blender/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
Nathan Letwory 00291b5cf4 [GameEngine] Commit all Kester's changes made to the gameengine to restore 2.25 like physics.
[SCons] Build with Solid as default when enabling the gameengine in the build process
[SCons] Build solid and qhull from the extern directory and link statically against them

That was about it.

There are a few things that needs double checking:

* Makefiles
* Projectfiles
* All the other systems than Linux and Windows on which the build (with scons) has been successfully tested.
2004-03-22 22:02:18 +00:00

115 lines
2.7 KiB
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/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#ifndef KX_CONVERTPHYSICSOBJECTS
#define KX_CONVERTPHYSICSOBJECTS
/* These are defined by the build system... */
//#define USE_SUMO_SOLID
//#define USE_ODE
class RAS_MeshObject;
class KX_Scene;
typedef enum {
KX_BOUNDBOX,
KX_BOUNDSPHERE,
KX_BOUNDCYLINDER,
KX_BOUNDCONE,
KX_BOUNDMESH
} KX_BoundBoxClass;
struct KX_BoxBounds
{
float m_center[3];
float m_extends[3];
};
/* Cone/Cylinder */
struct KX_CBounds
{
float m_radius;
float m_height;
};
struct KX_ObjectProperties
{
bool m_dyna;
double m_radius;
bool m_angular_rigidbody;
bool m_in_active_layer;
bool m_ghost;
class KX_GameObject* m_dynamic_parent;
bool m_isactor;
bool m_concave;
bool m_isdeformable;
KX_BoundBoxClass m_boundclass;
union {
KX_BoxBounds box;
KX_CBounds c;
} m_boundobject;
};
#ifdef USE_ODE
void KX_ConvertODEEngineObject(KX_GameObject* gameobj,
RAS_MeshObject* meshobj,
KX_Scene* kxscene,
struct PHY_ShapeProps* shapeprops,
struct PHY_MaterialProps* smmaterial,
struct KX_ObjectProperties* objprop);
#endif //USE_ODE
void KX_ConvertDynamoObject(KX_GameObject* gameobj,
RAS_MeshObject* meshobj,
KX_Scene* kxscene,
struct PHY_ShapeProps* shapeprops,
struct PHY_MaterialProps* smmaterial,
struct KX_ObjectProperties* objprop);
#ifdef USE_SUMO_SOLID
void KX_ConvertSumoObject( class KX_GameObject* gameobj,
class RAS_MeshObject* meshobj,
class KX_Scene* kxscene,
struct PHY_ShapeProps* shapeprops,
struct PHY_MaterialProps* smmaterial,
struct KX_ObjectProperties* objprop);
#endif
#endif //KX_CONVERTPHYSICSOBJECTS