forked from bartvdbraak/blender
00c12e0906
This patch modifies the way the setParent actuator and KX_GameObject::setParent() function works when parenting to a compound object: the collision shape of the object being parented is dynamically added to the coumpound shape. Similarly, unparenting an object from a compound object will cause the child collision shape to be dynamically removed from the parent shape provided that is was previously added with setParent. Note: * This also works if the object is parented to a child of a compound object: the collision shape is added to the compound shape of the top parent. * The collision shape is added with the transformation (position, scale and orientation) it had at the time of the parenting. * The child shape is rigidly attached to the compound shape, the transformation is not affected by any further change in position/scale/orientation of the child object. * While the child shape is added to the compound shape, the child object is removed from the dynamic world to avoid superposition of shapes (one for the object itself and one for the compound child shape). This means that collision sensors on the child object are disabled while the child object is parent to a compound object. * There is no difference when setParent is used on a non-compound object: the child object is automatically changed to a static ghost object to avoid bad interaction with the parent shape; collision sensors on the child object continue to be active while the object is parented. * The child shape dynamically added to a compound shape modifies the inertia of the compound object but not the mass. It participates to collision detection as any other "static" child shape.
258 lines
6.4 KiB
C++
258 lines
6.4 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* The contents of this file may be used under the terms of either the GNU
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* General Public License Version 2 or later (the "GPL", see
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* http://www.gnu.org/licenses/gpl.html ), or the Blender License 1.0 or
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* later (the "BL", see http://www.blender.org/BL/ ) which has to be
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* bought from the Blender Foundation to become active, in which case the
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* above mentioned GPL option does not apply.
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*
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* The Original Code is Copyright (C) 2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include "KX_ConvertPhysicsObject.h"
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#ifdef USE_ODE
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#include "KX_OdePhysicsController.h"
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#include "KX_GameObject.h"
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#include "KX_MotionState.h"
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#include "MT_assert.h"
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#include "PHY_IPhysicsEnvironment.h"
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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KX_OdePhysicsController::KX_OdePhysicsController(
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bool dyna,
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bool fullRigidBody,
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bool phantom,
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class PHY_IMotionState* motionstate,
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struct dxSpace* space,
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struct dxWorld* world,
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float mass,
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float friction,
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float restitution,
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bool implicitsphere,
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float center[3],
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float extends[3],
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float radius
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)
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: KX_IPhysicsController(dyna,false,(PHY_IPhysicsController*)this),
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ODEPhysicsController(
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dyna,fullRigidBody,phantom,motionstate,
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space,world,mass,friction,restitution,
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implicitsphere,center,extends,radius)
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{
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};
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bool KX_OdePhysicsController::Update(double time)
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{
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return SynchronizeMotionStates(time);
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}
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void KX_OdePhysicsController::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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KX_GameObject* gameobj = (KX_GameObject*) object->GetSGClientObject();
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gameobj->SetPhysicsController(this);
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}
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void KX_OdePhysicsController::applyImpulse(const MT_Point3& attach, const MT_Vector3& impulse)
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{
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ODEPhysicsController::applyImpulse(attach[0],attach[1],attach[2],impulse[0],impulse[1],impulse[2]);
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}
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void KX_OdePhysicsController::RelativeTranslate(const MT_Vector3& dloc,bool local)
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{
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ODEPhysicsController::RelativeTranslate(dloc[0],dloc[1],dloc[2],local);
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}
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void KX_OdePhysicsController::RelativeRotate(const MT_Matrix3x3& drot,bool local)
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{
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double oldmat[12];
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drot.getValue(oldmat);
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float newmat[9];
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float *m = &newmat[0];
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double *orgm = &oldmat[0];
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*m++ = *orgm++;*m++ = *orgm++;*m++ = *orgm++;orgm++;
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*m++ = *orgm++;*m++ = *orgm++;*m++ = *orgm++;orgm++;
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*m++ = *orgm++;*m++ = *orgm++;*m++ = *orgm++;orgm++;
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ODEPhysicsController::RelativeRotate(newmat,local);
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}
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void KX_OdePhysicsController::ApplyTorque(const MT_Vector3& torque,bool local)
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{
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ODEPhysicsController::ApplyTorque(torque[0],torque[1],torque[2],local);
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}
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void KX_OdePhysicsController::ApplyForce(const MT_Vector3& force,bool local)
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{
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ODEPhysicsController::ApplyForce(force[0],force[1],force[2],local);
