forked from bartvdbraak/blender
5813ae55d4
Use external velocity (velocity set by the game engine - not the physics engine) for Motion Actuators.
447 lines
9.9 KiB
C++
447 lines
9.9 KiB
C++
/**
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* @file $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 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/BL DUAL LICENSE BLOCK *****
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*/
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#include "SumoPhysicsController.h"
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#include "PHY_IMotionState.h"
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#include "SM_Object.h"
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#include "MT_Quaternion.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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SumoPhysicsController::SumoPhysicsController(
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class SM_Scene* sumoScene,
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class SM_Object* sumoObj,
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class PHY_IMotionState* motionstate,
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bool dyna)
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:
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m_sumoObj(sumoObj) ,
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m_sumoScene(sumoScene),
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m_bFirstTime(true),
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m_bDyna(dyna),
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m_MotionState(motionstate)
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{
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if (m_sumoObj)
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{
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//m_sumoObj->setClientObject(this);
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//if it is a dyna, register for a callback
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m_sumoObj->registerCallback(*this);
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}
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};
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SumoPhysicsController::~SumoPhysicsController()
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{
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if (m_sumoObj)
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{
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m_sumoScene->remove(*m_sumoObj);
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delete m_sumoObj;
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m_sumoObj = NULL;
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}
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}
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float SumoPhysicsController::getMass()
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{
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if (m_sumoObj)
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{
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const SM_ShapeProps *shapeprops = m_sumoObj->getShapeProps();
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return shapeprops->m_mass;
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}
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return 0.f;
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}
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bool SumoPhysicsController::SynchronizeMotionStates(float time)
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{
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if (m_bFirstTime)
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{
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setSumoTransform(false);
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m_bFirstTime = false;
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}
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if (!m_bDyna)
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{
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if (m_sumoObj)
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{
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MT_Point3 pos;
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GetWorldPosition(pos);
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m_sumoObj->setPosition(pos);
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if (m_bDyna)
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{
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m_sumoObj->setScaling(MT_Vector3(1,1,1));
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} else
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{
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MT_Vector3 scaling;
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GetWorldScaling(scaling);
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m_sumoObj->setScaling(scaling);
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}
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MT_Matrix3x3 orn;
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GetWorldOrientation(orn);
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m_sumoObj->setOrientation(orn.getRotation());
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m_sumoObj->calcXform();
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}
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}
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return false; // physics object are not part of
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// hierarchy, or ignore it ??
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}
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void SumoPhysicsController::GetWorldOrientation(MT_Matrix3x3& mat)
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{
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float orn[4];
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m_MotionState->getWorldOrientation(orn[0],orn[1],orn[2],orn[3]);
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MT_Quaternion quat(orn);
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mat.setRotation(quat);
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}
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void SumoPhysicsController::GetWorldPosition(MT_Point3& pos)
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{
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float worldpos[3];
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m_MotionState->getWorldPosition(worldpos[0],worldpos[1],worldpos[2]);
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pos[0]=worldpos[0];
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pos[1]=worldpos[1];
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pos[2]=worldpos[2];
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}
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void SumoPhysicsController::GetWorldScaling(MT_Vector3& scale)
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{
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float worldscale[3];
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m_MotionState->getWorldScaling(worldscale[0],worldscale[1],worldscale[2]);
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scale[0]=worldscale[0];
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scale[1]=worldscale[1];
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scale[2]=worldscale[2];
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}
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// kinematic methods
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void SumoPhysicsController::RelativeTranslate(float dlocX,float dlocY,float dlocZ,bool local)
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{
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if (m_sumoObj)
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{
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MT_Matrix3x3 mat;
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GetWorldOrientation(mat);
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MT_Vector3 dloc(dlocX,dlocY,dlocZ);
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MT_Point3 newpos = m_sumoObj->getPosition();
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newpos += (local ? mat * dloc : dloc);
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m_sumoObj->setPosition(newpos);
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}
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}
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void SumoPhysicsController::RelativeRotate(const float drot[12],bool local)
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{
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if (m_sumoObj )
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{
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MT_Matrix3x3 drotmat(drot);
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MT_Matrix3x3 currentOrn;
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GetWorldOrientation(currentOrn);
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m_sumoObj->setOrientation(m_sumoObj->getOrientation()*(local ?
