forked from bartvdbraak/blender
539 lines
17 KiB
C++
539 lines
17 KiB
C++
/** \file gameengine/Ketsji/KX_BulletPhysicsController.cpp
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* \ingroup ketsji
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*/
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//under visual studio the #define in KX_ConvertPhysicsObject.h is quicker for recompilation
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#include "KX_ConvertPhysicsObject.h"
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#ifdef USE_BULLET
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#include "KX_BulletPhysicsController.h"
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#include "btBulletDynamicsCommon.h"
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#include "SG_Spatial.h"
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#include "KX_GameObject.h"
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#include "KX_MotionState.h"
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#include "KX_ClientObjectInfo.h"
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#include "PHY_IPhysicsEnvironment.h"
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#include "CcdPhysicsEnvironment.h"
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#include "BulletSoftBody/btSoftBody.h"
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KX_BulletPhysicsController::KX_BulletPhysicsController (const CcdConstructionInfo& ci, bool dyna, bool sensor, bool compound)
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: KX_IPhysicsController(dyna,sensor,compound,(PHY_IPhysicsController*)this),
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CcdPhysicsController(ci),
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m_savedCollisionFlags(0),
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m_savedCollisionFilterGroup(0),
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m_savedCollisionFilterMask(0),
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m_savedMass(0.0),
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m_savedDyna(false),
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m_suspended(false),
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m_bulletChildShape(NULL)
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{
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}
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KX_BulletPhysicsController::~KX_BulletPhysicsController ()
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{
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// The game object has a direct link to
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if (m_pObject)
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{
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// If we cheat in SetObject, we must also cheat here otherwise the
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// object will still things it has a physical controller
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// Note that it requires that m_pObject is reset in case the object is deleted
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// before the controller (usual case, see KX_Scene::RemoveNodeDestructObjec)
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// The non usual case is when the object is not deleted because its reference is hanging
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// in a AddObject actuator but the node is deleted. This case is covered here.
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KX_GameObject* gameobj = (KX_GameObject*) m_pObject->GetSGClientObject();
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gameobj->SetPhysicsController(NULL,false);
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}
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}
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void KX_BulletPhysicsController::resolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ)
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{
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CcdPhysicsController::resolveCombinedVelocities(linvelX,linvelY,linvelZ,angVelX,angVelY,angVelZ);
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}
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///////////////////////////////////
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// KX_IPhysicsController interface
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////////////////////////////////////
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void KX_BulletPhysicsController::applyImpulse(const MT_Point3& attach, const MT_Vector3& impulse)
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{
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CcdPhysicsController::applyImpulse(attach[0],attach[1],attach[2],impulse[0],impulse[1],impulse[2]);
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}
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float KX_BulletPhysicsController::GetLinVelocityMin()
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{
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return (float)CcdPhysicsController::GetLinVelocityMin();
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}
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void KX_BulletPhysicsController::SetLinVelocityMin(float val)
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{
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CcdPhysicsController::SetLinVelocityMin(val);
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}
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float KX_BulletPhysicsController::GetLinVelocityMax()
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{
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return (float)CcdPhysicsController::GetLinVelocityMax();
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}
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void KX_BulletPhysicsController::SetLinVelocityMax(float val)
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{
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CcdPhysicsController::SetLinVelocityMax(val);
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}
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void KX_BulletPhysicsController::SetObject (SG_IObject* object)
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{
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SG_Controller::SetObject(object);
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// cheating here...
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//should not be necessary, is it for duplicates ?
