Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorCampbell Barton <ideasman42@gmail.com>2009-06-21 20:18:38 +0400
committerCampbell Barton <ideasman42@gmail.com>2009-06-21 20:18:38 +0400
commit8ead648fd1ca35f02901764445afc7b675524b67 (patch)
tree48a86dbc7ad44553d6123637eae5f925404512cf /source/gameengine/Physics/Sumo/Fuzzics
parentde77b4a9b36cc0f12c8bd458c4a7f662caec38ac (diff)
Spring Cleaning
* removed radiosity render code, DNA and RNA (left in radio render pass options), we'll get GI to replace this probably, better allow baking to vertex colors for people who used this. * removed deprecated solid physics library, sumo integrations and qhull, a dependency * removed ODE, was no longer being build or supported * remove BEOS and AMIGA defines and references in Makefiles.
Diffstat (limited to 'source/gameengine/Physics/Sumo/Fuzzics')
-rw-r--r--source/gameengine/Physics/Sumo/Fuzzics/Makefile34
-rw-r--r--source/gameengine/Physics/Sumo/Fuzzics/include/SM_Callback.h11
-rw-r--r--source/gameengine/Physics/Sumo/Fuzzics/include/SM_ClientObjectInfo.h16
-rw-r--r--source/gameengine/Physics/Sumo/Fuzzics/include/SM_Debug.h26
-rw-r--r--source/gameengine/Physics/Sumo/Fuzzics/include/SM_FhObject.h56
-rw-r--r--source/gameengine/Physics/Sumo/Fuzzics/include/SM_MotionState.h77
-rw-r--r--source/gameengine/Physics/Sumo/Fuzzics/include/SM_Object.h393
-rw-r--r--source/gameengine/Physics/Sumo/Fuzzics/include/SM_Props.h58
-rw-r--r--source/gameengine/Physics/Sumo/Fuzzics/include/SM_Scene.h172
-rw-r--r--source/gameengine/Physics/Sumo/Fuzzics/sample/Makefile25
-rw-r--r--source/gameengine/Physics/Sumo/Fuzzics/sample/particle.cpp709
-rw-r--r--source/gameengine/Physics/Sumo/Fuzzics/sample/particle0.cpp695
-rw-r--r--source/gameengine/Physics/Sumo/Fuzzics/src/Makefile14
-rw-r--r--source/gameengine/Physics/Sumo/Fuzzics/src/SM_FhObject.cpp180
-rw-r--r--source/gameengine/Physics/Sumo/Fuzzics/src/SM_MotionState.cpp100
-rw-r--r--source/gameengine/Physics/Sumo/Fuzzics/src/SM_Object.cpp1298
-rw-r--r--source/gameengine/Physics/Sumo/Fuzzics/src/SM_Scene.cpp378
17 files changed, 0 insertions, 4242 deletions
diff --git a/source/gameengine/Physics/Sumo/Fuzzics/Makefile b/source/gameengine/Physics/Sumo/Fuzzics/Makefile
deleted file mode 100644
index 5ed2c31a1d0..00000000000
--- a/source/gameengine/Physics/Sumo/Fuzzics/Makefile
+++ /dev/null
@@ -1,34 +0,0 @@
-#
-# $Id$
-#
-# ***** BEGIN GPL 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.
-#
-# 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 LICENSE BLOCK *****
-#
-# Bounces make to subdirectories.
-
-SOURCEDIR = source/gameengine/Physics/Sumo/Fuzzics
-DIRS = src
-
-include nan_subdirs.mk
diff --git a/source/gameengine/Physics/Sumo/Fuzzics/include/SM_Callback.h b/source/gameengine/Physics/Sumo/Fuzzics/include/SM_Callback.h
deleted file mode 100644
index 42b5ab48ab6..00000000000
--- a/source/gameengine/Physics/Sumo/Fuzzics/include/SM_Callback.h
+++ /dev/null
@@ -1,11 +0,0 @@
-#ifndef SM_CALLBACK_H
-#define SM_CALLBACK_H
-
-class SM_Callback {
-public:
- virtual void do_me() = 0;
- virtual ~SM_Callback() {}
-};
-
-#endif
-
diff --git a/source/gameengine/Physics/Sumo/Fuzzics/include/SM_ClientObjectInfo.h b/source/gameengine/Physics/Sumo/Fuzzics/include/SM_ClientObjectInfo.h
deleted file mode 100644
index 6749e7957ec..00000000000
--- a/source/gameengine/Physics/Sumo/Fuzzics/include/SM_ClientObjectInfo.h
+++ /dev/null
@@ -1,16 +0,0 @@
-#ifndef __SM_CLIENTOBJECT_INFO_H
-#define __SM_CLIENTOBJECT_INFO_H
-
-/**
- * Client Type and Additional Info. This structure can be use instead of a bare void* pointer, for safeness, and additional info for callbacks
- */
-
-struct SM_ClientObjectInfo
-{
- int m_type;
- void* m_clientobject1;
- void* m_auxilary_info;
-};
-
-#endif //__SM_CLIENTOBJECT_INFO_H
-
diff --git a/source/gameengine/Physics/Sumo/Fuzzics/include/SM_Debug.h b/source/gameengine/Physics/Sumo/Fuzzics/include/SM_Debug.h
deleted file mode 100644
index 48d5906e53d..00000000000
--- a/source/gameengine/Physics/Sumo/Fuzzics/include/SM_Debug.h
+++ /dev/null
@@ -1,26 +0,0 @@
-
-
-#ifndef __SM_DEBUG_H__
-#define __SM_DEBUG_H__
-
-/* Comment this to disable all SUMO debugging printfs */
-
-#define SM_DEBUG
-
-#ifdef SM_DEBUG
-
-#include <stdio.h>
-
-/* Uncomment this to printf all ray casts */
-//#define SM_DEBUG_RAYCAST
-
-/* Uncomment this to printf collision callbacks */
-//#define SM_DEBUG_BOING
-
-/* Uncomment this to printf Xform matrix calculations */
-//#define SM_DEBUG_XFORM
-
-#endif /* SM_DEBUG */
-
-#endif /* __SM_DEBUG_H__ */
-
diff --git a/source/gameengine/Physics/Sumo/Fuzzics/include/SM_FhObject.h b/source/gameengine/Physics/Sumo/Fuzzics/include/SM_FhObject.h
deleted file mode 100644
index b03612ed15e..00000000000
--- a/source/gameengine/Physics/Sumo/Fuzzics/include/SM_FhObject.h
+++ /dev/null
@@ -1,56 +0,0 @@
-/**
- * $Id$
- *
- * ***** BEGIN GPL 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.
- *
- * 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 LICENSE BLOCK *****
- */
-#ifndef SM_FHOBJECT_H
-#define SM_FHOBJECT_H
-
-#include "SM_Object.h"
-
-class SM_FhObject : public SM_Object {
-public:
- virtual ~SM_FhObject();
- SM_FhObject(DT_ShapeHandle rayshape, MT_Vector3 ray, SM_Object *parent_object);
-
- const MT_Vector3& getRay() const { return m_ray; }
- MT_Point3 getSpot() const { return getPosition() + m_ray; }
- const MT_Vector3& getRayDirection() const { return m_ray_direction; }
- SM_Object *getParentObject() const { return m_parent_object; }
-
- static DT_Bool ray_hit(void *client_data,
- void *object1,
- void *object2,
- const DT_CollData *coll_data);
-
-private:
- MT_Vector3 m_ray;
- MT_Vector3 m_ray_direction;
- SM_Object *m_parent_object;
-};
-
-#endif
-
diff --git a/source/gameengine/Physics/Sumo/Fuzzics/include/SM_MotionState.h b/source/gameengine/Physics/Sumo/Fuzzics/include/SM_MotionState.h
deleted file mode 100644
index fdc45af5225..00000000000
--- a/source/gameengine/Physics/Sumo/Fuzzics/include/SM_MotionState.h
+++ /dev/null
@@ -1,77 +0,0 @@
-/**
- * $Id$
- *
- * ***** BEGIN GPL 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.
- *
- * 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 LICENSE BLOCK *****
- */
-#ifndef SM_MOTIONSTATE_H
-#define SM_MOTIONSTATE_H
-
-#include "MT_Transform.h"
-
-class SM_MotionState {
-public:
- SM_MotionState() :
- m_time(0.0),
- m_pos(0.0, 0.0, 0.0),
- m_orn(0.0, 0.0, 0.0, 1.0),
- m_lin_vel(0.0, 0.0, 0.0),
- m_ang_vel(0.0, 0.0, 0.0)
- {}
-
- void setPosition(const MT_Point3& pos) { m_pos = pos; }
- void setOrientation(const MT_Quaternion& orn) { m_orn = orn; }
- void setLinearVelocity(const MT_Vector3& lin_vel) { m_lin_vel = lin_vel; }
- void setAngularVelocity(const MT_Vector3& ang_vel) { m_ang_vel = ang_vel; }
- void setTime(MT_Scalar time) { m_time = time; }
-
- const MT_Point3& getPosition() const { return m_pos; }
- const MT_Quaternion& getOrientation() const { return m_orn; }
- const MT_Vector3& getLinearVelocity() const { return m_lin_vel; }
- const MT_Vector3& getAngularVelocity() const { return m_ang_vel; }
-
- MT_Scalar getTime() const { return m_time; }
-
- void integrateMidpoint(MT_Scalar timeStep, const SM_MotionState &prev_state, const MT_Vector3 &velocity, const MT_Quaternion& ang_vel);
- void integrateBackward(MT_Scalar timeStep, const MT_Vector3 &velocity, const MT_Quaternion& ang_vel);
- void integrateForward(MT_Scalar timeStep, const SM_MotionState &prev_state);
-
- void lerp(const SM_MotionState &prev, const SM_MotionState &next);
- void lerp(MT_Scalar t, const SM_MotionState &other);
-
- virtual MT_Transform getTransform() const {
- return MT_Transform(m_pos, m_orn);
- }
-
-protected:
- MT_Scalar m_time;
- MT_Point3 m_pos;
- MT_Quaternion m_orn;
- MT_Vector3 m_lin_vel;
- MT_Vector3 m_ang_vel;
-};
-
-#endif
-
diff --git a/source/gameengine/Physics/Sumo/Fuzzics/include/SM_Object.h b/source/gameengine/Physics/Sumo/Fuzzics/include/SM_Object.h
deleted file mode 100644
index 2d748a0f251..00000000000
--- a/source/gameengine/Physics/Sumo/Fuzzics/include/SM_Object.h
+++ /dev/null
@@ -1,393 +0,0 @@
-/**
- * $Id$
- *
- * ***** BEGIN GPL 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.
- *
- * 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 LICENSE BLOCK *****
- */
-#ifndef SM_OBJECT_H
-#define SM_OBJECT_H
-
-#include <vector>
-
-#include <SOLID/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_radius; ///< Bound sphere size
- MT_Vector3 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 energy 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_ClientObject
-{
-public:
- SM_ClientObject() {}
- virtual ~SM_ClientObject() {}
-
- virtual bool hasCollisionCallback() = 0;
-};
-
-/**
- * SM_Object is an internal part of the Sumo physics engine.
- *
- * It encapsulates an object in the physics scene, and is responsible
- * for calculating the collision response of objects.
- */
-class SM_Object
-{
-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();
- void updateInvInertiaTensor();
-
-
- // 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;
-
- const MT_Vector3& getInvInertia() const ;
-
- const MT_Matrix3x3& getInvInertiaTensor() const;
-
- void applyForceField(const MT_Vector3& accel) ;
-
- void applyCenterForce(const MT_Vector3& force) ;
-
- void applyTorque(const MT_Vector3& torque) ;
-
- /**
- * Apply an impulse to the object. The impulse will be split into
- * angular and linear components.
- * @param attach point to apply the impulse to (in world coordinates)
- */
- void applyImpulse(const MT_Point3& attach, const MT_Vector3& impulse) ;
-
- /**
- * Applies an impulse through the center of this object. (ie the angular
- * velocity will not change.
- */
- void applyCenterImpulse(const MT_Vector3& impulse);
- /**
- * Applies an angular impulse.
- */
- void applyAngularImpulse(const MT_Vector3& impulse);
-
- MT_Point3 getWorldCoord(const MT_Point3& local) const;
- MT_Point3 getLocalCoord(const MT_Point3& world) 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 ;
-
- 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
- DT_Bool
- boing(
- void *client_data,
- void *object1,
- void *object2,
- const DT_CollData *coll_data
- );
-
- static
- DT_Bool
- fix(
- void *client_data,
- void *object1,
- void *object2,
- const DT_CollData *coll_data
- );
-
-
- SM_ClientObject *getClientObject() { return m_client_object; }
- void setClientObject(SM_ClientObject *client_object) { m_client_object = client_object; }
- void setPhysicsClientObject(void* physicsClientObject)
- {
- m_physicsClientObject = physicsClientObject;
- }
- void* getPhysicsClientObject() {
- return m_physicsClientObject;
- }
- void relax();
-
- SM_MotionState &getCurrentFrame();
- SM_MotionState &getPreviousFrame();
- SM_MotionState &getNextFrame();
-
- const SM_MotionState &getCurrentFrame() const;
- const SM_MotionState &getPreviousFrame() const;
- const SM_MotionState &getNextFrame() const;
-
- // Motion state functions
- const MT_Point3& getPosition() const;
- const MT_Quaternion& getOrientation() const;
- const MT_Vector3& getLinearVelocity() const;
- const MT_Vector3& getAngularVelocity() const;
-
- MT_Scalar getTime() const;
-
- void setTime(MT_Scalar time);
-
- void interpolate(MT_Scalar timeStep);
- void endFrame();
-
-private:
- friend class Contact;
- // Tweak parameters
- static MT_Scalar ImpulseThreshold;
-
- // 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 ;
-
- void dynamicCollision(const MT_Point3 &local2,
- const MT_Vector3 &normal,
- MT_Scalar dist,
- const MT_Vector3 &rel_vel,
- MT_Scalar restitution,
- MT_Scalar friction_factor,
- MT_Scalar invMass
- );
-
- 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
- SM_ClientObject *m_client_object;
-
- void* m_physicsClientObject;
-
- 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
-
- 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 angular momentum)
-
- SM_MotionState m_frames[3];
-
- MT_Vector3 m_error; // Error in position:- amount object must be moved to prevent intersection with scene
-
- // 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?
