Implementation of the PHY_IPhysicsController::SetMargin(), GetMargin(), SetRadius() and GetRadius() for Bullet and Sumo to allow resetting the Near sensor radius. For bullet use the new setUnscaledRadius() function to change sphere radius. In pPreparation of a Fh constraint actuator: - Add KX_IPhysicsController::GetRadius() - Fix implementation of KX_BulletPhysicsController::GetVelocity() (velocity at a point in geometric coordinate) - Don't try to set velocity on static object (Bullet will assert) - Add KX_GameObject::GetVelocity() for C access to local velocity
		
			
				
	
	
		
			101 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
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			101 lines
		
	
	
		
			4.0 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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 * 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.
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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 LICENSE BLOCK *****
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 */
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#ifndef PHY_IPHYSICSCONTROLLER_H
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#define PHY_IPHYSICSCONTROLLER_H
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#include "PHY_DynamicTypes.h"
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/**
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	PHY_IPhysicsController is the abstract simplified Interface to a physical object.
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	It contains the IMotionState and IDeformableMesh Interfaces.
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*/
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class PHY_IPhysicsController	
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{
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	public:
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		virtual ~PHY_IPhysicsController();
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		/**
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			SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
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		*/
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		virtual bool		SynchronizeMotionStates(float time)=0;
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		/**
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			WriteMotionStateToDynamics ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
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		*/
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		virtual void		WriteMotionStateToDynamics(bool nondynaonly)=0;
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		virtual	void		WriteDynamicsToMotionState()=0;
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		// controller replication
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		virtual	void		PostProcessReplica(class PHY_IMotionState* motionstate,class PHY_IPhysicsController* parentctrl)=0;
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		// kinematic methods
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		virtual void		RelativeTranslate(float dlocX,float dlocY,float dlocZ,bool local)=0;
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		virtual void		RelativeRotate(const float drot[12],bool local)=0;
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		virtual	void		getOrientation(float &quatImag0,float &quatImag1,float &quatImag2,float &quatReal)=0;
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		virtual	void		setOrientation(float quatImag0,float quatImag1,float quatImag2,float quatReal)=0;
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		virtual	void		setPosition(float posX,float posY,float posZ)=0;
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		virtual	void 		getPosition(PHY__Vector3&	pos) const=0;
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		virtual	void		setScaling(float scaleX,float scaleY,float scaleZ)=0;
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		// physics methods
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		virtual void		ApplyTorque(float torqueX,float torqueY,float torqueZ,bool local)=0;
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		virtual void		ApplyForce(float forceX,float forceY,float forceZ,bool local)=0;
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		virtual void		SetAngularVelocity(float ang_velX,float ang_velY,float ang_velZ,bool local)=0;
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		virtual void		SetLinearVelocity(float lin_velX,float lin_velY,float lin_velZ,bool local)=0;
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		virtual void		resolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ) = 0;
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		virtual void		applyImpulse(float attachX,float attachY,float attachZ, float impulseX,float impulseY,float impulseZ)=0;
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		virtual void		SetActive(bool active)=0;
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		// reading out information from physics
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		virtual void		GetLinearVelocity(float& linvX,float& linvY,float& linvZ)=0;
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		virtual void		GetVelocity(const float posX,const float posY,const float posZ,float& linvX,float& linvY,float& linvZ)=0; 
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		virtual	void		getReactionForce(float& forceX,float& forceY,float& forceZ)=0;
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		// dyna's that are rigidbody are free in orientation, dyna's with non-rigidbody are restricted 
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		virtual	void		setRigidBody(bool rigid)=0;
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		// clientinfo for raycasts for example
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		virtual	void*				getNewClientInfo()=0;
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		virtual	void				setNewClientInfo(void* clientinfo)=0;
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		virtual PHY_IPhysicsController*	GetReplica() {return 0;}
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		virtual void	calcXform() =0;
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		virtual void SetMargin(float margin) =0;
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		virtual float GetMargin() const=0;
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		virtual float GetRadius() const=0;
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		virtual void  SetRadius(float margin) = 0;
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		PHY__Vector3	GetWorldPosition(PHY__Vector3& localpos);
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};
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#endif //PHY_IPHYSICSCONTROLLER_H
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