blender/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.cpp
Erwin Coumans 6f3e593105 more graphics patches from Snailrose,
remove constraint fixed,
Bullet timestep now subdivides Blender game engine timestep, so it runs 60 hertz,
SphereShape reverted to old style, so no support for non-uniform scaled spheres for now,
2006-01-15 11:34:55 +00:00

254 lines
6.4 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.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#include "SumoPhysicsEnvironment.h"
#include "PHY_IMotionState.h"
#include "SumoPhysicsController.h"
#include "SM_Scene.h"
#include "SumoPHYCallbackBridge.h"
#include <SOLID/SOLID.h>
SumoPhysicsEnvironment::SumoPhysicsEnvironment()
{
m_fixedTimeStep = 1.f/60.f;
m_useFixedTimeStep = true;
m_currentTime = 0.f;
m_sumoScene = new SM_Scene();
}
SumoPhysicsEnvironment::~SumoPhysicsEnvironment()
{
delete m_sumoScene;
}
void SumoPhysicsEnvironment::beginFrame()
{
m_sumoScene->beginFrame();
}
void SumoPhysicsEnvironment::endFrame()
{
m_sumoScene->endFrame();
}
void SumoPhysicsEnvironment::setFixedTimeStep(bool useFixedTimeStep,float fixedTimeStep)
{
m_useFixedTimeStep = useFixedTimeStep;
if (m_useFixedTimeStep)
{
m_fixedTimeStep = fixedTimeStep;
} else
{
m_fixedTimeStep = 0.f;
}
//reset current time ?
m_currentTime = 0.f;
}
float SumoPhysicsEnvironment::getFixedTimeStep()
{
return m_fixedTimeStep;
}
bool SumoPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep)
{
bool result = false;
if (m_useFixedTimeStep)
{
m_currentTime += timeStep;
float ticrate = 1.f/m_fixedTimeStep;
result = m_sumoScene->proceed(curTime, ticrate);
} else
{
m_currentTime += timeStep;
result = m_sumoScene->proceed(m_currentTime, timeStep);
}
return result;
}
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(PHY_IPhysicsController* ignoreClientCtrl,
float fromX,float fromY,float fromZ,
float toX,float toY,float toZ,
float& hitX,float& hitY,float& hitZ,
float& normalX,float& normalY,float& normalZ)
{
SumoPhysicsController* ignoreCtr = static_cast<SumoPhysicsController*> (ignoreClientCtrl);
//collision detection / raytesting
MT_Point3 hit, normal;
PHY_IPhysicsController *ret = 0;
SM_Object* sm_ignore = 0;
if (ignoreCtr)
sm_ignore = ignoreCtr->GetSumoObject();
SM_Object* smOb = m_sumoScene->rayTest(sm_ignore,MT_Point3(fromX, fromY, fromZ),MT_Point3(toX, toY, toZ), hit, normal);
if (smOb)
{
ret = (PHY_IPhysicsController *) smOb->getPhysicsClientObject();
}
hitX = hit[0];
hitY = hit[1];
hitZ = hit[2];
normalX = normal[0];
normalY = normal[1];
normalZ = normal[2];
return ret;
}
//gamelogic callbacks
void SumoPhysicsEnvironment::addSensor(PHY_IPhysicsController* ctrl)
{
SumoPhysicsController* smctrl = dynamic_cast<SumoPhysicsController*>(ctrl);
SM_Object* smObject = smctrl->GetSumoObject();
assert(smObject);
if (smObject)
{
m_sumoScene->addSensor(*smObject);
}
}
void SumoPhysicsEnvironment::removeSensor(PHY_IPhysicsController* ctrl)
{
SumoPhysicsController* smctrl = dynamic_cast<SumoPhysicsController*>(ctrl);
SM_Object* smObject = smctrl->GetSumoObject();
assert(smObject);
if (smObject)
{
m_sumoScene->remove(*smObject);
}
}
void SumoPhysicsEnvironment::addTouchCallback(int response_class, PHY_ResponseCallback callback, void *user)
{
int sumoRespClass = 0;
//map PHY_ convention into SM_ convention
switch (response_class)
{
case PHY_FH_RESPONSE:
sumoRespClass = FH_RESPONSE;
break;
case PHY_SENSOR_RESPONSE:
sumoRespClass = SENSOR_RESPONSE;
break;
case PHY_CAMERA_RESPONSE:
sumoRespClass =CAMERA_RESPONSE;
break;
case PHY_OBJECT_RESPONSE:
sumoRespClass = OBJECT_RESPONSE;
break;
case PHY_STATIC_RESPONSE:
sumoRespClass = PHY_STATIC_RESPONSE;
break;
default:
assert(0);
return;
}
SumoPHYCallbackBridge* bridge = new SumoPHYCallbackBridge(user,callback);
m_sumoScene->addTouchCallback(sumoRespClass,SumoPHYCallbackBridge::StaticSolidToPHYCallback,bridge);
}
void SumoPhysicsEnvironment::requestCollisionCallback(PHY_IPhysicsController* ctrl)
{
SumoPhysicsController* smctrl = dynamic_cast<SumoPhysicsController*>(ctrl);
MT_assert(smctrl);
SM_Object* smObject = smctrl->GetSumoObject();
MT_assert(smObject);
if (smObject)
{
//assert(smObject->getPhysicsClientObject() == ctrl);
smObject->setPhysicsClientObject(ctrl);
m_sumoScene->requestCollisionCallback(*smObject);
}
}
PHY_IPhysicsController* SumoPhysicsEnvironment::CreateSphereController(float radius,const PHY__Vector3& position)
{
DT_ShapeHandle shape = DT_NewSphere(0.0);
SM_Object* ob = new SM_Object(shape,0,0,0);
ob->setPosition(MT_Point3(position));
//testing
MT_Quaternion rotquatje(MT_Vector3(0,0,1),MT_radians(90));
ob->setOrientation(rotquatje);
PHY_IPhysicsController* ctrl = new SumoPhysicsController(m_sumoScene,ob,0,false);
ctrl->SetMargin(radius);
return ctrl;
}
PHY_IPhysicsController* SumoPhysicsEnvironment::CreateConeController(float coneradius,float coneheight)
{
DT_ShapeHandle shape = DT_NewCone(coneradius,coneheight);
SM_Object* ob = new SM_Object(shape,0,0,0);
ob->setPosition(MT_Point3(0.f,0.f,0.f));
MT_Quaternion rotquatje(MT_Vector3(0,0,1),MT_radians(90));
ob->setOrientation(rotquatje);
PHY_IPhysicsController* ctrl = new SumoPhysicsController(m_sumoScene,ob,0,false);
return ctrl;
}