diff options
author | Nathan Letwory <nathan@letworyinteractive.com> | 2004-03-23 01:02:18 +0300 |
---|---|---|
committer | Nathan Letwory <nathan@letworyinteractive.com> | 2004-03-23 01:02:18 +0300 |
commit | 00291b5cf4a0f16ddca425b74ed30e8ac35d40e2 (patch) | |
tree | 952bb1c2f6fd8c2f34b950597ed0fa73a4ea7594 /source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp | |
parent | 5b90aafbd6815e29343f8e9aba9e3e20f85b3cc0 (diff) |
[GameEngine] Commit all Kester's changes made to the gameengine to restore 2.25 like physics.
[SCons] Build with Solid as default when enabling the gameengine in the build process
[SCons] Build solid and qhull from the extern directory and link statically against them
That was about it.
There are a few things that needs double checking:
* Makefiles
* Projectfiles
* All the other systems than Linux and Windows on which the build (with scons) has been successfully tested.
Diffstat (limited to 'source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp | 246 |
1 files changed, 143 insertions, 103 deletions
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp index a6e7daadb2c..96716214edc 100644 --- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp +++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp @@ -29,7 +29,9 @@ * * ***** END GPL/BL DUAL LICENSE BLOCK ***** */ +#ifdef WIN32 #pragma warning (disable : 4786) +#endif // defines USE_ODE to choose physics engine #include "KX_ConvertPhysicsObject.h" @@ -63,7 +65,6 @@ // USE_SUMO_SOLID is defined in headerfile KX_ConvertPhysicsObject.h #ifdef USE_SUMO_SOLID - #include "SumoPhysicsEnvironment.h" #include "KX_SumoPhysicsController.h" @@ -83,16 +84,15 @@ void BL_RegisterSumoObject(KX_GameObject* gameobj,class SM_Scene* sumoScene,DT_S 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) +void KX_ConvertSumoObject( KX_GameObject* gameobj, + RAS_MeshObject* meshobj, + 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; @@ -105,6 +105,7 @@ void KX_ConvertSumoObject( class KX_GameObject* gameobj, smprop->m_inertia = kxshapeprops->m_inertia; smprop->m_lin_drag = kxshapeprops->m_lin_drag; smprop->m_mass = kxshapeprops->m_mass; + smprop->m_radius = objprop->m_radius; SM_MaterialProps* smmaterial = new SM_MaterialProps; @@ -116,55 +117,48 @@ void KX_ConvertSumoObject( class KX_GameObject* gameobj, smmaterial->m_friction = kxmaterial->m_friction; smmaterial->m_restitution = kxmaterial->m_restitution; - class SumoPhysicsEnvironment* sumoEnv = + 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) + DT_ShapeHandle shape = NULL; + switch (objprop->m_boundclass) { - - sumoObj = new SM_Object(shape,NULL,smprop,NULL); - } else - { - sumoObj = new SM_Object(shape,smmaterial,smprop,NULL); + case KX_BOUNDBOX: + shape = DT_NewBox(objprop->m_boundobject.box.m_extends[0], objprop->m_boundobject.box.m_extends[1], objprop->m_boundobject.box.m_extends[2]); + break; + case KX_BOUNDCYLINDER: + shape = DT_NewCylinder(objprop->m_radius, objprop->m_boundobject.c.m_height); + break; + case KX_BOUNDCONE: + shape = DT_NewCone(objprop->m_radius, objprop->m_boundobject.c.m_height); + break; +/* Enabling this allows you to use dynamic mesh objects. It's disabled 'cause it's really slow. */ + case KX_BOUNDMESH: + if (meshobj && meshobj->NumPolygons() > 0) + { + if ((shape = CreateShapeFromMesh(meshobj))) + break; + } + /* If CreateShapeFromMesh fails, fall through and use sphere */ + default: + case KX_BOUNDSPHERE: + shape = DT_NewSphere(objprop->m_radius); + break; + } - double radius = objprop->m_radius; + sumoObj = new SM_Object(shape, !objprop->m_ghost?smmaterial:NULL,smprop,NULL); - MT_Scalar margin = radius;//0.5; - sumoObj->setMargin(margin); + sumoObj->setRigidBody(objprop->m_angular_rigidbody?true:false); - //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); + objprop->m_isactor = objprop->m_dyna = true; + BL_RegisterSumoObject(gameobj,sceneptr,sumoEnv->GetSolidScene(),sumoObj,NULL,true, true); } else { @@ -172,20 +166,40 @@ void KX_ConvertSumoObject( class KX_GameObject* gameobj, 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 + switch (objprop->m_boundclass) { - if (numpolys>0) - { - complexshape = CreateShapeFromMesh(meshobj); - } + case KX_BOUNDBOX: + complexshape = DT_NewBox(objprop->m_boundobject.box.m_extends[0], objprop->m_boundobject.box.m_extends[1], objprop->m_boundobject.box.m_extends[2]); + break; + case KX_BOUNDSPHERE: + complexshape = DT_NewSphere(objprop->m_boundobject.c.m_radius); + break; + case KX_BOUNDCYLINDER: + complexshape = DT_NewCylinder(objprop->m_boundobject.c.m_radius, objprop->m_boundobject.c.m_height); + break; + case KX_BOUNDCONE: + complexshape = DT_NewCone(objprop->m_boundobject.c.m_radius, objprop->m_boundobject.c.m_height); + break; + default: + case KX_BOUNDMESH: + if (numpolys>0) + { + complexshape = CreateShapeFromMesh(meshobj); + //std::cout << "Convert Physics Mesh: " << meshobj->GetName() << std::endl; +/* if (!complexshape) + { + // Something has to be done here - if the object has no polygons, it will not be able to have + // sensors attached to it. + DT_Vector3 pt = {0., 0., 0.