-
- // Mass properties
- MT_Scalar m_inv_mass; // 1/mass
- MT_Vector3 m_inv_inertia; // [1/inertia_x, 1/inertia_y, 1/inertia_z]
- MT_Matrix3x3 m_inv_inertia_tensor; // Inverse Inertia Tensor
-
- bool m_kinematic; // Have I been displaced (translated, rotated, scaled) in this frame?
- bool m_prev_kinematic; // Have I been displaced (translated, rotated, scaled) in the previous frame?
- bool m_is_rigid_body; // Should friction give me a change in angular momentum?
- int m_static; // temporarily static.
-
-};
-
-#endif
-
diff --git a/source/gameengine/Physics/Sumo/Fuzzics/include/SM_Props.h b/source/gameengine/Physics/Sumo/Fuzzics/include/SM_Props.h
deleted file mode 100644
index 81b4cb55b45..00000000000
--- a/source/gameengine/Physics/Sumo/Fuzzics/include/SM_Props.h
+++ /dev/null
@@ -1,58 +0,0 @@
-/**
- * $Id$
- *
- * ***** BEGIN GPL 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.
- *
- * 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 LICENSE BLOCK *****
- */
-#ifndef SM_PROPSH
-#define SM_PROPSH
-
-#include <MT_Scalar.h>
-
-// 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?
-};
-
-#endif //SM_PROPSH
-
diff --git a/source/gameengine/Physics/Sumo/Fuzzics/include/SM_Scene.h b/source/gameengine/Physics/Sumo/Fuzzics/include/SM_Scene.h
deleted file mode 100644
index 3d8eef2bae0..00000000000
--- a/source/gameengine/Physics/Sumo/Fuzzics/include/SM_Scene.h
+++ /dev/null
@@ -1,172 +0,0 @@
-/**
- * $Id$
- * Copyright (C) 2001 NaN Technologies B.V.
- * The physics scene.
- *
- * ***** BEGIN GPL 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.
- *
- * 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 LICENSE BLOCK *****
- */
-#ifndef SM_SCENE_H
-#define SM_SCENE_H
-
-#ifdef WIN32
-#pragma warning (disable : 4786)
-#endif
-
-#include <vector>
-#include <set>
-#include <utility> //needed for pair
-
-#include <SOLID/SOLID.h>
-
-#include "MT_Vector3.h"
-#include "MT_Point3.h"
-
-#include "SM_Object.h"
-
-enum
-{
- FH_RESPONSE,
- SENSOR_RESPONSE, /* Touch Sensors */
- CAMERA_RESPONSE, /* Visibility Culling */
- OBJECT_RESPONSE, /* Object Dynamic Geometry Response */
- STATIC_RESPONSE, /* Static Geometry Response */
-
- NUM_RESPONSE
-};
-
-class SM_Scene {
-public:
- SM_Scene();
-
- ~SM_Scene();
-
- DT_RespTableHandle getRespTableHandle() const {
- return m_respTable;
- }
-
- const MT_Vector3& getForceField() const {
- return m_forceField;
- }
-
- MT_Vector3& getForceField() {
- return m_forceField;
- }
-
- void setForceField(const MT_Vector3& forceField) {
- m_forceField = forceField;
- }
-
- void addTouchCallback(int response_class, DT_ResponseCallback callback, void *user);
-
- void addSensor(SM_Object& object);
- void add(SM_Object& object);
- void remove(SM_Object& object);
-
- void notifyCollision(SM_Object *obj1, SM_Object *obj2);
-
- void setSecondaryRespTable(DT_RespTableHandle secondaryRespTable);
- DT_RespTableHandle getSecondaryRespTable() { return m_secondaryRespTable; }
-
- void requestCollisionCallback(SM_Object &object);
-
- void beginFrame();
- void endFrame();
-
- // Perform an integration step of duration 'timeStep'.
- // 'subSampling' is the maximum duration of a substep, i.e.,
- // The maximum time interval between two collision checks.
- // 'subSampling' can be used to control aliasing effects
- // (fast moving objects traversing through walls and such).
- bool proceed(MT_Scalar curtime, MT_Scalar ticrate);
- void proceed(MT_Scalar subStep);
-
- /**
- * Test whether any objects lie on the line defined by from and
- * to. The search returns the first such bject starting at from,
- * or NULL if there was none.
- * @returns A reference to the object, or NULL if there was none.
- * @param ignore_client Do not look for collisions with this
- * object. This can be useful to avoid self-hits if
- * starting from the location of an object.
- * @param from The start point, in world coordinates, of the search.
- * @param to The end point, in world coordinates, of the search.
- * @param result A store to return the point where intersection
- * took place (if there was an intersection).
- * @param normal A store to return the normal of the hit object on
- * the location of the intersection, if it took place.
- */
- SM_Object *rayTest(void *ignore_client,
- const MT_Point3& from, const MT_Point3& to,
- MT_Point3& result, MT_Vector3& normal) const;
-
-private:
-
- // Clear the user set velocities.
- void clearObjectCombinedVelocities();
- // This is the callback for handling collisions of dynamic objects
- static
- DT_Bool
- boing(
- void *client_data,
- void *object1,
- void *object2,
- const DT_CollData *coll_data
- );
-
- /** internal type */
- typedef std::vector<SM_Object *> T_ObjectList;
-
- /** Handle to the scene in SOLID */
- DT_SceneHandle m_scene;
- /** Following response table contains the callbacks for the dynmics */
- DT_RespTableHandle m_respTable;
- DT_ResponseClass m_ResponseClass[NUM_RESPONSE];
- /**
- * Following response table contains callbacks for the client (=
- * game engine) */
- DT_RespTableHandle m_secondaryRespTable; // Handle
- DT_ResponseClass m_secondaryResponseClass[NUM_RESPONSE];
-
- /**
- * Following resposne table contains callbacks for fixing the simulation
- * ie making sure colliding objects do not intersect.
- */
- DT_RespTableHandle m_fixRespTable;
- DT_ResponseClass m_fixResponseClass[NUM_RESPONSE];
-
- /** The acceleration from the force field */
- MT_Vector3 m_forceField;
-
- /**
- * The list of objects that receive motion updates and do
- * collision tests. */
- T_ObjectList m_objectList;
-
- unsigned int m_frames;
-};
-
-#endif
-
diff --git a/source/gameengine/Physics/Sumo/Fuzzics/sample/Makefile b/source/gameengine/Physics/Sumo/Fuzzics/sample/Makefile
deleted file mode 100644
index 672dff39028..00000000000
--- a/source/gameengine/Physics/Sumo/Fuzzics/sample/Makefile
+++ /dev/null
@@ -1,25 +0,0 @@
-#
-# $Id$
-# Copyright (C) 2001 NaN Technologies B.V.
-
-DIR = $(OCGDIR)/sumo
-ALLTARGETS = $(OBJS) $(DIR)/$(DEBUG_DIR)particle $(DIR)/$(DEBUG_DIR)particle0
-
-include nan_compile.mk
-
-CPPFLAGS = -I../../include -I../include -I$(NAN_MOTO)/include
-CPPFLAGS += -I$(OPENGL_HEADERS)
-
-clean::
- @$(RM) $(DIR)/particle $(DIR)/particle0
- @$(RM) $(DIR)/debug/particle $(DIR)/debug/particle0
-
-LDFLAGS = -L$(DIR) -L/usr/X11R6/lib
-OGL_LDLIBS = -lglut -lGLU -lGL -pthread
-LDLIBS = -lfuzzics -lsolid $(NAN_MOTO)/lib/libmoto.a $(OGL_LDLIBS)
-
-$(DIR)/$(DEBUG_DIR)particle: particle.o $(DIR)/$(DEBUG_DIR)libfuzzics.a $(DIR)/$(DEBUG_DIR)libsolid.a
- $(CCC) $(CCFLAGS) $(CPPFLAGS) $(LDFLAGS) $< -o $@ $(LDLIBS)
-
-$(DIR)/$(DEBUG_DIR)particle0: particle0.o $(DIR)/$(DEBUG_DIR)libfuzzics.a $(DIR)/$(DEBUG_DIR)libsolid.a
- $(CCC) $(CCFLAGS) $(CPPFLAGS) $(LDFLAGS) $< -o $@ $(LDLIBS)
diff --git a/source/gameengine/Physics/Sumo/Fuzzics/sample/particle.cpp b/source/gameengine/Physics/Sumo/Fuzzics/sample/particle.cpp
deleted file mode 100644
index d7aca326b42..00000000000
--- a/source/gameengine/Physics/Sumo/Fuzzics/sample/particle.cpp
+++ /dev/null
@@ -1,709 +0,0 @@
-//#define FAKE_IT
-#define USE_COMPLEX
-#define QUADS
-
-#include <algorithm>
-#include <new>
-#include <GL/glut.h>
-
-#include "MT_MinMax.h"
-#include "MT_Point3.h"
-#include "MT_Vector3.h"
-#include "MT_Quaternion.h"
-#include "MT_Matrix3x3.h"
-#include "MT_Transform.h"
-
-#include "SM_Object.h"
-#include "SM_FhObject.h"
-#include "SM_Scene.h"
-
-#include <SOLID/SOLID.h>
-
-#ifdef HAVE_CONFIG_H
-#include <config.h>
-#endif
-
-const MT_Scalar bowl_curv = 0.10;
-const MT_Scalar timeStep = 0.02;
-const MT_Scalar ground_margin = 0.0;
-const MT_Scalar sphere_radius = 0.5;
-
-const MT_Vector3 gravity(0, -9.8, 0);
-
-static MT_Scalar DISTANCE = 5;
-
-static MT_Scalar ele = 0, azi = 0;
-static MT_Point3 eye(0, 0, DISTANCE);
-static MT_Point3 center(0, 0, 0);
-
-inline double irnd() { return 2 * MT_random() - 1; }
-
-static const double SCALE_BOTTOM = 0.5;
-static const double SCALE_FACTOR = 2.0;
-
-SM_ShapeProps g_shapeProps = {
- 1.0, // mass
- 1.0, // inertia
- 0.1, // linear drag
- 0.1, // angular drag
- { 1.0, 0.0, 0.0 }, // anisotropic friction
- false, // do anisotropic friction?
- true, // do fh?
- true // do rot fh?