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KX_GameObject* gameobj = (KX_GameObject*) object->GetSGClientObject();
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gameobj->SetPhysicsController(this,gameobj->IsDynamic());
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CcdPhysicsController::setNewClientInfo(gameobj->getClientInfo());
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if (m_bSensor)
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{
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// use a different callback function for sensor object,
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// bullet will not synchronize, we must do it explicitly
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SG_Callbacks& callbacks = gameobj->GetSGNode()->GetCallBackFunctions();
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callbacks.m_updatefunc = KX_GameObject::SynchronizeTransformFunc;
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}
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}
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MT_Scalar KX_BulletPhysicsController::GetRadius()
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{
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return MT_Scalar(CcdPhysicsController::GetRadius());
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}
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void KX_BulletPhysicsController::setMargin (float collisionMargin)
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{
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CcdPhysicsController::SetMargin(collisionMargin);
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}
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void KX_BulletPhysicsController::RelativeTranslate(const MT_Vector3& dloc,bool local)
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{
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CcdPhysicsController::RelativeTranslate(dloc[0],dloc[1],dloc[2],local);
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}
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void KX_BulletPhysicsController::RelativeRotate(const MT_Matrix3x3& drot,bool local)
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{
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float rotval[12];
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drot.getValue(rotval);
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CcdPhysicsController::RelativeRotate(rotval,local);
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}
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void KX_BulletPhysicsController::ApplyTorque(const MT_Vector3& torque,bool local)
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{
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CcdPhysicsController::ApplyTorque(torque.x(),torque.y(),torque.z(),local);
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}
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void KX_BulletPhysicsController::ApplyForce(const MT_Vector3& force,bool local)
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{
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CcdPhysicsController::ApplyForce(force.x(),force.y(),force.z(),local);
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}
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MT_Vector3 KX_BulletPhysicsController::GetLinearVelocity()
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{
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float angVel[3];
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//CcdPhysicsController::GetAngularVelocity(angVel[0],angVel[1],angVel[2]);
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CcdPhysicsController::GetLinearVelocity(angVel[0],angVel[1],angVel[2]);//rcruiz
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return MT_Vector3(angVel[0],angVel[1],angVel[2]);
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}
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MT_Vector3 KX_BulletPhysicsController::GetAngularVelocity()
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{
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float angVel[3];
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//CcdPhysicsController::GetAngularVelocity(angVel[0],angVel[1],angVel[2]);
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CcdPhysicsController::GetAngularVelocity(angVel[0],angVel[1],angVel[2]);//rcruiz
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return MT_Vector3(angVel[0],angVel[1],angVel[2]);
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}
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MT_Vector3 KX_BulletPhysicsController::GetVelocity(const MT_Point3& pos)
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{
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float linVel[3];
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CcdPhysicsController::GetVelocity(pos[0], pos[1], pos[2], linVel[0],linVel[1],linVel[2]);
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return MT_Vector3(linVel[0],linVel[1],linVel[2]);
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}
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void KX_BulletPhysicsController::SetAngularVelocity(const MT_Vector3& ang_vel,bool local)
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{
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CcdPhysicsController::SetAngularVelocity(ang_vel.x(),ang_vel.y(),ang_vel.z(),local);
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}
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void KX_BulletPhysicsController::SetLinearVelocity(const MT_Vector3& lin_vel,bool local)
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{
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CcdPhysicsController::SetLinearVelocity(lin_vel.x(),lin_vel.y(),lin_vel.z(),local);
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}
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void KX_BulletPhysicsController::getOrientation(MT_Quaternion& orn)
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{
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float myorn[4];
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CcdPhysicsController::getOrientation(myorn[0],myorn[1],myorn[2],myorn[3]);
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orn = MT_Quaternion(myorn[0],myorn[1],myorn[2],myorn[3]);
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}
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void KX_BulletPhysicsController::setOrientation(const MT_Matrix3x3& orn)
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{
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btMatrix3x3 btmat(orn[0][0], orn[0][1], orn[0][2], orn[1][0], orn[1][1], orn[1][2], orn[2][0], orn[2][1], orn[2][2]);
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CcdPhysicsController::setWorldOrientation(btmat);
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}
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void KX_BulletPhysicsController::setPosition(const MT_Point3& pos)
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{
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CcdPhysicsController::setPosition(pos.x(),pos.y(),pos.z());
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}
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void KX_BulletPhysicsController::setScaling(const MT_Vector3& scaling)
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{
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CcdPhysicsController::setScaling(scaling.x(),scaling.y(),scaling.z());
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}
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void KX_BulletPhysicsController::SetTransform()
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{
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btVector3 pos;
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btVector3 scale;
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float ori[12];
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m_MotionState->getWorldPosition(pos.m_floats[0],pos.m_floats[1],pos.m_floats[2]);
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m_MotionState->getWorldScaling(scale.m_floats[0],scale.m_floats[1],scale.m_floats[2]);
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m_MotionState->getWorldOrientation(ori);
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btMatrix3x3 rot(ori[0], ori[4], ori[8],
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ori[1], ori[5], ori[9],
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ori[2], ori[6], ori[10]);
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CcdPhysicsController::forceWorldTransform(rot, pos);
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}
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MT_Scalar KX_BulletPhysicsController::GetMass()
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{
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if (GetSoftBody())
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return GetSoftBody()->getTotalMass();
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MT_Scalar invmass = 0.f;
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if (GetRigidBody())
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invmass = GetRigidBody()->getInvMass();
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if (invmass)
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return 1.f/invmass;
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return 0.f;
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}
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MT_Vector3 KX_BulletPhysicsController::GetLocalInertia()
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{
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MT_Vector3 inertia(0.f, 0.f, 0.f);
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btVector3 inv_inertia;
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if (GetRigidBody()) {
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inv_inertia = GetRigidBody()->getInvInertiaDiagLocal();
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if (!btFuzzyZero(inv_inertia.getX()) &&
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!btFuzzyZero(inv_inertia.getY()) &&
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!btFuzzyZero(inv_inertia.getZ()))
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inertia = MT_Vector3(1.f/inv_inertia.getX(), 1.f/inv_inertia.getY(), 1.f/inv_inertia.getZ());
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}
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return inertia;
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}
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MT_Vector3 KX_BulletPhysicsController::getReactionForce()
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{
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assert(0);
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return MT_Vector3(0.f,0.f,0.f);
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}
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void KX_BulletPhysicsController::setRigidBody(bool rigid)
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{
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}
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/* This function dynamically adds the collision shape of another controller to
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* the current controller shape provided it is a compound shape.
