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
135 lines
4.6 KiB
C++
135 lines
4.6 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 DummyPhysicsEnvironment.h
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* \ingroup physdummy
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*/
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#ifndef __DUMMYPHYSICSENVIRONMENT_H__
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#define __DUMMYPHYSICSENVIRONMENT_H__
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#include "PHY_IPhysicsEnvironment.h"
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#include "PHY_IMotionState.h"
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/**
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* DummyPhysicsEnvironment is an empty placeholder
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* Alternatives are ODE,Sumo and Dynamo PhysicsEnvironments
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* Use DummyPhysicsEnvironment as a base to integrate your own physics engine
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* Physics Environment takes care of stepping the simulation and is a container for physics entities (rigidbodies,constraints, materials etc.)
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*
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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 DummyPhysicsEnvironment : public PHY_IPhysicsEnvironment
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{
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public:
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DummyPhysicsEnvironment ();
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virtual ~DummyPhysicsEnvironment ();
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virtual void BeginFrame();
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virtual void EndFrame();
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// Perform an integration step of duration 'timeStep'.
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virtual bool ProceedDeltaTime(double curTime,float timeStep,float interval);
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virtual void SetFixedTimeStep(bool useFixedTimeStep,float fixedTimeStep);
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virtual float GetFixedTimeStep();
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virtual int GetDebugMode() const;
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virtual void SetGravity(float x,float y,float z);
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virtual void GetGravity(class MT_Vector3& grav);
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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 axisX,float axisY,float axisZ,
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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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);
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virtual void RemoveConstraint(int constraintid);
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//complex constraint for vehicles
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virtual PHY_IVehicle* GetVehicleConstraint(int constraintId)
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{
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return 0;
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}
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// Character physics wrapper
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virtual PHY_ICharacter* GetCharacterController(class KX_GameObject* ob)
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{
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return 0;
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}
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virtual PHY_IPhysicsController* RayTest(PHY_IRayCastFilterCallback &filterCallback, float fromX,float fromY,float fromZ, float toX,float toY,float toZ);
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virtual bool CullingTest(PHY_CullingCallback callback, void* userData, class MT_Vector4* planes, int nplanes, int occlusionRes, const int *viewport, double modelview[16], double projection[16]) { return false; }
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//gamelogic callbacks
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virtual void AddSensor(PHY_IPhysicsController* ctrl) {}
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virtual void RemoveSensor(PHY_IPhysicsController* ctrl) {}
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virtual void AddTouchCallback(int response_class, PHY_ResponseCallback callback, void *user)
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{
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}
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virtual bool RequestCollisionCallback(PHY_IPhysicsController* ctrl) { return false; }
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virtual bool RemoveCollisionCallback(PHY_IPhysicsController* ctrl) { return false;}
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virtual PHY_IPhysicsController* CreateSphereController(float radius,const class MT_Vector3& position) {return 0;}
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virtual PHY_IPhysicsController* CreateConeController(float coneradius,float coneheight) { return 0;}
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virtual void SetConstraintParam(int constraintId,int param,float value,float value1)
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{
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}
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virtual float GetConstraintParam(int constraintId,int param)
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{
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return 0.f;
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}
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virtual void MergeEnvironment(PHY_IPhysicsEnvironment *other_env)
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{
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// Dummy, nothing to do here
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}
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virtual void ConvertObject(KX_GameObject* gameobj,
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RAS_MeshObject* meshobj,
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DerivedMesh* dm,
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KX_Scene* kxscene,
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PHY_ShapeProps* shapeprops,
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PHY_MaterialProps* smmaterial,
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PHY_IMotionState *motionstate,
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int activeLayerBitInfo,
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bool isCompoundChild,
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bool hasCompoundChildren)
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{
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// All we need to do is handle the motionstate (we're supposed to own it)
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delete motionstate;
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}
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#ifdef WITH_CXX_GUARDEDALLOC
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MEM_CXX_CLASS_ALLOC_FUNCS("GE:DummyPhysicsEnvironment")
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#endif
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};
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#endif /* __DUMMYPHYSICSENVIRONMENT_H__ */
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