blender/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
Benoit Bolsee dfc19a1ff7 BGE patch #28476: Character object physics type
===============================================
This patch adds a new "Character" BGE physics type which uses Bullet's btKinematicCharacter for simulation instead of full-blown dynamics. It is appropiate for (player-controlled) characters, for which the other physics types often result unexpected results (bouncing off walls, sliding etc.) and for which simple kinematics offers much more precision.

"Character" can be chosen like any other physics type in the "Physics" section of the properties window. Current settings for tweaking are "Step Height" (to make the object automatically climb small steps if it collides with them), "Fall Speed" (the maximum speed that the object can have when falling) and "Jump Speed", which is currently not used.

See http://projects.blender.org/tracker/?func=detail&atid=127&aid=28476&group_id=9
for sample blends and a discussion on the patch: how to use it and what influences the behavior of the character object.

Known problem: there is a crash if the "compound" option is set in the physics panel of the Character object.
2012-05-28 21:36:29 +00:00

163 lines
4.7 KiB
C++

/*
* ***** BEGIN GPL 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.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 LICENSE BLOCK *****
*/
/** \file KX_ConvertPhysicsObject.h
* \ingroup ketsji
*/
#ifndef __KX_CONVERTPHYSICSOBJECT_H__
#define __KX_CONVERTPHYSICSOBJECT_H__
class RAS_MeshObject;
class KX_Scene;
struct DerivedMesh;
typedef enum {
KX_BOUNDBOX,
KX_BOUNDSPHERE,
KX_BOUNDCYLINDER,
KX_BOUNDCONE,
KX_BOUNDMESH,
KX_BOUNDPOLYTOPE,
KX_BOUND_DYN_MESH,
KX_BOUNDCAPSULE
} 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;
bool m_softbody;
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_sensor;
bool m_character;
bool m_concave;
bool m_isdeformable;
bool m_disableSleeping;
bool m_hasCompoundChildren;
bool m_isCompoundChild;
/////////////////////////
int m_gamesoftFlag;
float m_soft_linStiff; /* linear stiffness 0..1 */
float m_soft_angStiff; /* angular stiffness 0..1 */
float m_soft_volume; /* volume preservation 0..1 */
int m_soft_viterations; /* Velocities solver iterations */
int m_soft_piterations; /* Positions solver iterations */
int m_soft_diterations; /* Drift solver iterations */
int m_soft_citerations; /* Cluster solver iterations */
float m_soft_kSRHR_CL; /* Soft vs rigid hardness [0,1] (cluster only) */
float m_soft_kSKHR_CL; /* Soft vs kinetic hardness [0,1] (cluster only) */
float m_soft_kSSHR_CL; /* Soft vs soft hardness [0,1] (cluster only) */
float m_soft_kSR_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
float m_soft_kSK_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
float m_soft_kSS_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
float m_soft_kVCF; /* Velocities correction factor (Baumgarte) */
float m_soft_kDP; /* Damping coefficient [0,1] */
float m_soft_kDG; /* Drag coefficient [0,+inf] */
float m_soft_kLF; /* Lift coefficient [0,+inf] */
float m_soft_kPR; /* Pressure coefficient [-inf,+inf] */
float m_soft_kVC; /* Volume conversation coefficient [0,+inf] */
float m_soft_kDF; /* Dynamic friction coefficient [0,1] */
float m_soft_kMT; /* Pose matching coefficient [0,1] */
float m_soft_kCHR; /* Rigid contacts hardness [0,1] */
float m_soft_kKHR; /* Kinetic contacts hardness [0,1] */
float m_soft_kSHR; /* Soft contacts hardness [0,1] */
float m_soft_kAHR; /* Anchors hardness [0,1] */
int m_soft_collisionflags; /* Vertex/Face or Signed Distance Field(SDF) or Clusters, Soft versus Soft or Rigid */
int m_soft_numclusteriterations; /* number of iterations to refine collision clusters*/
float m_soft_welding; /* threshold to remove duplicate/nearby vertices */
/////////////////////////
bool m_lockXaxis;
bool m_lockYaxis;
bool m_lockZaxis;
bool m_lockXRotaxis;
bool m_lockYRotaxis;
bool m_lockZRotaxis;
/////////////////////////
double m_margin;
float m_contactProcessingThreshold;
KX_BoundBoxClass m_boundclass;
union {
KX_BoxBounds box;
KX_CBounds c;
} m_boundobject;
};
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_BULLET
void KX_ConvertBulletObject( class KX_GameObject* gameobj,
class RAS_MeshObject* meshobj,
struct DerivedMesh* dm,
class KX_Scene* kxscene,
struct PHY_ShapeProps* shapeprops,
struct PHY_MaterialProps* smmaterial,
struct KX_ObjectProperties* objprop);
void KX_ClearBulletSharedShapes();
bool KX_ReInstanceBulletShapeFromMesh(KX_GameObject *gameobj, KX_GameObject *from_gameobj, RAS_MeshObject* from_meshobj);
#endif
#endif //__KX_CONVERTPHYSICSOBJECT_H__