blender/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.cpp
Kent Mein e544723e63 Fix some of Stealth Apprent's warnings/errors and some extra little stuff.
here is a quick summary...

Kent

intern/bsp/intern/BSP_CSGMesh_CFIterator.h
removed tri_index (unused variable)

intern/bsp/intern/CSG_BooleanOps.cpp
removed extra ;

intern/string/intern/STR_String.cpp
added <ctype.h>

source/blender/blenkernel/BKE_writeavi.h
moved things around so not doing forward declarations

source/blender/renderconverter/intern/convertBlenderScene.c
changed render.h to render_types.h

source/blender/src/blenderbuttons.c
source/blender/src/editgroup.c
source/blender/src/meshtools.c
added newline

source/gameengine/Ketsji/KX_KetsjiEngine.cpp
commented out include "PIL_time.h" code that requires it is commented out

reading blender/src/writeavicodec.c
(struct keyword to a couple of lines that needed it)
and added:
extern struct Render R;

blender/renderconverter/intern/convertBlenderScene.c
added extern Render R;
added #include "rendercore.h" to get rid of undeclared shade_material_loop
        (Not sure if this is right but it fixes it.
Did not fix this problem, is it alright to just pass NULL here or should we chan
ge it to something else:
        init_render_materials' : too few

gameengine/Physics/BlOde/OdePhysicsEnvironment.cpp
removed argument to dHashSpaceCreate
commented out dWorldQuickStep since it does not exist
2006-01-29 15:15:34 +00:00

