blender/source/gameengine/Physics/Sumo/Fuzzics/include/SM_Scene.h
Kester Maddock 7b2567924b Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
Keyboard sensors can now hook escape key.  Ctrl-Break can be used from within blender if you've forgotten an end game actuator.

Fixed a stupid bug preventing some actuators working (like TrackTo).
2004-10-16 11:41:50 +00:00

187 lines
5.4 KiB
C++

/**
* $Id$
* Copyright (C) 2001 NaN Technologies B.V.
* The physics scene.
*
* ***** 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 *****
*/
#ifndef SM_SCENE_H
#define SM_SCENE_H
#ifdef WIN32
#pragma warning (disable : 4786)
#endif
#include <vector>
#include <set>
#include <utility> //needed for pair
#include <SOLID/SOLID.h>
#include "MT_Vector3.h"
#include "MT_Point3.h"
#include "SM_Object.h"
typedef enum
{
FH_RESPONSE,
SENSOR_RESPONSE, /* Touch Sensors */
CAMERA_RESPONSE, /* Visibility Culling */
OBJECT_RESPONSE, /* Object Dynamic Geometry Response */
STATIC_RESPONSE, /* Static Geometry Response */
NUM_RESPONSE
};
class SM_Scene {
public:
SM_Scene();
~SM_Scene();
DT_RespTableHandle getRespTableHandle() const {
return m_respTable;
}
const MT_Vector3& getForceField() const {
return m_forceField;
}
MT_Vector3& getForceField() {
return m_forceField;
}
void setForceField(const MT_Vector3& forceField) {
m_forceField = forceField;
}
void addTouchCallback(int response_class, DT_ResponseCallback callback, void *user);
void addSensor(SM_Object& object);
void add(SM_Object& object);
void remove(SM_Object& object);
void addPair(SM_Object *obj1, SM_Object *obj2) {
m_pairList.insert(std::make_pair(obj1, obj2));
}
void clearPairs() {
m_pairList.clear();
}
void setSecondaryRespTable(DT_RespTableHandle secondaryRespTable);
DT_RespTableHandle getSecondaryRespTable() { return m_secondaryRespTable; }
void requestCollisionCallback(SM_Object &object);
// Perform an integration step of duration 'timeStep'.
// 'subSampling' is the maximum duration of a substep, i.e.,
// The maximum time interval between two collision checks.
// 'subSampling' can be used to control aliasing effects
// (fast moving objects traversing through walls and such).
void proceed(MT_Scalar curtime, MT_Scalar ticrate);
/**
* Test whether any objects lie on the line defined by from and
* to. The search returns the first such bject starting at from,
* or NULL if there was none.
* @returns A reference to the object, or NULL if there was none.
* @param ignore_client Do not look for collisions with this
* object. This can be useful to avoid self-hits if
* starting from the location of an object.
* @param from The start point, in world coordinates, of the search.
* @param to The end point, in world coordinates, of the search.
* @param result A store to return the point where intersection
* took place (if there was an intersection).
* @param normal A store to return the normal of the hit object on
* the location of the intersection, if it took place.
*/
SM_Object *rayTest(void *ignore_client,
const MT_Point3& from, const MT_Point3& to,
MT_Point3& result, MT_Vector3& normal) const;
private:
// Clear the user set velocities.
void clearObjectCombinedVelocities();
// This is the callback for handling collisions of dynamic objects
static
DT_Bool
boing(
void *client_data,
void *object1,
void *object2,
const DT_CollData *coll_data
);
/** internal type */
typedef std::vector<SM_Object *> T_ObjectList;
/** internal type */
typedef std::set<std::pair<SM_Object *, SM_Object *> > T_PairList;
/** Handle to the scene in SOLID */
DT_SceneHandle m_scene;
/** Following response table contains the callbacks for the dynmics */
DT_RespTableHandle m_respTable;
DT_ResponseClass m_ResponseClass[NUM_RESPONSE];
/**
* Following response table contains callbacks for the client (=
* game engine) */
DT_RespTableHandle m_secondaryRespTable; // Handle
DT_ResponseClass m_secondaryResponseClass[NUM_RESPONSE];
/**
* Following resposne table contains callbacks for fixing the simulation
* ie making sure colliding objects do not intersect.
*/
DT_RespTableHandle m_fixRespTable;
DT_ResponseClass m_fixResponseClass[NUM_RESPONSE];
/** The acceleration from the force field */
MT_Vector3 m_forceField;
/**
* The list of objects that receive motion updates and do
* collision tests. */
T_ObjectList m_objectList;
/**
* A list with pairs of objects that collided the previous
* timestep. The list is built during the proceed(). During that
* time, it is not valid. */
T_PairList m_pairList;
MT_Scalar m_lastTime;
};
#endif