a96869198b
If your simulation becomes unstable, crank up the 'Form' control. Removed Solid from class SumoPhysicsEnvironment (since it wasn't actually used.)
474 lines
13 KiB
C++
474 lines
13 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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#ifdef WIN32
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#pragma warning (disable : 4786)
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#endif
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// defines USE_ODE to choose physics engine
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#include "KX_ConvertPhysicsObject.h"
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#include "KX_GameObject.h"
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#include "RAS_MeshObject.h"
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#include "KX_Scene.h"
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#include "SYS_System.h"
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#include "PHY_Pro.h" //todo cleanup
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#include "KX_ClientObjectInfo.h"
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#include "GEN_Map.h"
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#include "GEN_HashedPtr.h"
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#include "KX_PhysicsEngineEnums.h"
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#include "PHY_Pro.h"
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#include "KX_MotionState.h" // bridge between motionstate and scenegraph node
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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 USE_ODE
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#include "KX_OdePhysicsController.h"
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#include "OdePhysicsEnvironment.h"
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#endif //USE_ODE
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// USE_SUMO_SOLID is defined in headerfile KX_ConvertPhysicsObject.h
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#ifdef USE_SUMO_SOLID
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#include "SumoPhysicsEnvironment.h"
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#include "KX_SumoPhysicsController.h"
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// sumo physics specific
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#include "SM_Object.h"
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#include "SM_FhObject.h"
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#include "SM_Scene.h"
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#include "SM_ClientObjectInfo.h"
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#include "KX_SumoPhysicsController.h"
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GEN_Map<GEN_HashedPtr,DT_ShapeHandle> map_gamemesh_to_sumoshape;
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// forward declarations
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void BL_RegisterSumoObject(KX_GameObject* gameobj,class SM_Scene* sumoScene,class SM_Object* sumoObj,const STR_String& matname,bool isDynamic,bool isActor);
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DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj);
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void KX_ConvertSumoObject( KX_GameObject* gameobj,
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RAS_MeshObject* meshobj,
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KX_Scene* kxscene,
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PHY_ShapeProps* kxshapeprops,
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PHY_MaterialProps* kxmaterial,
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struct KX_ObjectProperties* objprop)
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{
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SM_ShapeProps* smprop = new SM_ShapeProps;
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smprop->m_ang_drag = kxshapeprops->m_ang_drag;
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smprop->m_do_anisotropic = kxshapeprops->m_do_anisotropic;
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smprop->m_do_fh = kxshapeprops->m_do_fh;
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smprop->m_do_rot_fh = kxshapeprops->m_do_rot_fh ;
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smprop->m_friction_scaling[0] = kxshapeprops->m_friction_scaling[0];
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smprop->m_friction_scaling[1] = kxshapeprops->m_friction_scaling[1];
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smprop->m_friction_scaling[2] = kxshapeprops->m_friction_scaling[2];
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smprop->m_inertia = MT_Vector3(1., 1., 1.) * kxshapeprops->m_inertia;
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smprop->m_lin_drag = kxshapeprops->m_lin_drag;
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smprop->m_mass = kxshapeprops->m_mass;
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smprop->m_radius = objprop->m_radius;
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SM_MaterialProps* smmaterial = new SM_MaterialProps;
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smmaterial->m_fh_damping = kxmaterial->m_fh_damping;
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smmaterial->m_fh_distance = kxmaterial->m_fh_distance;
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smmaterial->m_fh_normal = kxmaterial->m_fh_normal;
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smmaterial->m_fh_spring = kxmaterial->m_fh_spring;
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smmaterial->m_friction = kxmaterial->m_friction;
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smmaterial->m_restitution = kxmaterial->m_restitution;
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SumoPhysicsEnvironment* sumoEnv =
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(SumoPhysicsEnvironment*)kxscene->GetPhysicsEnvironment();
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SM_Scene* sceneptr = sumoEnv->GetSumoScene();
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SM_Object* sumoObj=NULL;
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if (objprop->m_dyna)
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{
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DT_ShapeHandle shape = NULL;
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switch (objprop->m_boundclass)
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{
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case KX_BOUNDBOX:
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shape = DT_NewBox(objprop->m_boundobject.box.m_extends[0], objprop->m_boundobject.box.m_extends[1], objprop->m_boundobject.box.m_extends[2]);
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smprop->m_inertia.scale(objprop->m_boundobject.box.m_extends[0], objprop->m_boundobject.box.m_extends[1], objprop->m_boundobject.box.m_extends[2]);
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smprop->m_inertia /= (objprop->m_boundobject.box.m_extends[0] + objprop->m_boundobject.box.m_extends[1] + objprop->m_boundobject.box.m_extends[2]) / 3.;
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break;
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case KX_BOUNDCYLINDER:
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shape = DT_NewCylinder(objprop->m_radius, objprop->m_boundobject.c.m_height);
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break;
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case KX_BOUNDCONE:
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shape = DT_NewCone(objprop->m_radius, objprop->m_boundobject.c.m_height);
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break;
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/* Enabling this allows you to use dynamic mesh objects. It's disabled 'cause it's really slow. */
