forked from bartvdbraak/blender
b90de0331d
This is a squashed commit of the following: BGE Physics Cleanup: Fix crashes with LibLoading and replication. Also fixing some memory leaks. BGE Physics Cleanup: Removing KX_IPhysicsController and KX_BulletPhysicsController. BGE Physics Cleanup: Moving the replication code outside of KX_BlenderBulletController and switching KX_ConvertPhysicsObjects to create a CcdPhysicsController instead of a KX_BlenderBulletController. BGE Physics Cleanup: Getting rid of an unsued KX_BulletPhysicsController.h include in KX_Scene.cpp. BGE Physics Cleanup: Removing unused KX_IPhysicsController and KX_BulletPhysicsController includes. BGE Physics Cleanup: Removing m_pPhysicsController1 and GetPhysicsController1() from KX_GameObject. BGE Physics Cleanup: Remove SetRigidBody() from KX_IPhysicsController and remove GetName() from CcdPhysicsController. BGE Physics Cleanup: Moving Add/RemoveCompoundChild() from KX_IPhysicsController to PHY_IPhysicsController. BGE Physics Cleanup: Removing GetLocalInertia() from KX_IPhysicsController. BGE Physics Cleanup: Making BlenderBulletCharacterController derive from PHY_ICharacter and removing CharacterWrapper from CcdPhysicsEnvironment.cpp. Also removing the character functions from KX_IPhysicsController. BGE Physics Cleanup: Removing GetOrientation(), SetOrientation(), SetPosition(), SetScaling(), and GetRadius() from KX_IPhysicsController. BGE Physics Cleanup: Removing GetReactionForce() since all implementations returned (0, 0, 0). The Python interface for KX_GameObject still has reaction force code, but it still also returns (0, 0, 0). This can probably be removed as well, but removing it can break scripts, so I'll leave it for now. BGE Physics Cleanup: Removing Get/SetLinVelocityMin() and Get/SetLinVelocityMax() from KX_IPhysicsController. BGE Physics Cleanup: Removing SetMargin(), RelativeTranslate(), and RelativeRotate() from KX_IPhysicsController. BGE Physics Cleanup: Using constant references for function arguments in PHY_IPhysicsController where appropriate. BGE Physics Cleanup: Removing ApplyImpulse() from KX_IPhysicsController. BGE Physics Cleanup: Removing ResolveCombinedVelocities() from KX_IPhysicsController. BGE Physics Cleanup: Accidently removed a return when cleaning up KX_GameObject::PyGetVelocity(). BGE Physics Cleanup: Remove GetLinearVelocity(), GetAngularVelocity() and GetVelocity() from KX_IPhysicsController. The corresponding PHY_IPhysicsController functions now also take Moto types instead of scalars to match the KX_IPhysicsController interface. BGE Physics Cleanup: Moving SuspendDynamics, RestoreDynamics, SetMass, GetMass, and SetTransform from KX_IPhysicsController to PHY_IPhysicsController. BGE Physics Cleanup: PHY_IPhysicsEnvironment and derived classes now use the same naming scheme as PHY_IController. BGE Physics Cleanup: PHY_IMotionState and derived classes now use the same naming convention as PHY_IController. BGE Phsyics Cleanup: Making PHY_IController and its derived classes follow a consistent naming scheme for member functions. They now all start with capital letters (e.g., setWorldOrientation becomes SetWorldOrientation). BGE Physics Cleanup: Getting rid of KX_GameObject::SuspendDynamics() and KX_GameObject::RestoreDynamics(). Instead, use the functions from the physics controller. BGE: Some first steps in trying to cleanup the KX_IPhysicsController mess. KX_GameObject now has a GetPhysicsController() and a GetPhysicsController1(). The former returns a PHY_IPhysicsController* while the latter returns a KX_IPhysicsController. The goal is to get everything using GetPhysicsController() instead of GetPhysicsController1().
