forked from bartvdbraak/blender
feb4f51103
Only windows projectfiles for now. Will ask Hans to get unix makefiles done.
231 lines
5.6 KiB
C++
231 lines
5.6 KiB
C++
#include "CcdPhysicsController.h"
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#include "Dynamics/RigidBody.h"
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#include "PHY_IMotionState.h"
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#include "BroadphaseCollision/BroadphaseProxy.h"
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#include "CollisionShapes/ConvexShape.h"
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class BP_Proxy;
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bool gEnableSleeping = true;//false;//true;
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#include "Dynamics/MassProps.h"
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SimdVector3 startVel(0,0,0);//-10000);
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CcdPhysicsController::CcdPhysicsController (const CcdConstructionInfo& ci)
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{
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m_collisionDelay = 0;
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m_sleepingCounter = 0;
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m_MotionState = ci.m_MotionState;
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SimdTransform trans;
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float tmp[3];
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m_MotionState->getWorldPosition(tmp[0],tmp[1],tmp[2]);
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trans.setOrigin(SimdVector3(tmp[0],tmp[1],tmp[2]));
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SimdQuaternion orn;
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m_MotionState->getWorldOrientation(orn[0],orn[1],orn[2],orn[3]);
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trans.setRotation(orn);
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MassProps mp(ci.m_mass, ci.m_localInertiaTensor);
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m_body = new RigidBody(mp,0,0);
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m_broadphaseHandle = ci.m_broadphaseHandle;
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m_collisionShape = ci.m_collisionShape;
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//
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// init the rigidbody properly
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//
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m_body->setMassProps(ci.m_mass, ci.m_localInertiaTensor);
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m_body->setGravity( ci.m_gravity);
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m_friction = ci.m_friction;
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m_restitution = ci.m_restitution;
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m_body->setDamping(ci.m_linearDamping, ci.m_angularDamping);
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m_body->setCenterOfMassTransform( trans );
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#ifdef WIN32
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if (m_body->getInvMass())
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m_body->setLinearVelocity(startVel);
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#endif
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}
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CcdPhysicsController::~CcdPhysicsController()
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{
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//will be reference counted, due to sharing
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//delete m_collisionShape;
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delete m_MotionState;
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delete m_body;
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}
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/**
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SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
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*/
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bool CcdPhysicsController::SynchronizeMotionStates(float time)
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{
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const SimdVector3& worldPos = m_body->getCenterOfMassPosition();
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m_MotionState->setWorldPosition(worldPos[0],worldPos[1],worldPos[2]);
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const SimdQuaternion& worldquat = m_body->getOrientation();
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m_MotionState->setWorldOrientation(worldquat[0],worldquat[1],worldquat[2],worldquat[3]);
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m_MotionState->calculateWorldTransformations();
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float scale[3];
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m_MotionState->getWorldScaling(scale[0],scale[1],scale[2]);
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SimdVector3 scaling(scale[0],scale[1],scale[2]);
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m_collisionShape->setLocalScaling(scaling);
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return true;
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}
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/**
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WriteMotionStateToDynamics synchronizes dynas, kinematic and deformable entities (and do 'late binding')
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*/
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void CcdPhysicsController::WriteMotionStateToDynamics(bool nondynaonly)
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{
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}
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void CcdPhysicsController::WriteDynamicsToMotionState()
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{
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}
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// controller replication
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void CcdPhysicsController::PostProcessReplica(class PHY_IMotionState* motionstate,class PHY_IPhysicsController* parentctrl)
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{
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}
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// kinematic methods
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void CcdPhysicsController::RelativeTranslate(float dlocX,float dlocY,float dlocZ,bool local)
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{
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SimdTransform xform = m_body->getCenterOfMassTransform();
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xform.setOrigin(xform.getOrigin() + SimdVector3(dlocX,dlocY,dlocZ));
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this->m_body->setCenterOfMassTransform(xform);
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}
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void CcdPhysicsController::RelativeRotate(const float drot[9],bool local)
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{
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}
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void CcdPhysicsController::getOrientation(float &quatImag0,float &quatImag1,float &quatImag2,float &quatReal)
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{
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}
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void CcdPhysicsController::setOrientation(float quatImag0,float quatImag1,float quatImag2,float quatReal)
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{
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}
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void CcdPhysicsController::setPosition(float posX,float posY,float posZ)
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{
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}
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void CcdPhysicsController::resolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ)
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{
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}
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void CcdPhysicsController::getPosition(PHY__Vector3& pos) const
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{
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assert(0);
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}
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void CcdPhysicsController::setScaling(float scaleX,float scaleY,float scaleZ)
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{
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}
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// physics methods
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void CcdPhysicsController::ApplyTorque(float torqueX,float torqueY,float torqueZ,bool local)
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{
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}
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void CcdPhysicsController::ApplyForce(float forceX,float forceY,float forceZ,bool local)
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{
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}
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void CcdPhysicsController::SetAngularVelocity(float ang_velX,float ang_velY,float ang_velZ,bool local)
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{
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SimdVector3 angvel(ang_velX,ang_velY,ang_velZ);
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m_body->setAngularVelocity(angvel);
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}
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void CcdPhysicsController::SetLinearVelocity(float lin_velX,float lin_velY,float lin_velZ,bool local)
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{
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SimdVector3 linVel(lin_velX,lin_velY,lin_velZ);
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m_body->setLinearVelocity(linVel);
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}
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void CcdPhysicsController::applyImpulse(float attachX,float attachY,float attachZ, float impulseX,float impulseY,float impulseZ)
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{
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}
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void CcdPhysicsController::SetActive(bool active)
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{
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}
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// reading out information from physics
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void CcdPhysicsController::GetLinearVelocity(float& linvX,float& linvY,float& linvZ)
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{
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}
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void CcdPhysicsController::GetVelocity(const float posX,const float posY,const float posZ,float& linvX,float& linvY,float& linvZ)
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{
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}
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void CcdPhysicsController::getReactionForce(float& forceX,float& forceY,float& forceZ)
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{
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}
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// dyna's that are rigidbody are free in orientation, dyna's with non-rigidbody are restricted
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void CcdPhysicsController::setRigidBody(bool rigid)
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{
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}
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// clientinfo for raycasts for example
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void* CcdPhysicsController::getNewClientInfo()
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{
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return 0;
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}
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void CcdPhysicsController::setNewClientInfo(void* clientinfo)
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{
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}
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#ifdef WIN32
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float gSleepingTreshold = 0.8f;
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float gAngularSleepingTreshold = 1.f;
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#else
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float gSleepingTreshold = 0.8f;
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float gAngularSleepingTreshold = 1.0f;
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#endif
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bool CcdPhysicsController::wantsSleeping()
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{
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if (!gEnableSleeping)
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return false;
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if ( (m_body->GetActivationState() == 3) || (m_body->GetActivationState() == 2))
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return true;
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if ((m_body->getLinearVelocity().length2() < gSleepingTreshold*gSleepingTreshold) &&
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(m_body->getAngularVelocity().length2() < gAngularSleepingTreshold*gAngularSleepingTreshold))
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{
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m_sleepingCounter++;
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} else
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{
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m_sleepingCounter=0;
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}
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if (m_sleepingCounter> 150)
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{
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return true;
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}
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return false;
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}
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