-};
-
-SM_MaterialProps g_materialProps = {
- 0.7, // restitution
- 0.0, // friction
- 10.0, // Fh spring constant
- 1.0, // Fh damping
- 0.5, // Fh distance
- true // Fh leveling
-};
-
-
-void toggleIdle();
-
-
-void newRandom();
-
-void coordSystem() {
- glDisable(GL_LIGHTING);
- glBegin(GL_LINES);
- glColor3f(1, 0, 0);
- glVertex3d(0, 0, 0);
- glVertex3d(10, 0, 0);
- glColor3f(0, 1, 0);
- glVertex3d(0, 0, 0);
- glVertex3d(0, 10, 0);
- glColor3f(0, 0, 1);
- glVertex3d(0, 0, 0);
- glVertex3d(0, 0, 10);
- glEnd();
- glEnable(GL_LIGHTING);
-}
-
-
-void display_bbox(const MT_Point3& min, const MT_Point3& max) {
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_LIGHTING);
- glColor3f(0, 1, 1);
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- glBegin(GL_QUAD_STRIP);
- glVertex3d(min[0], min[1], min[2]);
- glVertex3d(min[0], min[1], max[2]);
- glVertex3d(max[0], min[1], min[2]);
- glVertex3d(max[0], min[1], max[2]);
- glVertex3d(max[0], max[1], min[2]);
- glVertex3d(max[0], max[1], max[2]);
- glVertex3d(min[0], max[1], min[2]);
- glVertex3d(min[0], max[1], max[2]);
- glVertex3d(min[0], min[1], min[2]);
- glVertex3d(min[0], min[1], max[2]);
- glEnd();
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- glEnable(GL_LIGHTING);
- glEnable(GL_DEPTH_TEST);
-}
-
-
-
-
-class GLShape {
-public:
- virtual void paint(GLdouble *m) const = 0;
-};
-
-
-class GLSphere : public GLShape {
- MT_Scalar radius;
-public:
- GLSphere(MT_Scalar r) : radius(r) {}
-
- void paint(GLdouble *m) const {
- glPushMatrix();
- glLoadMatrixd(m);
- coordSystem();
- glutSolidSphere(radius, 20, 20);
- glPopMatrix();
- }
-};
-
-
-class GLBox : public GLShape {
- MT_Vector3 extent;
-public:
- GLBox(MT_Scalar x, MT_Scalar y, MT_Scalar z) :
- extent(x, y, z) {}
-
- void paint(GLdouble *m) const {
- glPushMatrix();
- glLoadMatrixd(m);
- coordSystem();
- glPushMatrix();
- glScaled(extent[0], extent[1], extent[2]);
- glutSolidCube(1.0);
- glPopMatrix();
- glPopMatrix();
- }
-};
-
-
-class GLCone : public GLShape {
- MT_Scalar bottomRadius;
- MT_Scalar height;
- mutable GLuint displayList;
-
-public:
- GLCone(MT_Scalar r, MT_Scalar h) :
- bottomRadius(r),
- height(h),
- displayList(0) {}
-
- void paint(GLdouble *m) const {
- glPushMatrix();
- glLoadMatrixd(m);
- coordSystem();
- if (displayList) glCallList(displayList);
- else {
- GLUquadricObj *quadObj = gluNewQuadric();
- displayList = glGenLists(1);
- glNewList(displayList, GL_COMPILE_AND_EXECUTE);
- glPushMatrix();
- glRotatef(-90.0, 1.0, 0.0, 0.0);
- glTranslatef(0.0, 0.0, -1.0);
- gluQuadricDrawStyle(quadObj, (GLenum)GLU_FILL);
- gluQuadricNormals(quadObj, (GLenum)GLU_SMOOTH);
- gluCylinder(quadObj, bottomRadius, 0, height, 15, 10);
- glPopMatrix();
- glEndList();
- }
- glPopMatrix();
- }
-};
-
-class GLCylinder : public GLShape {
- MT_Scalar radius;
- MT_Scalar height;
- mutable GLuint displayList;
-
-public:
- GLCylinder(MT_Scalar r, MT_Scalar h) :
- radius(r),
- height(h),
- displayList(0) {}
-
- void paint(GLdouble *m) const {
- glPushMatrix();
- glLoadMatrixd(m);
- coordSystem();
- if (displayList) glCallList(displayList);
- else {
- GLUquadricObj *quadObj = gluNewQuadric();
- displayList = glGenLists(1);
- glNewList(displayList, GL_COMPILE_AND_EXECUTE);
- glPushMatrix();
- glRotatef(-90.0, 1.0, 0.0, 0.0);
- glTranslatef(0.0, 0.0, -1.0);
- gluQuadricDrawStyle(quadObj, (GLenum)GLU_FILL);
- gluQuadricNormals(quadObj, (GLenum)GLU_SMOOTH);
- gluCylinder(quadObj, radius, radius, height, 15, 10);
- glPopMatrix ();
- glEndList();
- }
- glPopMatrix();
- }
-};
-
-class Object;
-
-class Callback : public SM_Callback {
-public:
- Callback(Object& object) : m_object(object) {}
-
- virtual void do_me();
-
-private:
- Object& m_object;
-};
-
-
-class Object {
-public:
- Object(GLShape *gl_shape, SM_Object& object) :
- m_gl_shape(gl_shape),
- m_object(object),
- m_callback(*this)
- {
- m_object.registerCallback(m_callback);
- }
-
- ~Object() {}
-
- void paint() {
- if (m_gl_shape) {
- m_gl_shape->paint(m);
- // display_bbox(m_bbox.lower(), m_bbox.upper());
- }
- }
-
- void print_reaction_force() const {
- std::cout << m_object.getReactionForce() << std::endl;
- }
-
- MT_Vector3 getAhead() {
- return MT_Vector3(&m[4]);
- }
-
- MT_Vector3 getUp() {
- return MT_Vector3(&m[8]);
- }
-
- void clearMomentum() {
- m_object.clearMomentum();
- }
-
- void setMargin(MT_Scalar margin) {
- m_object.setMargin(margin);
- }
-
- void setScaling(const MT_Vector3& scaling) {
- m_object.setScaling(scaling);
- }
-
- const MT_Point3& getPosition() {
- return m_object.getPosition();
- }
-
- void setPosition(const MT_Point3& pos) {
- m_object.setPosition(pos);
- }
-
- void setOrientation(const MT_Quaternion& orn) {
- m_object.setOrientation(orn);
- }
-
- void applyCenterForce(const MT_Vector3& force) {
- m_object.applyCenterForce(force);
- }
-
- void applyTorque(const MT_Vector3& torque) {
- m_object.applyTorque(torque);
- }
-
- MT_Point3 getWorldCoord(const MT_Point3& local) const {
- return m_object.getWorldCoord(local);
- }
-
- MT_Vector3 getLinearVelocity() const {
- return m_object.getLinearVelocity();
- }
-
- MT_Vector3 getAngularVelocity() const {
- return m_object.getAngularVelocity();
- }
-
- void setMatrix() {
- m_object.calcXform();
- m_object.getMatrix(m);
- }
-
- const double *getMatrix() {
- m_object.calcXform();
- return m_object.getMatrix();
- }
-
-private:
- GLShape *m_gl_shape;
- SM_Object& m_object;
- DT_Scalar m[16];
- Callback m_callback;
-};
-
-
-
-const MT_Scalar SPACE_SIZE = 2;
-
-static GLSphere gl_sphere(sphere_radius);
-static GLBox gl_ground(50.0, 0.0, 50.0);
-
-
-
-#ifdef USE_COMPLEX
-
-const int GRID_SCALE = 10;
-const MT_Scalar GRID_UNIT = 25.0 / GRID_SCALE;
-
-DT_ShapeHandle createComplex() {
- DT_ShapeHandle shape = DT_NewComplexShape();
- for (int i0 = -GRID_SCALE; i0 != GRID_SCALE; ++i0) {
- for (int j0 = -GRID_SCALE; j0 != GRID_SCALE; ++j0) {
- int i1 = i0 + 1;
- int j1 = j0 + 1;
-#ifdef QUADS
- DT_Begin();
- DT_Vertex(GRID_UNIT * i0, bowl_curv * i0*i0, GRID_UNIT * j0);
- DT_Vertex(GRID_UNIT * i0, bowl_curv * i0*i0, GRID_UNIT * j1);
- DT_Vertex(GRID_UNIT * i1, bowl_curv * i1*i1, GRID_UNIT * j1);
- DT_Vertex(GRID_UNIT * i1, bowl_curv * i1*i1, GRID_UNIT * j0);
- DT_End();
-#else
- DT_Begin();
- DT_Vertex(GRID_UNIT * i0, 0, GRID_UNIT * j0);
- DT_Vertex(GRID_UNIT * i0, 0, GRID_UNIT * j1);
- DT_Vertex(GRID_UNIT * i1, 0, GRID_UNIT * j1);
- DT_End();
-
- DT_Begin();
- DT_Vertex(GRID_UNIT * i0, 0, GRID_UNIT * j1);
- DT_Vertex(GRID_UNIT * i1, 0, GRID_UNIT * j1);
- DT_Vertex(GRID_UNIT * i1, 0, GRID_UNIT * j0);
- DT_End();
-#endif
-
- }
- }
- DT_EndComplexShape();
- return shape;
-}
-
-
-static DT_ShapeHandle ground_shape = createComplex();
-
-#else
-
-static DT_ShapeHandle ground_shape = DT_Box(50, 0, 50);
-
-#endif
-
-static SM_Object sm_ground(ground_shape, &g_materialProps, 0, 0);
-static Object ground(&gl_ground, sm_ground);
-
-static SM_Object sm_sphere(DT_Sphere(0.0), &g_materialProps, &g_shapeProps, 0);
-static Object object(&gl_sphere, sm_sphere);
-
-
-static SM_Scene g_scene;
-
-
-bool g_hit = false;
-MT_Point3 g_spot;
-MT_Vector3 g_normal;
-
-
-void Callback::do_me()
-{
- m_object.setMatrix();
- m_object.print_reaction_force();
-}
-
-void myinit(void) {
-
- GLfloat light_ambient[] = { 0.0, 0.0, 0.0, 1.0 };
- GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
- GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
-
- /* light_position is NOT default value */
- GLfloat light_position0[] = { 1.0, 1.0, 1.0, 0.0 };
- GLfloat light_position1[] = { -1.0, -1.0, -1.0, 0.0 };
-
- glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
- glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
- glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
- glLightfv(GL_LIGHT0, GL_POSITION, light_position0);
-
- glLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient);
- glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse);
- glLightfv(GL_LIGHT1, GL_SPECULAR, light_specular);
- glLightfv(GL_LIGHT1, GL_POSITION, light_position1);
-
-
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
- glEnable(GL_LIGHT1);
-
- glShadeModel(GL_SMOOTH);
-
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_LESS);
-
- // glEnable(GL_CULL_FACE);
- // glCullFace(GL_BACK);
-
- ground.setPosition(MT_Point3(0, -10, 0));
- ground.setOrientation(MT_Quaternion(0, 0, 0, 1));
- ground.setMatrix();
- center.setValue(0.0, 0.0, 0.0);
- sm_ground.setMargin(ground_margin);
-
- g_scene.setForceField(gravity);
- g_scene.add(sm_ground);
-
- object.setMargin(sphere_radius);
-
- g_scene.add(sm_sphere);
-
-
- newRandom();
-}
-
-
-//MT_Point3 cp1, cp2;
-//bool intersection;
-
-void display(void) {
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- ground.paint();
- object.paint();
-
- if (g_hit) {
- glDisable(GL_LIGHTING);
- glColor3f(1, 0, 0);
-
- glPointSize(5);
- glBegin(GL_POINTS);
- glVertex3d(g_spot[0], g_spot[1], g_spot[2]);
- glEnd();
- glPointSize(1);
-
- glColor3f(1, 1, 0);
- glBegin(GL_LINES);
- glVertex3d(g_spot[0], g_spot[1], g_spot[2]);
- glVertex3d(g_spot[0] + g_normal[0],
- g_spot[1] + g_normal[1],
- g_spot[2] + g_normal[2]);
- glEnd();
- glEnable(GL_LIGHTING);
- }
-
-
-
-#ifdef COLLISION
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_LIGHTING);
- glColor3f(1, 1, 0);
- if (intersection) {
- glPointSize(5);
- glBegin(GL_POINTS);
- glVertex3d(cp1[0], cp1[1], cp1[2]);
- glEnd();
- glPointSize(1);
- }
- else {
- glBegin(GL_LINES);
- glVertex3d(cp1[0], cp1[1], cp1[2]);
- glVertex3d(cp2[0], cp2[1], cp2[2]);
- glEnd();
- }
- glEnable(GL_LIGHTING);
- glEnable(GL_DEPTH_TEST);
-#endif
-
- glFlush();
- glutSwapBuffers();
-}
-
-
-
-
-
-void newRandom() {
- object.setPosition(MT_Point3(0, 0, 0));
- object.setOrientation(MT_Quaternion::random());
- object.clearMomentum();
- object.setMatrix();
-
- display();
-}
-
-void moveAndDisplay() {
- g_scene.proceed(timeStep, 0.01);
-
- display();
- g_hit = false;
-}
-
-
-void turn_left() {
- object.applyTorque(5.0 * object.getUp());
-}
-
-void turn_right() {
- object.applyTorque(-5.0 * object.getUp());
-}
-
-void forward() {
- object.applyCenterForce(10.0 * object.getAhead());
-}
-
-void backward() {
- object.applyCenterForce(-10.0 * object.getAhead());
-}
-
-void jump() {
- object.applyCenterForce(MT_Vector3(0.0, 200.0, 0.0));
-}
-
-
-void toggleIdle() {
- static bool idle = true;
- if (idle) {
- glutIdleFunc(moveAndDisplay);
- idle = false;
- }
- else {
- glutIdleFunc(NULL);
- idle = true;
- }
-}
-
-
-void setCamera() {
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glFrustum(-1.0, 1.0, -1.0, 1.0, 1.0, 200.0);
- MT_Scalar rele = MT_radians(ele);
- MT_Scalar razi = MT_radians(azi);
- eye.setValue(DISTANCE * sin(razi) * cos(rele),
- DISTANCE * sin(rele),
- DISTANCE * cos(razi) * cos(rele));
- gluLookAt(eye[0], eye[1], eye[2],
- center[0], center[1], center[2],
- 0, 1, 0);
- glMatrixMode(GL_MODELVIEW);
- display();
-}
-
-const MT_Scalar STEPSIZE = 5;
-
-void stepLeft() { azi -= STEPSIZE; if (azi < 0) azi += 360; setCamera(); }
-void stepRight() { azi += STEPSIZE; if (azi >= 360) azi -= 360; setCamera(); }
-void stepFront() { ele += STEPSIZE; if (azi >= 360) azi -= 360; setCamera(); }
-void stepBack() { ele -= STEPSIZE; if (azi < 0) azi += 360; setCamera(); }
-void zoomIn() { DISTANCE -= 1; setCamera(); }
-void zoomOut() { DISTANCE += 1; setCamera(); }
-
-
-void myReshape(int w, int h) {
- glViewport(0, 0, w, h);
- setCamera();
-}
-
-void myKeyboard(unsigned char key, int x, int y)
