blender/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp

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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 *****
*/
#pragma warning (disable : 4786)
// defines USE_ODE to choose physics engine
#include "KX_ConvertPhysicsObject.h"
#include "KX_GameObject.h"
#include "RAS_MeshObject.h"
#include "KX_Scene.h"
#include "SYS_System.h"
#include "PHY_Pro.h" //todo cleanup
#include "KX_ClientObjectInfo.h"
#include "GEN_Map.h"
#include "GEN_HashedPtr.h"
#include "KX_PhysicsEngineEnums.h"
#include "PHY_Pro.h"
#include "KX_MotionState.h" // bridge between motionstate and scenegraph node
#ifdef USE_ODE
#include "KX_OdePhysicsController.h"
#include "OdePhysicsEnvironment.h"
#endif //USE_ODE
// USE_SUMO_SOLID is defined in headerfile KX_ConvertPhysicsObject.h
#ifdef USE_SUMO_SOLID
#include "SumoPhysicsEnvironment.h"
#include "KX_SumoPhysicsController.h"
// sumo physics specific
#include "SM_Object.h"
#include "SM_FhObject.h"
#include "SM_Scene.h"
#include "SM_ClientObjectInfo.h"
#include "KX_SumoPhysicsController.h"
GEN_Map<GEN_HashedPtr,DT_ShapeHandle> map_gamemesh_to_sumoshape;
// forward declarations
void BL_RegisterSumoObject(KX_GameObject* gameobj,class SM_Scene* sumoScene,DT_SceneHandle solidscene,class SM_Object* sumoObj,const char* matname,bool isDynamic,bool isActor);
DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj);
void KX_ConvertSumoObject( class KX_GameObject* gameobj,
class RAS_MeshObject* meshobj,
class KX_Scene* kxscene,
PHY_ShapeProps* kxshapeprops,
PHY_MaterialProps* kxmaterial,
struct KX_ObjectProperties* objprop)
{
SM_ShapeProps* smprop = new SM_ShapeProps;
smprop->m_ang_drag = kxshapeprops->m_ang_drag;
smprop->m_do_anisotropic = kxshapeprops->m_do_anisotropic;
smprop->m_do_fh = kxshapeprops->m_do_fh;
smprop->m_do_rot_fh = kxshapeprops->m_do_rot_fh ;
smprop->m_friction_scaling[0] = kxshapeprops->m_friction_scaling[0];
smprop->m_friction_scaling[1] = kxshapeprops->m_friction_scaling[1];
smprop->m_friction_scaling[2] = kxshapeprops->m_friction_scaling[2];
smprop->m_inertia = kxshapeprops->m_inertia;
smprop->m_lin_drag = kxshapeprops->m_lin_drag;
smprop->m_mass = kxshapeprops->m_mass;
SM_MaterialProps* smmaterial = new SM_MaterialProps;
smmaterial->m_fh_damping = kxmaterial->m_fh_damping;
smmaterial->m_fh_distance = kxmaterial->m_fh_distance;
smmaterial->m_fh_normal = kxmaterial->m_fh_normal;
smmaterial->m_fh_spring = kxmaterial->m_fh_spring;
smmaterial->m_friction = kxmaterial->m_friction;
smmaterial->m_restitution = kxmaterial->m_restitution;