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case KX_BOUNDMESH:
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if (meshobj && meshobj->NumPolygons() > 0)
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{
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if ((shape = CreateShapeFromMesh(meshobj)))
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break;
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}
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/* If CreateShapeFromMesh fails, fall through and use sphere */
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default:
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case KX_BOUNDSPHERE:
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shape = DT_NewSphere(objprop->m_radius);
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break;
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}
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sumoObj = new SM_Object(shape, !objprop->m_ghost?smmaterial:NULL,smprop,NULL);
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sumoObj->setRigidBody(objprop->m_angular_rigidbody?true:false);
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objprop->m_isactor = objprop->m_dyna = true;
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BL_RegisterSumoObject(gameobj,sceneptr,sumoObj,"",true, true);
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}
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else {
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// non physics object
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if (meshobj)
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{
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int numpolys = meshobj->NumPolygons();
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{
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DT_ShapeHandle complexshape=0;
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switch (objprop->m_boundclass)
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{
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case KX_BOUNDBOX:
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complexshape = DT_NewBox(objprop->m_boundobject.box.m_extends[0], objprop->m_boundobject.box.m_extends[1], objprop->m_boundobject.box.m_extends[2]);
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break;
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case KX_BOUNDSPHERE:
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complexshape = DT_NewSphere(objprop->m_boundobject.c.m_radius);
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break;
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case KX_BOUNDCYLINDER:
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complexshape = DT_NewCylinder(objprop->m_boundobject.c.m_radius, objprop->m_boundobject.c.m_height);
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break;
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case KX_BOUNDCONE:
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complexshape = DT_NewCone(objprop->m_boundobject.c.m_radius, objprop->m_boundobject.c.m_height);
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break;
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default:
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case KX_BOUNDMESH:
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if (numpolys>0)
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{
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complexshape = CreateShapeFromMesh(meshobj);
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//std::cout << "Convert Physics Mesh: " << meshobj->GetName() << std::endl;
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/* if (!complexshape)
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{
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// Something has to be done here - if the object has no polygons, it will not be able to have
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// sensors attached to it.
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DT_Vector3 pt = {0., 0., 0.};
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complexshape = DT_NewSphere(1.0);
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objprop->m_ghost = evilObject = true;
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} */
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}
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break;
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}
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if (complexshape)
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{
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SM_Object *dynamicParent = NULL;
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if (objprop->m_dynamic_parent)
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{
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// problem is how to find the dynamic parent
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// in the scenegraph
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KX_SumoPhysicsController* sumoctrl =
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(KX_SumoPhysicsController*)
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objprop->m_dynamic_parent->GetPhysicsController();
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if (sumoctrl)
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{
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dynamicParent = sumoctrl->GetSumoObject();
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}
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assert(dynamicParent);
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}
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sumoObj = new SM_Object(complexshape,!objprop->m_ghost?smmaterial:NULL,NULL, dynamicParent);
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const STR_String& matname=meshobj->GetMaterialName(0);
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BL_RegisterSumoObject(gameobj,sceneptr,
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sumoObj,
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matname,
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objprop->m_dyna,
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objprop->m_isactor);
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}
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}
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}
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}
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// physics object get updated here !
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// lazy evaluation because we might not support scaling !gameobj->UpdateTransform();
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if (objprop->m_in_active_layer && sumoObj)
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{
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sceneptr->add(*sumoObj);
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}
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}
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void BL_RegisterSumoObject(
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KX_GameObject* gameobj,
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class SM_Scene* sumoScene,
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class SM_Object* sumoObj,
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const STR_String& matname,
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bool isDynamic,
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bool isActor)
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{
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PHY_IMotionState* motionstate = new KX_MotionState(gameobj->GetSGNode());
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// need easy access, not via 'node' etc.