-{
- switch (key)
- {
- case 'w': forward(); break;
- case 's': backward(); break;
- case 'a': turn_left(); break;
- case 'd': turn_right(); break;
- case 'e': jump(); break;
- case 'l' : stepLeft(); break;
- case 'r' : stepRight(); break;
- case 'f' : stepFront(); break;
- case 'b' : stepBack(); break;
- case 'z' : zoomIn(); break;
- case 'x' : zoomOut(); break;
- case 'i' : toggleIdle(); break;
- case ' ' : newRandom(); break;
- default:
-// std::cout << "unused key : " << key << std::endl;
- break;
- }
-}
-
-void mySpecial(int key, int x, int y)
-{
- switch (key)
- {
- case GLUT_KEY_LEFT : stepLeft(); break;
- case GLUT_KEY_RIGHT : stepRight(); break;
- case GLUT_KEY_UP : stepFront(); break;
- case GLUT_KEY_DOWN : stepBack(); break;
- case GLUT_KEY_PAGE_UP : zoomIn(); break;
- case GLUT_KEY_PAGE_DOWN : zoomOut(); break;
- case GLUT_KEY_HOME : toggleIdle(); break;
- default:
-// std::cout << "unused (special) key : " << key << std::endl;
- break;
- }
-}
-
-void goodbye( void)
-{
- g_scene.remove(sm_ground);
- g_scene.remove(sm_sphere);
-
- std::cout << "goodbye ..." << std::endl;
- exit(0);
-}
-
-void menu(int choice)
-{
-
- static int fullScreen = 0;
- static int px, py, sx, sy;
-
- switch(choice) {
- case 1:
- if (fullScreen == 1) {
- glutPositionWindow(px,py);
- glutReshapeWindow(sx,sy);
- glutChangeToMenuEntry(1,"Full Screen",1);
- fullScreen = 0;
- } else {
- px=glutGet((GLenum)GLUT_WINDOW_X);
- py=glutGet((GLenum)GLUT_WINDOW_Y);
- sx=glutGet((GLenum)GLUT_WINDOW_WIDTH);
- sy=glutGet((GLenum)GLUT_WINDOW_HEIGHT);
- glutFullScreen();
- glutChangeToMenuEntry(1,"Close Full Screen",1);
- fullScreen = 1;
- }
- break;
- case 2:
- toggleIdle();
- break;
- case 3:
- goodbye();
- break;
- default:
- break;
- }
-}
-
-void createMenu()
-{
- glutCreateMenu(menu);
- glutAddMenuEntry("Full Screen", 1);
- glutAddMenuEntry("Toggle Idle (Start/Stop)", 2);
- glutAddMenuEntry("Quit", 3);
- glutAttachMenu(GLUT_RIGHT_BUTTON);
-}
-
-int main(int argc, char **argv) {
- glutInit(&argc, argv);
- glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
- glutInitWindowPosition(0, 0);
- glutInitWindowSize(500, 500);
- glutCreateWindow("Physics demo");
-
- myinit();
- glutKeyboardFunc(myKeyboard);
- glutSpecialFunc(mySpecial);
- glutReshapeFunc(myReshape);
- createMenu();
- glutIdleFunc(NULL);
-
- glutDisplayFunc(display);
- glutMainLoop();
- return 0;
-}
-
-
-
-
-
-
-
diff --git a/source/gameengine/Physics/Sumo/Fuzzics/sample/particle0.cpp b/source/gameengine/Physics/Sumo/Fuzzics/sample/particle0.cpp
deleted file mode 100644
index cdf0a2d8f64..00000000000
--- a/source/gameengine/Physics/Sumo/Fuzzics/sample/particle0.cpp
+++ /dev/null
@@ -1,695 +0,0 @@
-//#define FAKE_IT
-#define USE_COMPLEX
-#define QUADS
-
-#include <algorithm>
-#include <new>
-#include <GL/glut.h>
-
-#include "MT_MinMax.h"
-#include "MT_Point3.h"
-#include "MT_Vector3.h"
-#include "MT_Quaternion.h"
-#include "MT_Matrix3x3.h"
-#include "MT_Transform.h"
-
-#include "SM_Object.h"
-#include "SM_Scene.h"
-
-#include "solid.h"
-
-#ifdef HAVE_CONFIG_H
-#include <config.h>
-#endif
-
-const MT_Scalar bowl_curv = 0.10;
-const MT_Scalar timeStep = 0.04;
-const MT_Scalar ground_margin = 0.0;
-const MT_Scalar sphere_radius = 0.5;
-
-const MT_Vector3 gravity(0, -9.8, 0);
-
-static MT_Scalar DISTANCE = 5;
-
-static MT_Scalar ele = 0, azi = 0;
-static MT_Point3 eye(0, 0, DISTANCE);
-static MT_Point3 center(0, 0, 0);
-
-inline double irnd() { return 2 * MT_random() - 1; }
-
-static const double SCALE_BOTTOM = 0.5;
-static const double SCALE_FACTOR = 2.0;
-
-SM_ShapeProps g_shapeProps = {
- 1.0, // mass
- 1.0, // inertia
- 0.9, // linear drag
- 0.9 // angular drag
-};
-
-SM_MaterialProps g_materialProps = {
- 0.7, // restitution
- 0.0, // friction
- 0.0, // spring constant
- 0.0 // damping
-};
-
-
-void toggleIdle();
-
-
-void newRandom();
-
-void coordSystem() {
- glDisable(GL_LIGHTING);
- glBegin(GL_LINES);
- glColor3f(1, 0, 0);
- glVertex3d(0, 0, 0);
- glVertex3d(10, 0, 0);
- glColor3f(0, 1, 0);
- glVertex3d(0, 0, 0);
- glVertex3d(0, 10, 0);
- glColor3f(0, 0, 1);
- glVertex3d(0, 0, 0);
- glVertex3d(0, 0, 10);
- glEnd();
- glEnable(GL_LIGHTING);
-}
-
-
-void display_bbox(const MT_Point3& min, const MT_Point3& max) {
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_LIGHTING);
- glColor3f(0, 1, 1);
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- glBegin(GL_QUAD_STRIP);
- glVertex3d(min[0], min[1], min[2]);
- glVertex3d(min[0], min[1], max[2]);
- glVertex3d(max[0], min[1], min[2]);
- glVertex3d(max[0], min[1], max[2]);
- glVertex3d(max[0], max[1], min[2]);
- glVertex3d(max[0], max[1], max[2]);
- glVertex3d(min[0], max[1], min[2]);
- glVertex3d(min[0], max[1], max[2]);
- glVertex3d(min[0], min[1], min[2]);
- glVertex3d(min[0], min[1], max[2]);
- glEnd();
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- glEnable(GL_LIGHTING);
- glEnable(GL_DEPTH_TEST);
-}
-
-
-
-
-class GLShape {
-public:
- virtual void paint(GLdouble *m) const = 0;
-};
-
-
-class GLSphere : public GLShape {
- MT_Scalar radius;
-public:
- GLSphere(MT_Scalar r) : radius(r) {}
-
- void paint(GLdouble *m) const {
- glPushMatrix();
- glLoadMatrixd(m);
- coordSystem();
- glutSolidSphere(radius, 20, 20);
- glPopMatrix();
- }
-};
-
-
-class GLBox : public GLShape {
- MT_Vector3 extent;
-public:
- GLBox(MT_Scalar x, MT_Scalar y, MT_Scalar z) :
- extent(x, y, z) {}
-
- void paint(GLdouble *m) const {
- glPushMatrix();
- glLoadMatrixd(m);
- coordSystem();
- glPushMatrix();
- glScaled(extent[0], extent[1], extent[2]);
- glutSolidCube(1.0);
- glPopMatrix();
- glPopMatrix();
- }
-};
-
-
-class GLCone : public GLShape {
- MT_Scalar bottomRadius;
- MT_Scalar height;
- mutable GLuint displayList;
-
-public:
- GLCone(MT_Scalar r, MT_Scalar h) :
- bottomRadius(r),
- height(h),
- displayList(0) {}
-
- void paint(GLdouble *m) const {
- glPushMatrix();
- glLoadMatrixd(m);
- coordSystem();
- if (displayList) glCallList(displayList);
- else {
- GLUquadricObj *quadObj = gluNewQuadric();
- displayList = glGenLists(1);
- glNewList(displayList, GL_COMPILE_AND_EXECUTE);
- glPushMatrix();
- glRotatef(-90.0, 1.0, 0.0, 0.0);
- glTranslatef(0.0, 0.0, -1.0);
- gluQuadricDrawStyle(quadObj, (GLenum)GLU_FILL);
- gluQuadricNormals(quadObj, (GLenum)GLU_SMOOTH);
- gluCylinder(quadObj, bottomRadius, 0, height, 15, 10);
- glPopMatrix();
- glEndList();
- }
- glPopMatrix();
- }
-};
-
-class GLCylinder : public GLShape {
- MT_Scalar radius;
- MT_Scalar height;
- mutable GLuint displayList;
-
-public:
- GLCylinder(MT_Scalar r, MT_Scalar h) :
- radius(r),
- height(h),
- displayList(0) {}
-
- void paint(GLdouble *m) const {
- glPushMatrix();
- glLoadMatrixd(m);
- coordSystem();
- if (displayList) glCallList(displayList);
- else {
- GLUquadricObj *quadObj = gluNewQuadric();
- displayList = glGenLists(1);
- glNewList(displayList, GL_COMPILE_AND_EXECUTE);
- glPushMatrix();
- glRotatef(-90.0, 1.0, 0.0, 0.0);
- glTranslatef(0.0, 0.0, -1.0);
- gluQuadricDrawStyle(quadObj, (GLenum)GLU_FILL);
- gluQuadricNormals(quadObj, (GLenum)GLU_SMOOTH);
- gluCylinder(quadObj, radius, radius, height, 15, 10);
- glPopMatrix ();
- glEndList();
- }
- glPopMatrix();
- }
-};
-
-class Object;
-
-class Callback : public SM_Callback {
-public:
- Callback(Object& object) : m_object(object) {}
-
- virtual void do_me();
-
-private:
- Object& m_object;
-};
-
-
-class Object {
-public:
- Object(GLShape *gl_shape, SM_Object& object) :
- m_gl_shape(gl_shape),
- m_object(object),
- m_callback(*this)
- {
- m_object.registerCallback(m_callback);
- }
-
- ~Object() {}
-
- void paint() {
- m_gl_shape->paint(m);
- // display_bbox(m_bbox.lower(), m_bbox.upper());
- }
-
- MT_Vector3 getAhead() {
- return MT_Vector3(-m[8], -m[9], -m[10]);
- }
-
- void clearMomentum() {
- m_object.clearMomentum();
- }
-
- void setMargin(MT_Scalar margin) {
- m_object.setMargin(margin);
- }
-
- void setScaling(const MT_Vector3& scaling) {
- m_object.setScaling(scaling);
- }
-
- void setPosition(const MT_Point3& pos) {
- m_object.setPosition(pos);
- }
-
- void setOrientation(const MT_Quaternion& orn) {
- m_object.setOrientation(orn);
- }
-
- void applyCenterForce(const MT_Vector3& force) {
- m_object.applyCenterForce(force);
- }
-
- void applyTorque(const MT_Vector3& torque) {
- m_object.applyTorque(torque);
- }
-
- MT_Point3 getWorldCoord(const MT_Point3& local) const {
- return m_object.getWorldCoord(local);
- }
-
- MT_Vector3 getLinearVelocity() const {
- return m_object.getLinearVelocity();
- }
-
- void setMatrix() {
- m_object.getMatrix(m);
- }
-
-private:
- GLShape *m_gl_shape;
- SM_Object& m_object;
- DT_Scalar m[16];
- Callback m_callback;
-};
-
-
-void Callback::do_me()
-{
- m_object.setMatrix();
-}
-
-
-const MT_Scalar SPACE_SIZE = 2;
-
-static GLSphere gl_sphere(sphere_radius);
-static GLBox gl_ground(50.0, 0.0, 50.0);
-
-
-
-#ifdef USE_COMPLEX
-
-const int GRID_SCALE = 10;
-const MT_Scalar GRID_UNIT = 25.0 / GRID_SCALE;
-
-DT_ShapeHandle createComplex() {
- DT_ShapeHandle shape = DT_NewComplexShape();
- for (int i0 = -GRID_SCALE; i0 != GRID_SCALE; ++i0) {
- for (int j0 = -GRID_SCALE; j0 != GRID_SCALE; ++j0) {
- int i1 = i0 + 1;
- int j1 = j0 + 1;
-#ifdef QUADS
- DT_Begin();
- DT_Vertex(GRID_UNIT * i0, bowl_curv * i0*i0, GRID_UNIT * j0);
- DT_Vertex(GRID_UNIT * i0, bowl_curv * i0*i0, GRID_UNIT * j1);
- DT_Vertex(GRID_UNIT * i1, bowl_curv * i1*i1, GRID_UNIT * j1);
- DT_Vertex(GRID_UNIT * i1, bowl_curv * i1*i1, GRID_UNIT * j0);
- DT_End();
-#else
- DT_Begin();
- DT_Vertex(GRID_UNIT * i0, 0, GRID_UNIT * j0);
- DT_Vertex(GRID_UNIT * i0, 0, GRID_UNIT * j1);
- DT_Vertex(GRID_UNIT * i1, 0, GRID_UNIT * j1);
- DT_End();
-
- DT_Begin();
- DT_Vertex(GRID_UNIT * i0, 0, GRID_UNIT * j1);
- DT_Vertex(GRID_UNIT * i1, 0, GRID_UNIT * j1);
- DT_Vertex(GRID_UNIT * i1, 0, GRID_UNIT * j0);
- DT_End();
-#endif
-
- }
- }
- DT_EndComplexShape();
- return shape;
-}
-
-
-static DT_ShapeHandle ground_shape = createComplex();
-
-#else
-
-static DT_ShapeHandle ground_shape = DT_Box(50, 0, 50);
-
-#endif
-
-static SM_Object sm_ground(ground_shape, &g_materialProps, 0, 0);
-static Object ground(&gl_ground, sm_ground);
-
-static SM_Object sm_sphere(DT_Sphere(0.0), &g_materialProps, &g_shapeProps, 0);
-static Object object(&gl_sphere, sm_sphere);
-
-
-static SM_Object sm_ray(DT_Ray(0.0, -1.0, 0.0), 0, 0, 0);
-
-static SM_Scene g_scene;
-
-
-void myinit(void) {
-
- GLfloat light_ambient[] = { 0.0, 0.0, 0.0, 1.0 };
- GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
- GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
-
- /* light_position is NOT default value */
- GLfloat light_position0[] = { 1.0, 1.0, 1.0, 0.0 };
- GLfloat light_position1[] = { -1.0, -1.0, -1.0, 0.0 };
-
- glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
- glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
- glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
- glLightfv(GL_LIGHT0, GL_POSITION, light_position0);
-
- glLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient);
- glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse);
- glLightfv(GL_LIGHT1, GL_SPECULAR, light_specular);
- glLightfv(GL_LIGHT1, GL_POSITION, light_position1);
-
-
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
- glEnable(GL_LIGHT1);
-
- glShadeModel(GL_SMOOTH);
-
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_LESS);
-
- // glEnable(GL_CULL_FACE);
- // glCullFace(GL_BACK);
-
- g_scene.setForceField(gravity);
- g_scene.add(sm_ground);
