added a casts to: blender/blenlib/intern/BLI_memarena.c gameengine/Rasterizer/RAS_TexVert.cpp Removed unused vars from: blender/python/api2_2x/vector.c gameengine/Ketsji/KX_PyMath.cpp gameengine/Ketsji/KX_Scene.cpp gameengine/Physics/Sumo/Fuzzics/src/SM_Object.cpp gameengine/Rasterizer/RAS_FramingManager.cpp gameengine/Rasterizer/RAS_Polygon.cpp gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp Kent
1300 lines
28 KiB
C++
1300 lines
28 KiB
C++
/**
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* $Id$
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* Copyright (C) 2001 NaN Technologies B.V.
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* The basic physics object.
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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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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#ifdef WIN32
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// This warning tells us about truncation of __long__ stl-generated names.
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// It can occasionally cause DevStudio to have internal compiler warnings.
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#pragma warning( disable : 4786 )
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#endif
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#include "SM_Object.h"
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#include "SM_Scene.h"
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#include "SM_FhObject.h"
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#include "SM_Debug.h"
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#include "MT_MinMax.h"
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MT_Scalar SM_Object::ImpulseThreshold = -1.0;
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struct Contact
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{
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SM_Object *obj1;
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SM_Object *obj2;
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MT_Vector3 normal;
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MT_Point3 pos;
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// Sort objects by height
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bool operator()(const Contact *a, const Contact *b)
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{
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return a->pos[2] < b->pos[2];
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}
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Contact(SM_Object *o1, SM_Object *o2, const MT_Vector3 nor, const MT_Point3 p)
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: obj1(o1),
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obj2(o2),
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normal(nor),
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pos(p)
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{
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}
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Contact()
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{
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}
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void resolve()
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{
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if (obj1->m_static || obj2->m_static)
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{
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if (obj1->isDynamic())
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{
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if (obj1->m_static && obj2->m_static)
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{
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if (obj1->m_static < obj2->m_static)
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{
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obj2->m_error -= normal;
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obj2->m_static = obj1->m_static + 1;
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}
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else
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{
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obj1->m_error += normal;
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obj1->m_static = obj2->m_static + 1;
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}
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}
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else
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{
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if (obj1->m_static)
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{
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obj2->m_error -= normal;
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obj2->m_static = obj1->m_static + 1;
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}
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else
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{
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obj1->m_error += normal;
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obj1->m_static = obj2->m_static + 1;
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}
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}
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}
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else
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{
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obj2->m_error -= normal;
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obj2->m_static = 1;
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}
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}
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else
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{
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// This distinction between dynamic and non-dynamic objects should not be
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// necessary. Non-dynamic objects are assumed to have infinite mass.
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if (obj1->isDynamic()) {
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MT_Vector3 error = normal * 0.5f;
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obj1->m_error += error;
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obj2->m_error -= error;
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}
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else {
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// Same again but now obj1 is non-dynamic
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obj2->m_error -= normal;
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obj2->m_static = obj1->m_static + 1;
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}
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}
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}
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typedef std::set<Contact*, Contact> Set;
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};
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static Contact::Set contacts;
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SM_Object::SM_Object(
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DT_ShapeHandle shape,
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const SM_MaterialProps *materialProps,
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const SM_ShapeProps *shapeProps,
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SM_Object *dynamicParent) :
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m_dynamicParent(dynamicParent),
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m_client_object(0),
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m_shape(shape),
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m_materialProps(materialProps),
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m_materialPropsBackup(0),
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m_shapeProps(shapeProps),
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m_shapePropsBackup(0),
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m_margin(0.0),
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m_scaling(1.0, 1.0, 1.0),
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m_reaction_impulse(0.0, 0.0, 0.0),
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m_reaction_force(0.0, 0.0, 0.0),
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m_lin_mom(0.0, 0.0, 0.0),
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m_ang_mom(0.0, 0.0, 0.0),
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m_force(0.0, 0.0, 0.0),
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m_torque(0.0, 0.0, 0.0),
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m_error(0.0, 0.0, 0.0),
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m_combined_lin_vel (0.0, 0.0, 0.0),
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m_combined_ang_vel (0.0, 0.0, 0.0),
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m_fh_object(0),
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m_inv_mass(0.0),
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m_inv_inertia(0., 0., 0.),
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m_kinematic(false),
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m_prev_kinematic(false),
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m_is_rigid_body(false),
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m_static(0)
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{
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m_object = DT_CreateObject(this, shape);
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m_xform.setIdentity();
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m_xform.getValue(m_ogl_matrix);
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if (shapeProps)
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{
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if (shapeProps->m_do_fh || shapeProps->m_do_rot_fh)
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{
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DT_Vector3 zero = {0., 0., 0.}, ray = {0.0, 0.0, -10.0};
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m_fh_object = new SM_FhObject(DT_NewLineSegment(zero, ray), MT_Vector3(ray), this);
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//printf("SM_Object:: WARNING! fh disabled.\n");
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}
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m_inv_mass = 1. / shapeProps->m_mass;
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m_inv_inertia = MT_Vector3(1./shapeProps->m_inertia[0], 1./shapeProps->m_inertia[1], 1./shapeProps->m_inertia[2]);
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}
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updateInvInertiaTensor();
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m_suspended = false;
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}
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void
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SM_Object::
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integrateForces(
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MT_Scalar timeStep
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){
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if (!m_suspended) {
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m_prev_state = getNextFrame();
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m_prev_state.setLinearVelocity(actualLinVelocity());
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m_prev_state.setAngularVelocity(actualAngVelocity());
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if (isDynamic()) {
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// Integrate momentum (forward Euler)
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m_lin_mom += m_force * timeStep;
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m_ang_mom += m_torque * timeStep;
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// Drain momentum because of air/water resistance
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m_lin_mom *= pow(m_shapeProps->m_lin_drag, timeStep);
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m_ang_mom *= pow(m_shapeProps->m_ang_drag, timeStep);
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// Set velocities according momentum
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getNextFrame().setLinearVelocity(m_lin_mom * m_inv_mass);
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getNextFrame().setAngularVelocity(m_inv_inertia_tensor * m_ang_mom);
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}
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}
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};
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void
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SM_Object::
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integrateMomentum(
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MT_Scalar timeStep
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){
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// Integrate position and orientation
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// only do it for objects with linear and/or angular velocity
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// else clients with hierarchies may get into trouble
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if (!actualLinVelocity().fuzzyZero() || !actualAngVelocity().fuzzyZero())
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{
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// those MIDPOINT and BACKWARD integration methods are
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// in this form not ok with some testfiles !
