blender/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
HG1 984d6c8677 BGE debug API and actuator
This patch adds some new debug methods to the KX_GameObject for manually adding the debug list and bge.render for controlling the debug visualization.
It also adds a new debug actuator, which allows to control the same functions.

This patch is a updated version of T33701.

Thread on Blenderartists:
http://blenderartists.org/forum/showthread.php?264745-Debug-proerties-for-added-objects-patch&p=2256018&viewfull=1#post2256018

Reviewers: moguri

Reviewed By: moguri

Differential Revision: https://developer.blender.org/D635
2014-07-11 16:00:14 -07:00

223 lines
8.5 KiB
C++

/*
* ***** BEGIN GPL 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.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 LICENSE BLOCK *****
*/
/** \file PHY_IPhysicsEnvironment.h
* \ingroup phys
*/
#ifndef __PHY_IPHYSICSENVIRONMENT_H__
#define __PHY_IPHYSICSENVIRONMENT_H__
#include "PHY_DynamicTypes.h"
#include "MT_Vector2.h"
#include "MT_Vector3.h"
#include "MT_Vector4.h"
#ifdef WITH_CXX_GUARDEDALLOC
#include "MEM_guardedalloc.h"
#endif
class PHY_IVehicle;
class PHY_ICharacter;
class RAS_MeshObject;
class PHY_IPhysicsController;
class RAS_MeshObject;
struct DerivedMesh;
class KX_GameObject;
class KX_Scene;
struct PHY_ShapeProps;
struct PHY_MaterialProps;
class PHY_IMotionState;
/**
* pass back information from rayTest
*/
struct PHY_RayCastResult
{
PHY_IPhysicsController* m_controller;
MT_Vector3 m_hitPoint;
MT_Vector3 m_hitNormal;
const RAS_MeshObject* m_meshObject; // !=NULL for mesh object (only for Bullet controllers)
int m_polygon; // index of the polygon hit by the ray,
// only if m_meshObject != NULL
int m_hitUVOK; // !=0 if UV coordinate in m_hitUV is valid
MT_Vector2 m_hitUV; // UV coordinates of hit point
};
/**
* This class replaces the ignoreController parameter of rayTest function.
* It allows more sophisticated filtering on the physics controller before computing the ray intersection to save CPU.
* It is only used to its full extend by the Ccd physics environment (Bullet).
*/
class PHY_IRayCastFilterCallback
{
public:
PHY_IPhysicsController* m_ignoreController;
bool m_faceNormal;
bool m_faceUV;
virtual ~PHY_IRayCastFilterCallback()
{
}
virtual bool needBroadphaseRayCast(PHY_IPhysicsController* controller)
{
return true;
}
virtual void reportHit(PHY_RayCastResult* result) = 0;
PHY_IRayCastFilterCallback(PHY_IPhysicsController* ignoreController, bool faceNormal=false, bool faceUV=false)
:m_ignoreController(ignoreController),
m_faceNormal(faceNormal),
m_faceUV(faceUV)
{
}
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:PHY_IRayCastFilterCallback")
#endif
};
/**
* Physics Environment takes care of stepping the simulation and is a container for physics entities
* (rigidbodies,constraints, materials etc.)
* A derived class may be able to 'construct' entities by loading and/or converting
*/
class PHY_IPhysicsEnvironment
{
public:
virtual ~PHY_IPhysicsEnvironment(){}
virtual void BeginFrame() = 0;
virtual void EndFrame() = 0;
/// Perform an integration step of duration 'timeStep'.
virtual bool ProceedDeltaTime(double curTime,float timeStep,float interval)=0;
///draw debug lines (make sure to call this during the render phase, otherwise lines are not drawn properly)
virtual void DebugDrawWorld() {}
virtual void SetFixedTimeStep(bool useFixedTimeStep,float fixedTimeStep)=0;
//returns 0.f if no fixed timestep is used
virtual float GetFixedTimeStep()=0;
///getDebugMode return the actual debug visualization state
virtual int GetDebugMode()const=0;
///setDebugMode is used to support several ways of debug lines, contact point visualization
virtual void SetDebugMode(int debugMode) {}
///setNumIterations set the number of iterations for iterative solvers
virtual void SetNumIterations(int numIter) {}
///setNumTimeSubSteps set the number of divisions of the timestep. Tradeoff quality versus performance.
virtual void SetNumTimeSubSteps(int numTimeSubSteps) {}
