2011-02-23 10:52:22 +00:00
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/*
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2008-04-16 22:40:48 +00:00
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* ***** BEGIN GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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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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2008-04-16 22:40:48 +00:00
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* of the License, or (at your option) any later version.
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2002-10-12 11:37:38 +00:00
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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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2010-02-12 13:34:04 +00:00
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2002-10-12 11:37:38 +00:00
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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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2008-04-16 22:40:48 +00:00
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* ***** END GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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*/
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2011-01-27 00:02:25 +00:00
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2011-02-25 13:37:23 +00:00
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/** \file gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp
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* \ingroup physdummy
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*/
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2011-01-27 00:02:25 +00:00
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#include <stddef.h>
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2002-10-12 11:37:38 +00:00
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#include "DummyPhysicsEnvironment.h"
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#include "PHY_IMotionState.h"
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DummyPhysicsEnvironment::DummyPhysicsEnvironment()
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{
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// create physicsengine data
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}
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DummyPhysicsEnvironment::~DummyPhysicsEnvironment()
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{
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//destroy physicsengine data
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}
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2004-11-06 04:58:10 +00:00
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void DummyPhysicsEnvironment::beginFrame()
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{
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// beginning of logic frame: apply forces
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}
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void DummyPhysicsEnvironment::endFrame()
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{
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// end of logic frame: clear forces
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}
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2005-03-25 10:33:39 +00:00
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2009-05-01 16:35:06 +00:00
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bool DummyPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep,float interval)
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2002-10-12 11:37:38 +00:00
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{
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//step physics simulation, typically perform
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//collision detection
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//solve constraints
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//integrate solution
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2004-11-06 04:58:10 +00:00
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// return true if an update was done.
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2004-11-08 11:30:41 +00:00
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return true;
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2002-10-12 11:37:38 +00:00
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}
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2005-03-25 10:33:39 +00:00
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void DummyPhysicsEnvironment::setFixedTimeStep(bool useFixedTimeStep,float fixedTimeStep)
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{
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}
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float DummyPhysicsEnvironment::getFixedTimeStep()
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{
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return 0.f;
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}
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2002-10-12 11:37:38 +00:00
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void DummyPhysicsEnvironment::setGravity(float x,float y,float z)
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{
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}
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2013-02-21 18:30:11 +00:00
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void DummyPhysicsEnvironment::getGravity(class MT_Vector3& grav)
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2012-11-10 03:11:18 +00:00
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{
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}
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2002-10-12 11:37:38 +00:00
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int DummyPhysicsEnvironment::createConstraint(class PHY_IPhysicsController* ctrl,class PHY_IPhysicsController* ctrl2,PHY_ConstraintType type,
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2006-12-16 05:50:38 +00:00
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float pivotX,float pivotY,float pivotZ,float axisX,float axisY,float axisZ,
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float axis1X,float axis1Y,float axis1Z,
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2008-10-10 05:12:57 +00:00
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float axis2X,float axis2Y,float axis2Z,int flag
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2006-12-16 05:50:38 +00:00
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)
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2002-10-12 11:37:38 +00:00
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{
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int constraintid = 0;
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return constraintid;
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}
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2006-01-15 11:34:55 +00:00
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void DummyPhysicsEnvironment::removeConstraint(int constraintid)
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2002-10-12 11:37:38 +00:00
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{
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if (constraintid)
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{
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}
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}
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BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information.
rayCast(to,from,dist,prop,face,xray,poly):
The face paremeter determines the orientation of the normal:
0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside)
1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect)
The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray.
The prop and xray parameters interact as follow:
prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray.
prop off, xray on : idem.
prop on, xray off: return closest hit if it matches prop, no hit otherwise.
prop on, xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray.
if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit.
if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element.
The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc.
Attributes (read-only):
matname: The name of polygon material, empty if no material.
material: The material of the polygon
texture: The texture name of the polygon.
matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy
v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex
use this to retrieve vertex proxy from mesh proxy
visible: visible state of the polygon: 1=visible, 0=invisible
collide: collide state of the polygon: 1=receives collision, 0=collision free.
Methods:
getMaterialName(): Returns the polygon material name with MA prefix
getMaterial(): Returns the polygon material
getTextureName(): Returns the polygon texture name
getMaterialIndex(): Returns the material bucket index of the polygon.
getNumVertex(): Returns the number of vertex of the polygon.
isVisible(): Returns whether the polygon is visible or not
isCollider(): Returns whether the polygon is receives collision or not
getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex
getMesh(): Returns a mesh proxy
New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects:
getNumPolygons(): Returns the number of polygon in the mesh.
getPolygon(index): Gets the specified polygon from the mesh.
More details in PyDoc.
2008-08-27 19:34:19 +00:00
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PHY_IPhysicsController* DummyPhysicsEnvironment::rayTest(PHY_IRayCastFilterCallback &filterCallback,float fromX,float fromY,float fromZ, float toX,float toY,float toZ)
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2002-10-12 11:37:38 +00:00
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{
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//collision detection / raytesting
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return NULL;
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}
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