- sm_ground.setMargin(ground_margin);
-
- new(&object) Object(&gl_sphere, sm_sphere);
-
-
- object.setMargin(sphere_radius);
-
- g_scene.add(sm_sphere);
-
- ground.setPosition(MT_Point3(0, -10, 0));
- ground.setOrientation(MT_Quaternion(0, 0, 0, 1));
- ground.setMatrix();
- center.setValue(0.0, 0.0, 0.0);
-
- newRandom();
-}
-
-
-//MT_Point3 cp1, cp2;
-//bool intersection;
-
-bool g_hit = false;
-MT_Point3 g_spot;
-MT_Vector3 g_normal;
-
-
-void display(void) {
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- ground.paint();
- object.paint();
-
- if (g_hit) {
- glPointSize(5);
- glBegin(GL_POINTS);
- glVertex3d(g_spot[0], g_spot[1], g_spot[2]);
- glEnd();
- glPointSize(1);
- }
-
-
-
-#ifdef COLLISION
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_LIGHTING);
- glColor3f(1, 1, 0);
- if (intersection) {
- glPointSize(5);
- glBegin(GL_POINTS);
- glVertex3d(cp1[0], cp1[1], cp1[2]);
- glEnd();
- glPointSize(1);
- }
- else {
- glBegin(GL_LINES);
- glVertex3d(cp1[0], cp1[1], cp1[2]);
- glVertex3d(cp2[0], cp2[1], cp2[2]);
- glEnd();
- }
- glEnable(GL_LIGHTING);
- glEnable(GL_DEPTH_TEST);
-#endif
-
- glFlush();
- glutSwapBuffers();
-}
-
-
-
-
-
-void newRandom() {
- object.setPosition(MT_Point3(0, 0, 0));
- object.clearMomentum();
- object.setMatrix();
-
- display();
-}
-
-void moveAndDisplay() {
- g_scene.proceed(timeStep, 0.01);
-
- MT_Vector3 normal(0, 1, 0);
-
- MT_Point3 from = object.getWorldCoord(MT_Point3(0, 0, 0));
- MT_Point3 to = from - normal * 10.0;
-
- g_hit = DT_ObjectRayTest(sm_ground.getObjectHandle(),
- from.getValue(),
- to.getValue(), g_spot.getValue(),
- g_normal.getValue());
-
- // Scrap
-#define DO_FH
-#ifdef DO_FH
- MT_Scalar dist = MT_distance(from, g_spot);
- if (dist < 5.0) {
- MT_Vector3 lin_vel = object.getLinearVelocity();
- MT_Scalar lin_vel_normal = lin_vel.dot(normal);
-
- MT_Scalar spring_extent = dist + lin_vel_normal * (timeStep * 0.5);
-
- MT_Scalar f_spring = (5.0 - spring_extent) * 3.0;
- object.applyCenterForce(normal * f_spring);
- object.applyCenterForce(-lin_vel_normal * normal);
- }
-
-#endif
-
-
- display();
-}
-
-
-void turn_left() {
- object.applyTorque(MT_Vector3(0.0, 10.0, 0.0));
-}
-
-void turn_right() {
- object.applyTorque(MT_Vector3(0.0, -10.0, 0.0));
-}
-
-void forward() {
- object.applyCenterForce(20.0 * object.getAhead());
-}
-
-void backward() {
- object.applyCenterForce(-20.0 * object.getAhead());
-}
-
-void jump() {
- object.applyCenterForce(MT_Vector3(0.0, 200.0, 0.0));
-}
-
-
-void toggleIdle() {
- static bool idle = true;
- if (idle) {
- glutIdleFunc(moveAndDisplay);
- idle = false;
- }
- else {
- glutIdleFunc(NULL);
- idle = true;
- }
-}
-
-
-void setCamera() {
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glFrustum(-1.0, 1.0, -1.0, 1.0, 1.0, 200.0);
- MT_Scalar rele = MT_radians(ele);
- MT_Scalar razi = MT_radians(azi);
- eye.setValue(DISTANCE * sin(razi) * cos(rele),
- DISTANCE * sin(rele),
- DISTANCE * cos(razi) * cos(rele));
- gluLookAt(eye[0], eye[1], eye[2],
- center[0], center[1], center[2],
- 0, 1, 0);
- glMatrixMode(GL_MODELVIEW);
- display();
-}
-
-const MT_Scalar STEPSIZE = 5;
-
-void stepLeft() { azi -= STEPSIZE; if (azi < 0) azi += 360; setCamera(); }
-void stepRight() { azi += STEPSIZE; if (azi >= 360) azi -= 360; setCamera(); }
-void stepFront() { ele += STEPSIZE; if (azi >= 360) azi -= 360; setCamera(); }
-void stepBack() { ele -= STEPSIZE; if (azi < 0) azi += 360; setCamera(); }
-void zoomIn() { DISTANCE -= 1; setCamera(); }
-void zoomOut() { DISTANCE += 1; setCamera(); }
-
-
-void myReshape(int w, int h) {
- glViewport(0, 0, w, h);
- setCamera();
-}
-
-void myKeyboard(unsigned char key, int x, int y)
-{
- switch (key)
- {
- case 'w': forward(); break;
- case 's': backward(); break;
- case 'a': turn_left(); break;
- case 'd': turn_right(); break;
- case 'e': jump(); break;
- case 'l' : stepLeft(); break;
- case 'r' : stepRight(); break;
- case 'f' : stepFront(); break;
- case 'b' : stepBack(); break;
- case 'z' : zoomIn(); break;
- case 'x' : zoomOut(); break;
- case 'i' : toggleIdle(); break;
- case ' ' : newRandom(); break;
- default:
-// std::cout << "unused key : " << key << std::endl;
- break;
- }
-}
-
-void mySpecial(int key, int x, int y)
-{
- switch (key)
- {
- case GLUT_KEY_LEFT : stepLeft(); break;
- case GLUT_KEY_RIGHT : stepRight(); break;
- case GLUT_KEY_UP : stepFront(); break;
- case GLUT_KEY_DOWN : stepBack(); break;
- case GLUT_KEY_PAGE_UP : zoomIn(); break;
- case GLUT_KEY_PAGE_DOWN : zoomOut(); break;
- case GLUT_KEY_HOME : toggleIdle(); break;
- default:
-// std::cout << "unused (special) key : " << key << std::endl;
- break;
- }
-}
-
-void goodbye( void)
-{
- g_scene.remove(sm_ground);
- g_scene.remove(sm_sphere);
-
- std::cout << "goodbye ..." << std::endl;
- exit(0);
-}
-
-void menu(int choice)
-{
-
- static int fullScreen = 0;
- static int px, py, sx, sy;
-
- switch(choice) {
- case 1:
- if (fullScreen == 1) {
- glutPositionWindow(px,py);
- glutReshapeWindow(sx,sy);
- glutChangeToMenuEntry(1,"Full Screen",1);
- fullScreen = 0;
- } else {
- px=glutGet((GLenum)GLUT_WINDOW_X);
- py=glutGet((GLenum)GLUT_WINDOW_Y);
- sx=glutGet((GLenum)GLUT_WINDOW_WIDTH);
- sy=glutGet((GLenum)GLUT_WINDOW_HEIGHT);
- glutFullScreen();
- glutChangeToMenuEntry(1,"Close Full Screen",1);
- fullScreen = 1;
- }
- break;
- case 2:
- toggleIdle();
- break;
- case 3:
- goodbye();
- break;
- default:
- break;
- }
-}
-
-void createMenu()
-{
- glutCreateMenu(menu);
- glutAddMenuEntry("Full Screen", 1);
- glutAddMenuEntry("Toggle Idle (Start/Stop)", 2);
- glutAddMenuEntry("Quit", 3);
- glutAttachMenu(GLUT_RIGHT_BUTTON);
-}
-
-int main(int argc, char **argv) {
- glutInit(&argc, argv);
- glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
- glutInitWindowPosition(0, 0);
- glutInitWindowSize(500, 500);
- glutCreateWindow("Physics demo");
-
- myinit();
- glutKeyboardFunc(myKeyboard);
- glutSpecialFunc(mySpecial);
- glutReshapeFunc(myReshape);
- createMenu();
- glutIdleFunc(NULL);
-
- glutDisplayFunc(display);
- glutMainLoop();
- return 0;
-}
-
-
-
-
-
-
-
diff --git a/source/gameengine/Physics/Sumo/Fuzzics/src/Makefile b/source/gameengine/Physics/Sumo/Fuzzics/src/Makefile
deleted file mode 100644
index b2744c5496a..00000000000
--- a/source/gameengine/Physics/Sumo/Fuzzics/src/Makefile
+++ /dev/null
@@ -1,14 +0,0 @@
-#
-# $Id$
-# Copyright (C) 2001 NaN Technologies B.V.
-
-LIBNAME = fuzzics
-DIR = $(OCGDIR)/gameengine/blphys/$(LIBNAME)
-
-include nan_compile.mk
-
-CCFLAGS += $(LEVEL_1_CPP_WARNINGS)
-
-CPPFLAGS += -I../include -I$(NAN_MOTO)/include -I../../include
-CPPFLAGS += -I$(NAN_SOLID)/include
-
diff --git a/source/gameengine/Physics/Sumo/Fuzzics/src/SM_FhObject.cpp b/source/gameengine/Physics/Sumo/Fuzzics/src/SM_FhObject.cpp
deleted file mode 100644
index d866cdb4922..00000000000
--- a/source/gameengine/Physics/Sumo/Fuzzics/src/SM_FhObject.cpp
+++ /dev/null
@@ -1,180 +0,0 @@
-/**
- * $Id$
- *
- * ***** BEGIN GPL 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.
- *
- * 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 LICENSE BLOCK *****
- */
-#include "SM_FhObject.h"
-#include "MT_MinMax.h"
-
-#ifdef HAVE_CONFIG_H
-#include <config.h>
-#endif
-
-SM_FhObject::SM_FhObject(DT_ShapeHandle rayshape, MT_Vector3 ray, SM_Object *parent_object) :
- SM_Object(rayshape, NULL, NULL, NULL),
- m_ray(ray),
- m_ray_direction(ray.normalized()),
- m_parent_object(parent_object)
-{
-}
-
-SM_FhObject::~SM_FhObject()
-{
- DT_DeleteShape(getShapeHandle());
-}
-
-DT_Bool SM_FhObject::ray_hit(void *client_data,
- void *client_object1,
- void *client_object2,
- const DT_CollData *coll_data)
-{
-
- SM_FhObject *fh_object = dynamic_cast<SM_FhObject *>((SM_Object *)client_object2);
- if (!fh_object)
- {
- std::swap(client_object1, client_object2);
- fh_object = dynamic_cast<SM_FhObject *>((SM_Object *)client_object2);
- }
-
- SM_Object *hit_object = (SM_Object *)client_object1;
- const SM_MaterialProps *matProps = hit_object->getMaterialProps();
-
- if ((matProps == 0) || (matProps->m_fh_distance < MT_EPSILON)) {
- return DT_CONTINUE;
- }
-
- SM_Object *cl_object = fh_object->getParentObject();
-
- assert(fh_object);
-
- if (hit_object == cl_object) {
- // Shot myself in the foot...
- return DT_CONTINUE;
- }
-
- const SM_ShapeProps *shapeProps = cl_object->getShapeProps();
-
- // Exit if the client object is not dynamic.
- if (shapeProps == 0) {
- return DT_CONTINUE;
- }
-
- MT_Point3 lspot;
- MT_Vector3 normal;
-
- DT_Vector3 from, to, dnormal;
- DT_Scalar dlspot;
- fh_object->getPosition().getValue(from);
- fh_object->getSpot().getValue(to);
-
-
- if (DT_ObjectRayCast(hit_object->getObjectHandle(),
- from,
- to,
- 1.,
- &dlspot,
- dnormal)) {
-
- lspot = fh_object->getPosition() + (fh_object->getSpot() - fh_object->getPosition()) * dlspot;
- const MT_Vector3& ray_dir = fh_object->getRayDirection();
- MT_Scalar dist = MT_distance(fh_object->getPosition(), lspot) -
- cl_object->getMargin() - shapeProps->m_radius;
-
- normal = MT_Vector3(dnormal).safe_normalized();
-
- if (dist < matProps->m_fh_distance) {
-
- if (shapeProps->m_do_fh) {
- lspot -= hit_object->getPosition();
- MT_Vector3 rel_vel = cl_object->getLinearVelocity() - hit_object->getVelocity(lspot);
- MT_Scalar rel_vel_ray = ray_dir.dot(rel_vel);
- MT_Scalar spring_extent = 1.0 - dist / matProps->m_fh_distance;
-
- MT_Scalar i_spring = spring_extent * matProps->m_fh_spring;
- MT_Scalar i_damp = rel_vel_ray * matProps->m_fh_damping;
-
- cl_object->addLinearVelocity(-(i_spring + i_damp) * ray_dir);
- if (matProps->m_fh_normal) {
- cl_object->addLinearVelocity(
- (i_spring + i_damp) *
- (normal - normal.dot(ray_dir) * ray_dir));
- }
-
- MT_Vector3 lateral = rel_vel - rel_vel_ray * ray_dir;
- const SM_ShapeProps *shapeProps = cl_object->getShapeProps();
-
- if (shapeProps->m_do_anisotropic) {
- MT_Matrix3x3 lcs(cl_object->getOrientation());
- MT_Vector3 loc_lateral = lateral * lcs;
- const MT_Vector3& friction_scaling =
- shapeProps->m_friction_scaling;
-
- loc_lateral.scale(friction_scaling[0],
- friction_scaling[1],
- friction_scaling[2]);
- lateral = lcs * loc_lateral;
- }
-
-
- MT_Scalar rel_vel_lateral = lateral.length();
-
- if (rel_vel_lateral > MT_EPSILON) {
- MT_Scalar friction_factor = matProps->m_friction;
- MT_Scalar max_friction = friction_factor * MT_max(MT_Scalar(0.0), i_spring);
-
- MT_Scalar rel_mom_lateral = rel_vel_lateral /
- cl_object->getInvMass();
-
- MT_Vector3 friction =
- (rel_mom_lateral > max_friction) ?
- -lateral * (max_friction / rel_vel_lateral) :
- -lateral;
-
- cl_object->applyCenterImpulse(friction);
- }
- }
-
- if (shapeProps->m_do_rot_fh) {
- const double *ogl_mat = cl_object->getMatrix();
- MT_Vector3 up(&ogl_mat[8]);
- MT_Vector3 t_spring = up.cross(normal) * matProps->m_fh_spring;
- MT_Vector3 ang_vel = cl_object->getAngularVelocity();
-
- // only rotations that tilt relative to the normal are damped
- ang_vel -= ang_vel.dot(normal) * normal;
-
- MT_Vector3 t_damp = ang_vel * matProps->m_fh_damping;
-
- cl_object->addAngularVelocity(t_spring - t_damp);
- }
- }
- }
-
- return DT_CONTINUE;
-}
-
-
-
diff --git a/source/gameengine/Physics/Sumo/Fuzzics/src/SM_MotionState.cpp b/source/gameengine/Physics/Sumo/Fuzzics/src/SM_MotionState.cpp
deleted file mode 100644
index b8f4e0c591c..00000000000
--- a/source/gameengine/Physics/Sumo/Fuzzics/src/SM_MotionState.cpp
+++ /dev/null
@@ -1,100 +0,0 @@
-/**
- * $Id$
- *
- * ***** BEGIN GPL 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.