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* The idea is that dynamic parenting on a compound object will dynamically extend the shape
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*/
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void KX_BulletPhysicsController::AddCompoundChild(KX_IPhysicsController* child)
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{
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if (child == NULL || !IsCompound())
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return;
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// other controller must be a bullet controller too
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// verify that body and shape exist and match
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KX_BulletPhysicsController* childCtrl = dynamic_cast<KX_BulletPhysicsController*>(child);
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btRigidBody* rootBody = GetRigidBody();
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btRigidBody* childBody = childCtrl->GetRigidBody();
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if (!rootBody || !childBody)
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return;
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const btCollisionShape* rootShape = rootBody->getCollisionShape();
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const btCollisionShape* childShape = childBody->getCollisionShape();
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if (!rootShape ||
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!childShape ||
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rootShape->getShapeType() != COMPOUND_SHAPE_PROXYTYPE ||
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childShape->getShapeType() == COMPOUND_SHAPE_PROXYTYPE)
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return;
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btCompoundShape* compoundShape = (btCompoundShape*)rootShape;
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// compute relative transformation between parent and child
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btTransform rootTrans;
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btTransform childTrans;
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rootBody->getMotionState()->getWorldTransform(rootTrans);
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childBody->getMotionState()->getWorldTransform(childTrans);
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btVector3 rootScale = rootShape->getLocalScaling();
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rootScale[0] = 1.0/rootScale[0];
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rootScale[1] = 1.0/rootScale[1];
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rootScale[2] = 1.0/rootScale[2];
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// relative scale = child_scale/parent_scale
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btVector3 relativeScale = childShape->getLocalScaling()*rootScale;
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btMatrix3x3 rootRotInverse = rootTrans.getBasis().transpose();
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// relative pos = parent_rot^-1 * ((parent_pos-child_pos)/parent_scale)
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btVector3 relativePos = rootRotInverse*((childTrans.getOrigin()-rootTrans.getOrigin())*rootScale);
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// relative rot = parent_rot^-1 * child_rot
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btMatrix3x3 relativeRot = rootRotInverse*childTrans.getBasis();
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// create a proxy shape info to store the transformation
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CcdShapeConstructionInfo* proxyShapeInfo = new CcdShapeConstructionInfo();
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// store the transformation to this object shapeinfo
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proxyShapeInfo->m_childTrans.setOrigin(relativePos);
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proxyShapeInfo->m_childTrans.setBasis(relativeRot);
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proxyShapeInfo->m_childScale.setValue(relativeScale[0], relativeScale[1], relativeScale[2]);
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// we will need this to make sure that we remove the right proxy later when unparenting
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proxyShapeInfo->m_userData = childCtrl;
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proxyShapeInfo->SetProxy(childCtrl->GetShapeInfo()->AddRef());
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// add to parent compound shapeinfo (increments ref count)
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GetShapeInfo()->AddShape(proxyShapeInfo);
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// create new bullet collision shape from the object shapeinfo and set scaling
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btCollisionShape* newChildShape = proxyShapeInfo->CreateBulletShape(childCtrl->GetMargin(), childCtrl->getConstructionInfo().m_bGimpact, true);
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newChildShape->setLocalScaling(relativeScale);
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// add bullet collision shape to parent compound collision shape
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compoundShape->addChildShape(proxyShapeInfo->m_childTrans,newChildShape);
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// proxyShapeInfo is not needed anymore, release it
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proxyShapeInfo->Release();
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// remember we created this shape
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childCtrl->m_bulletChildShape = newChildShape;
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// recompute inertia of parent
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if (!rootBody->isStaticOrKinematicObject())
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{
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btVector3 localInertia;
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float mass = 1.f/rootBody->getInvMass();
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compoundShape->calculateLocalInertia(mass,localInertia);
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rootBody->setMassProps(mass,localInertia);
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}
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// must update the broadphase cache,
