blender/source/gameengine/Physics/BlOde/OdePhysicsController.h

165 lines
5.1 KiB
C
Raw Normal View History

/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* The contents of this file may be used under the terms of either the GNU
* General Public License Version 2 or later (the "GPL", see
* http://www.gnu.org/licenses/gpl.html ), or the Blender License 1.0 or
* later (the "BL", see http://www.blender.org/BL/ ) which has to be
* bought from the Blender Foundation to become active, in which case the
* above mentioned GPL option does not apply.
*
* The Original Code is Copyright (C) 2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef __ODE_PHYSICSCONTROLLER_H
#define __ODE_PHYSICSCONTROLLER_H
#include "PHY_IPhysicsController.h"
/**
ODE Physics Controller, a special kind of a PhysicsController.
A Physics Controller is a special kind of Scene Graph Transformation Controller.
Each time the scene graph get's updated, the controller get's a chance
in the 'Update' method to reflect changes.
*/
class ODEPhysicsController : public PHY_IPhysicsController
{
bool m_OdeDyna;
public:
ODEPhysicsController(
bool dyna,
bool fullRigidBody,
bool phantom,
class PHY_IMotionState* motionstate,
struct dxSpace* space,
struct dxWorld* world,
float mass,
float friction,
float restitution,
bool implicitsphere,
float center[3],
float extends[3],
float radius);
virtual ~ODEPhysicsController();
// kinematic methods
virtual void RelativeTranslate(float dlocX,float dlocY,float dlocZ,bool local);
virtual void RelativeRotate(const float drot[9],bool local);
virtual void getOrientation(float &quatImag0,float &quatImag1,float &quatImag2,float &quatReal);
virtual void setOrientation(float quatImag0,float quatImag1,float quatImag2,float quatReal);
virtual void setPosition(float posX,float posY,float posZ);
virtual void getPosition(PHY__Vector3& pos) const;
virtual void setScaling(float scaleX,float scaleY,float scaleZ);
// physics methods
virtual void ApplyTorque(float torqueX,float torqueY,float torqueZ,bool local);
virtual void ApplyForce(float forceX,float forceY,float forceZ,bool local);
virtual void SetAngularVelocity(float ang_velX,float ang_velY,float ang_velZ,bool local);
virtual void SetLinearVelocity(float lin_velX,float lin_velY,float lin_velZ,bool local);
virtual void applyImpulse(float attachX,float attachY,float attachZ, float impulseX,float impulseY,float impulseZ);
virtual void SetActive(bool active){};
virtual void SuspendDynamics();
virtual void RestoreDynamics();
virtual void resolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ)
{
//todo ?
}
/**
reading out information from physics
*/
virtual void GetLinearVelocity(float& linvX,float& linvY,float& linvZ);
/**
GetVelocity parameters are in geometric coordinates (Origin is not center of mass!).
*/
virtual void GetVelocity(const float posX,const float posY,const float posZ,float& linvX,float& linvY,float& linvZ);
virtual float getMass();
virtual void getReactionForce(float& forceX,float& forceY,float& forceZ);
virtual void setRigidBody(bool rigid);
virtual void PostProcessReplica(class PHY_IMotionState* motionstate,class PHY_IPhysicsController* parentctrl);
// \todo remove next line !
virtual void SetSimulatedTime(float time);
virtual void WriteDynamicsToMotionState() {};
virtual void WriteMotionStateToDynamics(bool nondynaonly);
BGE: new sensor object to generalize Near and Radar sensor, static-static collision capbility. A new type of "Sensor" physics object is available in the GE for advanced collision management. It's called Sensor for its similarities with the physics objects that underlie the Near and Radar sensors. Like the Near and Radar object it is: - static and ghost - invisible by default - always active to ensure correct collision detection - capable of detecting both static and dynamic objects - ignoring collision with their parent - capable of broadphase filtering based on: * Actor option: the collisioning object must have the Actor flag set to be detected * property/material: as specified in the collision sensors attached to it Broadphase filtering is important for performance reason: the collision points will be computed only for the objects that pass the broahphase filter. - automatically removed from the simulation when no collision sensor is active on it Unlike the Near and Radar object it can: - take any shape, including triangle mesh - be made visible for debugging (just use the Visible actuator) - have multiple collision sensors using it Other than that, the sensor objects are ordinary objects. You can move them freely or parent them. When parented to a dynamic object, they can provide advanced collision control to this object. The type of collision capability depends on the shape: - box, sphere, cylinder, cone, convex hull provide volume detection. - triangle mesh provides surface detection but you can give some volume to the suface by increasing the margin in the Advanced Settings panel. The margin applies on both sides of the surface. Performance tip: - Sensor objects perform better than Near and Radar: they do less synchronizations because of the Scenegraph optimizations and they can have multiple collision sensors on them (with different property filtering for example). - Always prefer simple shape (box, sphere) to complex shape whenever possible. - Always use broadphase filtering (avoid collision sensor with empty propery/material) - Use collision sensor only when you need them. When no collision sensor is active on the sensor object, it is removed from the simulation and consume no CPU. Known limitations: - When running Blender in debug mode, you will see one warning line of the console: "warning btCollisionDispatcher::needsCollision: static-static collision!" In release mode this message is not printed. - Collision margin has no effect on sphere, cone and cylinder shape. Other performance improvements: - Remove unnecessary interpolation for Near and Radar objects and by extension sensor objects. - Use direct matrix copy instead of quaternion to synchronize orientation. Other bug fix: - Fix Near/Radar position error on newly activated objects. This was causing several detection problems in YoFrankie - Fix margin not passed correctly to gImpact shape. - Disable force/velocity actions on static objects
2009-05-17 12:51:51 +00:00
virtual class PHY_IMotionState* GetMotionState();
/**
call from Scene Graph Node to 'update'.
*/
virtual bool SynchronizeMotionStates(float time);
virtual void calcXform(){}
virtual void SetMargin(float margin) {}
virtual float GetMargin() const {return 0.f;}
virtual float GetRadius() const {return 0.f;}
virtual void SetRadius(float margin) {}
// clientinfo for raycasts for example
virtual void* getNewClientInfo() { return m_clientInfo;}
virtual void setNewClientInfo(void* clientinfo) {m_clientInfo = clientinfo;};
void* m_clientInfo;
struct dxBody* GetOdeBodyId() { return m_bodyId; }
float getFriction() { return m_friction;}
float getRestitution() { return m_restitution;}
float GetLinVelocityMin() const { return 0.f; }
void SetLinVelocityMin(float val) { }
float GetLinVelocityMax() const { return 0.f; }
void SetLinVelocityMax(float val) { }
private:
bool m_firstTime;
bool m_bFullRigidBody;
bool m_bPhantom; // special flag for objects that are not affected by physics 'resolver'
// data to calculate fake velocities for kinematic objects (non-dynas)
bool m_bKinematic;
bool m_bPrevKinematic;
float m_lastTime;
bool m_OdeSuspendDynamics;
class PHY_IMotionState* m_MotionState;
//Ode specific members
struct dxBody* m_bodyId;
struct dxGeom* m_geomId;
struct dxSpace* m_space;
struct dxWorld* m_world;
float m_mass;
float m_friction;
float m_restitution;
bool m_implicitsphere;
float m_center[3];
float m_extends[3];
float m_radius;
};
#endif //__ODE_PHYSICSCONTROLLER_H