- *
- * 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 LICENSE BLOCK *****
- */
-#include <MT_Scalar.h>
-#include <MT_Vector3.h>
-#include <MT_Quaternion.h>
-
-#include "SM_MotionState.h"
-
-void SM_MotionState::integrateMidpoint(MT_Scalar timeStep, const SM_MotionState &prev_state, const MT_Vector3 &velocity, const MT_Quaternion& ang_vel)
-{
- m_pos += (prev_state.getLinearVelocity() + velocity) * (timeStep * 0.5);
- m_orn += (prev_state.getAngularVelocity() * prev_state.getOrientation() + ang_vel * m_orn) * (timeStep * 0.25);
- m_orn.normalize();
-}
-
-void SM_MotionState::integrateBackward(MT_Scalar timeStep, const MT_Vector3 &velocity, const MT_Quaternion& ang_vel)
-{
- m_pos += velocity * timeStep;
- m_orn += ang_vel * m_orn * (timeStep * 0.5);
- m_orn.normalize();
-}
-
-void SM_MotionState::integrateForward(MT_Scalar timeStep, const SM_MotionState &prev_state)
-{
- m_pos += prev_state.getLinearVelocity() * timeStep;
- m_orn += prev_state.getAngularVelocity() * m_orn * (timeStep * 0.5);
- m_orn.normalize();
-}
-
-/*
-// Newtonian lerp: interpolate based on Newtonian motion
-void SM_MotionState::nlerp(const SM_MotionState &prev, const SM_MotionState &next)
-{
- MT_Scalar dt = next.getTime() - prev.getTime();
- MT_Scalar t = getTime() - prev.getTime();
- MT_Vector3 dx = next.getPosition() - prev.getPosition();
- MT_Vector3 a = dx/(dt*dt) - prev.getLinearVelocity()/dt;
-
- m_pos = prev.getPosition() + prev.getLinearVelocity()*t + a*t*t;
-}
-*/
-
-void SM_MotionState::lerp(const SM_MotionState &prev, const SM_MotionState &next)
-{
- MT_Scalar dt = next.getTime() - prev.getTime();
- if (MT_fuzzyZero(dt))
- {
- *this = next;
- return;
- }
-
- MT_Scalar x = (getTime() - prev.getTime())/dt;
-
- m_pos = x*next.getPosition() + (1-x)*prev.getPosition();
-
- m_orn = prev.getOrientation().slerp(next.getOrientation(), 1-x);
-
- m_lin_vel = x*next.getLinearVelocity() + (1-x)*prev.getLinearVelocity();
- m_ang_vel = x*next.getAngularVelocity() + (1-x)*prev.getAngularVelocity();
-}
-
-void SM_MotionState::lerp(MT_Scalar t, const SM_MotionState &other)
-{
- MT_Scalar x = (t - getTime())/(other.getTime() - getTime());
- m_pos = (1-x)*m_pos + x*other.getPosition();
-
- m_orn = other.getOrientation().slerp(m_orn, x);
-
- m_lin_vel = (1-x)*m_lin_vel + x*other.getLinearVelocity();
- m_ang_vel = (1-x)*m_ang_vel + x*other.getAngularVelocity();
-
- m_time = t;
-}
-
diff --git a/source/gameengine/Physics/Sumo/Fuzzics/src/SM_Object.cpp b/source/gameengine/Physics/Sumo/Fuzzics/src/SM_Object.cpp
deleted file mode 100644
index 4b2c7cae008..00000000000
--- a/source/gameengine/Physics/Sumo/Fuzzics/src/SM_Object.cpp
+++ /dev/null
@@ -1,1298 +0,0 @@
-/**
- * $Id$
- * Copyright (C) 2001 NaN Technologies B.V.
- * The basic physics object.
- *
- * ***** BEGIN GPL 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.
- *
- * 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 LICENSE BLOCK *****
- */
-
-#ifdef HAVE_CONFIG_H
-#include <config.h>
-#endif
-
-#ifdef WIN32
-// This warning tells us about truncation of __long__ stl-generated names.
-// It can occasionally cause DevStudio to have internal compiler warnings.
-#pragma warning( disable : 4786 )
-#endif
-
-#include "MT_assert.h"
-
-#include "SM_Object.h"
-#include "SM_Scene.h"
-#include "SM_FhObject.h"
-#include "SM_Debug.h"
-
-#include "MT_MinMax.h"
-
-MT_Scalar SM_Object::ImpulseThreshold = -1.0;
-
-struct Contact
-{
- SM_Object *obj1;
- SM_Object *obj2;
- MT_Vector3 normal;
- MT_Point3 pos;
-
- // Sort objects by height
- bool operator()(const Contact *a, const Contact *b)
- {
- return a->pos[2] < b->pos[2];
- }
-
- Contact(SM_Object *o1, SM_Object *o2, const MT_Vector3 nor, const MT_Point3 p)
- : obj1(o1),
- obj2(o2),
- normal(nor),
- pos(p)
- {
- }
-
- Contact()
- {
- }
-
- void resolve()
- {
- if (obj1->m_static || obj2->m_static)
- {
- if (obj1->isDynamic())
- {
- if (obj1->m_static && obj2->m_static)
- {
- if (obj1->m_static < obj2->m_static)
- {
- obj2->m_error -= normal;
- obj2->m_static = obj1->m_static + 1;
- }
- else
- {
- obj1->m_error += normal;
- obj1->m_static = obj2->m_static + 1;
- }
- }
- else
- {
- if (obj1->m_static)
- {
- obj2->m_error -= normal;
- obj2->m_static = obj1->m_static + 1;
- }
- else
- {
- obj1->m_error += normal;
- obj1->m_static = obj2->m_static + 1;
- }
- }
- }
- else
- {
- obj2->m_error -= normal;
- obj2->m_static = 1;
- }
- }
- else
- {
- // This distinction between dynamic and non-dynamic objects should not be
- // necessary. Non-dynamic objects are assumed to have infinite mass.
- if (obj1->isDynamic()) {
- MT_Vector3 error = normal * 0.5f;
- obj1->m_error += error;
- obj2->m_error -= error;
- }
- else {
- // Same again but now obj1 is non-dynamic
- obj2->m_error -= normal;
- obj2->m_static = obj1->m_static + 1;
- }
- }
-
- }
-
-
- typedef std::set<Contact*, Contact> Set;
-};
-
-static Contact::Set contacts;
-
-SM_Object::SM_Object(
- DT_ShapeHandle shape,
- const SM_MaterialProps *materialProps,
- const SM_ShapeProps *shapeProps,
- SM_Object *dynamicParent) :
-
- m_dynamicParent(dynamicParent),
- m_client_object(0),
- m_physicsClientObject(0),
- m_shape(shape),
- m_materialProps(materialProps),
- m_materialPropsBackup(0),
- m_shapeProps(shapeProps),
- m_shapePropsBackup(0),
- m_margin(0.0),
- m_scaling(1.0, 1.0, 1.0),
- m_reaction_impulse(0.0, 0.0, 0.0),
- m_reaction_force(0.0, 0.0, 0.0),
- m_lin_mom(0.0, 0.0, 0.0),
- m_ang_mom(0.0, 0.0, 0.0),
- m_force(0.0, 0.0, 0.0),
- m_torque(0.0, 0.0, 0.0),
- m_error(0.0, 0.0, 0.0),
- m_combined_lin_vel (0.0, 0.0, 0.0),
- m_combined_ang_vel (0.0, 0.0, 0.0),
- m_fh_object(0),
- m_inv_mass(0.0),
- m_inv_inertia(0., 0., 0.),
- m_kinematic(false),
- m_prev_kinematic(false),
- m_is_rigid_body(false),
- m_static(0)
-{
- m_object = DT_CreateObject(this, shape);
- m_xform.setIdentity();
- m_xform.getValue(m_ogl_matrix);
- if (shapeProps)
- {
- if (shapeProps->m_do_fh || shapeProps->m_do_rot_fh)
- {
- DT_Vector3 zero = {0., 0., 0.}, ray = {0.0, 0.0, -10.0};
- m_fh_object = new SM_FhObject(DT_NewLineSegment(zero, ray), MT_Vector3(ray), this);
- //printf("SM_Object:: WARNING! fh disabled.\n");
- }
- m_inv_mass = 1. / shapeProps->m_mass;
- m_inv_inertia = MT_Vector3(1./shapeProps->m_inertia[0], 1./shapeProps->m_inertia[1], 1./shapeProps->m_inertia[2]);
- }
- updateInvInertiaTensor();
- m_suspended = false;
-}
-
-
- void
-SM_Object::
-integrateForces(
- MT_Scalar timeStep
-){
- if (!m_suspended) {
- m_prev_state = getNextFrame();
- m_prev_state.setLinearVelocity(actualLinVelocity());
- m_prev_state.setAngularVelocity(actualAngVelocity());
- if (isDynamic()) {
- // Integrate momentum (forward Euler)
- m_lin_mom += m_force * timeStep;
- m_ang_mom += m_torque * timeStep;
- // Drain momentum because of air/water resistance
- m_lin_mom *= pow(m_shapeProps->m_lin_drag, timeStep);
- m_ang_mom *= pow(m_shapeProps->m_ang_drag, timeStep);
- // Set velocities according momentum
- getNextFrame().setLinearVelocity(m_lin_mom * m_inv_mass);
- getNextFrame().setAngularVelocity(m_inv_inertia_tensor * m_ang_mom);
- }
- }
-
-};
-
- void
-SM_Object::
-integrateMomentum(
- MT_Scalar timeStep
-){
- // Integrate position and orientation
-
- // only do it for objects with linear and/or angular velocity
- // else clients with hierarchies may get into trouble
- if (!actualLinVelocity().fuzzyZero() || !actualAngVelocity().fuzzyZero())
- {
-
- // those MIDPOINT and BACKWARD integration methods are
- // in this form not ok with some testfiles !
- // For a release build please use forward euler unless completely tested
-
-//#define MIDPOINT
-//#define BACKWARD
-#ifdef MIDPOINT
-// Midpoint rule
- getNextFrame().integrateMidpoint(timeStep, m_prev_state, actualLinVelocity(), actualAngVelocity());
-#elif defined BACKWARD
-// Backward Euler
- getNextFrame().integrateBackward(timeStep, actualLinVelocity(), actualAngVelocity());
-#else
-// Forward Euler
- getNextFrame().integrateForward(timeStep, m_prev_state);
-#endif
-
- calcXform();
- notifyClient();
-
- }
-}
-
-/**
- * dynamicCollision computes the response to a collision.
- *
- * @param local2 the contact point in local coordinates.
- * @param normal the contact normal.
- * @param dist the penetration depth of the contact. (unused)
- * @param rel_vel the relative velocity of the objects
- * @param restitution the amount of momentum conserved in the collision. Range: 0.0 - 1.0
- * @param friction_factor the amount of friction between the two surfaces.
- * @param invMass the inverse mass of the collision objects (1.0 / mass)
- */
-void SM_Object::dynamicCollision(const MT_Point3 &local2,
- const MT_Vector3 &normal,
- MT_Scalar dist,
- const MT_Vector3 &rel_vel,
- MT_Scalar restitution,
- MT_Scalar friction_factor,
- MT_Scalar invMass
-)
-{
- /**
- * rel_vel_normal is the relative velocity in the contact normal direction.
- */
- MT_Scalar rel_vel_normal = normal.dot(rel_vel);
-
- /**
- * if rel_vel_normal > 0, the objects are moving apart!
- */
- if (rel_vel_normal < -MT_EPSILON) {
- /**
- * if rel_vel_normal < ImpulseThreshold, scale the restitution down.
- * This should improve the simulation where the object is stacked.
- */
- restitution *= MT_min(MT_Scalar(1.0), rel_vel_normal/ImpulseThreshold);
-
- MT_Scalar impulse = -(1.0 + restitution) * rel_vel_normal;
-
- if (isRigidBody())
- {
- MT_Vector3 temp = getInvInertiaTensor() * local2.cross(normal);
- impulse /= invMass + normal.dot(temp.cross(local2));
-
- /**
- * Apply impulse at the collision point.
- * Take rotational inertia into account.
- */
- applyImpulse(local2 + getNextFrame().getPosition(), impulse * normal);
- } else {
- /**
- * Apply impulse through object center. (no rotation.)
- */
- impulse /= invMass;
- applyCenterImpulse( impulse * normal );
- }
-
- MT_Vector3 external = m_combined_lin_vel + m_combined_ang_vel.cross(local2);
- MT_Vector3 lateral = rel_vel - external - normal * (rel_vel_normal - external.dot(normal));
-#if 0
- // test - only do friction on the physics part of the
- // velocity.
- vel1 -= obj1->m_combined_lin_vel;
- vel2 -= obj2->m_combined_lin_vel;
-
- // This should look familiar....
- rel_vel = vel2 - vel1;
- rel_vel_normal = normal.dot(rel_vel);
-#endif
- /**
- * The friction part starts here!!!!!!!!
- *
- * Compute the lateral component of the relative velocity
- * lateral actually points in the opposite direction, i.e.,
- * into the direction of the friction force.
- */
- if (m_shapeProps->m_do_anisotropic) {
-
- /**
- * For anisotropic friction we scale the lateral component,
- * rather than compute a direction-dependent fricition
- * factor. For this the lateral component is transformed to
- * local coordinates.
- */
-
- MT_Matrix3x3 lcs(getNextFrame().getOrientation());
-
- /**
- * We cannot use m_xform.getBasis() for the matrix, since
- * it might contain a non-uniform scaling.
- * OPT: it's a bit daft to compute the matrix since the
- * quaternion itself can be used to do the transformation.
- */
- MT_Vector3 loc_lateral = lateral * lcs;
-
- /**
- * lcs is orthogonal so lcs.inversed() == lcs.transposed(),
- * and lcs.transposed() * lateral == lateral * lcs.
- */
- const MT_Vector3& friction_scaling =
- m_shapeProps->m_friction_scaling;
-
- // Scale the local lateral...
- loc_lateral.scale(friction_scaling[0],
- friction_scaling[1],
- friction_scaling[2]);
- // ... and transform it back to global coordinates
- lateral = lcs * loc_lateral;
- }
-
- /**
- * A tiny Coulomb friction primer:
- * The Coulomb friction law states that the magnitude of the
- * maximum possible friction force depends linearly on the
- * magnitude of the normal force.
- *
- * \f[
- F_max_friction = friction_factor * F_normal
- \f]
- *
- * (NB: independent of the contact area!!)
- *
- * The friction factor depends on the material.
- * We use impulses rather than forces but let us not be
- * bothered by this.
- */
- MT_Scalar rel_vel_lateral = lateral.length();
-
- if (rel_vel_lateral > MT_EPSILON) {
- lateral /= rel_vel_lateral;
-
- // Compute the maximum friction impulse
- MT_Scalar max_friction =
- friction_factor * MT_max(MT_Scalar(0.0), impulse);
-
- // I guess the GEN_max is not necessary, so let's check it
-
- MT_assert(impulse >= 0.0);
-
- /**
- * Here's the trick. We compute the impulse to make the
- * lateral velocity zero. (Make the objects stick together
- * at the contact point. If this impulse is larger than
- * the maximum possible friction impulse, then shrink its
- * magnitude to the maximum friction.
- */
-
- if (isRigidBody()) {
-
- /**
- * For rigid bodies we take the inertia into account,
- * since the friction impulse is going to change the
- * angular momentum as well.