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GetPhysicsEnvironment()->refreshCcdPhysicsController(this);
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// remove the children
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GetPhysicsEnvironment()->disableCcdPhysicsController(childCtrl);
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}
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/* Reverse function of the above, it will remove a shape from a compound shape
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* provided that the former was added to the later using AddCompoundChild()
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*/
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void KX_BulletPhysicsController::RemoveCompoundChild(KX_IPhysicsController* child)
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{
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if (child == NULL || !IsCompound())
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return;
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// other controller must be a bullet controller too
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// verify that body and shape exist and match
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KX_BulletPhysicsController* childCtrl = dynamic_cast<KX_BulletPhysicsController*>(child);
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btRigidBody* rootBody = GetRigidBody();
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btRigidBody* childBody = childCtrl->GetRigidBody();
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if (!rootBody || !childBody)
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return;
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const btCollisionShape* rootShape = rootBody->getCollisionShape();
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if (!rootShape ||
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rootShape->getShapeType() != COMPOUND_SHAPE_PROXYTYPE)
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return;
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btCompoundShape* compoundShape = (btCompoundShape*)rootShape;
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// retrieve the shapeInfo
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CcdShapeConstructionInfo* childShapeInfo = childCtrl->GetShapeInfo();
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CcdShapeConstructionInfo* rootShapeInfo = GetShapeInfo();
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// and verify that the child is part of the parent
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int i = rootShapeInfo->FindChildShape(childShapeInfo, childCtrl);
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if (i < 0)
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return;
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rootShapeInfo->RemoveChildShape(i);
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if (childCtrl->m_bulletChildShape)
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{
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int numChildren = compoundShape->getNumChildShapes();
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for (i=0; i<numChildren; i++)
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{
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if (compoundShape->getChildShape(i) == childCtrl->m_bulletChildShape)
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{
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compoundShape->removeChildShapeByIndex(i);
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compoundShape->recalculateLocalAabb();
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break;
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}
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}
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delete childCtrl->m_bulletChildShape;
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childCtrl->m_bulletChildShape = NULL;
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}
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// recompute inertia of parent
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if (!rootBody->isStaticOrKinematicObject())
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{
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btVector3 localInertia;
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float mass = 1.f/rootBody->getInvMass();
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compoundShape->calculateLocalInertia(mass,localInertia);
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rootBody->setMassProps(mass,localInertia);
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}
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// must update the broadphase cache,
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GetPhysicsEnvironment()->refreshCcdPhysicsController(this);
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// reactivate the children
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GetPhysicsEnvironment()->enableCcdPhysicsController(childCtrl);
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}
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void KX_BulletPhysicsController::SetMass(MT_Scalar newmass)
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{
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btRigidBody *body = GetRigidBody();
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if (body && !m_suspended && newmass>MT_EPSILON && GetMass()>MT_EPSILON)
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{
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btVector3 grav = body->getGravity();
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btVector3 accel = grav / GetMass();
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btBroadphaseProxy* handle = body->getBroadphaseHandle();
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GetPhysicsEnvironment()->updateCcdPhysicsController(this,
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newmass,
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body->getCollisionFlags(),
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handle->m_collisionFilterGroup,
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handle->m_collisionFilterMask);
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body->setGravity(accel);
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}
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}
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void KX_BulletPhysicsController::SuspendDynamics(bool ghost)