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// For a release build please use forward euler unless completely tested
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//#define MIDPOINT
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//#define BACKWARD
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#ifdef MIDPOINT
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// Midpoint rule
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getNextFrame().integrateMidpoint(timeStep, m_prev_state, actualLinVelocity(), actualAngVelocity());
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#elif defined BACKWARD
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// Backward Euler
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getNextFrame().integrateBackward(timeStep, actualLinVelocity(), actualAngVelocity());
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#else
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// Forward Euler
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getNextFrame().integrateForward(timeStep, m_prev_state);
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#endif
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calcXform();
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notifyClient();
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}
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}
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/**
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* dynamicCollision computes the response to a collision.
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*
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* @param local2 the contact point in local coordinates.
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* @param normal the contact normal.
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* @param dist the penetration depth of the contact. (unused)
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* @param rel_vel the relative velocity of the objects
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* @param restitution the amount of momentum conserved in the collision. Range: 0.0 - 1.0
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* @param friction_factor the amount of friction between the two surfaces.
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* @param invMass the inverse mass of the collision objects (1.0 / mass)
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*/
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void SM_Object::dynamicCollision(const MT_Point3 &local2,
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const MT_Vector3 &normal,
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MT_Scalar dist,
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const MT_Vector3 &rel_vel,
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MT_Scalar restitution,
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MT_Scalar friction_factor,
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MT_Scalar invMass
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)
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{
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/**
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* rel_vel_normal is the relative velocity in the contact normal direction.
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*/
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MT_Scalar rel_vel_normal = normal.dot(rel_vel);
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/**
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* if rel_vel_normal > 0, the objects are moving apart!
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*/
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if (rel_vel_normal < -MT_EPSILON) {
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/**
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* if rel_vel_normal < ImpulseThreshold, scale the restitution down.
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* This should improve the simulation where the object is stacked.
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*/
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restitution *= MT_min(MT_Scalar(1.0), rel_vel_normal/ImpulseThreshold);
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MT_Scalar impulse = -(1.0 + restitution) * rel_vel_normal;
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if (isRigidBody())
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{
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MT_Vector3 temp = getInvInertiaTensor() * local2.cross(normal);
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impulse /= invMass + normal.dot(temp.cross(local2));
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/**
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* Apply impulse at the collision point.
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* Take rotational inertia into account.
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*/
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applyImpulse(local2 + getNextFrame().getPosition(), impulse * normal);
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} else {
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/**
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* Apply impulse through object centre. (no rotation.)
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*/
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impulse /= invMass;
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applyCenterImpulse( impulse * normal );
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}
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MT_Vector3 external = m_combined_lin_vel + m_combined_ang_vel.cross(local2);
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MT_Vector3 lateral = rel_vel - external - normal * (rel_vel_normal - external.dot(normal));
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#if 0
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// test - only do friction on the physics part of the
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// velocity.
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vel1 -= obj1->m_combined_lin_vel;
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vel2 -= obj2->m_combined_lin_vel;
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// This should look familiar....
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rel_vel = vel2 - vel1;
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rel_vel_normal = normal.dot(rel_vel);
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#endif
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/**
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* The friction part starts here!!!!!!!!
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*
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* Compute the lateral component of the relative velocity
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* lateral actually points in the opposite direction, i.e.,
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* into the direction of the friction force.
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*/
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if (m_shapeProps->m_do_anisotropic) {
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/**
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* For anisotropic friction we scale the lateral component,
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* rather than compute a direction-dependent fricition
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* factor. For this the lateral component is transformed to
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* local coordinates.
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*/
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MT_Matrix3x3 lcs(getNextFrame().getOrientation());
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/**
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* We cannot use m_xform.getBasis() for the matrix, since
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* it might contain a non-uniform scaling.
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* OPT: it's a bit daft to compute the matrix since the
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* quaternion itself can be used to do the transformation.