virtual int GetNumTimeSubSteps() {return 0; }
///setDeactivationTime sets the minimum time that an objects has to stay within the velocity tresholds until it gets fully deactivated
virtual void SetDeactivationTime(float dTime) {}
///setDeactivationLinearTreshold sets the linear velocity treshold, see setDeactivationTime
virtual void SetDeactivationLinearTreshold(float linTresh) {}
///setDeactivationAngularTreshold sets the angular velocity treshold, see setDeactivationTime
virtual void SetDeactivationAngularTreshold(float angTresh) {}
///setContactBreakingTreshold sets tresholds to do with contact point management
virtual void SetContactBreakingTreshold(float contactBreakingTreshold) {}
///continuous collision detection mode, very experimental for Bullet
virtual void SetCcdMode(int ccdMode) {}
///successive overrelaxation constant, in case PSOR is used, values in between 1 and 2 guarantee converging behavior
virtual void SetSolverSorConstant(float sor) {}
///setSolverType, internal setting, chooses solvertype, PSOR, Dantzig, impulse based, penalty based
virtual void SetSolverType(int solverType) {}
///setTau sets the spring constant of a penalty based solver
virtual void SetSolverTau(float tau) {}
///setDamping sets the damper constant of a penalty based solver
virtual void SetSolverDamping(float damping) {}
///linear air damping for rigidbodies
virtual void SetLinearAirDamping(float damping) {}
/// penetrationdepth setting
virtual void SetUseEpa(bool epa) {}
virtual void SetGravity(float x,float y,float z)=0;
virtual void GetGravity(MT_Vector3& grav) = 0;
virtual int CreateConstraint(class PHY_IPhysicsController* ctrl,class PHY_IPhysicsController* ctrl2,PHY_ConstraintType type,
float pivotX,float pivotY,float pivotZ,
float axis0X,float axis0Y,float axis0Z,
float axis1X=0,float axis1Y=0,float axis1Z=0,
float axis2X=0,float axis2Y=0,float axis2Z=0,int flag=0
)=0;
virtual void RemoveConstraint(int constraintid)=0;
virtual float GetAppliedImpulse(int constraintid) { return 0.0f; }
//complex constraint for vehicles
virtual PHY_IVehicle* GetVehicleConstraint(int constraintId) =0;
// Character physics wrapper
virtual PHY_ICharacter* GetCharacterController(class KX_GameObject* ob) =0;
virtual PHY_IPhysicsController* RayTest(PHY_IRayCastFilterCallback &filterCallback, float fromX,float fromY,float fromZ, float toX,float toY,float toZ)=0;
//culling based on physical broad phase
// the plane number must be set as follow: near, far, left, right, top, botton
// the near plane must be the first one and must always be present, it is used to get the direction of the view
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;
//Methods for gamelogic collision/physics callbacks
//todo:
virtual void AddSensor(PHY_IPhysicsController* ctrl)=0;
virtual void RemoveSensor(PHY_IPhysicsController* ctrl)=0;
virtual void AddTouchCallback(int response_class, PHY_ResponseCallback callback, void *user)=0;
virtual bool RequestCollisionCallback(PHY_IPhysicsController* ctrl)=0;
virtual bool RemoveCollisionCallback(PHY_IPhysicsController* ctrl)=0;
//These two methods are *solely* used to create controllers for sensor! Don't use for anything else
virtual PHY_IPhysicsController* CreateSphereController(float radius,const MT_Vector3& position) =0;
virtual PHY_IPhysicsController* CreateConeController(float coneradius,float coneheight)=0;
virtual void SetConstraintParam(int constraintId,int param,float value,float value1) = 0;
virtual float GetConstraintParam(int constraintId,int param) = 0;
virtual void ExportFile(const char* filename) {};
virtual void MergeEnvironment(PHY_IPhysicsEnvironment *other_env) = 0;
virtual void ConvertObject(KX_GameObject* gameobj,
RAS_MeshObject* meshobj,
DerivedMesh* dm,
KX_Scene* kxscene,
PHY_ShapeProps* shapeprops,
PHY_MaterialProps* smmaterial,
PHY_IMotionState *motionstate,
int activeLayerBitInfo,
bool isCompoundChild,
bool hasCompoundChildren) = 0;
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:PHY_IPhysicsEnvironment")
#endif
};
#endif /* __PHY_IPHYSICSENVIRONMENT_H__ */