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{
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btRigidBody *body = GetRigidBody();
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if (body && !m_suspended && !IsSensor())
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{
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btBroadphaseProxy* handle = body->getBroadphaseHandle();
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m_savedCollisionFlags = body->getCollisionFlags();
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m_savedMass = GetMass();
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m_savedDyna = m_bDyna;
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m_savedCollisionFilterGroup = handle->m_collisionFilterGroup;
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m_savedCollisionFilterMask = handle->m_collisionFilterMask;
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m_suspended = true;
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GetPhysicsEnvironment()->updateCcdPhysicsController(this,
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0.0,
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btCollisionObject::CF_STATIC_OBJECT|((ghost)?btCollisionObject::CF_NO_CONTACT_RESPONSE:(m_savedCollisionFlags&btCollisionObject::CF_NO_CONTACT_RESPONSE)),
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btBroadphaseProxy::StaticFilter,
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btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter);
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m_bDyna = false;
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}
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}
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void KX_BulletPhysicsController::RestoreDynamics()
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{
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btRigidBody *body = GetRigidBody();
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if (body && m_suspended)
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{
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// before make sure any position change that was done in this logic frame are accounted for
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SetTransform();
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GetPhysicsEnvironment()->updateCcdPhysicsController(this,
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m_savedMass,
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m_savedCollisionFlags,
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m_savedCollisionFilterGroup,
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m_savedCollisionFilterMask);
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body->activate();
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m_bDyna = m_savedDyna;
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m_suspended = false;
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}
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}
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SG_Controller* KX_BulletPhysicsController::GetReplica(class SG_Node* destnode)
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{
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PHY_IMotionState* motionstate = new KX_MotionState(destnode);
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KX_BulletPhysicsController* physicsreplica = new KX_BulletPhysicsController(*this);
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//parentcontroller is here be able to avoid collisions between parent/child
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PHY_IPhysicsController* parentctrl = NULL;
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KX_BulletPhysicsController* parentKxCtrl = NULL;
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CcdPhysicsController* ccdParent = NULL;
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if (destnode != destnode->GetRootSGParent())
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{
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KX_GameObject* clientgameobj = (KX_GameObject*) destnode->GetRootSGParent()->GetSGClientObject();
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if (clientgameobj)
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{
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parentctrl = (KX_BulletPhysicsController*)clientgameobj->GetPhysicsController();
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} else
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{
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// it could be a false node, try the children
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NodeList::const_iterator childit;
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for (
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childit = destnode->GetSGChildren().begin();
|
|
childit!= destnode->GetSGChildren().end();
|
|
++childit
|
|
) {
|
|
KX_GameObject *clientgameobj_child = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
|
|
if (clientgameobj_child)
|
|
{
|
|
parentKxCtrl = (KX_BulletPhysicsController*)clientgameobj_child->GetPhysicsController();
|
|
parentctrl = parentKxCtrl;
|
|
ccdParent = parentKxCtrl;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
physicsreplica->setParentCtrl(ccdParent);
|
|
physicsreplica->PostProcessReplica(motionstate,parentctrl);
|
|
physicsreplica->m_userdata = (PHY_IPhysicsController*)physicsreplica;
|
|
physicsreplica->m_bulletChildShape = NULL;
|
|
return physicsreplica;
|
|
|
|
}
|
|
|
|
|
|
|
|
void KX_BulletPhysicsController::SetSumoTransform(bool nondynaonly)
|
|
{
|
|
|
|
if (!m_bDyna && !m_bSensor)
|
|
{
|
|
btCollisionObject* object = GetRigidBody();
|
|
object->setActivationState(ACTIVE_TAG);
|
|
object->setCollisionFlags(object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
|
|
} else
|
|
{
|
|
if (!nondynaonly)
|
|
{
|
|
/*
|
|
btTransform worldTrans;
|
|
if (GetRigidBody())
|
|
{
|
|
GetRigidBody()->getMotionState()->getWorldTransform(worldTrans);
|
|
GetRigidBody()->setCenterOfMassTransform(worldTrans);
|
|
}
|
|
*/
|
|
/*
|
|
scaling?
|
|
if (m_bDyna)
|
|
{
|
|
m_sumoObj->setScaling(MT_Vector3(1,1,1));
|
|
} else
|
|
{
|
|
MT_Vector3 scale;
|
|
GetWorldScaling(scale);
|
|
m_sumoObj->setScaling(scale);
|
|
}
|
|
*/
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
|
|
|
|
const char* KX_BulletPhysicsController::getName()
|
|
{
|
|
if (m_pObject)
|
|
{
|
|
KX_GameObject* gameobj = (KX_GameObject*) m_pObject->GetSGClientObject();
|
|
return gameobj->GetName();
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
#endif // USE_BULLET
|