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*/
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MT_Vector3 loc_lateral = lateral * lcs;
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/**
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* lcs is orthogonal so lcs.inversed() == lcs.transposed(),
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* and lcs.transposed() * lateral == lateral * lcs.
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*/
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const MT_Vector3& friction_scaling =
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m_shapeProps->m_friction_scaling;
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// Scale the local lateral...
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loc_lateral.scale(friction_scaling[0],
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friction_scaling[1],
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friction_scaling[2]);
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// ... and transform it back to global coordinates
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lateral = lcs * loc_lateral;
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}
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/**
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* A tiny Coulomb friction primer:
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* The Coulomb friction law states that the magnitude of the
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* maximum possible friction force depends linearly on the
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* magnitude of the normal force.
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*
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* \f[
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F_max_friction = friction_factor * F_normal
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\f]
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*
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* (NB: independent of the contact area!!)
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*
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* The friction factor depends on the material.
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* We use impulses rather than forces but let us not be
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* bothered by this.
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*/
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MT_Scalar rel_vel_lateral = lateral.length();
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if (rel_vel_lateral > MT_EPSILON) {
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lateral /= rel_vel_lateral;
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// Compute the maximum friction impulse
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MT_Scalar max_friction =
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friction_factor * MT_max(MT_Scalar(0.0), impulse);
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// I guess the GEN_max is not necessary, so let's check it
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assert(impulse >= 0.0);
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/**
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* Here's the trick. We compute the impulse to make the
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* lateral velocity zero. (Make the objects stick together
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* at the contact point. If this impulse is larger than
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* the maximum possible friction impulse, then shrink its
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* magnitude to the maximum friction.
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*/
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if (isRigidBody()) {
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/**
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* For rigid bodies we take the inertia into account,
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* since the friction impulse is going to change the
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* angular momentum as well.
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*/
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MT_Vector3 temp = getInvInertiaTensor() * local2.cross(lateral);
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MT_Scalar impulse_lateral = rel_vel_lateral /
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(invMass + lateral.dot(temp.cross(local2)));
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MT_Scalar friction = MT_min(impulse_lateral, max_friction);
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applyImpulse(local2 + getNextFrame().getPosition(), -lateral * friction);
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}
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else {
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MT_Scalar impulse_lateral = rel_vel_lateral / invMass;
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MT_Scalar friction = MT_min(impulse_lateral, max_friction);
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applyCenterImpulse( -friction * lateral);
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}
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}
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//calcXform();
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//notifyClient();
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}
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}
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static void AddCallback(SM_Scene *scene, SM_Object *obj1, SM_Object *obj2)
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{
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// If we have callbacks on either of the client objects, do a collision test
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// and add a callback if they intersect.
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DT_Vector3 v;
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if ((obj1->getClientObject() && obj1->getClientObject()->hasCollisionCallback()) ||
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(obj2->getClientObject() && obj2->getClientObject()->hasCollisionCallback()) &&
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DT_GetIntersect(obj1->getObjectHandle(), obj2->getObjectHandle(), v))
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scene->notifyCollision(obj1, obj2);
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}
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DT_Bool SM_Object::boing(
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void *client_data,
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void *object1,
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void *object2,
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const DT_CollData *coll_data
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){
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SM_Scene *scene = (SM_Scene *)client_data;
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SM_Object *obj1 = (SM_Object *)object1;
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SM_Object *obj2 = (SM_Object *)object2;
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// at this point it is unknown whether we are really intersecting (broad phase)
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DT_Vector3 p1, p2;
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if (!obj2->isDynamic()) {
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std::swap(obj1, obj2);
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}
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// If one of the objects is a ghost then ignore it for the dynamics
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if (obj1->isGhost() || obj2->isGhost()) {
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AddCallback(scene, obj1, obj2);
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return DT_CONTINUE;
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}
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// Objects do not collide with parent objects
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if (obj1->getDynamicParent() == obj2 || obj2->getDynamicParent() == obj1) {
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AddCallback(scene, obj1, obj2);
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return DT_CONTINUE;
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}
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if (!obj2->isDynamic()) {
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AddCallback(scene, obj1, obj2);
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return DT_CONTINUE;
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}
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// Get collision data from SOLID
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if (!DT_GetPenDepth(obj1->getObjectHandle(), obj2->getObjectHandle(), p1, p2))
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return DT_CONTINUE;
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MT_Point3 local1(p1), local2(p2);
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MT_Vector3 normal(local2 - local1);
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MT_Scalar dist = normal.length();
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if (dist < MT_EPSILON)
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return DT_CONTINUE;
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// Now we are definately intersecting.
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|
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// Set callbacks for game engine.