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drotmat : (currentOrn.inverse() * drotmat * currentOrn)).getRotation());
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}
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}
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void SumoPhysicsController::setOrientation(float quatImag0,float quatImag1,float quatImag2,float quatReal)
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{
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m_sumoObj->setOrientation(MT_Quaternion(quatImag0,quatImag1,quatImag2,quatReal));
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}
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void SumoPhysicsController::getOrientation(float &quatImag0,float &quatImag1,float &quatImag2,float &quatReal)
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{
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const MT_Quaternion& q = m_sumoObj->getOrientation();
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quatImag0 = q[0];
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quatImag1 = q[1];
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quatImag2 = q[2];
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quatReal = q[3];
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}
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void SumoPhysicsController::setPosition(float posX,float posY,float posZ)
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{
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m_sumoObj->setPosition(MT_Point3(posX,posY,posZ));
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}
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void SumoPhysicsController::setScaling(float scaleX,float scaleY,float scaleZ)
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{
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m_sumoObj->setScaling(MT_Vector3(scaleX,scaleY,scaleZ));
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}
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// physics methods
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void SumoPhysicsController::ApplyTorque(float torqueX,float torqueY,float torqueZ,bool local)
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{
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if (m_sumoObj)
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{
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MT_Vector3 torque(torqueX,torqueY,torqueZ);
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MT_Matrix3x3 orn;
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GetWorldOrientation(orn);
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m_sumoObj->applyTorque(local ?
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orn * torque :
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torque);
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}
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}
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void SumoPhysicsController::ApplyForce(float forceX,float forceY,float forceZ,bool local)
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{
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if (m_sumoObj)
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{
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MT_Vector3 force(forceX,forceY,forceZ);
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MT_Matrix3x3 orn;
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GetWorldOrientation(orn);
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m_sumoObj->applyCenterForce(local ?
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orn * force :
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force);
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}
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}
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void SumoPhysicsController::SetAngularVelocity(float ang_velX,float ang_velY,float ang_velZ,bool local)
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{
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if (m_sumoObj)
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{
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MT_Vector3 ang_vel(ang_velX,ang_velY,ang_velZ);
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MT_Matrix3x3 orn;
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GetWorldOrientation(orn);
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m_sumoObj->setExternalAngularVelocity(local ?
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orn * ang_vel :
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ang_vel);
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}
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}
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void SumoPhysicsController::SetLinearVelocity(float lin_velX,float lin_velY,float lin_velZ,bool local)
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{
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if (m_sumoObj )
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{
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MT_Matrix3x3 orn;
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GetWorldOrientation(orn);
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MT_Vector3 lin_vel(lin_velX,lin_velY,lin_velZ);
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m_sumoObj->setExternalLinearVelocity(local ?
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orn * lin_vel :
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lin_vel);
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}
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}
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void SumoPhysicsController::resolveCombinedVelocities(
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const MT_Vector3 & lin_vel,
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const MT_Vector3 & ang_vel
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)
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{
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if (m_sumoObj)
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m_sumoObj->resolveCombinedVelocities(lin_vel, ang_vel);
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}
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void SumoPhysicsController::applyImpulse(float attachX,float attachY,float attachZ, float impulseX,float impulseY,float impulseZ)
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{
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if (m_sumoObj)
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{
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MT_Point3 attach(attachX,attachY,attachZ);
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MT_Vector3 impulse(impulseX,impulseY,impulseZ);
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m_sumoObj->applyImpulse(attach,impulse);
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}
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}
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void SumoPhysicsController::SuspendDynamics()
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{
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m_suspendDynamics=true;
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if (m_sumoObj)
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{
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m_sumoObj->suspendDynamics();
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m_sumoObj->setLinearVelocity(MT_Vector3(0,0,0));
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m_sumoObj->setAngularVelocity(MT_Vector3(0,0,0));
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m_sumoObj->calcXform();
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}
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}
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void SumoPhysicsController::RestoreDynamics()
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{
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m_suspendDynamics=false;
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if (m_sumoObj)
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{
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m_sumoObj->restoreDynamics();
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}
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}
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/**
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reading out information from physics
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*/
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void SumoPhysicsController::GetLinearVelocity(float& linvX,float& linvY,float& linvZ)
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{
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if (m_sumoObj)
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{
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// get velocity from the physics object (m_sumoObj)
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const MT_Vector3& vel = m_sumoObj->getLinearVelocity();
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linvX = vel[0];
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linvY = vel[1];
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linvZ = vel[2];
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}
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else
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{
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linvX = 0.f;
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linvY = 0.f;
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linvZ = 0.f;
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}
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}
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/**
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GetVelocity parameters are in geometric coordinates (Origin is not center of mass!).
