blender/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp

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/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#ifdef WIN32
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#pragma warning (disable : 4786)
#endif
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// defines USE_ODE to choose physics engine
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#include "KX_ConvertPhysicsObject.h"
#include "KX_GameObject.h"
#include "RAS_MeshObject.h"
#include "KX_Scene.h"
#include "SYS_System.h"
#include "PHY_Pro.h" //todo cleanup
#include "KX_ClientObjectInfo.h"
#include "GEN_Map.h"
#include "GEN_HashedPtr.h"
#include "KX_PhysicsEngineEnums.h"
#include "PHY_Pro.h"
#include "KX_MotionState.h" // bridge between motionstate and scenegraph node
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
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#ifdef USE_ODE
#include "KX_OdePhysicsController.h"
#include "OdePhysicsEnvironment.h"
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#endif //USE_ODE
// USE_SUMO_SOLID is defined in headerfile KX_ConvertPhysicsObject.h
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#ifdef USE_SUMO_SOLID
#include "SumoPhysicsEnvironment.h"
#include "KX_SumoPhysicsController.h"
// sumo physics specific
#include "SM_Object.h"
#include "SM_FhObject.h"
#include "SM_Scene.h"
#include "SM_ClientObjectInfo.h"
#include "KX_SumoPhysicsController.h"
GEN_Map<GEN_HashedPtr,DT_ShapeHandle> map_gamemesh_to_sumoshape;
// forward declarations
void BL_RegisterSumoObject(KX_GameObject* gameobj,class SM_Scene* sumoScene,class SM_Object* sumoObj,const STR_String& matname,bool isDynamic,bool isActor);
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DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj);
void KX_ConvertSumoObject( KX_GameObject* gameobj,
RAS_MeshObject* meshobj,
KX_Scene* kxscene,
PHY_ShapeProps* kxshapeprops,
PHY_MaterialProps* kxmaterial,
struct KX_ObjectProperties* objprop)
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{
SM_ShapeProps* smprop = new SM_ShapeProps;
smprop->m_ang_drag = kxshapeprops->m_ang_drag;
smprop->m_do_anisotropic = kxshapeprops->m_do_anisotropic;
smprop->m_do_fh = kxshapeprops->m_do_fh;
smprop->m_do_rot_fh = kxshapeprops->m_do_rot_fh ;
smprop->m_friction_scaling[0] = kxshapeprops->m_friction_scaling[0];
smprop->m_friction_scaling[1] = kxshapeprops->m_friction_scaling[1];
smprop->m_friction_scaling[2] = kxshapeprops->m_friction_scaling[2];
smprop->m_inertia = MT_Vector3(1., 1., 1.) * kxshapeprops->m_inertia;
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smprop->m_lin_drag = kxshapeprops->m_lin_drag;
smprop->m_mass = kxshapeprops->m_mass;
smprop->m_radius = objprop->m_radius;
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SM_MaterialProps* smmaterial = new SM_MaterialProps;
smmaterial->m_fh_damping = kxmaterial->m_fh_damping;
smmaterial->m_fh_distance = kxmaterial->m_fh_distance;
smmaterial->m_fh_normal = kxmaterial->m_fh_normal;
smmaterial->m_fh_spring = kxmaterial->m_fh_spring;
smmaterial->m_friction = kxmaterial->m_friction;
smmaterial->m_restitution = kxmaterial->m_restitution;
SumoPhysicsEnvironment* sumoEnv =
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(SumoPhysicsEnvironment*)kxscene->GetPhysicsEnvironment();
SM_Scene* sceneptr = sumoEnv->GetSumoScene();
SM_Object* sumoObj=NULL;
if (objprop->m_dyna)
{
DT_ShapeHandle shape = NULL;
switch (objprop->m_boundclass)
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{
case KX_BOUNDBOX:
shape = DT_NewBox(objprop->m_boundobject.box.m_extends[0], objprop->m_boundobject.box.m_extends[1], objprop->m_boundobject.box.m_extends[2]);