198 lines
7.9 KiB
C++
198 lines
7.9 KiB
C++
/*
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* ***** BEGIN GPL 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.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 LICENSE BLOCK *****
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*/
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/** \file PHY_IPhysicsEnvironment.h
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* \ingroup phys
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*/
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#ifndef __PHY_IPHYSICSENVIRONMENT_H__
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#define __PHY_IPHYSICSENVIRONMENT_H__
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#include "PHY_DynamicTypes.h"
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#include "MT_Vector2.h"
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#include "MT_Vector3.h"
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#include "MT_Vector4.h"
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#ifdef WITH_CXX_GUARDEDALLOC
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#include "MEM_guardedalloc.h"
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#endif
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class PHY_IVehicle;
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class PHY_ICharacter;
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class RAS_MeshObject;
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class PHY_IPhysicsController;
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/**
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* pass back information from rayTest
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*/
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struct PHY_RayCastResult
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{
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PHY_IPhysicsController* m_controller;
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MT_Vector3 m_hitPoint;
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MT_Vector3 m_hitNormal;
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const RAS_MeshObject* m_meshObject; // !=NULL for mesh object (only for Bullet controllers)
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int m_polygon; // index of the polygon hit by the ray,
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// only if m_meshObject != NULL
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int m_hitUVOK; // !=0 if UV coordinate in m_hitUV is valid
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MT_Vector2 m_hitUV; // UV coordinates of hit point
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};
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/**
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* This class replaces the ignoreController parameter of rayTest function.
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* It allows more sophisticated filtering on the physics controller before computing the ray intersection to save CPU.
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* It is only used to its full extend by the Ccd physics environment (Bullet).
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*/
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class PHY_IRayCastFilterCallback
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{
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public:
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PHY_IPhysicsController* m_ignoreController;
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bool m_faceNormal;
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bool m_faceUV;
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virtual ~PHY_IRayCastFilterCallback()
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{
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}
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virtual bool needBroadphaseRayCast(PHY_IPhysicsController* controller)
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{
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return true;
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}
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virtual void reportHit(PHY_RayCastResult* result) = 0;
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PHY_IRayCastFilterCallback(PHY_IPhysicsController* ignoreController, bool faceNormal=false, bool faceUV=false)
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:m_ignoreController(ignoreController),
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m_faceNormal(faceNormal),
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m_faceUV(faceUV)
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{
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}
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#ifdef WITH_CXX_GUARDEDALLOC
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MEM_CXX_CLASS_ALLOC_FUNCS("GE:PHY_IRayCastFilterCallback")
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#endif
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};
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/**
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* Physics Environment takes care of stepping the simulation and is a container for physics entities
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* (rigidbodies,constraints, materials etc.)
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* A derived class may be able to 'construct' entities by loading and/or converting
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*/
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class PHY_IPhysicsEnvironment
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{
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public:
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virtual ~PHY_IPhysicsEnvironment(){}
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virtual void BeginFrame() = 0;
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virtual void EndFrame() = 0;
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/// Perform an integration step of duration 'timeStep'.
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virtual bool ProceedDeltaTime(double curTime,float timeStep,float interval)=0;
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///draw debug lines (make sure to call this during the render phase, otherwise lines are not drawn properly)
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virtual void DebugDrawWorld() {}
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virtual void SetFixedTimeStep(bool useFixedTimeStep,float fixedTimeStep)=0;
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//returns 0.f if no fixed timestep is used
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virtual float GetFixedTimeStep()=0;
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///setDebugMode is used to support several ways of debug lines, contact point visualization
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virtual void SetDebugMode(int debugMode) {}
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///setNumIterations set the number of iterations for iterative solvers
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virtual void SetNumIterations(int numIter) {}
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///setNumTimeSubSteps set the number of divisions of the timestep. Tradeoff quality versus performance.
