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