class SumoPhysicsEnvironment* sumoEnv =
(SumoPhysicsEnvironment*)kxscene->GetPhysicsEnvironment();
SM_Scene* sceneptr = sumoEnv->GetSumoScene();
SM_Object* sumoObj=NULL;
if (objprop->m_dyna)
{
DT_ShapeHandle shape = DT_Sphere(0.0);
if (objprop->m_ghost)
{
sumoObj = new SM_Object(shape,NULL,smprop,NULL);
} else
{
sumoObj = new SM_Object(shape,smmaterial,smprop,NULL);
}
double radius = objprop->m_radius;
MT_Scalar margin = radius;//0.5;
sumoObj->setMargin(margin);
//if (bRigidBody)
//{
if (objprop->m_in_active_layer)
{
DT_AddObject(sumoEnv->GetSolidScene(),
sumoObj->getObjectHandle());
}
//}
if (objprop->m_angular_rigidbody)
{
sumoObj->setRigidBody(true);
} else
{
sumoObj->setRigidBody(false);
}
bool isDynamic = true;
bool isActor = true;
BL_RegisterSumoObject(gameobj,sceneptr,sumoEnv->GetSolidScene(),sumoObj,NULL,isDynamic,isActor);
}
else {
// non physics object
if (meshobj)
{
int numpolys = meshobj->NumPolygons();
{
DT_ShapeHandle complexshape=0;
if (objprop->m_implicitbox)
{
complexshape = DT_Box(objprop->m_boundingbox.m_extends[0],objprop->m_boundingbox.m_extends[1],objprop->m_boundingbox.m_extends[2]);
} else
{
if (numpolys>0)
{
complexshape = CreateShapeFromMesh(meshobj);
}
}
if (complexshape)
{
SM_Object *dynamicParent = NULL;
if (objprop->m_dynamic_parent)
{
// problem is how to find the dynamic parent
// in the scenegraph
KX_SumoPhysicsController* sumoctrl =
(KX_SumoPhysicsController*)
objprop->m_dynamic_parent->GetPhysicsController();
if (sumoctrl)
{
dynamicParent = sumoctrl->GetSumoObject();
}
assert(dynamicParent);
}
if (objprop->m_ghost)
{
sumoObj = new SM_Object(complexshape,NULL,NULL, dynamicParent);
} else
{
sumoObj = new SM_Object(complexshape,smmaterial,NULL, dynamicParent);
}
if (objprop->m_in_active_layer)
{
DT_AddObject(sumoEnv->GetSolidScene(),
sumoObj->getObjectHandle());
}
const STR_String& matname=meshobj->GetMaterialName(0);
BL_RegisterSumoObject(gameobj,sceneptr,
sumoEnv->GetSolidScene(),sumoObj,
matname.ReadPtr(),
objprop->m_dyna,
objprop->m_isactor);
}
}
}
}
// physics object get updated here !
// lazy evaluation because we might not support scaling !gameobj->UpdateTransform();
if (objprop->m_in_active_layer && sumoObj)
{
sceneptr->add(*sumoObj);
}
}
void BL_RegisterSumoObject(KX_GameObject* gameobj,class SM_Scene* sumoScene,DT_SceneHandle solidscene,class SM_Object* sumoObj,const char* matname,bool isDynamic,bool isActor) {
//gameobj->SetDynamic(isDynamic);
PHY_IMotionState* motionstate = new KX_MotionState(gameobj->GetSGNode());
// need easy access, not via 'node' etc.
