forked from bartvdbraak/blender
46234f90ce
All platforms/build systems: either upgrade to use extern/bullet2, or disable the game engine until the build is fixed.
230 lines
5.5 KiB
C++
230 lines
5.5 KiB
C++
#include "KX_ConvertPhysicsObject.h"
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#ifdef USE_SUMO_SOLID
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#ifdef WIN32
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#pragma warning (disable : 4786)
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#endif
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#include "KX_SumoPhysicsController.h"
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#include "SG_Spatial.h"
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#include "SM_Scene.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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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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void KX_SumoPhysicsController::applyImpulse(const MT_Point3& attach, const MT_Vector3& impulse)
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{
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SumoPhysicsController::applyImpulse(attach[0],attach[1],attach[2],impulse[0],impulse[1],impulse[2]);
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}
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void KX_SumoPhysicsController::RelativeTranslate(const MT_Vector3& dloc,bool local)
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{
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SumoPhysicsController::RelativeTranslate(dloc[0],dloc[1],dloc[2],local);
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}
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void KX_SumoPhysicsController::RelativeRotate(const MT_Matrix3x3& drot,bool local)
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{
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float 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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SumoPhysicsController::RelativeRotate(oldmat,local);
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}
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void KX_SumoPhysicsController::SetLinearVelocity(const MT_Vector3& lin_vel,bool local)
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{
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SumoPhysicsController::SetLinearVelocity(lin_vel[0],lin_vel[1],lin_vel[2],local);
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}
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void KX_SumoPhysicsController::SetAngularVelocity(const MT_Vector3& ang_vel,bool local)
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{
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SumoPhysicsController::SetAngularVelocity(ang_vel[0],ang_vel[1],ang_vel[2],local);
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}
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MT_Vector3 KX_SumoPhysicsController::GetVelocity(const MT_Point3& pos)
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{
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float linvel[3];
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SumoPhysicsController::GetVelocity(pos[0],pos[1],pos[2],linvel[0],linvel[1],linvel[2]);
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return MT_Vector3 (linvel);
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}
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MT_Vector3 KX_SumoPhysicsController::GetLinearVelocity()
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{
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return GetVelocity(MT_Point3(0,0,0));
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}
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void KX_SumoPhysicsController::resolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ)
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{
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SumoPhysicsController::resolveCombinedVelocities(linvelX,linvelY,linvelZ,angVelX,angVelY,angVelZ);
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}
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void KX_SumoPhysicsController::ApplyTorque(const MT_Vector3& torque,bool local)
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{
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SumoPhysicsController::ApplyTorque(torque[0],torque[1],torque[2],local);
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}
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void KX_SumoPhysicsController::ApplyForce(const MT_Vector3& force,bool local)
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{
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SumoPhysicsController::ApplyForce(force[0],force[1],force[2],local);
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}
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bool KX_SumoPhysicsController::Update(double time)
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{
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return SynchronizeMotionStates(time);
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}
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void KX_SumoPhysicsController::SetSimulatedTime(double time)
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{
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}
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void KX_SumoPhysicsController::SetSumoTransform(bool nondynaonly)
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{
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SumoPhysicsController::setSumoTransform(nondynaonly);
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}
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void KX_SumoPhysicsController::SuspendDynamics()
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{
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SumoPhysicsController::SuspendDynamics();
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}
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void KX_SumoPhysicsController::RestoreDynamics()
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{
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SumoPhysicsController::RestoreDynamics();
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}
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SG_Controller* KX_SumoPhysicsController::GetReplica(SG_Node* destnode)
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{
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PHY_IMotionState* motionstate = new KX_MotionState(destnode);
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KX_SumoPhysicsController* physicsreplica = new KX_SumoPhysicsController(*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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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_SumoPhysicsController*)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_SumoPhysicsController*)clientgameobj->GetPhysicsController();
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}
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}
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}
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}
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physicsreplica->PostProcessReplica(motionstate,parentctrl);
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return physicsreplica;
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}
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void KX_SumoPhysicsController::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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GetSumoObject()->setClientObject(gameobj->getClientInfo());
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}
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void KX_SumoPhysicsController::setMargin(float collisionMargin)
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{
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SumoPhysicsController::SetMargin(collisionMargin);
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}
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void KX_SumoPhysicsController::setOrientation(const MT_Quaternion& orn)
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{
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SumoPhysicsController::setOrientation(
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orn[0],orn[1],orn[2],orn[3]);
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}
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void KX_SumoPhysicsController::getOrientation(MT_Quaternion& orn)
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{
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float quat[4];
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SumoPhysicsController::getOrientation(quat[0],quat[1],quat[2],quat[3]);
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orn = MT_Quaternion(quat);
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}
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void KX_SumoPhysicsController::setPosition(const MT_Point3& pos)
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{
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SumoPhysicsController::setPosition(pos[0],pos[1],pos[2]);
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}
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void KX_SumoPhysicsController::setScaling(const MT_Vector3& scaling)
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{
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SumoPhysicsController::setScaling(scaling[0],scaling[1],scaling[2]);
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}
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MT_Scalar KX_SumoPhysicsController::GetMass()
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{
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return SumoPhysicsController::getMass();
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}
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MT_Vector3 KX_SumoPhysicsController::getReactionForce()
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{
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float force[3];
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SumoPhysicsController::getReactionForce(force[0],force[1],force[2]);
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return MT_Vector3(force);
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}
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void KX_SumoPhysicsController::setRigidBody(bool rigid)
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{
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SumoPhysicsController::setRigidBody(rigid);
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}
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KX_SumoPhysicsController::~KX_SumoPhysicsController()
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{
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}
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#endif//USE_SUMO_SOLID
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