}; + complexshape = DT_NewSphere(1.0); + objprop->m_ghost = evilObject = true; + } */ + } + break; } if (complexshape) @@ -209,21 +223,7 @@ void KX_ConvertSumoObject( class KX_GameObject* gameobj, } - 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()); - } - - + sumoObj = new SM_Object(complexshape,!objprop->m_ghost?smmaterial:NULL,NULL, dynamicParent); const STR_String& matname=meshobj->GetMaterialName(0); @@ -232,7 +232,6 @@ void KX_ConvertSumoObject( class KX_GameObject* gameobj, matname.ReadPtr(), objprop->m_dyna, objprop->m_isactor); - } } } @@ -264,35 +263,34 @@ void BL_RegisterSumoObject(KX_GameObject* gameobj,class SM_Scene* sumoScene,DT_S KX_SumoPhysicsController* physicscontroller = new KX_SumoPhysicsController(sumoScene,solidscene,sumoObj,motionstate,isDynamic); gameobj->SetPhysicsController(physicscontroller); physicscontroller->setClientInfo(gameobj); + + if (!gameobj->getClientInfo()) + std::cout << "BL_RegisterSumoObject: WARNING: Object " << gameobj->GetName() << " has no client info" << std::endl; + sumoObj->setClientObject(gameobj->getClientInfo()); gameobj->GetSGNode()->AddSGController(physicscontroller); - //gameobj->GetClientInfo()->m_type = (isActor ? 1 : 0); + gameobj->getClientInfo()->m_type = (isActor ? KX_ClientObjectInfo::ACTOR : KX_ClientObjectInfo::STATIC); //gameobj->GetClientInfo()->m_clientobject = gameobj; // store materialname in auxinfo, needed for touchsensors - //gameobj->GetClientInfo()->m_auxilary_info = (matname? (void*)(matname+2) : NULL); + 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)]; + 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) { @@ -300,38 +298,80 @@ DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj) } int numvalidpolys = 0; - - - for (p=0;p<meshobj->m_triangle_indices.size();p++) + for (int p=0; p<numpolys; p++) { - RAS_TriangleIndex& idx = meshobj->m_triangle_indices[p]; - + RAS_Polygon* poly = meshobj->GetPolygon(p); + // only add polygons that have the collisionflag set - if (idx.m_collider) + if (poly->IsCollider()) { - 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++; + break; + } + } + + if (numvalidpolys < 1) + return NULL; + + DT_ShapeHandle shape = DT_NewComplexShape(NULL); + + + numvalidpolys = 0; - numvalidpolys++; + for (int p2=0; p2<numpolys; p2++) + { + RAS_Polygon* poly = meshobj->GetPolygon(p2); - { - 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]); - } + // only add polygons that have the collisionflag set + if (poly->IsCollider()) + { /* We have to tesselate here because SOLID can only raycast triangles */ + DT_Begin(); + DT_Vector3 pt; + /* V1 */ + meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray, + poly->GetVertexIndexBase().m_indexarray[0], + poly->GetMaterial()->GetPolyMaterial())->xyz().getValue(pt); + DT_Vertex(pt); + /* V2 */ + meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray, + poly->GetVertexIndexBase().m_indexarray[1], + poly->GetMaterial()->GetPolyMaterial())->xyz().getValue(pt); + DT_Vertex(pt); + /* V3 */ + meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray, + poly->GetVertexIndexBase().m_indexarray[2], + poly->GetMaterial()->GetPolyMaterial())->xyz().getValue(pt); + DT_Vertex(pt); + + numvalidpolys++; + DT_End(); + + if (poly->VertexCount() == 4) + { + DT_Begin(); + /* V1 */ + meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray, + poly->GetVertexIndexBase().m_indexarray[0], + poly->GetMaterial()->GetPolyMaterial())->xyz().getValue(pt); + DT_Vertex(pt); + /* V3 */ + meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray, + poly->GetVertexIndexBase().m_indexarray[2], + poly->GetMaterial()->GetPolyMaterial())->xyz().getValue(pt); + DT_Vertex(pt); + /* V4 */ + meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray, + poly->GetVertexIndexBase().m_indexarray[3], + poly->GetMaterial()->GetPolyMaterial())->xyz().getValue(pt); + DT_Vertex(pt); + + numvalidpolys++; + DT_End(); } - DT_End(); + } } - + DT_EndComplexShape(); if (numvalidpolys > 0) @@ -340,7 +380,7 @@ DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj) return shape; } - // memleak... todo: delete shape + delete shape; return NULL; } |