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KX_SumoPhysicsController* physicscontroller = new KX_SumoPhysicsController(sumoScene,sumoObj,motionstate,isDynamic);
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gameobj->SetPhysicsController(physicscontroller);
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physicscontroller->setClientInfo(gameobj);
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if (!gameobj->getClientInfo())
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std::cout << "BL_RegisterSumoObject: WARNING: Object " << gameobj->GetName() << " has no client info" << std::endl;
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sumoObj->setClientObject(gameobj->getClientInfo());
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gameobj->GetSGNode()->AddSGController(physicscontroller);
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gameobj->getClientInfo()->m_type = (isActor ? KX_ClientObjectInfo::ACTOR : KX_ClientObjectInfo::STATIC);
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// store materialname in auxinfo, needed for touchsensors
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gameobj->getClientInfo()->m_auxilary_info = (matname.Length() ? (void*)(matname.ReadPtr()+2) : NULL);
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physicscontroller->SetObject(gameobj->GetSGNode());
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}
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DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj)
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{
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DT_ShapeHandle *shapeptr = map_gamemesh_to_sumoshape[GEN_HashedPtr(meshobj)];
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if (shapeptr)
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{
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return *shapeptr;
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}
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int numpolys = meshobj->NumPolygons();
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if (!numpolys)
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{
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return NULL;
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}
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int numvalidpolys = 0;
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for (int p=0; p<numpolys; p++)
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{
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RAS_Polygon* poly = meshobj->GetPolygon(p);
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// only add polygons that have the collisionflag set
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if (poly->IsCollider())
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{
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numvalidpolys++;
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break;
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}
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}
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if (numvalidpolys < 1)
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return NULL;
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DT_ShapeHandle shape = DT_NewComplexShape(NULL);
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numvalidpolys = 0;
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for (int p2=0; p2<numpolys; p2++)
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{
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RAS_Polygon* poly = meshobj->GetPolygon(p2);
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// only add polygons that have the collisionflag set
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if (poly->IsCollider())
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{ /* We have to tesselate here because SOLID can only raycast triangles */
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DT_Begin();
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DT_Vector3 pt;
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/* V1 */
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meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
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poly->GetVertexIndexBase().m_indexarray[0],
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poly->GetMaterial()->GetPolyMaterial())->xyz().getValue(pt);
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DT_Vertex(pt);
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/* V2 */
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meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
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poly->GetVertexIndexBase().m_indexarray[1],
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poly->GetMaterial()->GetPolyMaterial())->xyz().getValue(pt);
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DT_Vertex(pt);
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/* V3 */
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meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
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poly->GetVertexIndexBase().m_indexarray[2],
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poly->GetMaterial()->GetPolyMaterial())->xyz().getValue(pt);
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DT_Vertex(pt);
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numvalidpolys++;
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DT_End();
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if (poly->VertexCount() == 4)
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{
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DT_Begin();
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/* V1 */
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meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
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poly->GetVertexIndexBase().m_indexarray[0],
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poly->GetMaterial()->GetPolyMaterial())->xyz().getValue(pt);
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DT_Vertex(pt);
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/* V3 */
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meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
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poly->GetVertexIndexBase().m_indexarray[2],
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poly->GetMaterial()->GetPolyMaterial())->xyz().getValue(pt);
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DT_Vertex(pt);
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/* V4 */
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meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
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poly->GetVertexIndexBase().m_indexarray[3],
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poly->GetMaterial()->GetPolyMaterial())->xyz().getValue(pt);
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DT_Vertex(pt);
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numvalidpolys++;
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DT_End();
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}
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}
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}
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DT_EndComplexShape();
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if (numvalidpolys > 0)
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{
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map_gamemesh_to_sumoshape.insert(GEN_HashedPtr(meshobj),shape);
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return shape;
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}
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delete shape;
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return NULL;
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}
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void KX_ClearSumoSharedShapes()
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{
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int numshapes = map_gamemesh_to_sumoshape.size();
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for (int i=0;i<numshapes ;i++)
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{
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DT_ShapeHandle shape = *map_gamemesh_to_sumoshape.at(i);
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DT_DeleteShape(shape);
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}
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map_gamemesh_to_sumoshape.clear();
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}
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#endif //USE_SUMO_SOLID
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#ifdef USE_ODE
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void KX_ConvertODEEngineObject(KX_GameObject* gameobj,
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RAS_MeshObject* meshobj,
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KX_Scene* kxscene,
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struct PHY_ShapeProps* shapeprops,
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struct PHY_MaterialProps* smmaterial,
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struct KX_ObjectProperties* objprop)
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{
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// not yet, future extension :)
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bool dyna=objprop->m_dyna;
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bool fullRigidBody= ( objprop->m_dyna && objprop->m_angular_rigidbody) != 0;
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bool phantom = objprop->m_ghost;
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class PHY_IMotionState* motionstate = new KX_MotionState(gameobj->GetSGNode());
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class ODEPhysicsEnvironment* odeEnv =
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(ODEPhysicsEnvironment*)kxscene->GetPhysicsEnvironment();
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dxSpace* space = odeEnv->GetOdeSpace();
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dxWorld* world = odeEnv->GetOdeWorld();
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if (!objprop->m_implicitsphere &&
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MT_fuzzyZero(objprop->m_boundingbox.m_extends[0]) ||
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MT_fuzzyZero(objprop->m_boundingbox.m_extends[1]) ||
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MT_fuzzyZero(objprop->m_boundingbox.m_extends[2])
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)
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{
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} else
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{
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KX_OdePhysicsController* physicscontroller =
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new KX_OdePhysicsController(
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dyna,
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fullRigidBody,
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phantom,
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motionstate,
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space,
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world,
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shapeprops->m_mass,
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smmaterial->m_friction,
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smmaterial->m_restitution,
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objprop->m_implicitsphere,
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objprop->m_boundingbox.m_center,
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objprop->m_boundingbox.m_extends,
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objprop->m_radius
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);
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gameobj->SetPhysicsController(physicscontroller);
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physicscontroller->setClientInfo(gameobj);
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gameobj->GetSGNode()->AddSGController(physicscontroller);
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bool isActor = objprop->m_isactor;
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STR_String materialname;
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if (meshobj)
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materialname = meshobj->GetMaterialName(0);
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const char* matname = materialname.ReadPtr();
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physicscontroller->SetObject(gameobj->GetSGNode());
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}
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}
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#endif // USE_ODE
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