//under visual studio the #define in KX_ConvertPhysicsObject.h is quicker for recompilation #include "KX_ConvertPhysicsObject.h" #ifdef USE_BULLET #include "KX_BulletPhysicsController.h" #include "Dynamics/RigidBody.h" KX_BulletPhysicsController::KX_BulletPhysicsController (const CcdConstructionInfo& ci, bool dyna) : KX_IPhysicsController(dyna,(PHY_IPhysicsController*)this), CcdPhysicsController(ci) { } KX_BulletPhysicsController::~KX_BulletPhysicsController () { } void KX_BulletPhysicsController::resolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ) { CcdPhysicsController::resolveCombinedVelocities(linvelX,linvelY,linvelZ,angVelX,angVelY,angVelZ); } /////////////////////////////////// // KX_IPhysicsController interface //////////////////////////////////// void KX_BulletPhysicsController::applyImpulse(const MT_Point3& attach, const MT_Vector3& impulse) { CcdPhysicsController::applyImpulse(attach[0],attach[1],attach[2],impulse[0],impulse[1],impulse[2]); } void KX_BulletPhysicsController::SetObject (SG_IObject* object) { } void KX_BulletPhysicsController::RelativeTranslate(const MT_Vector3& dloc,bool local) { CcdPhysicsController::RelativeTranslate(dloc[0],dloc[1],dloc[2],local); } void KX_BulletPhysicsController::RelativeRotate(const MT_Matrix3x3& drot,bool local) { float rotval[12]; drot.getValue(rotval); CcdPhysicsController::RelativeRotate(rotval,local); } void KX_BulletPhysicsController::ApplyTorque(const MT_Vector3& torque,bool local) { } void KX_BulletPhysicsController::ApplyForce(const MT_Vector3& force,bool local) { } MT_Vector3 KX_BulletPhysicsController::GetLinearVelocity() { assert(0); return MT_Vector3(0.f,0.f,0.f); } MT_Vector3 KX_BulletPhysicsController::GetVelocity(const MT_Point3& pos) { assert(0); return MT_Vector3(0.f,0.f,0.f); } void KX_BulletPhysicsController::SetAngularVelocity(const MT_Vector3& ang_vel,bool local) { CcdPhysicsController::SetAngularVelocity(ang_vel.x(),ang_vel.y(),ang_vel.z(),local); } void KX_BulletPhysicsController::SetLinearVelocity(const MT_Vector3& lin_vel,bool local) { CcdPhysicsController::SetLinearVelocity(lin_vel.x(),lin_vel.y(),lin_vel.z(),local); } void KX_BulletPhysicsController::getOrientation(MT_Quaternion& orn) { } void KX_BulletPhysicsController::setOrientation(const MT_Quaternion& orn) { } void KX_BulletPhysicsController::setPosition(const MT_Point3& pos) { } void KX_BulletPhysicsController::setScaling(const MT_Vector3& scaling) { } MT_Scalar KX_BulletPhysicsController::GetMass() { MT_Scalar invmass = GetRigidBody()->getInvMass(); if (invmass) return 1.f/invmass; return 0.f; } MT_Vector3 KX_BulletPhysicsController::getReactionForce() { assert(0); return MT_Vector3(0.f,0.f,0.f); } void KX_BulletPhysicsController::setRigidBody(bool rigid) { } void KX_BulletPhysicsController::SuspendDynamics() { } void KX_BulletPhysicsController::RestoreDynamics() { } SG_Controller* KX_BulletPhysicsController::GetReplica(class SG_Node* destnode) { assert(0); return 0; } void KX_BulletPhysicsController::SetSumoTransform(bool nondynaonly) { } // todo: remove next line ! void KX_BulletPhysicsController::SetSimulatedTime(double time) { } // call from scene graph to update bool KX_BulletPhysicsController::Update(double time) { return false; // todo: check this code //if (GetMass()) //{ // return false;//true; // } // return false; } #endif //#ifdef USE_BULLET