forked from bartvdbraak/blender
7b2567924b
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).
187 lines
5.4 KiB
C++
187 lines
5.4 KiB
C++
/**
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* $Id$
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* Copyright (C) 2001 NaN Technologies B.V.
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* The physics scene.
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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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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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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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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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#ifndef SM_SCENE_H
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#define SM_SCENE_H
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#ifdef WIN32
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#pragma warning (disable : 4786)
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#endif
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#include <vector>
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#include <set>
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#include <utility> //needed for pair
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#include <SOLID/SOLID.h>
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#include "MT_Vector3.h"
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#include "MT_Point3.h"
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#include "SM_Object.h"
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typedef enum
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{
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FH_RESPONSE,
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SENSOR_RESPONSE, /* Touch Sensors */
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CAMERA_RESPONSE, /* Visibility Culling */
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OBJECT_RESPONSE, /* Object Dynamic Geometry Response */
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STATIC_RESPONSE, /* Static Geometry Response */
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NUM_RESPONSE
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};
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class SM_Scene {
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public:
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SM_Scene();
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~SM_Scene();
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DT_RespTableHandle getRespTableHandle() const {
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return m_respTable;
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}
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const MT_Vector3& getForceField() const {
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return m_forceField;
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}
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MT_Vector3& getForceField() {
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return m_forceField;
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}
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void setForceField(const MT_Vector3& forceField) {
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m_forceField = forceField;
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}
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void addTouchCallback(int response_class, DT_ResponseCallback callback, void *user);
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void addSensor(SM_Object& object);
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void add(SM_Object& object);
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void remove(SM_Object& object);
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void addPair(SM_Object *obj1, SM_Object *obj2) {
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m_pairList.insert(std::make_pair(obj1, obj2));
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}
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void clearPairs() {
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m_pairList.clear();
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}
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void setSecondaryRespTable(DT_RespTableHandle secondaryRespTable);
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DT_RespTableHandle getSecondaryRespTable() { return m_secondaryRespTable; }
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void requestCollisionCallback(SM_Object &object);
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// Perform an integration step of duration 'timeStep'.
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// 'subSampling' is the maximum duration of a substep, i.e.,
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// The maximum time interval between two collision checks.
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// 'subSampling' can be used to control aliasing effects
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// (fast moving objects traversing through walls and such).
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void proceed(MT_Scalar curtime, MT_Scalar ticrate);
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/**
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* Test whether any objects lie on the line defined by from and
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* to. The search returns the first such bject starting at from,
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* or NULL if there was none.
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* @returns A reference to the object, or NULL if there was none.
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* @param ignore_client Do not look for collisions with this
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* object. This can be useful to avoid self-hits if
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* starting from the location of an object.
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* @param from The start point, in world coordinates, of the search.
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* @param to The end point, in world coordinates, of the search.
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* @param result A store to return the point where intersection
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* took place (if there was an intersection).
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* @param normal A store to return the normal of the hit object on
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* the location of the intersection, if it took place.
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*/
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SM_Object *rayTest(void *ignore_client,
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const MT_Point3& from, const MT_Point3& to,
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MT_Point3& result, MT_Vector3& normal) const;
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private:
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// Clear the user set velocities.
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void clearObjectCombinedVelocities();
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// This is the callback for handling collisions of dynamic objects
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static
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DT_Bool
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boing(
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void *client_data,
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void *object1,
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void *object2,
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const DT_CollData *coll_data
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);
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/** internal type */
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typedef std::vector<SM_Object *> T_ObjectList;
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/** internal type */
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typedef std::set<std::pair<SM_Object *, SM_Object *> > T_PairList;
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/** Handle to the scene in SOLID */
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DT_SceneHandle m_scene;
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/** Following response table contains the callbacks for the dynmics */
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DT_RespTableHandle m_respTable;
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DT_ResponseClass m_ResponseClass[NUM_RESPONSE];
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/**
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* Following response table contains callbacks for the client (=
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* game engine) */
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DT_RespTableHandle m_secondaryRespTable; // Handle
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DT_ResponseClass m_secondaryResponseClass[NUM_RESPONSE];
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/**
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* Following resposne table contains callbacks for fixing the simulation
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* ie making sure colliding objects do not intersect.
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*/
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DT_RespTableHandle m_fixRespTable;
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DT_ResponseClass m_fixResponseClass[NUM_RESPONSE];
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/** The acceleration from the force field */
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MT_Vector3 m_forceField;
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/**
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* The list of objects that receive motion updates and do
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* collision tests. */
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T_ObjectList m_objectList;
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/**
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* A list with pairs of objects that collided the previous
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* timestep. The list is built during the proceed(). During that
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* time, it is not valid. */
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T_PairList m_pairList;
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MT_Scalar m_lastTime;
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};
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#endif
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