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}
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MT_Vector3 KX_OdePhysicsController::GetLinearVelocity()
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{
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return MT_Vector3(0,0,0);
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}
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MT_Vector3 KX_OdePhysicsController::GetVelocity(const MT_Point3& pos)
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{
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return MT_Vector3(0,0,0);
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}
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void KX_OdePhysicsController::SetAngularVelocity(const MT_Vector3& ang_vel,bool local)
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{
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}
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void KX_OdePhysicsController::SetLinearVelocity(const MT_Vector3& lin_vel,bool local)
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{
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ODEPhysicsController::SetLinearVelocity(lin_vel[0],lin_vel[1],lin_vel[2],local);
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}
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void KX_OdePhysicsController::setOrientation(const MT_Matrix3x3& rot)
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{
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MT_Quaternion orn = rot.getRotation();
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ODEPhysicsController::setOrientation(orn[0],orn[1],orn[2],orn[3]);
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}
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void KX_OdePhysicsController::getOrientation(MT_Quaternion& orn)
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{
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float florn[4];
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florn[0]=orn[0];
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florn[1]=orn[1];
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florn[2]=orn[2];
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florn[3]=orn[3];
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ODEPhysicsController::getOrientation(florn[0],florn[1],florn[2],florn[3]);
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orn[0] = florn[0];
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orn[1] = florn[1];
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orn[2] = florn[2];
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orn[3] = florn[3];
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}
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void KX_OdePhysicsController::setPosition(const MT_Point3& pos)
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{
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ODEPhysicsController::setPosition(pos[0],pos[1],pos[2]);
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}
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void KX_OdePhysicsController::setScaling(const MT_Vector3& scaling)
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{
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}
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MT_Scalar KX_OdePhysicsController::GetMass()
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{
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return ODEPhysicsController::getMass();
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}
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MT_Scalar KX_OdePhysicsController::GetRadius()
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{
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return MT_Scalar(0.f);
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}
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MT_Vector3 KX_OdePhysicsController::getReactionForce()
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{
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return MT_Vector3(0,0,0);
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}
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void KX_OdePhysicsController::setRigidBody(bool rigid)
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{
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}
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void KX_OdePhysicsController::SuspendDynamics(bool)
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{
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ODEPhysicsController::SuspendDynamics();
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}
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void KX_OdePhysicsController::RestoreDynamics()
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{
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ODEPhysicsController::RestoreDynamics();
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}
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SG_Controller* KX_OdePhysicsController::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_OdePhysicsController* copyctrl = new KX_OdePhysicsController(*this);
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// nlin: copied from KX_SumoPhysicsController.cpp. Not 100% sure what this does....
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// furthermore, the parentctrl is not used in ODEPhysicsController::PostProcessReplica, but
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// maybe it can/should be used in the future...
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// begin copy block ------------------------------------------------------------------
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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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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_OdePhysicsController*)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();
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childit!= destnode->GetSGChildren().end();
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++childit
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) {
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KX_GameObject* clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
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if (clientgameobj)
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{
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parentctrl = (KX_OdePhysicsController*)clientgameobj->GetPhysicsController();
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}
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}
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}
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}
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// end copy block ------------------------------------------------------------------
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copyctrl->PostProcessReplica(motionstate, this);
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return copyctrl;
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}
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void KX_OdePhysicsController::resolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ)
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{
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}
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void KX_OdePhysicsController::SetSumoTransform(bool nondynaonly)
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{
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}
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// todo: remove next line !
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void KX_OdePhysicsController::SetSimulatedTime(double time)
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{
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}
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#endif //USE_ODE
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