diff options
author | Hans Lambermont <hans@lambermont.dyndns.org> | 2002-10-12 15:37:38 +0400 |
---|---|---|
committer | Hans Lambermont <hans@lambermont.dyndns.org> | 2002-10-12 15:37:38 +0400 |
commit | 12315f4d0e0ae993805f141f64cb8c73c5297311 (patch) | |
tree | 59b45827cd8293cfb727758989c7a74b40183974 /source/gameengine/Physics/Sumo/Fuzzics/include/SM_Object.h |
Initial revisionv2.25
Diffstat (limited to 'source/gameengine/Physics/Sumo/Fuzzics/include/SM_Object.h')
-rw-r--r-- | source/gameengine/Physics/Sumo/Fuzzics/include/SM_Object.h | 280 |
1 files changed, 280 insertions, 0 deletions
diff --git a/source/gameengine/Physics/Sumo/Fuzzics/include/SM_Object.h b/source/gameengine/Physics/Sumo/Fuzzics/include/SM_Object.h new file mode 100644 index 00000000000..670da6e71db --- /dev/null +++ b/source/gameengine/Physics/Sumo/Fuzzics/include/SM_Object.h @@ -0,0 +1,280 @@ +#ifndef SM_OBJECT_H +#define SM_OBJECT_H + +#include <vector> + +#include "solid.h" + +#include "SM_Callback.h" +#include "SM_MotionState.h" +#include <stdio.h> + + +class SM_FhObject; + + +// Properties of dynamic objects +struct SM_ShapeProps { + MT_Scalar m_mass; // Total mass + MT_Scalar m_inertia; // Inertia, should be a tensor some time + MT_Scalar m_lin_drag; // Linear drag (air, water) 0 = concrete, 1 = vacuum + MT_Scalar m_ang_drag; // Angular drag + MT_Scalar m_friction_scaling[3]; // Scaling for anisotropic friction. Component in range [0, 1] + bool m_do_anisotropic; // Should I do anisotropic friction? + bool m_do_fh; // Should the object have a linear Fh spring? + bool m_do_rot_fh; // Should the object have an angular Fh spring? +}; + + +// Properties of collidable objects (non-ghost objects) +struct SM_MaterialProps { + MT_Scalar m_restitution; // restitution of energie after a collision 0 = inelastic, 1 = elastic + MT_Scalar m_friction; // Coulomb friction (= ratio between the normal en maximum friction force) + MT_Scalar m_fh_spring; // Spring constant (both linear and angular) + MT_Scalar m_fh_damping; // Damping factor (linear and angular) in range [0, 1] + MT_Scalar m_fh_distance; // The range above the surface where Fh is active. + bool m_fh_normal; // Should the object slide off slopes? +}; + + +class SM_Object : public SM_MotionState { +public: + SM_Object() ; + SM_Object( + DT_ShapeHandle shape, + const SM_MaterialProps *materialProps, + const SM_ShapeProps *shapeProps, + SM_Object *dynamicParent + ); + + virtual ~SM_Object(); + + bool isDynamic() const; + + /* nzc experimental. There seem to be two places where kinematics + * are evaluated: proceedKinematic (called from SM_Scene) and + * proceed() in this object. I'll just try and bunge these out for + * now. */ + + void suspend(void); + void resume(void); + + void suspendDynamics(); + + void restoreDynamics(); + + bool isGhost() const; + + void suspendMaterial(); + + void restoreMaterial(); + + SM_FhObject *getFhObject() const; + + void registerCallback(SM_Callback& callback); + + void calcXform(); + void notifyClient(); + + // Save the current state information for use in the + // velocity computation in the next frame. + + void proceedKinematic(MT_Scalar timeStep); + + void saveReactionForce(MT_Scalar timeStep) ; + + void clearForce() ; + + void clearMomentum() ; + + void setMargin(MT_Scalar margin) ; + + MT_Scalar getMargin() const ; + + const SM_MaterialProps *getMaterialProps() const ; + + const SM_ShapeProps *getShapeProps() const ; + + void setPosition(const MT_Point3& pos); + void setOrientation(const MT_Quaternion& orn); + void setScaling(const MT_Vector3& scaling); + + + /** + * set an external velocity. This velocity complements + * the physics velocity. So setting it does not override the + * physics velocity. It is your responsibility to clear + * this external velocity. This velocity is not subject to + * friction or damping. + */ + + + void setExternalLinearVelocity(const MT_Vector3& lin_vel) ; + void addExternalLinearVelocity(const MT_Vector3& lin_vel) ; + + /** Override the physics velocity */ + + void addLinearVelocity(const MT_Vector3& lin_vel); + void setLinearVelocity(const MT_Vector3& lin_vel); + + /** + * Set an external angular velocity. This velocity complemetns + * the physics angular velocity so does not override it. It is + * your responsibility to clear this velocity. This velocity + * is not subject to friction or damping. + */ + + void setExternalAngularVelocity(const MT_Vector3& ang_vel) ; + void addExternalAngularVelocity(const MT_Vector3& ang_vel); + + /** Override the physics angular velocity */ + + void addAngularVelocity(const MT_Vector3& ang_vel); + void setAngularVelocity(const MT_Vector3& ang_vel); + + /** Clear the external velocities */ + + void