forked from bartvdbraak/blender
984d6c8677
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
223 lines
8.5 KiB
C++
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__ */
|