svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD Notes: * Game and sequencer RNA, and sequencer header are now out of date a bit after changes in trunk. * I didn't know how to port these bugfixes, most likely they are not needed anymore. * Fix "duplicate strip" always increase the user count for ipo. * IPO pinning on sequencer strips was lost during Undo.
		
			
				
	
	
		
			496 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			496 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /**
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|  * @file $Id$
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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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| 
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| #include "SumoPhysicsController.h"
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| #include "PHY_IMotionState.h"
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| #include "SM_Object.h"
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| #include "MT_Quaternion.h"
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| 
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| 
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| SumoPhysicsController::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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| 
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| 				bool dyna) 
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| 		: 
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| 		m_sumoObj(sumoObj) , 
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| 		m_sumoScene(sumoScene),
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| 		m_bFirstTime(true),
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| 		m_bDyna(dyna),
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| 		m_MotionState(motionstate)
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| {
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| 	if (m_sumoObj)
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| 	{
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| 
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| 		PHY__Vector3 pos1;
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| 		getPosition(pos1);
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| 		MT_Point3 pos(pos1);
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| 		
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| 		//temp debugging check
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| 		//assert(pos.length() < 100000.f);
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| 
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| 		//need this to do the upcast after the solid/sumo collision callback
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| 		m_sumoObj->setPhysicsClientObject(this);
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| 		//if it is a dyna, register for a callback
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| 		m_sumoObj->registerCallback(*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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| SumoPhysicsController::~SumoPhysicsController()
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| {
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| 	if (m_sumoObj)
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| 	{
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| 		m_sumoScene->remove(*m_sumoObj);
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| 		
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| 		delete m_sumoObj;
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| 		m_sumoObj = NULL;
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| 	}
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| }
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| 
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| float SumoPhysicsController::getMass()
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| {
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| 	if (m_sumoObj)
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| 	{
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| 		const SM_ShapeProps *shapeprops = m_sumoObj->getShapeProps();
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| 		if(shapeprops!=NULL) return shapeprops->m_mass;
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| 	}
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| 	return 0.f;
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| }
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| 
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| bool SumoPhysicsController::SynchronizeMotionStates(float)
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| {
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| 	if (m_bFirstTime)
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| 	{
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| 		setSumoTransform(!m_bFirstTime);
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| 		m_bFirstTime = false;
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| 	}
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| 	return false;
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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 SumoPhysicsController::GetWorldOrientation(MT_Matrix3x3& mat)
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| {
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| 	float orn[4];
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| 	m_MotionState->getWorldOrientation(orn[0],orn[1],orn[2],orn[3]);
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| 	MT_Quaternion quat(orn);
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| 	mat.setRotation(quat);
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| 
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| }
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| 
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| void SumoPhysicsController::getPosition(PHY__Vector3&	pos) const
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| {
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| 	assert(m_sumoObj);
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| 
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| 	pos[0] = m_sumoObj->getPosition()[0];
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| 	pos[1] = m_sumoObj->getPosition()[0];
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| 	pos[2] = m_sumoObj->getPosition()[0];
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| 
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| 	//m_MotionState->getWorldPosition(pos[0],pos[1],pos[2]);
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| }
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| 
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| void SumoPhysicsController::GetWorldPosition(MT_Point3& pos)
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| {
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| //	assert(m_sumoObj);
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| 
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| //	pos[0] = m_sumoObj->getPosition()[0];
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| //	pos[1] = m_sumoObj->getPosition()[0];
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| //	pos[2] = m_sumoObj->getPosition()[0];
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| 
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| 	float worldpos[3];
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| 	m_MotionState->getWorldPosition(worldpos[0],worldpos[1],worldpos[2]);
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| 	pos[0]=worldpos[0];
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| 	pos[1]=worldpos[1];
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| 	pos[2]=worldpos[2];
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| }
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| 
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| void SumoPhysicsController::GetWorldScaling(MT_Vector3& scale)
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| {
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| 	float worldscale[3];
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| 	m_MotionState->getWorldScaling(worldscale[0],worldscale[1],worldscale[2]);
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| 	scale[0]=worldscale[0];
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| 	scale[1]=worldscale[1];
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| 	scale[2]=worldscale[2];
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| }
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| 
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| 
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| 		// kinematic methods
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| void		SumoPhysicsController::RelativeTranslate(float dlocX,float dlocY,float dlocZ,bool local)
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| {
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| 	if (m_sumoObj)
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| 	{
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| 		MT_Matrix3x3 mat;
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| 		GetWorldOrientation(mat);
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| 		MT_Vector3 dloc(dlocX,dlocY,dlocZ);
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| 
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| 		MT_Point3 newpos = m_sumoObj->getPosition();
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| 		
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| 		newpos += (local ? mat * dloc : dloc);
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| 		m_sumoObj->setPosition(newpos);
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| 	}
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| 
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| }
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| void		SumoPhysicsController::RelativeRotate(const float drot[12],bool local)
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| {
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| 	if (m_sumoObj )
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| 	{
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| 		MT_Matrix3x3 drotmat(drot);
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| 		MT_Matrix3x3 currentOrn;
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| 		GetWorldOrientation(currentOrn);
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| 
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| 		m_sumoObj->setOrientation(m_sumoObj->getOrientation()*(local ? 
