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authorNorman Lin <nlin@nlin.net>2002-10-18 19:46:57 +0400
committerNorman Lin <nlin@nlin.net>2002-10-18 19:46:57 +0400
commitb7dadcfefd24b44283fc96207d7352732eb3dae1 (patch)
tree96c5e67b287bdaf25b280c7e9ee4d40db45c453f /source/gameengine/Physics/BlOde/OdePhysicsController.h
parentbdad961ce365f6a57f12832b5ba763525ac164fb (diff)
first checkin of ode blender engine files
Diffstat (limited to 'source/gameengine/Physics/BlOde/OdePhysicsController.h')
-rw-r--r--source/gameengine/Physics/BlOde/OdePhysicsController.h150
1 files changed, 150 insertions, 0 deletions
diff --git a/source/gameengine/Physics/BlOde/OdePhysicsController.h b/source/gameengine/Physics/BlOde/OdePhysicsController.h
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+++ b/source/gameengine/Physics/BlOde/OdePhysicsController.h
@@ -0,0 +1,150 @@
+/**
+ * $Id$
+ *
+ * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
+ *
+ * The contents of this file may be used under the terms of either the GNU
+ * General Public License Version 2 or later (the "GPL", see
+ * http://www.gnu.org/licenses/gpl.html ), or the Blender License 1.0 or
+ * later (the "BL", see http://www.blender.org/BL/ ) which has to be
+ * bought from the Blender Foundation to become active, in which case the
+ * above mentioned GPL option does not apply.
+ *
+ * The Original Code is Copyright (C) 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 *****
+ */
+#ifndef __ODE_PHYSICSCONTROLLER_H
+#define __ODE_PHYSICSCONTROLLER_H
+
+
+#include "PHY_IPhysicsController.h"
+
+
+/**
+ ODE Physics Controller, a special kind of a PhysicsController.
+ A Physics Controller is a special kind of Scene Graph Transformation Controller.
+ Each time the scene graph get's updated, the controller get's a chance
+ in the 'Update' method to reflect changes.
+*/
+
+class ODEPhysicsController : public PHY_IPhysicsController
+
+{
+
+ bool m_OdeDyna;
+
+public:
+ ODEPhysicsController(
+ bool dyna,
+ bool fullRigidBody,
+ bool phantom,
+ class PHY_IMotionState* motionstate,
+ struct dxSpace* space,
+ struct dxWorld* world,
+ float mass,
+ float friction,
+ float restitution,
+ bool implicitsphere,
+ float center[3],
+ float extends[3],
+ float radius);
+
+ virtual ~ODEPhysicsController();
+
+ // kinematic methods
+ virtual void RelativeTranslate(float dlocX,float dlocY,float dlocZ,bool local);
+ virtual void RelativeRotate(const float drot[9],bool local);
+ virtual void getOrientation(float &quatImag0,float &quatImag1,float &quatImag2,float &quatReal);
+ virtual void setOrientation(float quatImag0,float quatImag1,float quatImag2,float quatReal);
+ virtual void setPosition(float posX,float posY,float posZ);
+ virtual void setScaling(float scaleX,float scaleY,float scaleZ);
+
+ // physics methods
+ virtual void ApplyTorque(float torqueX,float torqueY,float torqueZ,bool local);
+ virtual void ApplyForce(float forceX,float forceY,float forceZ,bool local);
+ virtual void SetAngularVelocity(float ang_velX,float ang_velY,float ang_velZ,bool local);
+ virtual void SetLinearVelocity(float lin_velX,float lin_velY,float lin_velZ,bool local);
+ virtual void applyImpulse(float attachX,float attachY,float attachZ, float impulseX,float impulseY,float impulseZ);
+ virtual void SetActive(bool active){};
+ virtual void SuspendDynamics();
+ virtual void RestoreDynamics();
+
+
+ /**
+ reading out information from physics
+ */
+ virtual void GetLinearVelocity(float& linvX,float& linvY,float& linvZ);
+ /**
+ GetVelocity parameters are in geometric coordinates (Origin is not center of mass!).
+ */
+ virtual void GetVelocity(const float posX,const float posY,const float posZ,float& linvX,float& linvY,float& linvZ);
+ virtual float getMass();
+ virtual void getReactionForce(float& forceX,float& forceY,float& forceZ);
+ virtual void setRigidBody(bool rigid);
+
+
+ virtual void PostProcessReplica(class PHY_IMotionState* motionstate,class PHY_IPhysicsController* parentctrl);
+
+ // \todo remove next line !
+ virtual void SetSimulatedTime(float time);
+
+
+ virtual void WriteDynamicsToMotionState() {};
+ virtual void WriteMotionStateToDynamics(bool nondynaonly);
+
+ /**
+ call from Scene Graph Node to 'update'.
+ */
+ virtual bool SynchronizeMotionStates(float time);
+
+ // clientinfo for raycasts for example
+ virtual void* getClientInfo() { return m_clientInfo;}
+ virtual void setClientInfo(void* clientinfo) {m_clientInfo = clientinfo;};
+ void* m_clientInfo;
+
+ struct dxBody* GetOdeBodyId() { return m_bodyId; }
+
+ float getFriction() { return m_friction;}
+ float getRestitution() { return m_restitution;}
+
+
+
+private:
+
+ bool m_firstTime;
+ bool m_bFullRigidBody;
+ bool m_bPhantom; // special flag for objects that are not affected by physics 'resolver'
+
+ // data to calculate fake velocities for kinematic objects (non-dynas)
+ bool m_bKinematic;
+ bool m_bPrevKinematic;
+
+
+ float m_lastTime;
+ bool m_OdeSuspendDynamics;
+ class PHY_IMotionState* m_MotionState;
+
+ //Ode specific members
+ struct dxBody* m_bodyId;
+ struct dxGeom* m_geomId;
+ struct dxSpace* m_space;
+ struct dxWorld* m_world;
+ float m_mass;
+ float m_friction;
+ float m_restitution;
+ bool m_implicitsphere;
+ float m_center[3];
+ float m_extends[3];
+ float m_radius;
+};
+
+#endif //__ODE_PHYSICSCONTROLLER_H
+
+
+