blender/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.cpp
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

118 lines
2.9 KiB
C++

/**
* $Id$
*
* ***** 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.
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#include "SumoPhysicsEnvironment.h"
#include "PHY_IMotionState.h"
#include "SumoPhysicsController.h"
#include "SM_Scene.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
MT_Scalar SumoPhysicsEnvironment::PhysicsTicRate = 60.0;
SumoPhysicsEnvironment::SumoPhysicsEnvironment()
{
m_sumoScene = new SM_Scene();
}
SumoPhysicsEnvironment::~SumoPhysicsEnvironment()
{
delete m_sumoScene;
}
void SumoPhysicsEnvironment::setTicRate(MT_Scalar ticrate)
{
PhysicsTicRate = ticrate;
}
MT_Scalar SumoPhysicsEnvironment::getTicRate()
{
return PhysicsTicRate;
}
void SumoPhysicsEnvironment::proceed(double curtime)
{
m_sumoScene->proceed(curtime, PhysicsTicRate);
}
void SumoPhysicsEnvironment::setGravity(float x,float y,float z)
{
m_sumoScene->setForceField(MT_Vector3(x,y,z));
}
int SumoPhysicsEnvironment::createConstraint(
class PHY_IPhysicsController* ctrl,
class PHY_IPhysicsController* ctrl2,
PHY_ConstraintType type,
float pivotX,float pivotY,float pivotZ,
float axisX,float axisY,float axisZ)
{
int constraintid = 0;
return constraintid;
}
void SumoPhysicsEnvironment::removeConstraint(int constraintid)
{
if (constraintid)
{
}
}
PHY_IPhysicsController* SumoPhysicsEnvironment::rayTest(void* ignoreClient,
float fromX,float fromY,float fromZ,
float toX,float toY,float toZ,
float& hitX,float& hitY,float& hitZ,
float& normalX,float& normalY,float& normalZ)
{
//collision detection / raytesting
MT_Point3 hit, normal;
/* FIXME: Return type is not a PHY_IPhysicsController */
PHY_IPhysicsController *ret = (PHY_IPhysicsController *) m_sumoScene->rayTest(ignoreClient,MT_Point3(fromX, fromY, fromZ),MT_Point3(toX, toY, toZ), hit, normal);
hitX = hit[0];
hitY = hit[1];
hitZ = hit[2];
normalX = normal[0];
normalY = normal[1];
normalZ = normal[2];
assert(false);
return ret;
}