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|
if ((obj1->getClientObject() && obj1->getClientObject()->hasCollisionCallback()) ||
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(obj2->getClientObject() && obj2->getClientObject()->hasCollisionCallback()))
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scene->notifyCollision(obj1, obj2);
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local1 -= obj1->getNextFrame().getPosition();
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local2 -= obj2->getNextFrame().getPosition();
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// Calculate collision parameters
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MT_Vector3 rel_vel = obj1->getVelocity(local1) - obj2->getVelocity(local2);
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MT_Scalar restitution =
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MT_min(obj1->getMaterialProps()->m_restitution,
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obj2->getMaterialProps()->m_restitution);
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MT_Scalar friction_factor =
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MT_min(obj1->getMaterialProps()->m_friction,
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obj2->getMaterialProps()->m_friction);
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MT_Scalar invMass = obj1->getInvMass() + obj2->getInvMass();
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normal /= dist;
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// Calculate reactions
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if (obj1->isDynamic())
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obj1->dynamicCollision(local1, normal, dist, rel_vel, restitution, friction_factor, invMass);
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if (obj2->isDynamic())
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{
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obj2->dynamicCollision(local2, -normal, dist, -rel_vel, restitution, friction_factor, invMass);
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|
if (!obj1->isDynamic() || obj1->m_static)
|
|
obj2->m_static = obj1->m_static + 1;
|
|
}
|
|
|
|
return DT_CONTINUE;
|
|
}
|
|
|
|
DT_Bool SM_Object::fix(
|
|
void *client_data,
|
|
void *object1,
|
|
void *object2,
|
|
const DT_CollData *coll_data
|
|
){
|
|
SM_Object *obj1 = (SM_Object *)object1;
|
|
SM_Object *obj2 = (SM_Object *)object2;
|
|
|
|
// If one of the objects is a ghost then ignore it for the dynamics
|
|
if (obj1->isGhost() || obj2->isGhost()) {
|
|
return DT_CONTINUE;
|
|
}
|
|
|
|
if (obj1->getDynamicParent() == obj2 || obj2->getDynamicParent() == obj1) {
|
|
return DT_CONTINUE;
|
|
}
|
|
|
|
if (!obj2->isDynamic()) {
|
|
std::swap(obj1, obj2);
|
|
}
|
|
|
|
if (!obj2->isDynamic()) {
|
|
return DT_CONTINUE;
|
|
}
|
|
|
|
// obj1 points to a dynamic object
|
|
DT_Vector3 p1, p2;
|
|
if (!DT_GetPenDepth(obj1->getObjectHandle(), obj2->getObjectHandle(), p1, p2))
|
|
return DT_CONTINUE;
|
|
MT_Point3 local1(p1), local2(p2);
|
|
// Get collision data from SOLID
|
|
MT_Vector3 normal(local2 - local1);
|
|
|
|
MT_Scalar dist = normal.dot(normal);
|
|
if (dist < MT_EPSILON || dist > obj2->m_shapeProps->m_radius*obj2->m_shapeProps->m_radius)
|
|
return DT_CONTINUE;
|
|
|
|
|
|
if ((obj1->m_static || !obj1->isDynamic()) && obj1->m_static < obj2->m_static)
|
|
{
|
|
obj2->m_static = obj1->m_static + 1;
|
|
} else if (obj2->m_static && obj2->m_static < obj1->m_static)
|
|
{
|
|
obj1->m_static = obj2->m_static + 1;
|
|
}
|
|
|
|
contacts.insert(new Contact(obj1, obj2, normal, MT_Point3(local1 + 0.5*(local2 - local1))));
|
|
|
|
|
|
return DT_CONTINUE;
|
|
}
|
|
|
|
void SM_Object::relax(void)
|
|
{
|
|
for (Contact::Set::iterator csit = contacts.begin() ; csit != contacts.end(); ++csit)
|
|
{
|
|
(*csit)->resolve();
|
|
delete (*csit);
|
|
}
|
|
|
|
contacts.clear();
|
|
if (m_error.fuzzyZero())
|
|
return;
|
|
//std::cout << "SM_Object::relax: { " << m_error << " }" << std::endl;
|
|
|
|
getNextFrame().setPosition(getNextFrame().getPosition() + m_error);
|
|
m_error.setValue(0., 0., 0.);
|
|
//calcXform();
|
|
//notifyClient();
|
|
}
|
|
|
|
SM_Object::SM_Object() :
|
|
m_dynamicParent(0),
|
|
m_client_object(0),
|
|
|
|
m_shape(0),
|
|
m_materialProps(0),
|
|
m_materialPropsBackup(0),
|
|
m_shapeProps(0),
|
|
m_shapePropsBackup(0),
|
|
m_object(0),
|
|
m_margin(0.0),
|
|
m_scaling(1.0, 1.0, 1.0),
|
|
m_reaction_impulse(0.0, 0.0, 0.0),
|
|
m_reaction_force(0.0, 0.0, 0.0),
|
|
m_lin_mom(0.0, 0.0, 0.0),
|
|
m_ang_mom(0.0, 0.0, 0.0),
|
|
m_force(0.0, 0.0, 0.0),
|
|
m_torque(0.0, 0.0, 0.0),
|
|
m_error(0.0, 0.0, 0.0),
|
|
m_combined_lin_vel (0.0, 0.0, 0.0),
|
|
m_combined_ang_vel (0.0, 0.0, 0.0),
|
|
m_fh_object(0),
|
|
m_kinematic(false),
|
|
m_prev_kinematic(false),
|
|
m_is_rigid_body(false)
|
|
{
|
|
// warning no initialization of variables done by moto.