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| 		drotmat : (currentOrn.inverse() * drotmat * currentOrn)).getRotation());
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| 	}
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| 
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| }
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| void		SumoPhysicsController::setOrientation(float quatImag0,float quatImag1,float quatImag2,float quatReal)
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| {
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| 	m_sumoObj->setOrientation(MT_Quaternion(quatImag0,quatImag1,quatImag2,quatReal));
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| }
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| 
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| void		SumoPhysicsController::getOrientation(float &quatImag0,float &quatImag1,float &quatImag2,float &quatReal)
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| {
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| 	const MT_Quaternion& q = m_sumoObj->getOrientation();
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| 	quatImag0 = q[0];
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| 	quatImag1 = q[1];
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| 	quatImag2 = q[2];
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| 	quatReal = q[3];
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| }
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| 
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| void		SumoPhysicsController::setPosition(float posX,float posY,float posZ)
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| {
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| 	m_sumoObj->setPosition(MT_Point3(posX,posY,posZ));
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| }
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| 
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| void		SumoPhysicsController::setScaling(float scaleX,float scaleY,float scaleZ)
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| {
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| 	if (!m_bDyna)
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| 		m_sumoObj->setScaling(MT_Vector3(scaleX,scaleY,scaleZ));
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| }
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| 	
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| 	// physics methods
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| void		SumoPhysicsController::ApplyTorque(float torqueX,float torqueY,float torqueZ,bool local)
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| {
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| 	if (m_sumoObj)
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| 	{
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| 		MT_Vector3 torque(torqueX,torqueY,torqueZ);
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| 
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| 		MT_Matrix3x3 orn;
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| 		GetWorldOrientation(orn);
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| 		m_sumoObj->applyTorque(local ?
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| 			orn * torque :
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| 			torque);
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| 	}
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| }
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| 
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| void		SumoPhysicsController::ApplyForce(float forceX,float forceY,float forceZ,bool local)
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| {
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| 	if (m_sumoObj)
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| 	{
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| 		MT_Vector3 force(forceX,forceY,forceZ);
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| 
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| 		MT_Matrix3x3 orn;
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| 		GetWorldOrientation(orn);
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| 
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| 		m_sumoObj->applyCenterForce(local ?
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| 						orn * force :
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| 						force);
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| 	}
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| }
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| 
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| void		SumoPhysicsController::SetAngularVelocity(float ang_velX,float ang_velY,float ang_velZ,bool local)
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| {
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| 	if (m_sumoObj)
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| 	{
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| 		MT_Vector3 ang_vel(ang_velX,ang_velY,ang_velZ);
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| 
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| 		MT_Matrix3x3 orn;
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| 		GetWorldOrientation(orn);
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| 
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| 		m_sumoObj->setExternalAngularVelocity(local ?
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| 						orn * ang_vel :
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| 						ang_vel);
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| 	}
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| }
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| 	
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| void		SumoPhysicsController::SetLinearVelocity(float lin_velX,float lin_velY,float lin_velZ,bool local)
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| {
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| 	if (m_sumoObj )
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| 	{
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| 		MT_Matrix3x3 orn;
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| 		GetWorldOrientation(orn);
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| 
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| 		MT_Vector3 lin_vel(lin_velX,lin_velY,lin_velZ);
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| 		m_sumoObj->setExternalLinearVelocity(local ?