- */
- MT_Vector3 temp = getInvInertiaTensor() * local2.cross(lateral);
- MT_Scalar impulse_lateral = rel_vel_lateral /
- (invMass + lateral.dot(temp.cross(local2)));
-
- MT_Scalar friction = MT_min(impulse_lateral, max_friction);
- applyImpulse(local2 + getNextFrame().getPosition(), -lateral * friction);
- }
- else {
- MT_Scalar impulse_lateral = rel_vel_lateral / invMass;
-
- MT_Scalar friction = MT_min(impulse_lateral, max_friction);
- applyCenterImpulse( -friction * lateral);
- }
-
-
- }
-
- //calcXform();
- //notifyClient();
-
- }
-}
-
-static void AddCallback(SM_Scene *scene, SM_Object *obj1, SM_Object *obj2)
-{
- // If we have callbacks on either of the client objects, do a collision test
- // and add a callback if they intersect.
- DT_Vector3 v;
- if ((obj1->getClientObject() && obj1->getClientObject()->hasCollisionCallback()) ||
- (obj2->getClientObject() && obj2->getClientObject()->hasCollisionCallback()) &&
- DT_GetIntersect(obj1->getObjectHandle(), obj2->getObjectHandle(), v))
- scene->notifyCollision(obj1, obj2);
-}
-
-DT_Bool SM_Object::boing(
- void *client_data,
- void *object1,
- void *object2,
- const DT_CollData *coll_data
-){
- SM_Scene *scene = (SM_Scene *)client_data;
- SM_Object *obj1 = (SM_Object *)object1;
- SM_Object *obj2 = (SM_Object *)object2;
-
- // at this point it is unknown whether we are really intersecting (broad phase)
-
- DT_Vector3 p1, p2;
- if (!obj2->isDynamic()) {
- std::swap(obj1, obj2);
- }
-
- // If one of the objects is a ghost then ignore it for the dynamics
- if (obj1->isGhost() || obj2->isGhost()) {
- AddCallback(scene, obj1, obj2);
- return DT_CONTINUE;
- }
-
- // Objects do not collide with parent objects
- if (obj1->getDynamicParent() == obj2 || obj2->getDynamicParent() == obj1) {
- AddCallback(scene, obj1, obj2);
- return DT_CONTINUE;
- }
-
- if (!obj2->isDynamic()) {
- AddCallback(scene, obj1, obj2);
- return DT_CONTINUE;
- }
-
- // Get collision data from SOLID
- if (!DT_GetPenDepth(obj1->getObjectHandle(), obj2->getObjectHandle(), p1, p2))
- return DT_CONTINUE;
-
- MT_Point3 local1(p1), local2(p2);
- MT_Vector3 normal(local2 - local1);
- MT_Scalar dist = normal.length();
-
- if (dist < MT_EPSILON)
- return DT_CONTINUE;
-
- // Now we are definitely intersecting.
-
- // Set callbacks for game engine.
- if ((obj1->getClientObject() && obj1->getClientObject()->hasCollisionCallback()) ||
- (obj2->getClientObject() && obj2->getClientObject()->hasCollisionCallback()))
- scene->notifyCollision(obj1, obj2);
-
- local1 -= obj1->getNextFrame().getPosition();
- local2 -= obj2->getNextFrame().getPosition();
-
- // Calculate collision parameters
- MT_Vector3 rel_vel = obj1->getVelocity(local1) - obj2->getVelocity(local2);
-
- MT_Scalar restitution =
- MT_min(obj1->getMaterialProps()->m_restitution,
- obj2->getMaterialProps()->m_restitution);
-
- MT_Scalar friction_factor =
- MT_min(obj1->getMaterialProps()->m_friction,
- obj2->getMaterialProps()->m_friction);
-
- MT_Scalar invMass = obj1->getInvMass() + obj2->getInvMass();
-
- normal /= dist;
-
- // Calculate reactions
- if (obj1->isDynamic())
- obj1->dynamicCollision(local1, normal, dist, rel_vel, restitution, friction_factor, invMass);
-
- if (obj2->isDynamic())
- {
- obj2->dynamicCollision(local2, -normal, dist, -rel_vel, restitution, friction_factor, invMass);
- if (!obj1->isDynamic() || obj1->m_static)
- obj2->m_static = obj1->m_static + 1;
- }
-
- return DT_CONTINUE;
-}
-
-DT_Bool SM_Object::fix(
- void *client_data,
- void *object1,
- void *object2,
- const DT_CollData *coll_data
-){
- SM_Object *obj1 = (SM_Object *)object1;
- SM_Object *obj2 = (SM_Object *)object2;
-
- // If one of the objects is a ghost then ignore it for the dynamics
- if (obj1->isGhost() || obj2->isGhost()) {
- return DT_CONTINUE;
- }
-
- if (obj1->getDynamicParent() == obj2 || obj2->getDynamicParent() == obj1) {
- return DT_CONTINUE;
- }
-
- if (!obj2->isDynamic()) {
- std::swap(obj1, obj2);
- }
-
- if (!obj2->isDynamic()) {
- return DT_CONTINUE;
- }
-
- // obj1 points to a dynamic object
- DT_Vector3 p1, p2;
- if (!DT_GetPenDepth(obj1->getObjectHandle(), obj2->getObjectHandle(), p1, p2))
- return DT_CONTINUE;
- MT_Point3 local1(p1), local2(p2);
- // Get collision data from SOLID
- MT_Vector3 normal(local2 - local1);
-
- MT_Scalar dist = normal.dot(normal);
- if (dist < MT_EPSILON || dist > obj2->m_shapeProps->m_radius*obj2->m_shapeProps->m_radius)
- return DT_CONTINUE;
-
-
- if ((obj1->m_static || !obj1->isDynamic()) && obj1->m_static < obj2->m_static)
- {
- obj2->m_static = obj1->m_static + 1;
- } else if (obj2->m_static && obj2->m_static < obj1->m_static)
- {
- obj1->m_static = obj2->m_static + 1;
- }
-
- contacts.insert(new Contact(obj1, obj2, normal, MT_Point3(local1 + 0.5*(local2 - local1))));
-
-
- return DT_CONTINUE;
-}
-
-void SM_Object::relax(void)
-{
- for (Contact::Set::iterator csit = contacts.begin() ; csit != contacts.end(); ++csit)
- {
- (*csit)->resolve();
- delete (*csit);
- }
-
- contacts.clear();
- if (m_error.fuzzyZero())
- return;
- //std::cout << "SM_Object::relax: { " << m_error << " }" << std::endl;
-
- getNextFrame().setPosition(getNextFrame().getPosition() + m_error);
- m_error.setValue(0., 0., 0.);
- //calcXform();
- //notifyClient();
-}
-
-SM_Object::SM_Object() :
- m_dynamicParent(0),
- m_client_object(0),
- m_physicsClientObject(0),
- m_shape(0),
- m_materialProps(0),
- m_materialPropsBackup(0),
- m_shapeProps(0),
- m_shapePropsBackup(0),
- m_object(0),
- m_margin(0.0),
- m_scaling(1.0, 1.0, 1.0),
- m_reaction_impulse(0.0, 0.0, 0.0),
- m_reaction_force(0.0, 0.0, 0.0),
- m_lin_mom(0.0, 0.0, 0.0),
- m_ang_mom(0.0, 0.0, 0.0),
- m_force(0.0, 0.0, 0.0),
- m_torque(0.0, 0.0, 0.0),
- m_error(0.0, 0.0, 0.0),
- m_combined_lin_vel (0.0, 0.0, 0.0),
- m_combined_ang_vel (0.0, 0.0, 0.0),
- m_fh_object(0),
- m_kinematic(false),
- m_prev_kinematic(false),
- m_is_rigid_body(false)
-{
- // warning no initialization of variables done by moto.
-}
-
-SM_Object::
-~SM_Object() {
- if (m_fh_object)
- delete m_fh_object;
-
- DT_DestroyObject(m_object);
- m_object = NULL;
-}
-
- bool
-SM_Object::
-isDynamic(
-) const {
- return m_shapeProps != 0;
-}
-
-/* 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
-SM_Object::
-suspend(
-){
- if (!m_suspended) {
- m_suspended = true;
- suspendDynamics();
- }
-}
-
- void
-SM_Object::
-resume(
-) {
- if (m_suspended) {
- m_suspended = false;
- restoreDynamics();
- }
-}
-
- void
-SM_Object::
-suspendDynamics(
-) {
- if (m_shapeProps) {
- m_shapePropsBackup = m_shapeProps;
- m_shapeProps = 0;
- }
-}
-
- void
-SM_Object::
-restoreDynamics(
-) {
- if (m_shapePropsBackup) {
- m_shapeProps = m_shapePropsBackup;
- m_shapePropsBackup = 0;
- }
-}
-
- bool
-SM_Object::
-isGhost(
-) const {
- return m_materialProps == 0;
-}
-
- void
-SM_Object::
-suspendMaterial(
-) {
- if (m_materialProps) {
- m_materialPropsBackup = m_materialProps;
- m_materialProps = 0;
- }
-}
-
- void
-SM_Object::
-restoreMaterial(
-) {
- if (m_materialPropsBackup) {
- m_materialProps = m_materialPropsBackup;
- m_materialPropsBackup = 0;
- }
-}
-
- SM_FhObject *
-SM_Object::
-getFhObject(
-) const {
- return m_fh_object;
-}
-
- void
-SM_Object::
-registerCallback(
- SM_Callback& callback
-) {
- m_callbackList.push_back(&callback);
-}
-
-// Set the local coordinate system according to the current state
- void
-SM_Object::
-calcXform() {
-#ifdef SM_DEBUG_XFORM
- printf("SM_Object::calcXform m_pos = { %-0.5f, %-0.5f, %-0.5f }\n",
- m_pos[0], m_pos[1], m_pos[2]);
- printf(" m_orn = { %-0.5f, %-0.5f, %-0.5f, %-0.5f }\n",
- m_orn[0], m_orn[1], m_orn[2], m_orn[3]);
- printf(" m_scaling = { %-0.5f, %-0.5f, %-0.5f }\n",
- m_scaling[0], m_scaling[1], m_scaling[2]);
-#endif
- m_xform.setOrigin(getNextFrame().getPosition());
- m_xform.setBasis(MT_Matrix3x3(getNextFrame().getOrientation(), m_scaling));
- m_xform.getValue(m_ogl_matrix);
-
- /* Blender has been known to crash here.
- This usually means SM_Object *this has been deleted more than once. */
- DT_SetMatrixd(m_object, m_ogl_matrix);
- if (m_fh_object) {
- m_fh_object->setPosition(getNextFrame().getPosition());
- m_fh_object->calcXform();
- }
- updateInvInertiaTensor();
-#ifdef SM_DEBUG_XFORM
- printf("\n | %-0.5f %-0.5f %-0.5f %-0.5f |\n",
- m_ogl_matrix[0], m_ogl_matrix[4], m_ogl_matrix[ 8], m_ogl_matrix[12]);
- printf( " | %-0.5f %-0.5f %-0.5f %-0.5f |\n",
- m_ogl_matrix[1], m_ogl_matrix[5], m_ogl_matrix[ 9], m_ogl_matrix[13]);
- printf( "m_ogl_matrix = | %-0.5f %-0.5f %-0.5f %-0.5f |\n",
- m_ogl_matrix[2], m_ogl_matrix[6], m_ogl_matrix[10], m_ogl_matrix[14]);
- printf( " | %-0.5f %-0.5f %-0.5f %-0.5f |\n\n",
- m_ogl_matrix[3], m_ogl_matrix[7], m_ogl_matrix[11], m_ogl_matrix[15]);
-#endif
-}
-
- void
-SM_Object::updateInvInertiaTensor()
-{
- m_inv_inertia_tensor = m_xform.getBasis().scaled(m_inv_inertia[0], m_inv_inertia[1], m_inv_inertia[2]) * m_xform.getBasis().transposed();
-}
-
-// Call callbacks to notify the client of a change of placement
- void
-SM_Object::
-notifyClient() {
- T_CallbackList::iterator i;
- for (i = m_callbackList.begin(); i != m_callbackList.end(); ++i) {
- (*i)->do_me();
- }
-}
-
-
-// Save the current state information for use in the velocity computation in the next frame.
- void
-SM_Object::
-proceedKinematic(
- MT_Scalar timeStep
-) {
- /* nzc: need to bunge this for the logic bubbling as well? */
- if (!m_suspended) {
- m_prev_kinematic = m_kinematic;
- if (m_kinematic) {
- m_prev_xform = m_xform;
- m_timeStep = timeStep;
- calcXform();
- m_kinematic = false;
- }
- }
-}
-
- void
-SM_Object::
-saveReactionForce(
- MT_Scalar timeStep
-) {
- if (isDynamic()) {
- m_reaction_force = m_reaction_impulse / timeStep;
- m_reaction_impulse.setValue(0.0, 0.0, 0.0);
- }
-}
-
- void
-SM_Object::
-clearForce(
-) {
- m_force.setValue(0.0, 0.0, 0.0);
- m_torque.setValue(0.0, 0.0, 0.0);
-}
-
- void
-SM_Object::
-clearMomentum(
-) {
- m_lin_mom.setValue(0.0, 0.0, 0.0);
- m_ang_mom.setValue(0.0, 0.0, 0.0);
-}
-
- void
-SM_Object::
-setMargin(
- MT_Scalar margin
-) {
- m_margin = margin;
- DT_SetMargin(m_object, margin);
-}
-
- MT_Scalar
-SM_Object::
-getMargin(
-) const {
- return m_margin;
-}
-
-const
- SM_MaterialProps *
-SM_Object::
-getMaterialProps(
-) const {
- return m_materialProps;
-}
-
-const
- SM_ShapeProps *
-SM_Object::
-getShapeProps(
-) const {
- return m_shapeProps;
-}
-
- void
-SM_Object::
-setPosition(
- const MT_Point3& pos
-){
- m_kinematic = true;
- getNextFrame().setPosition(pos);
- endFrame();
-}
-
- void
-SM_Object::
-setOrientation(
- const MT_Quaternion& orn
-){
- MT_assert(!orn.fuzzyZero());
- m_kinematic = true;
- getNextFrame().setOrientation(orn);
- endFrame();
-}
-
- void
-SM_Object::
-setScaling(
- const MT_Vector3& scaling
-){
- m_kinematic = true;
- m_scaling = scaling;
-}
-
-/**
- * Functions to handle linear velocity
- */
-
- void
-SM_Object::
-setExternalLinearVelocity(
- const MT_Vector3& lin_vel
-) {
- m_combined_lin_vel=lin_vel;
-}
-
- void
-SM_Object::
-addExternalLinearVelocity(
- const MT_Vector3& lin_vel
-) {
- m_combined_lin_vel+=lin_vel;
-}
-
- void
-SM_Object::
-addLinearVelocity(
- const MT_Vector3& lin_vel
-){
- setLinearVelocity(getNextFrame().getLinearVelocity() + lin_vel);
-}
-
- void
-SM_Object::
-setLinearVelocity(
- const MT_Vector3& lin_vel
-){
- getNextFrame().setLinearVelocity(lin_vel);
- if (m_shapeProps) {
- m_lin_mom = getNextFrame().getLinearVelocity() * m_shapeProps->m_mass;
- }
-}
-
-/**
- * Functions to handle angular velocity
- */
-
- void
-SM_Object::
-setExternalAngularVelocity(
- const MT_Vector3& ang_vel
-) {
- m_combined_ang_vel = ang_vel;
-}
-
- void
-SM_Object::
-addExternalAngularVelocity(
- const MT_Vector3& ang_vel
-) {
- m_combined_ang_vel += ang_vel;
-}
-
- void
-SM_Object::
-setAngularVelocity(
- const MT_Vector3& ang_vel
-) {
- getNextFrame().setAngularVelocity(ang_vel);
- if (m_shapeProps) {
- m_ang_mom = getNextFrame().getAngularVelocity() * m_shapeProps->m_inertia;
- }
-}
-
- void
-SM_Object::
-addAngularVelocity(
- const MT_Vector3& ang_vel
-) {
- setAngularVelocity(getNextFrame().getAngularVelocity() + ang_vel);
-}
-
-
- void
-SM_Object::
-clearCombinedVelocities(
-) {
- m_combined_lin_vel = MT_Vector3(0,0,0);
- m_combined_ang_vel = MT_Vector3(0,0,0);
-}
-
- void
-SM_Object::
-resolveCombinedVelocities(
- const MT_Vector3 & lin_vel,
- const MT_Vector3 & ang_vel
-) {
-
- // Different behaviours for dynamic and non-dynamic
- // objects. For non-dynamic we just set the velocity to
- // zero. For dynmic the physics velocity has to be
- // taken into account. We must make an arbitrary decision
- // on how to resolve the 2 velocities. Choices are
- // Add the physics velocity to the linear velocity. Objects
- // will just keep on moving in the direction they were
- // last set in - untill external forces affect them.