279 lines
6.9 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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/BL DUAL LICENSE BLOCK *****
*/
#include "OdePhysicsEnvironment.h"
#include "PHY_IMotionState.h"
#include "OdePhysicsController.h"
#include <ode/ode.h>
#include <../ode/src/joint.h>
#include <ode/odemath.h>
ODEPhysicsEnvironment::ODEPhysicsEnvironment()
{
m_OdeWorld = dWorldCreate();
m_OdeSpace = dHashSpaceCreate();
m_OdeContactGroup = dJointGroupCreate (0);
dWorldSetCFM (m_OdeWorld,1e-5f);
m_JointGroup = dJointGroupCreate(0);
setFixedTimeStep(true,1.f/60.f);
}
ODEPhysicsEnvironment::~ODEPhysicsEnvironment()
{
dJointGroupDestroy (m_OdeContactGroup);
dJointGroupDestroy (m_JointGroup);
dSpaceDestroy (m_OdeSpace);
dWorldDestroy (m_OdeWorld);
}
void ODEPhysicsEnvironment::setFixedTimeStep(bool useFixedTimeStep,float fixedTimeStep)
{
m_useFixedTimeStep = useFixedTimeStep;
if (useFixedTimeStep)
{
m_fixedTimeStep = fixedTimeStep;
} else
{
m_fixedTimeStep = 0.f;
}
m_currentTime = 0.f;
//todo:implement fixed timestepping
}
float ODEPhysicsEnvironment::getFixedTimeStep()
{
return m_fixedTimeStep;
}
bool ODEPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep1)
{
float deltaTime = timeStep1;
int numSteps = 1;
if (m_useFixedTimeStep)
{
m_currentTime += timeStep1;
// equal to subSampling (might be a little smaller).
numSteps = (int)(m_currentTime / m_fixedTimeStep);
m_currentTime -= m_fixedTimeStep * (float)numSteps;
deltaTime = m_fixedTimeStep;
//todo: experiment by smoothing the remaining time over the substeps
}
for (int i=0;i<numSteps;i++)
{
// ode collision update
dSpaceCollide (m_OdeSpace,this,&ODEPhysicsEnvironment::OdeNearCallback);
int m_odeContacts = GetNumOdeContacts();
//physics integrator + resolver update
//dWorldStep (m_OdeWorld,deltaTime);
//dWorldQuickStep (m_OdeWorld,deltaTime);
//dWorldID w, dReal stepsize)
//clear collision points
this->ClearOdeContactGroup();
}
return true;
}
void ODEPhysicsEnvironment::setGravity(float x,float y,float z)
{
dWorldSetGravity (m_OdeWorld,x,y,z);
}
int ODEPhysicsEnvironment::createConstraint(class PHY_IPhysicsController* ctrl,class PHY_IPhysicsController* ctrl2,PHY_ConstraintType type,
float pivotX,float pivotY,float pivotZ,float axisX,float axisY,float axisZ)
{
int constraintid = 0;
ODEPhysicsController* dynactrl = (ODEPhysicsController*)ctrl;
ODEPhysicsController* dynactrl2 = (ODEPhysicsController*)ctrl2;
switch (type)
{
case PHY_POINT2POINT_CONSTRAINT:
{
if (dynactrl)
{
dJointID jointid = dJointCreateBall (m_OdeWorld,m_JointGroup);
struct dxBody* bodyid1 = dynactrl->GetOdeBodyId();
struct dxBody* bodyid2=0;
const dReal* pos = dBodyGetPosition(bodyid1);
const dReal* R = dBodyGetRotation(bodyid1);
dReal offset[3] = {pivotX,pivotY,pivotZ};
dReal newoffset[3];
dMULTIPLY0_331 (newoffset,R,offset);
newoffset[0] += pos[0];
newoffset[1] += pos[1];
newoffset[2] += pos[2];
if (dynactrl2)
bodyid2 = dynactrl2->GetOdeBodyId();
dJointAttach (jointid, bodyid1, bodyid2);
dJointSetBallAnchor (jointid, newoffset[0], newoffset[1], newoffset[2]);
constraintid = (int) jointid;
}
break;
}
case PHY_LINEHINGE_CONSTRAINT:
{
if (dynactrl)
{
dJointID jointid = dJointCreateHinge (m_OdeWorld,m_JointGroup);
struct dxBody* bodyid1 = dynactrl->GetOdeBodyId();
struct dxBody* bodyid2=0;
const dReal* pos = dBodyGetPosition(bodyid1);
const dReal* R = dBodyGetRotation(bodyid1);
dReal offset[3] = {pivotX,pivotY,pivotZ};
dReal axisset[3] = {axisX,axisY,axisZ};
dReal newoffset[3];
dReal newaxis[3];
dMULTIPLY0_331 (newaxis,R,axisset);
dMULTIPLY0_331 (newoffset,R,offset);
newoffset[0] += pos[0];
newoffset[1] += pos[1];
newoffset[2] += pos[2];
if (dynactrl2)
bodyid2 = dynactrl2->GetOdeBodyId();
dJointAttach (jointid, bodyid1, bodyid2);
dJointSetHingeAnchor (jointid, newoffset[0], newoffset[1], newoffset[2]);
dJointSetHingeAxis(jointid,newaxis[0],newaxis[1],newaxis[2]);
constraintid = (int) jointid;
}
break;
}
default:
{
//not yet
}
}
return constraintid;
}
void ODEPhysicsEnvironment::removeConstraint(int constraintid)
{
if (constraintid)
{
dJointDestroy((dJointID) constraintid);
}
}
PHY_IPhysicsController* ODEPhysicsEnvironment::rayTest(PHY_IPhysicsController* ignoreClient,float fromX,float fromY,float fromZ, float toX,float toY,float toZ,
float& hitX,float& hitY,float& hitZ,float& normalX,float& normalY,float& normalZ)
{
//m_OdeWorld
//collision detection / raytesting
return NULL;
}
void ODEPhysicsEnvironment::OdeNearCallback (void *data, dGeomID o1, dGeomID o2)
{
// \todo if this is a registered collision sensor
// fire the callback
int i;
// if (o1->body && o2->body) return;
ODEPhysicsEnvironment* env = (ODEPhysicsEnvironment*) data;
dBodyID b1,b2;
b1 = dGeomGetBody(o1);
b2 = dGeomGetBody(o2);
// exit without doing anything if the two bodies are connected by a joint
if (b1 && b2 && dAreConnected (b1,b2)) return;
ODEPhysicsController * ctrl1 =(ODEPhysicsController *)dGeomGetData(o1);
ODEPhysicsController * ctrl2 =(ODEPhysicsController *)dGeomGetData(o2);
float friction=ctrl1->getFriction();
float restitution = ctrl1->getRestitution();
//for friction, take minimum
friction=(friction < ctrl2->getFriction() ?
friction :ctrl2->getFriction());
//restitution:take minimum
restitution = restitution < ctrl2->getRestitution()?
restitution : ctrl2->getRestitution();
dContact contact[3]; // up to 3 contacts per box
for (i=0; i<3; i++) {
contact[i].surface.mode = dContactBounce; //dContactMu2;
contact[i].surface.mu = friction;//dInfinity;
contact[i].surface.mu2 = 0;
contact[i].surface.bounce = restitution;//0.5;
contact[i].surface.bounce_vel = 0.1f;
contact[i].surface.slip1=0.0;
}
if (int numc = dCollide (o1,o2,3,&contact[0].geom,sizeof(dContact))) {
// dMatrix3 RI;
// dRSetIdentity (RI);
// const dReal ss[3] = {0.02,0.02,0.02};
for (i=0; i<numc; i++) {
dJointID c = dJointCreateContact (env->m_OdeWorld,env->m_OdeContactGroup,contact+i);
dJointAttach (c,b1,b2);
}
}
}
void ODEPhysicsEnvironment::ClearOdeContactGroup()
{
dJointGroupEmpty (m_OdeContactGroup);
}
int ODEPhysicsEnvironment::GetNumOdeContacts()
{
return m_OdeContactGroup->num;
}