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| 							   orn * lin_vel :
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| 							   lin_vel);
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| 	}
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| }
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| 
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| void		SumoPhysicsController::resolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ)
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| {
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| 	if (m_sumoObj)
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| 		m_sumoObj->resolveCombinedVelocities(MT_Vector3(linvelX,linvelY,linvelZ),MT_Vector3(angVelX,angVelY,angVelZ));
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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		SumoPhysicsController::applyImpulse(float attachX,float attachY,float attachZ, float impulseX,float impulseY,float impulseZ)
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| {
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| 	if (m_sumoObj)
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| 	{
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| 		MT_Point3 attach(attachX,attachY,attachZ);
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| 		MT_Vector3 impulse(impulseX,impulseY,impulseZ);
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| 		m_sumoObj->applyImpulse(attach,impulse);
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| 	}
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| 
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| }
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| 
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| void		SumoPhysicsController::SuspendDynamics()
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| {
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| 	m_suspendDynamics=true;
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| 		
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| 	if (m_sumoObj)
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| 	{
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| 		m_sumoObj->suspendDynamics();
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| 		m_sumoObj->setLinearVelocity(MT_Vector3(0,0,0));
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| 		m_sumoObj->setAngularVelocity(MT_Vector3(0,0,0));
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| 		m_sumoObj->calcXform();
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| 	}
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| }
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| 
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| void		SumoPhysicsController::RestoreDynamics()
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| {
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| 	m_suspendDynamics=false;
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| 
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| 	if (m_sumoObj)
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| 	{
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| 		m_sumoObj->restoreDynamics();
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| 	}
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| }
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| 
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| 
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| /**  
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| 	reading out information from physics
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| */
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| void		SumoPhysicsController::GetLinearVelocity(float& linvX,float& linvY,float& linvZ)
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| {
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| 	if (m_sumoObj)
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| 	{
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| 		// get velocity from the physics object (m_sumoObj)
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| 		const MT_Vector3& vel = m_sumoObj->getLinearVelocity();
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| 		linvX = vel[0];
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| 		linvY = vel[1];
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| 		linvZ = vel[2];
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| 	} 
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| 	else
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| 	{
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| 		linvX = 0.f;
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| 		linvY = 0.f;
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| 		linvZ = 0.f;
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| 	}
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| }
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| 
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| /** 
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| 	GetVelocity parameters are in geometric coordinates (Origin is not center of mass!).
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| */
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| void		SumoPhysicsController::GetVelocity(const float posX,const float posY,const float posZ,float& linvX,float& linvY,float& linvZ)
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| {
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| 	if (m_sumoObj)
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| 	{
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| 		MT_Point3 pos(posX,posY,posZ);
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| 		// get velocity from the physics object (m_sumoObj)
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| 		const MT_Vector3& vel = m_sumoObj->getVelocity(pos);
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| 		linvX = vel[0];
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| 		linvY = vel[1];
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| 		linvZ = vel[2];
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| 	} 
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| 	else
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| 	{
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| 		linvX = 0.f;
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| 		linvY = 0.f;
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| 		linvZ = 0.f;
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| 		
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| 	}
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| }
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| 
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| void		SumoPhysicsController::getReactionForce(float& forceX,float& forceY,float& forceZ)
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| {
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| 	const MT_Vector3& force = m_sumoObj->getReactionForce();
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| 	forceX = force[0];
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| 	forceY = force[1];
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| 	forceZ = force[2];
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| }
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| 
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| void		SumoPhysicsController::setRigidBody(bool rigid)
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| {
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| 	m_sumoObj->setRigidBody(rigid);
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| }
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| 
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| void		SumoPhysicsController::PostProcessReplica(class PHY_IMotionState* motionstate,class PHY_IPhysicsController* parentctrl)
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| {
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| 	m_MotionState = motionstate;
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| 
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| 	SM_Object* dynaparent=0;
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| 	SumoPhysicsController* sumoparentctrl = (SumoPhysicsController* )parentctrl;
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| 	
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| 	if (sumoparentctrl)
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| 	{
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| 		dynaparent = sumoparentctrl->GetSumoObject();
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| 	}
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| 	
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| 	SM_Object* orgsumoobject = m_sumoObj;
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| 	
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| 	
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| 	m_sumoObj	=	new SM_Object(