|
|
}
|
|
|
|
SM_Object::
|
|
~SM_Object() {
|
|
if (m_fh_object)
|
|
delete m_fh_object;
|
|
|
|
DT_DestroyObject(m_object);
|
|
m_object = NULL;
|
|
}
|
|
|
|
bool
|
|
SM_Object::
|
|
isDynamic(
|
|
) const {
|
|
return m_shapeProps != 0;
|
|
}
|
|
|
|
/* nzc experimental. There seem to be two places where kinematics
|
|
* are evaluated: proceedKinematic (called from SM_Scene) and
|
|
* proceed() in this object. I'll just try and bunge these out for
|
|
* now. */
|
|
void
|
|
SM_Object::
|
|
suspend(
|
|
){
|
|
if (!m_suspended) {
|
|
m_suspended = true;
|
|
suspendDynamics();
|
|
}
|
|
}
|
|
|
|
void
|
|
SM_Object::
|
|
resume(
|
|
) {
|
|
if (m_suspended) {
|
|
m_suspended = false;
|
|
restoreDynamics();
|
|
}
|
|
}
|
|
|
|
void
|
|
SM_Object::
|
|
suspendDynamics(
|
|
) {
|
|
if (m_shapeProps) {
|
|
m_shapePropsBackup = m_shapeProps;
|
|
m_shapeProps = 0;
|
|
}
|
|
}
|
|
|
|
void
|
|
SM_Object::
|
|
restoreDynamics(
|
|
) {
|
|
if (m_shapePropsBackup) {
|
|
m_shapeProps = m_shapePropsBackup;
|
|
m_shapePropsBackup = 0;
|
|
}
|
|
}
|
|
|
|
bool
|
|
SM_Object::
|
|
isGhost(
|
|
) const {
|
|
return m_materialProps == 0;
|
|
}
|
|
|
|
void
|
|
SM_Object::
|
|
suspendMaterial(
|
|
) {
|
|
if (m_materialProps) {
|
|
m_materialPropsBackup = m_materialProps;
|
|
m_materialProps = 0;
|
|
}
|
|
}
|
|
|
|
void
|
|
SM_Object::
|
|
restoreMaterial(
|
|
) {
|
|
if (m_materialPropsBackup) {
|
|
m_materialProps = m_materialPropsBackup;
|
|
m_materialPropsBackup = 0;
|
|
}
|
|
}
|
|
|
|
SM_FhObject *
|
|
SM_Object::
|
|
getFhObject(
|
|
) const {
|
|
return m_fh_object;
|
|
}
|
|
|
|
void
|
|
SM_Object::
|
|
registerCallback(
|
|
SM_Callback& callback
|
|
) {
|
|
m_callbackList.push_back(&callback);
|
|
}
|
|
|
|
// Set the local coordinate system according to the current state
|
|
void
|
|
SM_Object::
|
|
calcXform() {
|
|
#ifdef SM_DEBUG_XFORM
|
|
printf("SM_Object::calcXform m_pos = { %-0.5f, %-0.5f, %-0.5f }\n",
|
|
m_pos[0], m_pos[1], m_pos[2]);
|
|
printf(" m_orn = { %-0.5f, %-0.5f, %-0.5f, %-0.5f }\n",
|
|
m_orn[0], m_orn[1], m_orn[2], m_orn[3]);
|
|
printf(" m_scaling = { %-0.5f, %-0.5f, %-0.5f }\n",
|
|
m_scaling[0], m_scaling[1], m_scaling[2]);
|
|
#endif
|
|
m_xform.setOrigin(getNextFrame().getPosition());
|
|
m_xform.setBasis(MT_Matrix3x3(getNextFrame().getOrientation(), m_scaling));
|
|
m_xform.getValue(m_ogl_matrix);
|
|
|
|
/* Blender has been known to crash here.
|
|
This usually means SM_Object *this has been deleted more than once. */
|
|
DT_SetMatrixd(m_object, m_ogl_matrix);
|
|
if (m_fh_object) {
|
|
m_fh_object->setPosition(getNextFrame().getPosition());
|
|
m_fh_object->calcXform();
|
|
}
|
|
updateInvInertiaTensor();
|
|
#ifdef SM_DEBUG_XFORM
|
|
printf("\n | %-0.5f %-0.5f %-0.5f %-0.5f |\n",
|
|
m_ogl_matrix[0], m_ogl_matrix[4], m_ogl_matrix[ 8], m_ogl_matrix[12]);
|
|
printf( " | %-0.5f %-0.5f %-0.5f %-0.5f |\n",
|
|
m_ogl_matrix[1], m_ogl_matrix[5], m_ogl_matrix[ 9], m_ogl_matrix[13]);
|
|
printf( "m_ogl_matrix = | %-0.5f %-0.5f %-0.5f %-0.5f |\n",
|
|
m_ogl_matrix[2], m_ogl_matrix[6], m_ogl_matrix[10], m_ogl_matrix[14]);
|
|
printf( " | %-0.5f %-0.5f %-0.5f %-0.5f |\n\n",
|
|
m_ogl_matrix[3], m_ogl_matrix[7], m_ogl_matrix[11], m_ogl_matrix[15]);
|
|
#endif
|
|
}
|
|
|
|
void
|
|
SM_Object::updateInvInertiaTensor()
|
|
{
|
|
m_inv_inertia_tensor = m_xform.getBasis().scaled(m_inv_inertia[0], m_inv_inertia[1], m_inv_inertia[2]) * m_xform.getBasis().transposed();
|
|
}
|
|
|
|
// Call callbacks to notify the client of a change of placement
|
|
void
|
|
SM_Object::
|
|
notifyClient() {
|
|
T_CallbackList::iterator i;
|
|
for (i = m_callbackList.begin(); i != m_callbackList.end(); ++i) {
|
|
(*i)->do_me();
|
|
}
|
|
}
|
|
|
|
|
|
// Save the current state information for use in the velocity computation in the next frame.
