Erwin Coumans: Abstract the physics engine Charlie C: Joystick fixes Me: Moved the ray cast (shadows, mouse sensor & ray sensor)
		
			
				
	
	
		
			113 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			113 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**
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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 __KX_SUMOPHYSICSCONTROLLER_H
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#define __KX_SUMOPHYSICSCONTROLLER_H
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#include "PHY_IPhysicsController.h"
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/**
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	Physics Controller, a special kind of Scene Graph Transformation Controller.
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	It get's callbacks from Sumo in case a transformation change took place.
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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 changed.
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*/
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#include "SumoPhysicsController.h"
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#include "KX_IPhysicsController.h"
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class KX_SumoPhysicsController : public KX_IPhysicsController,	
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									public SumoPhysicsController
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{
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public:
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	KX_SumoPhysicsController(
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		class SM_Scene* sumoScene,
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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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		: KX_IPhysicsController(dyna,NULL) ,
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		  SumoPhysicsController(sumoScene,/*solidscene,*/sumoObj,motionstate,dyna)
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	{
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	};
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	virtual ~KX_SumoPhysicsController();
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	void	applyImpulse(const MT_Point3& attach, const MT_Vector3& impulse);
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	virtual void	SetObject (SG_IObject* object);
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	void	RelativeTranslate(const MT_Vector3& dloc,bool local);
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	void	RelativeRotate(const MT_Matrix3x3& drot,bool local);
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	void	ApplyTorque(const MT_Vector3& torque,bool local);
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	void	ApplyForce(const MT_Vector3& force,bool local);
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	MT_Vector3 GetLinearVelocity();
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	MT_Vector3 GetVelocity(const MT_Point3& pos);
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	void	SetAngularVelocity(const MT_Vector3& ang_vel,bool local);
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	void	SetLinearVelocity(const MT_Vector3& lin_vel,bool local);
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	void	resolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ);
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	void	SuspendDynamics();
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	void	RestoreDynamics();
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	virtual	void	getOrientation(MT_Quaternion& orn);
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	virtual	void setOrientation(const MT_Quaternion& orn);
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	virtual	void setPosition(const MT_Point3& pos);
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	virtual	void setScaling(const MT_Vector3& scaling);
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	virtual	MT_Scalar	GetMass();
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	virtual	MT_Vector3	getReactionForce();
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	virtual	void	setRigidBody(bool rigid);
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	virtual	SG_Controller*	GetReplica(class SG_Node* destnode);
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	void	SetSumoTransform(bool nondynaonly);
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	// todo: remove next line !
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	virtual void	SetSimulatedTime(double time);
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	// call from scene graph to update
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	virtual bool Update(double time);
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		void
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	SetOption(
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		int option,
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		int value
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	){
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		// intentionally empty
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	};
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};
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#endif //__KX_SUMOPHYSICSCONTROLLER_H
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