KX_SumoPhysicsController* physicscontroller = new KX_SumoPhysicsController(sumoScene,solidscene,sumoObj,motionstate,isDynamic);
gameobj->SetPhysicsController(physicscontroller);
physicscontroller->setClientInfo(gameobj);
gameobj->GetSGNode()->AddSGController(physicscontroller);
//gameobj->GetClientInfo()->m_type = (isActor ? 1 : 0);
//gameobj->GetClientInfo()->m_clientobject = gameobj;
// store materialname in auxinfo, needed for touchsensors
//gameobj->GetClientInfo()->m_auxilary_info = (matname? (void*)(matname+2) : NULL);
physicscontroller->SetObject(gameobj->GetSGNode());
//gameobj->SetDynamicsScaling(MT_Vector3(1.0, 1.0, 1.0));
};
DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj)
{
DT_ShapeHandle* shapeptr = map_gamemesh_to_sumoshape[GEN_HashedPtr(meshobj)];
if (shapeptr)
{
return *shapeptr;
}
// todo: shared meshes
DT_ShapeHandle shape = DT_NewComplexShape();
int p=0;
int numpolys = meshobj->NumPolygons();
if (!numpolys)
{
return NULL;
}
int numvalidpolys = 0;
for (p=0;p<meshobj->m_triangle_indices.size();p++)
{
RAS_TriangleIndex& idx = meshobj->m_triangle_indices[p];
// only add polygons that have the collisionflag set
if (idx.m_collider)
{
DT_Begin();
for (int v=0;v<3;v++)
{
int num = meshobj->m_xyz_index_to_vertex_index_mapping[idx.m_index[v]].size();
if (num != 1)
{
int i=0;
}
RAS_MatArrayIndex& vertindex = meshobj->m_xyz_index_to_vertex_index_mapping[idx.m_index[v]][0];
numvalidpolys++;
{
const MT_Point3& pt = meshobj->GetVertex(vertindex.m_array,
vertindex.m_index,
(RAS_IPolyMaterial*)vertindex.m_matid)->xyz();
DT_Vertex(pt[0],pt[1],pt[2]);
}
}
DT_End();
}
}
DT_EndComplexShape();
if (numvalidpolys > 0)
{
map_gamemesh_to_sumoshape.insert(GEN_HashedPtr(meshobj),shape);
return shape;
}
// memleak... todo: delete shape
return NULL;
}
void KX_ClearSumoSharedShapes()
{
int numshapes = map_gamemesh_to_sumoshape.size();
for (int i=0;i<numshapes ;i++)
{
DT_ShapeHandle shape = *map_gamemesh_to_sumoshape.at(i);
DT_DeleteShape(shape);
}
map_gamemesh_to_sumoshape.clear();
}
#endif //USE_SUMO_SOLID
#ifdef USE_ODE
void KX_ConvertODEEngineObject(KX_GameObject* gameobj,
RAS_MeshObject* meshobj,
KX_Scene* kxscene,
struct PHY_ShapeProps* shapeprops,
struct PHY_MaterialProps* smmaterial,
struct KX_ObjectProperties* objprop)
{
// not yet, future extension :)
bool dyna=objprop->m_dyna;
bool fullRigidBody= ( objprop->m_dyna && objprop->m_angular_rigidbody) != 0;
bool phantom = objprop->m_ghost;
class PHY_IMotionState* motionstate = new KX_MotionState(gameobj->GetSGNode());
class ODEPhysicsEnvironment* odeEnv =
(ODEPhysicsEnvironment*)kxscene->GetPhysicsEnvironment();
dxSpace* space = odeEnv->GetOdeSpace();
dxWorld* world = odeEnv->GetOdeWorld();
if (!objprop->m_implicitsphere &&
MT_fuzzyZero(objprop->m_boundingbox.m_extends[0]) ||
MT_fuzzyZero(objprop->m_boundingbox.m_extends[1]) ||
MT_fuzzyZero(objprop->m_boundingbox.m_extends[2])
)
{
} else
{
KX_OdePhysicsController* physicscontroller =
new KX_OdePhysicsController(
dyna,
fullRigidBody,
phantom,
motionstate,
space,
world,
shapeprops->m_mass,
smmaterial->m_friction,
smmaterial->m_restitution,
objprop->m_implicitsphere,
objprop->m_boundingbox.m_center,
objprop->m_boundingbox.m_extends,
objprop->m_radius
);
gameobj->SetPhysicsController(physicscontroller);
physicscontroller->setClientInfo(gameobj);
gameobj->GetSGNode()->AddSGController(physicscontroller);
bool isActor = objprop->m_isactor;
STR_String materialname;
if (meshobj)
materialname = meshobj->GetMaterialName(0);
const char* matname = materialname.ReadPtr();
physicscontroller->SetObject(gameobj->GetSGNode());
}
}
#endif // USE_ODE