|
|
void
|
|
SM_Object::
|
|
proceedKinematic(
|
|
MT_Scalar timeStep
|
|
) {
|
|
/* nzc: need to bunge this for the logic bubbling as well? */
|
|
if (!m_suspended) {
|
|
m_prev_kinematic = m_kinematic;
|
|
if (m_kinematic) {
|
|
m_prev_xform = m_xform;
|
|
m_timeStep = timeStep;
|
|
calcXform();
|
|
m_kinematic = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
SM_Object::
|
|
saveReactionForce(
|
|
MT_Scalar timeStep
|
|
) {
|
|
if (isDynamic()) {
|
|
m_reaction_force = m_reaction_impulse / timeStep;
|
|
m_reaction_impulse.setValue(0.0, 0.0, 0.0);
|
|
}
|
|
}
|
|
|
|
void
|
|
SM_Object::
|
|
clearForce(
|
|
) {
|
|
m_force.setValue(0.0, 0.0, 0.0);
|
|
m_torque.setValue(0.0, 0.0, 0.0);
|
|
}
|
|
|
|
void
|
|
SM_Object::
|
|
clearMomentum(
|
|
) {
|
|
m_lin_mom.setValue(0.0, 0.0, 0.0);
|
|
m_ang_mom.setValue(0.0, 0.0, 0.0);
|
|
}
|
|
|
|
void
|
|
SM_Object::
|
|
setMargin(
|
|
MT_Scalar margin
|
|
) {
|
|
m_margin = margin;
|
|
DT_SetMargin(m_object, margin);
|
|
}
|
|
|
|
MT_Scalar
|
|
SM_Object::
|
|
getMargin(
|
|
) const {
|
|
return m_margin;
|
|
}
|
|
|
|
const
|
|
SM_MaterialProps *
|
|
SM_Object::
|
|
getMaterialProps(
|
|
) const {
|
|
return m_materialProps;
|
|
}
|
|
|
|
const
|
|
SM_ShapeProps *
|
|
SM_Object::
|
|
getShapeProps(
|
|
) const {
|
|
return m_shapeProps;
|
|
}
|
|
|
|
void
|
|
SM_Object::
|
|
setPosition(
|
|
const MT_Point3& pos
|
|
){
|
|
m_kinematic = true;
|
|
getNextFrame().setPosition(pos);
|
|
endFrame();
|
|
}
|
|
|
|
void
|
|
SM_Object::
|
|
setOrientation(
|
|
const MT_Quaternion& orn
|
|
){
|
|
assert(!orn.fuzzyZero());
|
|
m_kinematic = true;
|
|
getNextFrame().setOrientation(orn);
|
|
endFrame();
|
|
}
|
|
|
|
void
|
|
SM_Object::
|
|
setScaling(
|
|
const MT_Vector3& scaling
|
|
){
|
|
m_kinematic = true;
|
|
m_scaling = scaling;
|
|
}
|
|
|
|
/**
|
|
* Functions to handle linear velocity
|
|
*/
|
|
|
|
void
|
|
SM_Object::
|
|
setExternalLinearVelocity(
|
|
const MT_Vector3& lin_vel
|
|
) {
|
|
m_combined_lin_vel=lin_vel;
|
|
}
|
|
|
|
void
|
|
SM_Object::
|
|
addExternalLinearVelocity(
|
|
const MT_Vector3& lin_vel
|
|
) {
|
|
m_combined_lin_vel+=lin_vel;
|
|
}
|
|
|
|
void
|
|
SM_Object::
|
|
addLinearVelocity(
|
|
const MT_Vector3& lin_vel
|
|
){
|
|
setLinearVelocity(getNextFrame().getLinearVelocity() + lin_vel);
|
|
}
|
|
|
|
void
|
|
SM_Object::
|
|
setLinearVelocity(
|
|
const MT_Vector3& lin_vel
|
|
){
|
|
getNextFrame().setLinearVelocity(lin_vel);
|
|
if (m_shapeProps) {
|
|
m_lin_mom = getNextFrame().getLinearVelocity() * m_shapeProps->m_mass;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Functions to handle angular velocity
|
|
*/
|
|
|
|
void
|
|
SM_Object::
|
|
setExternalAngularVelocity(
|
|
const MT_Vector3& ang_vel
|
|
) {
|
|
m_combined_ang_vel = ang_vel;
|
|
}
|
|
|
|
void
|
|
SM_Object::
|
|
addExternalAngularVelocity(
|
|
const MT_Vector3& ang_vel
|
|
) {
|
|
m_combined_ang_vel += ang_vel;
|
|
}
|
|
|
|
void
|
|
SM_Object::
|
|
setAngularVelocity(
|
|
const MT_Vector3& ang_vel
|
|
) {
|
|
getNextFrame().setAngularVelocity(ang_vel);
|
|
if (m_shapeProps) {
|
|
m_ang_mom = getNextFrame().getAngularVelocity() * m_shapeProps->m_inertia;
|
|
}
|
|
}
|
|
|
|
void
|
|
SM_Object::
|
|
addAngularVelocity(
|
|
const MT_Vector3& ang_vel
|
|
) {
|
|
setAngularVelocity(getNextFrame().getAngularVelocity() + ang_vel);
|
|
}
|
|
|
|
|
|
void
|
|
SM_Object::
|
|
clearCombinedVelocities(
|
|
) {
|
|
m_combined_lin_vel = MT_Vector3(0,0,0);
|
|
m_combined_ang_vel = MT_Vector3(0,0,0);
|
|
}
|
|
|
|
void
|
|
SM_Object::
|
|
resolveCombinedVelocities(
|
|
const MT_Vector3 & lin_vel,
|
|
const MT_Vector3 & ang_vel
|
|
) {
|
|
|
|
// Different behaviours for dynamic and non-dynamic
|
|
// objects. For non-dynamic we just set the velocity to
|
|
// zero. For dynmic the physics velocity has to be
|
|
// taken into account. We must make an arbitrary decision
|
|
// on how to resolve the 2 velocities. Choices are
|
|
// Add the physics velocity to the linear velocity. Objects
|
|
// will just keep on moving in the direction they were
|
|
// last set in - untill external forces affect them.