clearCombinedVelocities(); + + /** + * Tell the physics system to combine the external velocity + * with the physics velocity. + */ + + void resolveCombinedVelocities( + const MT_Vector3 & lin_vel, + const MT_Vector3 & ang_vel + ) ; + + + + MT_Scalar getInvMass() const; + + MT_Scalar getInvInertia() const ; + + void applyForceField(const MT_Vector3& accel) ; + + void applyCenterForce(const MT_Vector3& force) ; + + void applyTorque(const MT_Vector3& torque) ; + + void applyImpulse(const MT_Point3& attach, const MT_Vector3& impulse) ; + + void applyCenterImpulse(const MT_Vector3& impulse); + + void applyAngularImpulse(const MT_Vector3& impulse); + + MT_Point3 getWorldCoord(const MT_Point3& local) const; + + MT_Vector3 getVelocity(const MT_Point3& local) const; + + + const MT_Vector3& getReactionForce() const ; + + void getMatrix(double *m) const ; + + const double *getMatrix() const ; + + // Still need this??? + const MT_Transform& getScaledTransform() const; + + DT_ObjectHandle getObjectHandle() const ; + DT_ShapeHandle getShapeHandle() const ; + + void setClientObject(void *clientobj) ; + void *getClientObject() ; + + SM_Object *getDynamicParent() ; + + void integrateForces(MT_Scalar timeStep); + void integrateMomentum(MT_Scalar timeSteo); + + void setRigidBody(bool is_rigid_body) ; + + bool isRigidBody() const ; + + + // This is the callback for handling collisions of dynamic objects + static + void + boing( + void *client_data, + void *object1, + void *object2, + const DT_CollData *coll_data + ); + +private: + + // return the actual linear_velocity of this object this + // is the addition of m_combined_lin_vel and m_lin_vel. + + const + MT_Vector3 + actualLinVelocity( + ) const ; + + const + MT_Vector3 + actualAngVelocity( + ) const ; + + typedef std::vector<SM_Callback *> T_CallbackList; + + + T_CallbackList m_callbackList; // Each object can have multiple callbacks from the client (=game engine) + SM_Object *m_dynamicParent; // Collisions between parent and children are ignored + + // as the collision callback now has only information + // on an SM_Object, there must be a way that the SM_Object client + // can identify it's clientdata after a collision + void *m_client_object; + + DT_ShapeHandle m_shape; // Shape for collision detection + + // Material and shape properties are not owned by this class. + + const SM_MaterialProps *m_materialProps; + const SM_MaterialProps *m_materialPropsBackup; // Backup in case the object temporarily becomes a ghost. + const SM_ShapeProps *m_shapeProps; + const SM_ShapeProps *m_shapePropsBackup; // Backup in case the object's dynamics is temporarily suspended + DT_ObjectHandle m_object; // A handle to the corresponding object in SOLID. + MT_Scalar m_margin; // Offset for the object's shape (also for collision detection) + MT_Vector3 m_scaling; // Non-uniform scaling of the object's shape + + double m_ogl_matrix[16]; // An OpenGL-type 4x4 matrix + MT_Transform m_xform; // The object's local coordinate system + MT_Transform m_prev_xform; // The object's local coordinate system in the previous frame + SM_MotionState m_prev_state; // The object's motion state in the previous frame + MT_Scalar m_timeStep; // The duration of the last frame + + MT_Vector3 m_reaction_impulse; // The accumulated impulse resulting from collisions + MT_Vector3 m_reaction_force; // The reaction force derived from the reaction impulse + + unsigned int m_kinematic : 1; // Have I been displaced (translated, rotated, scaled) in this frame? + unsigned int m_prev_kinematic : 1; // Have I been displaced (translated, rotated, scaled) in the previous frame? + unsigned int m_is_rigid_body : 1; // Should friction give me a change in angular momentum? + + MT_Vector3 m_lin_mom; // Linear momentum (linear velocity times mass) + MT_Vector3 m_ang_mom; // Angular momentum (angualr velocity times inertia) + MT_Vector3 m_force; // Force on center of mass (afffects linear momentum) + MT_Vector3 m_torque; // Torque around center of mass (affects angualr momentum) + + // Here are the values of externally set linear and angular + // velocity. These are updated from the outside + // (actuators and python) each frame and combined with the + // physics values. At the end of each frame (at the end of a + // call to proceed) they are set to zero. This allows the + // outside world to contribute to the velocity of an object + // but still have it react to physics. + + MT_Vector3 m_combined_lin_vel; + MT_Vector3 m_combined_ang_vel; + + // The force and torque are the accumulated forces and torques applied by the client (game logic, python). + + SM_FhObject *m_fh_object; // The ray object used for Fh + bool m_suspended; // Is this object frozen? +}; + +#endif |