smprop->m_inertia.scale(objprop->m_boundobject.box.m_extends[0], objprop->m_boundobject.box.m_extends[1], objprop->m_boundobject.box.m_extends[2]);
smprop->m_inertia /= (objprop->m_boundobject.box.m_extends[0] + objprop->m_boundobject.box.m_extends[1] + objprop->m_boundobject.box.m_extends[2]) / 3.;
break;
case KX_BOUNDCYLINDER:
shape = DT_NewCylinder(objprop->m_radius, objprop->m_boundobject.c.m_height);
break;
case KX_BOUNDCONE:
shape = DT_NewCone(objprop->m_radius, objprop->m_boundobject.c.m_height);
break;
/* Enabling this allows you to use dynamic mesh objects. It's disabled 'cause it's really slow. */
case KX_BOUNDMESH:
if (meshobj && meshobj->NumPolygons() > 0)
{
if ((shape = CreateShapeFromMesh(meshobj)))
break;
}
/* If CreateShapeFromMesh fails, fall through and use sphere */
default:
case KX_BOUNDSPHERE:
shape = DT_NewSphere(objprop->m_radius);
break;
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}
sumoObj = new SM_Object(shape, !objprop->m_ghost?smmaterial:NULL,smprop,NULL);
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sumoObj->setRigidBody(objprop->m_angular_rigidbody?true:false);
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objprop->m_isactor = objprop->m_dyna = true;
BL_RegisterSumoObject(gameobj,sceneptr,sumoObj,"",true, true);
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}
else {
// non physics object
if (meshobj)
{
int numpolys = meshobj->NumPolygons();
{
DT_ShapeHandle complexshape=0;
switch (objprop->m_boundclass)
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{
case KX_BOUNDBOX:
complexshape = DT_NewBox(objprop->m_boundobject.box.m_extends[0], objprop->m_boundobject.box.m_extends[1], objprop->m_boundobject.box.m_extends[2]);
break;
case KX_BOUNDSPHERE:
complexshape = DT_NewSphere(objprop->m_boundobject.c.m_radius);
break;
case KX_BOUNDCYLINDER:
complexshape = DT_NewCylinder(objprop->m_boundobject.c.m_radius, objprop->m_boundobject.c.m_height);
break;
case KX_BOUNDCONE:
complexshape = DT_NewCone(objprop->m_boundobject.c.m_radius, objprop->m_boundobject.c.m_height);
break;
default:
case KX_BOUNDMESH:
if (numpolys>0)
{
complexshape = CreateShapeFromMesh(meshobj);
//std::cout << "Convert Physics Mesh: " << meshobj->GetName() << std::endl;
/* if (!complexshape)
{
// Something has to be done here - if the object has no polygons, it will not be able to have
// sensors attached to it.
DT_Vector3 pt = {0., 0., 0.};
complexshape = DT_NewSphere(1.0);
objprop->m_ghost = evilObject = true;
} */
}
break;
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}
if (complexshape)
{
SM_Object *dynamicParent = NULL;
if (objprop->m_dynamic_parent)
{
// problem is how to find the dynamic parent
// in the scenegraph
KX_SumoPhysicsController* sumoctrl =
(KX_SumoPhysicsController*)
objprop->m_dynamic_parent->GetPhysicsController();
if (sumoctrl)
{
dynamicParent = sumoctrl->GetSumoObject();
}
assert(dynamicParent);
}
sumoObj = new SM_Object(complexshape,!objprop->m_ghost?smmaterial:NULL,NULL, dynamicParent);
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const STR_String& matname=meshobj->GetMaterialName(0);
BL_RegisterSumoObject(gameobj,sceneptr,
sumoObj,
matname,
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objprop->m_dyna,
objprop->m_isactor);
}
}
}
}
// physics object get updated here !
// lazy evaluation because we might not support scaling !gameobj->UpdateTransform();
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if (objprop->m_in_active_layer && sumoObj)
{
sceneptr->add(*sumoObj);
}
}
void BL_RegisterSumoObject(
KX_GameObject* gameobj,
class SM_Scene* sumoScene,
class SM_Object* sumoObj,
const STR_String& matname,
bool isDynamic,
bool isActor)
{
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PHY_IMotionState* motionstate = new KX_MotionState(gameobj->GetSGNode());
// need easy access, not via 'node' etc.