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| 		orgsumoobject->getShapeHandle(), 
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| 		orgsumoobject->getMaterialProps(),			
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| 		orgsumoobject->getShapeProps(),
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| 		dynaparent);
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| 	
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| 	m_sumoObj->setRigidBody(orgsumoobject->isRigidBody());
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| 	
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| 	m_sumoObj->setMargin(orgsumoobject->getMargin());
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| 	m_sumoObj->setPosition(orgsumoobject->getPosition());
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| 	m_sumoObj->setOrientation(orgsumoobject->getOrientation());
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| 	//if it is a dyna, register for a callback
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| 	m_sumoObj->registerCallback(*this);
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| 	
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| 	m_sumoScene->add(* (m_sumoObj));
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| }
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| 
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| PHY_IMotionState* SumoPhysicsController::GetMotionState()
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| {
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| 	return m_MotionState;
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| }
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| 
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| void			SumoPhysicsController::SetSimulatedTime(float)
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| {
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| }
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| 	
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| 	
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| void	SumoPhysicsController::WriteMotionStateToDynamics(bool)
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| {
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| 
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| }
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| // this is the actual callback from sumo, and the position/orientation
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| //is written to the scenegraph, using the motionstate abstraction
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| 
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| void SumoPhysicsController::do_me()
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| {
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| 	MT_assert(m_sumoObj);
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| 	const MT_Point3& pos = m_sumoObj->getPosition();
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| 	const MT_Quaternion& orn = m_sumoObj->getOrientation();
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| 
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| 	MT_assert(m_MotionState);
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| 	m_MotionState->setWorldPosition(pos[0],pos[1],pos[2]);
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| 	m_MotionState->setWorldOrientation(orn[0],orn[1],orn[2],orn[3]);
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| }
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| 
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| 
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| void	SumoPhysicsController::setSumoTransform(bool nondynaonly)
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| {
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| 	if (!nondynaonly || !m_bDyna)
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| 	{
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| 		if (m_sumoObj)
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| 		{
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| 			MT_Point3 pos;
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| 			GetWorldPosition(pos);
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| 
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| 			m_sumoObj->setPosition(pos);
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| 			if (m_bDyna)
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| 			{
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| 				m_sumoObj->setScaling(MT_Vector3(1,1,1));
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| 			} else
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| 			{
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| 				MT_Vector3 scale;
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| 				GetWorldScaling(scale);
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| 				m_sumoObj->setScaling(scale);
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| 			}
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| 			MT_Matrix3x3 orn;
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| 			GetWorldOrientation(orn);
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| 			m_sumoObj->setOrientation(orn.getRotation());
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| 			m_sumoObj->calcXform();
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| 		}
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| 	}
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| }
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| 
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| 
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| 	// clientinfo for raycasts for example
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| void*				SumoPhysicsController::getNewClientInfo()
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| {
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| 	if (m_sumoObj)
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| 		return m_sumoObj->getClientObject();
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| 	return 0;
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| 
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| }
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| void				SumoPhysicsController::setNewClientInfo(void* clientinfo)
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| {
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| 	if (m_sumoObj)
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| 	{
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| 		SM_ClientObject* clOb = static_cast<SM_ClientObject*> (clientinfo);
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| 		m_sumoObj->setClientObject(clOb);
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| 	}
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| 
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| }
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| 
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| void	SumoPhysicsController::calcXform()
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| {
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| 	if (m_sumoObj)
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| 		m_sumoObj->calcXform();
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| }
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| 
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| void SumoPhysicsController::SetMargin(float margin) 
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| {
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| 	if (m_sumoObj)
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| 		m_sumoObj->setMargin(margin);
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| }
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| 
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| float SumoPhysicsController::GetMargin() const
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| {
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| 	if (m_sumoObj)
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| 		m_sumoObj->getMargin();
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| 	return 0.f;
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| }
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| 
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| float SumoPhysicsController::GetRadius() const 
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| {
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| 	if (m_sumoObj && m_sumoObj->getShapeProps())
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| 	{
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| 		return m_sumoObj->getShapeProps()->m_radius;
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| 	}
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| 	return 0.f;
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| 
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| }
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