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virtual void SetNumTimeSubSteps(int numTimeSubSteps) {}
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virtual int GetNumTimeSubSteps() {return 0; }
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///setDeactivationTime sets the minimum time that an objects has to stay within the velocity tresholds until it gets fully deactivated
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virtual void SetDeactivationTime(float dTime) {}
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///setDeactivationLinearTreshold sets the linear velocity treshold, see setDeactivationTime
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virtual void SetDeactivationLinearTreshold(float linTresh) {}
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///setDeactivationAngularTreshold sets the angular velocity treshold, see setDeactivationTime
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virtual void SetDeactivationAngularTreshold(float angTresh) {}
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///setContactBreakingTreshold sets tresholds to do with contact point management
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virtual void SetContactBreakingTreshold(float contactBreakingTreshold) {}
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///continuous collision detection mode, very experimental for Bullet
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virtual void SetCcdMode(int ccdMode) {}
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///successive overrelaxation constant, in case PSOR is used, values in between 1 and 2 guarantee converging behavior
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virtual void SetSolverSorConstant(float sor) {}
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///setSolverType, internal setting, chooses solvertype, PSOR, Dantzig, impulse based, penalty based
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virtual void SetSolverType(int solverType) {}
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///setTau sets the spring constant of a penalty based solver
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virtual void SetSolverTau(float tau) {}
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///setDamping sets the damper constant of a penalty based solver
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virtual void SetSolverDamping(float damping) {}
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///linear air damping for rigidbodies
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virtual void SetLinearAirDamping(float damping) {}
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/// penetrationdepth setting
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virtual void SetUseEpa(bool epa) {}
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virtual void SetGravity(float x,float y,float z)=0;
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virtual void GetGravity(MT_Vector3& grav) = 0;
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virtual int CreateConstraint(class PHY_IPhysicsController* ctrl,class PHY_IPhysicsController* ctrl2,PHY_ConstraintType type,
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float pivotX,float pivotY,float pivotZ,
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float axis0X,float axis0Y,float axis0Z,
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float axis1X=0,float axis1Y=0,float axis1Z=0,
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float axis2X=0,float axis2Y=0,float axis2Z=0,int flag=0
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)=0;
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virtual void RemoveConstraint(int constraintid)=0;
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virtual float GetAppliedImpulse(int constraintid) { return 0.0f; }
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//complex constraint for vehicles
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virtual PHY_IVehicle* GetVehicleConstraint(int constraintId) =0;
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// Character physics wrapper
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virtual PHY_ICharacter* GetCharacterController(class KX_GameObject* ob) =0;
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virtual PHY_IPhysicsController* RayTest(PHY_IRayCastFilterCallback &filterCallback, float fromX,float fromY,float fromZ, float toX,float toY,float toZ)=0;
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//culling based on physical broad phase
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// the plane number must be set as follow: near, far, left, right, top, botton
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// the near plane must be the first one and must always be present, it is used to get the direction of the view
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virtual bool CullingTest(PHY_CullingCallback callback, void *userData, MT_Vector4* planeNormals, int planeNumber, int occlusionRes, const int *viewport, double modelview[16], double projection[16]) = 0;
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//Methods for gamelogic collision/physics callbacks
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//todo:
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virtual void AddSensor(PHY_IPhysicsController* ctrl)=0;
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virtual void RemoveSensor(PHY_IPhysicsController* ctrl)=0;
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virtual void AddTouchCallback(int response_class, PHY_ResponseCallback callback, void *user)=0;
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virtual bool RequestCollisionCallback(PHY_IPhysicsController* ctrl)=0;
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virtual bool RemoveCollisionCallback(PHY_IPhysicsController* ctrl)=0;
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//These two methods are *solely* used to create controllers for sensor! Don't use for anything else
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virtual PHY_IPhysicsController* CreateSphereController(float radius,const MT_Vector3& position) =0;
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virtual PHY_IPhysicsController* CreateConeController(float coneradius,float coneheight)=0;
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virtual void SetConstraintParam(int constraintId,int param,float value,float value1) = 0;
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virtual float GetConstraintParam(int constraintId,int param) = 0;
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virtual void ExportFile(const char* filename) {};
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#ifdef WITH_CXX_GUARDEDALLOC
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MEM_CXX_CLASS_ALLOC_FUNCS("GE:PHY_IPhysicsEnvironment")
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#endif
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};
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#endif /* __PHY_IPHYSICSENVIRONMENT_H__ */
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