KX_SumoPhysicsController* physicscontroller = new KX_SumoPhysicsController(sumoScene,sumoObj,motionstate,isDynamic);
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gameobj->SetPhysicsController(physicscontroller);
physicscontroller->setClientInfo(gameobj);
if (!gameobj->getClientInfo())
std::cout << "BL_RegisterSumoObject: WARNING: Object " << gameobj->GetName() << " has no client info" << std::endl;
sumoObj->setClientObject(gameobj->getClientInfo());
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gameobj->GetSGNode()->AddSGController(physicscontroller);
gameobj->getClientInfo()->m_type = (isActor ? KX_ClientObjectInfo::ACTOR : KX_ClientObjectInfo::STATIC);
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// store materialname in auxinfo, needed for touchsensors
gameobj->getClientInfo()->m_auxilary_info = (matname.Length() ? (void*)(matname.ReadPtr()+2) : NULL);
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physicscontroller->SetObject(gameobj->GetSGNode());
}
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DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj)
{
DT_ShapeHandle *shapeptr = map_gamemesh_to_sumoshape[GEN_HashedPtr(meshobj)];
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if (shapeptr)
{
return *shapeptr;
}
int numpolys = meshobj->NumPolygons();
if (!numpolys)
{
return NULL;
}
int numvalidpolys = 0;
for (int p=0; p<numpolys; p++)
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{
RAS_Polygon* poly = meshobj->GetPolygon(p);
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// only add polygons that have the collisionflag set
if (poly->IsCollider())
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{
numvalidpolys++;
break;
}
}
if (numvalidpolys < 1)
return NULL;
DT_ShapeHandle shape = DT_NewComplexShape(NULL);
numvalidpolys = 0;
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for (int p2=0; p2<numpolys; p2++)
{
RAS_Polygon* poly = meshobj->GetPolygon(p2);
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// only add polygons that have the collisionflag set
if (poly->IsCollider())
{ /* We have to tesselate here because SOLID can only raycast triangles */
DT_Begin();
DT_Vector3 pt;
/* V1 */
meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
poly->GetVertexIndexBase().m_indexarray[0],
poly->GetMaterial()->GetPolyMaterial())->xyz().getValue(pt);
DT_Vertex(pt);
/* V2 */
meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
poly->GetVertexIndexBase().m_indexarray[1],
poly->GetMaterial()->GetPolyMaterial())->xyz().getValue(pt);
DT_Vertex(pt);
/* V3 */
meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
poly->GetVertexIndexBase().m_indexarray[2],
poly->GetMaterial()->GetPolyMaterial())->xyz().getValue(pt);
DT_Vertex(pt);
numvalidpolys++;
DT_End();
if (poly->VertexCount() == 4)
{
DT_Begin();
/* V1 */
meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
poly->GetVertexIndexBase().m_indexarray[0],
poly->GetMaterial()->GetPolyMaterial())->xyz().getValue(pt);
DT_Vertex(pt);
/* V3 */
meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
poly->GetVertexIndexBase().m_indexarray[2],
poly->GetMaterial()->GetPolyMaterial())->xyz().getValue(pt);
DT_Vertex(pt);
/* V4 */
meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
poly->GetVertexIndexBase().m_indexarray[3],
poly->GetMaterial()->GetPolyMaterial())->xyz().getValue(pt);
DT_Vertex(pt);
numvalidpolys++;
DT_End();
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}
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}
}
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DT_EndComplexShape();
if (numvalidpolys > 0)
{
map_gamemesh_to_sumoshape.insert(GEN_HashedPtr(meshobj),shape);
return shape;
}
delete shape;
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return NULL;
}
void KX_ClearSumoSharedShapes()
{
int numshapes = map_gamemesh_to_sumoshape.size();
for (int i=0;i<numshapes ;i++)
{
DT_ShapeHandle shape = *map_gamemesh_to_sumoshape.at(i);
DT_DeleteShape(shape);
}
map_gamemesh_to_sumoshape.clear();
}
#endif //USE_SUMO_SOLID
#ifdef USE_ODE
void KX_ConvertODEEngineObject(KX_GameObject* gameobj,
RAS_MeshObject* meshobj,
KX_Scene* kxscene,
struct PHY_ShapeProps* shapeprops,
struct PHY_MaterialProps* smmaterial,
struct KX_ObjectProperties* objprop)
{
// not yet, future extension :)
bool dyna=objprop->m_dyna;
bool fullRigidBody= ( objprop->m_dyna && objprop->m_angular_rigidbody) != 0;
bool phantom = objprop->m_ghost;
class PHY_IMotionState* motionstate = new KX_MotionState(gameobj->GetSGNode());
class ODEPhysicsEnvironment* odeEnv =
(ODEPhysicsEnvironment*)kxscene->GetPhysicsEnvironment();
dxSpace* space = odeEnv->GetOdeSpace();
dxWorld* world = odeEnv->GetOdeWorld();
if (!objprop->m_implicitsphere &&
MT_fuzzyZero(objprop->m_boundingbox.m_extends[0]) ||
MT_fuzzyZero(objprop->m_boundingbox.m_extends[1]) ||
MT_fuzzyZero(objprop->m_boundingbox.m_extends[2])
)
{
} else
{
KX_OdePhysicsController* physicscontroller =
new KX_OdePhysicsController(
dyna,
fullRigidBody,
phantom,
motionstate,
space,
world,
shapeprops->m_mass,
smmaterial->m_friction,
smmaterial->m_restitution,
objprop->m_implicitsphere,
objprop->m_boundingbox.m_center,
objprop->m_boundingbox.m_extends,
objprop->m_radius
);
gameobj->SetPhysicsController(physicscontroller);
physicscontroller->setClientInfo(gameobj);
gameobj->GetSGNode()->AddSGController(physicscontroller);
bool isActor = objprop->m_isactor;
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STR_String materialname;
if (meshobj)
materialname = meshobj->GetMaterialName(0);
const char* matname = materialname.ReadPtr();
physicscontroller->SetObject(gameobj->GetSGNode());
}
}
#endif // USE_ODE