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*/
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void SumoPhysicsController::GetVelocity(const float posX,const float posY,const float posZ,float& linvX,float& linvY,float& linvZ)
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{
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if (m_sumoObj)
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{
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MT_Point3 pos(posX,posY,posZ);
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// get velocity from the physics object (m_sumoObj)
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const MT_Vector3& vel = m_sumoObj->getVelocity(pos);
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linvX = vel[0];
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linvY = vel[1];
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linvZ = vel[2];
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}
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else
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{
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linvX = 0.f;
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linvY = 0.f;
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linvZ = 0.f;
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}
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}
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void SumoPhysicsController::getReactionForce(float& forceX,float& forceY,float& forceZ)
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{
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const MT_Vector3& force = m_sumoObj->getReactionForce();
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forceX = force[0];
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forceY = force[1];
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forceZ = force[2];
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}
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void SumoPhysicsController::setRigidBody(bool rigid)
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{
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m_sumoObj->setRigidBody(rigid);
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}
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void SumoPhysicsController::PostProcessReplica(class PHY_IMotionState* motionstate,class PHY_IPhysicsController* parentctrl)
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{
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m_MotionState = motionstate;
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SM_Object* dynaparent=0;
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SumoPhysicsController* sumoparentctrl = (SumoPhysicsController* )parentctrl;
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if (sumoparentctrl)
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{
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dynaparent = sumoparentctrl->GetSumoObject();
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}
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SM_Object* orgsumoobject = m_sumoObj;
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m_sumoObj = new SM_Object(
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orgsumoobject->getShapeHandle(),
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orgsumoobject->getMaterialProps(),
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orgsumoobject->getShapeProps(),
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dynaparent);
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m_sumoObj->setRigidBody(orgsumoobject->isRigidBody());
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m_sumoObj->setMargin(orgsumoobject->getMargin());
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m_sumoObj->setPosition(orgsumoobject->getPosition());
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m_sumoObj->setOrientation(orgsumoobject->getOrientation());
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//if it is a dyna, register for a callback
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m_sumoObj->registerCallback(*this);
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m_sumoScene->add(* (m_sumoObj));
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}
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void SumoPhysicsController::SetSimulatedTime(float time)
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{
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}
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void SumoPhysicsController::WriteMotionStateToDynamics(bool nondynaonly)
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{
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}
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// this is the actual callback from sumo, and the position/orientation
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//is written to the scenegraph, using the motionstate abstraction
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void SumoPhysicsController::do_me()
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{
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const MT_Point3& pos = m_sumoObj->getPosition();
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const MT_Quaternion& orn = m_sumoObj->getOrientation();
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m_MotionState->setWorldPosition(pos[0],pos[1],pos[2]);
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m_MotionState->setWorldOrientation(orn[0],orn[1],orn[2],orn[3]);
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}
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void SumoPhysicsController::setSumoTransform(bool nondynaonly)
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{
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if (!nondynaonly || !m_bDyna)
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{
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if (m_sumoObj)
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{
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MT_Point3 pos;
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GetWorldPosition(pos);
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m_sumoObj->setPosition(pos);
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if (m_bDyna)
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{
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m_sumoObj->setScaling(MT_Vector3(1,1,1));
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} else
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{
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MT_Vector3 scale;
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GetWorldScaling(scale);
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m_sumoObj->setScaling(scale);
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}
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MT_Matrix3x3 orn;
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GetWorldOrientation(orn);
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m_sumoObj->setOrientation(orn.getRotation());
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m_sumoObj->calcXform();
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}
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}
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}
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