blender/source/gameengine/Physics/common/PHY_IPhysicsController.h
Jorge Bernal 1f43b083a9 BGE: Fix for applyImpulse function
This is related to task T29419. Credit also goes to Goran Milovanovic
(goran) for proposing an initial fix for this issue.

The issue is the current behavior of applyImpulse doesn't match the behavior
described in the documentation as instead of a impulse point in world coordinates,
it seems to require a coordinate in a local space.

Additionally, applyImpulse function isn't consistent with similar functions (applyForce, applyTorque, etc)
as it doesn't allow  to choose in which space (local or global) the impulse is applied.

Now, we have the following function:

applyImpulse(point, impulse, local=False)
being "point" the point to apply the impulse to (in world or local coordinates). When local is False will
have both point and impulse in World space and when local is True will have point and impulse in local space.

Reviewers: moguri, dfelinto, brita_

Reviewed By: moguri

Differential Revision: https://developer.blender.org/D567
2014-07-07 08:06:39 -07:00

139 lines
4.8 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
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* as published by the Free Software Foundation; either version 2
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
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* The Original Code is: all of this file.
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* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file PHY_IPhysicsController.h
* \ingroup phys
*/
#ifndef __PHY_IPHYSICSCONTROLLER_H__
#define __PHY_IPHYSICSCONTROLLER_H__
#include "PHY_IController.h"
class PHY_IMotionState;
class PHY_IPhysicsEnvironment;
class MT_Vector3;
class MT_Point3;
class MT_Matrix3x3;
class KX_GameObject;
class RAS_MeshObject;
/**
* PHY_IPhysicsController is the abstract simplified Interface to a physical object.
* It contains the IMotionState and IDeformableMesh Interfaces.
*/
class PHY_IPhysicsController : public PHY_IController
{
public:
virtual ~PHY_IPhysicsController(){};
/**
* SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
*/
virtual bool SynchronizeMotionStates(float time)=0;
/**
* WriteMotionStateToDynamics ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
*/
virtual void WriteMotionStateToDynamics(bool nondynaonly)=0;
virtual void WriteDynamicsToMotionState()=0;
virtual class PHY_IMotionState* GetMotionState() = 0;
// controller replication
virtual void PostProcessReplica(class PHY_IMotionState* motionstate,class PHY_IPhysicsController* parentctrl)=0;
virtual void SetPhysicsEnvironment(class PHY_IPhysicsEnvironment *env)=0;
// kinematic methods
virtual void RelativeTranslate(const MT_Vector3& dloc,bool local)=0;
virtual void RelativeRotate(const MT_Matrix3x3&,bool local)=0;
virtual MT_Matrix3x3 GetOrientation()=0;
virtual void SetOrientation(const MT_Matrix3x3& orn)=0;
virtual void SetPosition(const MT_Vector3& pos)=0;
virtual void GetPosition(MT_Vector3& pos) const=0;
virtual void SetScaling(const MT_Vector3& scale)=0;
virtual void SetTransform()=0;
virtual MT_Scalar GetMass()=0;
virtual void SetMass(MT_Scalar newmass)=0;
// physics methods
virtual void ApplyImpulse(const MT_Point3& attach, const MT_Vector3& impulse,bool local)=0;
virtual void ApplyTorque(const MT_Vector3& torque,bool local)=0;
virtual void ApplyForce(const MT_Vector3& force,bool local)=0;
virtual void SetAngularVelocity(const MT_Vector3& ang_vel,bool local)=0;
virtual void SetLinearVelocity(const MT_Vector3& lin_vel,bool local)=0;
virtual void ResolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ) = 0;
virtual void SuspendDynamics(bool ghost=false)=0;
virtual void RestoreDynamics()=0;
virtual void SetActive(bool active)=0;
// reading out information from physics
virtual MT_Vector3 GetLinearVelocity()=0;
virtual MT_Vector3 GetAngularVelocity()=0;
virtual MT_Vector3 GetVelocity(const MT_Point3& pos)=0;
virtual MT_Vector3 GetLocalInertia()=0;
// dyna's that are rigidbody are free in orientation, dyna's with non-rigidbody are restricted
virtual void SetRigidBody(bool rigid)=0;
virtual PHY_IPhysicsController* GetReplica() {return 0;}
virtual PHY_IPhysicsController* GetReplicaForSensors() {return 0;}
virtual void CalcXform() =0;
virtual void SetMargin(float margin) =0;
virtual float GetMargin() const=0;
virtual float GetRadius() const=0;
virtual void SetRadius(float margin) = 0;
virtual float GetLinVelocityMin() const=0;
virtual void SetLinVelocityMin(float val) = 0;
virtual float GetLinVelocityMax() const=0;
virtual void SetLinVelocityMax(float val) = 0;
MT_Vector3 GetWorldPosition(MT_Vector3& localpos);
// Shape control
virtual void AddCompoundChild(PHY_IPhysicsController* child) = 0;
virtual void RemoveCompoundChild(PHY_IPhysicsController* child) = 0;
virtual bool IsDynamic() = 0;
virtual bool IsCompound() = 0;
virtual bool ReinstancePhysicsShape(KX_GameObject *from_gameobj, RAS_MeshObject* from_meshobj) = 0;
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:PHY_IPhysicsController")
#endif
};
#endif /* __PHY_IPHYSICSCONTROLLER_H__ */