController* parentctrl = NULL;
|
||||
|
||||
if (destnode != destnode->GetRootSGParent())
|
||||
{
|
||||
KX_GameObject* clientgameobj = (KX_GameObject*) destnode->GetRootSGParent()->GetSGClientObject();
|
||||
if (clientgameobj)
|
||||
{
|
||||
parentctrl = (KX_OdePhysicsController*)clientgameobj->GetPhysicsController();
|
||||
} else
|
||||
{
|
||||
// it could be a false node, try the children
|
||||
NodeList::const_iterator childit;
|
||||
for (
|
||||
childit = destnode->GetSGChildren().begin();
|
||||
childit!= destnode->GetSGChildren().end();
|
||||
++childit
|
||||
) {
|
||||
KX_GameObject* clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
|
||||
if (clientgameobj)
|
||||
{
|
||||
parentctrl = (KX_OdePhysicsController*)clientgameobj->GetPhysicsController();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// end copy block ------------------------------------------------------------------
|
||||
|
||||
copyctrl->PostProcessReplica(motionstate, this);
|
||||
|
||||
return copyctrl;
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
void KX_OdePhysicsController::SetSumoTransform(bool nondynaonly)
|
||||
{
|
||||
|
||||
}
|
||||
// todo: remove next line !
|
||||
void KX_OdePhysicsController::SetSimulatedTime(double time)
|
||||
{
|
||||
|
||||
}
|
||||
|
Reference in New Issue
Block a user