|
|
// Set the combinbed linear and physics velocity to zero.
|
|
// Set the physics velocity in the direction of the set velocity
|
|
// zero.
|
|
if (isDynamic()) {
|
|
|
|
#if 1
|
|
getNextFrame().setLinearVelocity(getNextFrame().getLinearVelocity() + lin_vel);
|
|
getNextFrame().setAngularVelocity(getNextFrame().getAngularVelocity() + ang_vel);
|
|
#else
|
|
|
|
//compute the component of the physics velocity in the
|
|
// direction of the set velocity and set it to zero.
|
|
MT_Vector3 lin_vel_norm = lin_vel.normalized();
|
|
|
|
setLinearVelocity(getNextFrame().getLinearVelocity() - (getNextFrame().getLinearVelocity().dot(lin_vel_norm) * lin_vel_norm));
|
|
#endif
|
|
m_lin_mom = getNextFrame().getLinearVelocity() * m_shapeProps->m_mass;
|
|
m_ang_mom = getNextFrame().getAngularVelocity() * m_shapeProps->m_inertia;
|
|
clearCombinedVelocities();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
MT_Scalar
|
|
SM_Object::
|
|
getInvMass(
|
|
) const {
|
|
return m_inv_mass;
|
|
// OPT: cache the result of this division rather than compute it each call
|
|
}
|
|
|
|
const MT_Vector3&
|
|
SM_Object::
|
|
getInvInertia(
|
|
) const {
|
|
return m_inv_inertia;
|
|
// OPT: cache the result of this division rather than compute it each call
|
|
}
|
|
|
|
const MT_Matrix3x3&
|
|
SM_Object::
|
|
getInvInertiaTensor(
|
|
) const {
|
|
return m_inv_inertia_tensor;
|
|
}
|
|
|
|
void
|
|
SM_Object::
|
|
applyForceField(
|
|
const MT_Vector3& accel
|
|
) {
|
|
if (m_shapeProps) {
|
|
m_force += m_shapeProps->m_mass * accel; // F = m * a
|
|
}
|
|
}
|
|
|
|
void
|
|
SM_Object::
|
|
applyCenterForce(
|
|
const MT_Vector3& force
|
|
) {
|
|
m_force += force;
|
|
}
|
|
|
|
void
|
|
SM_Object::
|
|
applyTorque(
|
|
const MT_Vector3& torque
|
|
) {
|
|
m_torque += torque;
|
|
}
|
|
|
|
void
|
|
SM_Object::
|
|
applyImpulse(
|
|
const MT_Point3& attach, const MT_Vector3& impulse
|
|
) {
|
|
applyCenterImpulse(impulse); // Change in linear momentum
|
|
applyAngularImpulse((attach - getNextFrame().getPosition()).cross(impulse)); // Change in angular momentump
|
|
}
|
|
|
|
void
|
|
SM_Object::
|
|
applyCenterImpulse(
|
|
const MT_Vector3& impulse
|
|
) {
|
|
if (m_shapeProps) {
|
|
m_lin_mom += impulse;
|
|
m_reaction_impulse += impulse;
|
|
getNextFrame().setLinearVelocity(m_lin_mom * m_inv_mass);
|
|
|
|
// The linear velocity is immedialtely updated since otherwise
|
|
// simultaneous collisions will get a double impulse.
|
|
}
|
|
}
|
|
|
|
void
|
|
SM_Object::
|
|
applyAngularImpulse(
|
|
const MT_Vector3& impulse
|
|
) {
|
|
if (m_shapeProps) {
|
|
m_ang_mom += impulse;
|
|
getNextFrame().setAngularVelocity( m_inv_inertia_tensor * m_ang_mom);
|
|
}
|
|
}
|
|
|
|
MT_Point3
|
|
SM_Object::
|
|
getWorldCoord(
|
|
const MT_Point3& local
|
|
) const {
|
|
return m_xform(local);
|
|
}
|
|
|
|
MT_Vector3
|
|
SM_Object::
|
|
getVelocity(
|
|
const MT_Point3& local
|
|
) const {
|
|
if (m_prev_kinematic && !isDynamic())
|
|
{
|
|
// For displaced objects the velocity is faked using the previous state.
|
|
// Dynamic objects get their own velocity, not the faked velocity.
|
|
// (Dynamic objects shouldn't be displaced in the first place!!)
|
|
return (m_xform(local) - m_prev_xform(local)) / m_timeStep;
|
|
}
|
|
|
|
// NB: m_xform.getBasis() * local == m_xform(local) - m_xform.getOrigin()
|
|
return actualLinVelocity() + actualAngVelocity().cross(local);
|
|
}
|
|
|
|
|
|
const
|
|
MT_Vector3&
|
|
SM_Object::
|
|
getReactionForce(
|
|
) const {
|
|
return m_reaction_force;
|
|
}
|
|
|
|
void
|
|
SM_Object::
|
|
getMatrix(
|
|
double *m
|
|
) const {
|
|
std::copy(&m_ogl_matrix[0], &m_ogl_matrix[16], &m[0]);
|
|
}
|
|
|
|
const
|
|
double *
|
|
SM_Object::
|
|
getMatrix(
|
|
) const {
|
|
return m_ogl_matrix;
|
|
}
|
|
|
|
// Still need this???
|
|
const
|
|
MT_Transform&
|
|
SM_Object::
|
|
getScaledTransform(
|
|
) const {
|
|
return m_xform;
|
|
}
|
|
|
|
DT_ObjectHandle
|
|
SM_Object::
|
|
getObjectHandle(
|
|
) const {
|
|
return m_object;
|
|
}
|
|
|
|
DT_ShapeHandle
|
|
SM_Object::
|
|
getShapeHandle(
|
|
) const {
|
|
return m_shape;
|
|
}
|
|
|
|
SM_Object *
|
|
SM_Object::
|
|
getDynamicParent(
|
|
) {
|
|
return m_dynamicParent;
|
|
}
|
|
|
|
void
|
|
SM_Object::
|
|
setRigidBody(
|
|
bool is_rigid_body
|
|
) {
|
|
m_is_rigid_body = is_rigid_body;
|
|
}
|
|
|
|
bool
|
|
SM_Object::
|
|
isRigidBody(
|
|
) const {
|
|
return m_is_rigid_body;
|
|
}
|
|
|
|
const
|
|
MT_Vector3
|
|
SM_Object::
|
|
actualLinVelocity(
|
|
) const {
|
|
return m_combined_lin_vel + getNextFrame().getLinearVelocity();
|
|
};
|
|
|
|
const
|
|
MT_Vector3
|
|
SM_Object::
|
|
actualAngVelocity(
|
|
) const {
|
|
return m_combined_ang_vel + getNextFrame().getAngularVelocity();
|
|
}
|
|
|
|
|
|
SM_MotionState&
|
|
SM_Object::
|
|
getCurrentFrame()
|
|
{
|
|
return m_frames[1];
|
|
}
|
|
|
|
SM_MotionState&
|
|
SM_Object::
|
|
getPreviousFrame()
|
|
{
|
|
return m_frames[0];
|
|
}
|
|
|
|
SM_MotionState &
|
|
SM_Object::
|
|
getNextFrame()
|
|
{
|
|
return m_frames[2];
|
|
}
|
|
|
|
const SM_MotionState &
|
|
SM_Object::
|
|
getCurrentFrame() const
|
|
{
|
|
return m_frames[1];
|
|
}
|
|
|
|
const SM_MotionState &
|
|
SM_Object::
|
|
getPreviousFrame() const
|
|
{
|
|
return m_frames[0];
|
|
}
|
|
|
|
const SM_MotionState &
|
|
SM_Object::
|
|
getNextFrame() const
|
|
{
|
|
return m_frames[2];
|
|
}
|
|
|
|
|
|
const MT_Point3&
|
|
SM_Object::
|
|
getPosition() const
|
|
{
|
|
return m_frames[1].getPosition();
|
|
}
|
|
|
|
const MT_Quaternion&
|
|
SM_Object::
|
|
getOrientation() const
|
|
{
|
|
return m_frames[1].getOrientation();
|
|
}
|
|
|
|
const MT_Vector3&
|
|
SM_Object::
|
|
getLinearVelocity() const
|
|
{
|
|
return m_frames[1].getLinearVelocity();
|
|
}
|
|
|
|
const MT_Vector3&
|
|
SM_Object::
|
|
getAngularVelocity() const
|
|
{
|
|
return m_frames[1].getAngularVelocity();
|
|
}
|
|
|
|
void
|
|
SM_Object::
|
|
interpolate(MT_Scalar timeStep)
|
|
{
|
|
if (!actualLinVelocity().fuzzyZero() || !actualAngVelocity().fuzzyZero())
|
|
{
|
|
getCurrentFrame().setTime(timeStep);
|
|
getCurrentFrame().lerp(getPreviousFrame(), getNextFrame());
|
|
notifyClient();
|
|
}
|
|
}
|
|
|
|
void
|
|
SM_Object::
|
|
endFrame()
|
|
{
|
|
getPreviousFrame() = getNextFrame();
|
|
getCurrentFrame() = getNextFrame();
|
|
m_static = 0;
|
|
}
|