- // Set the combinbed linear and physics velocity to zero.
- // Set the physics velocity in the direction of the set velocity
- // zero.
- if (isDynamic()) {
-
-#if 1
- getNextFrame().setLinearVelocity(getNextFrame().getLinearVelocity() + lin_vel);
- getNextFrame().setAngularVelocity(getNextFrame().getAngularVelocity() + ang_vel);
-#else
-
- //compute the component of the physics velocity in the
- // direction of the set velocity and set it to zero.
- MT_Vector3 lin_vel_norm = lin_vel.normalized();
-
- setLinearVelocity(getNextFrame().getLinearVelocity() - (getNextFrame().getLinearVelocity().dot(lin_vel_norm) * lin_vel_norm));
-#endif
- m_lin_mom = getNextFrame().getLinearVelocity() * m_shapeProps->m_mass;
- m_ang_mom = getNextFrame().getAngularVelocity() * m_shapeProps->m_inertia;
- clearCombinedVelocities();
-
- }
-
-}
-
-
- MT_Scalar
-SM_Object::
-getInvMass(
-) const {
- return m_inv_mass;
- // OPT: cache the result of this division rather than compute it each call
-}
-
- const MT_Vector3&
-SM_Object::
-getInvInertia(
-) const {
- return m_inv_inertia;
- // OPT: cache the result of this division rather than compute it each call
-}
-
- const MT_Matrix3x3&
-SM_Object::
-getInvInertiaTensor(
-) const {
- return m_inv_inertia_tensor;
-}
-
- void
-SM_Object::
-applyForceField(
- const MT_Vector3& accel
-) {
- if (m_shapeProps) {
- m_force += m_shapeProps->m_mass * accel; // F = m * a
- }
-}
-
- void
-SM_Object::
-applyCenterForce(
- const MT_Vector3& force
-) {
- m_force += force;
-}
-
- void
-SM_Object::
-applyTorque(
- const MT_Vector3& torque
-) {
- m_torque += torque;
-}
-
- void
-SM_Object::
-applyImpulse(
- const MT_Point3& attach, const MT_Vector3& impulse
-) {
- applyCenterImpulse(impulse); // Change in linear momentum
- applyAngularImpulse((attach - getNextFrame().getPosition()).cross(impulse)); // Change in angular momentump
-}
-
- void
-SM_Object::
-applyCenterImpulse(
- const MT_Vector3& impulse
-) {
- if (m_shapeProps) {
- m_lin_mom += impulse;
- m_reaction_impulse += impulse;
- getNextFrame().setLinearVelocity(m_lin_mom * m_inv_mass);
-
- // The linear velocity is immedialtely updated since otherwise
- // simultaneous collisions will get a double impulse.
- }
-}
-
- void
-SM_Object::
-applyAngularImpulse(
- const MT_Vector3& impulse
-) {
- if (m_shapeProps) {
- m_ang_mom += impulse;
- getNextFrame().setAngularVelocity( m_inv_inertia_tensor * m_ang_mom);
- }
-}
-
- MT_Point3
-SM_Object::
-getWorldCoord(
- const MT_Point3& local
-) const {
- return m_xform(local);
-}
-
- MT_Vector3
-SM_Object::
-getVelocity(
- const MT_Point3& local
-) const {
- if (m_prev_kinematic && !isDynamic())
- {
- // For displaced objects the velocity is faked using the previous state.
- // Dynamic objects get their own velocity, not the faked velocity.
- // (Dynamic objects shouldn't be displaced in the first place!!)
- return (m_xform(local) - m_prev_xform(local)) / m_timeStep;
- }
-
- // NB: m_xform.getBasis() * local == m_xform(local) - m_xform.getOrigin()
- return actualLinVelocity() + actualAngVelocity().cross(local);
-}
-
-
-const
- MT_Vector3&
-SM_Object::
-getReactionForce(
-) const {
- return m_reaction_force;
-}
-
- void
-SM_Object::
-getMatrix(
- double *m
-) const {
- std::copy(&m_ogl_matrix[0], &m_ogl_matrix[16], &m[0]);
-}
-
-const
- double *
-SM_Object::
-getMatrix(
-) const {
- return m_ogl_matrix;
-}
-
-// Still need this???
-const
- MT_Transform&
-SM_Object::
-getScaledTransform(
-) const {
- return m_xform;
-}
-
- DT_ObjectHandle
-SM_Object::
-getObjectHandle(
-) const {
- return m_object;
-}
-
- DT_ShapeHandle
-SM_Object::
-getShapeHandle(
-) const {
- return m_shape;
-}
-
- SM_Object *
-SM_Object::
-getDynamicParent(
-) {
- return m_dynamicParent;
-}
-
- void
-SM_Object::
-setRigidBody(
- bool is_rigid_body
-) {
- m_is_rigid_body = is_rigid_body;
-}
-
- bool
-SM_Object::
-isRigidBody(
-) const {
- return m_is_rigid_body;
-}
-
-const
- MT_Vector3
-SM_Object::
-actualLinVelocity(
-) const {
- return m_combined_lin_vel + getNextFrame().getLinearVelocity();
-};
-
-const
- MT_Vector3
-SM_Object::
-actualAngVelocity(
-) const {
- return m_combined_ang_vel + getNextFrame().getAngularVelocity();
-}
-
-
-SM_MotionState&
-SM_Object::
-getCurrentFrame()
-{
- return m_frames[1];
-}
-
-SM_MotionState&
-SM_Object::
-getPreviousFrame()
-{
- return m_frames[0];
-}
-
-SM_MotionState &
-SM_Object::
-getNextFrame()
-{
- return m_frames[2];
-}
-
-const SM_MotionState &
-SM_Object::
-getCurrentFrame() const
-{
- return m_frames[1];
-}
-
-const SM_MotionState &
-SM_Object::
-getPreviousFrame() const
-{
- return m_frames[0];
-}
-
-const SM_MotionState &
-SM_Object::
-getNextFrame() const
-{
- return m_frames[2];
-}
-
-
-const MT_Point3&
-SM_Object::
-getPosition() const
-{
- return m_frames[1].getPosition();
-}
-
-const MT_Quaternion&
-SM_Object::
-getOrientation() const
-{
- return m_frames[1].getOrientation();
-}
-
-const MT_Vector3&
-SM_Object::
-getLinearVelocity() const
-{
- return m_frames[1].getLinearVelocity();
-}
-
-const MT_Vector3&
-SM_Object::
-getAngularVelocity() const
-{
- return m_frames[1].getAngularVelocity();
-}
-
-void
-SM_Object::
-interpolate(MT_Scalar timeStep)
-{
- if (!actualLinVelocity().fuzzyZero() || !actualAngVelocity().fuzzyZero())
- {
- getCurrentFrame().setTime(timeStep);
- getCurrentFrame().lerp(getPreviousFrame(), getNextFrame());
- notifyClient();
- }
-}
-
-void
-SM_Object::
-endFrame()
-{
- getPreviousFrame() = getNextFrame();
- getCurrentFrame() = getNextFrame();
- m_static = 0;
-}
diff --git a/source/gameengine/Physics/Sumo/Fuzzics/src/SM_Scene.cpp b/source/gameengine/Physics/Sumo/Fuzzics/src/SM_Scene.cpp
deleted file mode 100644
index f0791bbf89f..00000000000
--- a/source/gameengine/Physics/Sumo/Fuzzics/src/SM_Scene.cpp
+++ /dev/null
@@ -1,378 +0,0 @@
-/**
- * $Id$
- * Copyright (C) 2001 NaN Technologies B.V.
- * The physics scene.
- *
- * ***** BEGIN GPL 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.
- *
- * 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 LICENSE BLOCK *****
- */
-
-#ifdef HAVE_CONFIG_H
-#include <config.h>
-#endif
-
-#ifdef WIN32
-#pragma warning(disable : 4786) // shut off 255 char limit debug template warning
-#endif
-
-#include "SM_Scene.h"
-#include "SM_Object.h"
-#include "SM_FhObject.h"
-
-#include "SM_Debug.h"
-
-#include <algorithm>
-
-SM_Scene::SM_Scene() :
- m_scene(DT_CreateScene()),
- m_respTable(DT_CreateRespTable()),
- m_secondaryRespTable(DT_CreateRespTable()),
- m_fixRespTable(DT_CreateRespTable()),
- m_forceField(0.0, 0.0, 0.0),
- m_frames(0)
-{
- for (int i = 0 ; i < NUM_RESPONSE; i++)
- {
- m_ResponseClass[i] = DT_GenResponseClass(m_respTable);
- m_secondaryResponseClass[i] = DT_GenResponseClass(m_secondaryRespTable);
- m_fixResponseClass[i] = DT_GenResponseClass(m_fixRespTable);
- }
-
- /* Sensor */
- DT_AddPairResponse(m_respTable, m_ResponseClass[SENSOR_RESPONSE], m_ResponseClass[SENSOR_RESPONSE], 0, DT_NO_RESPONSE, this);
- DT_AddPairResponse(m_respTable, m_ResponseClass[SENSOR_RESPONSE], m_ResponseClass[STATIC_RESPONSE], SM_Scene::boing, DT_SIMPLE_RESPONSE, this);
- DT_AddPairResponse(m_respTable, m_ResponseClass[SENSOR_RESPONSE], m_ResponseClass[OBJECT_RESPONSE], SM_Scene::boing, DT_SIMPLE_RESPONSE, this);
- DT_AddPairResponse(m_respTable, m_ResponseClass[SENSOR_RESPONSE], m_ResponseClass[FH_RESPONSE], 0, DT_NO_RESPONSE, this);
-
- /* Static */
- DT_AddPairResponse(m_respTable, m_ResponseClass[STATIC_RESPONSE], m_ResponseClass[SENSOR_RESPONSE], SM_Scene::boing, DT_SIMPLE_RESPONSE, this);
- DT_AddPairResponse(m_respTable, m_ResponseClass[STATIC_RESPONSE], m_ResponseClass[STATIC_RESPONSE], 0, DT_NO_RESPONSE, this);
- DT_AddPairResponse(m_respTable, m_ResponseClass[STATIC_RESPONSE], m_ResponseClass[OBJECT_RESPONSE], SM_Object::boing, DT_BROAD_RESPONSE, this);
- DT_AddPairResponse(m_respTable, m_ResponseClass[STATIC_RESPONSE], m_ResponseClass[FH_RESPONSE], SM_FhObject::ray_hit, DT_SIMPLE_RESPONSE, this);
-
- /* Object */
- DT_AddPairResponse(m_respTable, m_ResponseClass[OBJECT_RESPONSE], m_ResponseClass[SENSOR_RESPONSE], SM_Scene::boing, DT_SIMPLE_RESPONSE, this);
- DT_AddPairResponse(m_respTable, m_ResponseClass[OBJECT_RESPONSE], m_ResponseClass[STATIC_RESPONSE], SM_Object::boing, DT_BROAD_RESPONSE, this);
- DT_AddPairResponse(m_respTable, m_ResponseClass[OBJECT_RESPONSE], m_ResponseClass[OBJECT_RESPONSE], SM_Object::boing, DT_BROAD_RESPONSE, this);
- DT_AddPairResponse(m_respTable, m_ResponseClass[OBJECT_RESPONSE], m_ResponseClass[FH_RESPONSE], SM_FhObject::ray_hit, DT_SIMPLE_RESPONSE, this);
-
- /* Fh Object */
- DT_AddPairResponse(m_respTable, m_ResponseClass[FH_RESPONSE], m_ResponseClass[SENSOR_RESPONSE], 0, DT_NO_RESPONSE, this);
- DT_AddPairResponse(m_respTable, m_ResponseClass[FH_RESPONSE], m_ResponseClass[STATIC_RESPONSE], SM_FhObject::ray_hit, DT_SIMPLE_RESPONSE, this);
- DT_AddPairResponse(m_respTable, m_ResponseClass[FH_RESPONSE], m_ResponseClass[OBJECT_RESPONSE], SM_FhObject::ray_hit, DT_SIMPLE_RESPONSE, this);
- DT_AddPairResponse(m_respTable, m_ResponseClass[FH_RESPONSE], m_ResponseClass[FH_RESPONSE], 0, DT_NO_RESPONSE, this);
-
- /* Object (Fix Pass) */
- DT_AddPairResponse(m_fixRespTable, m_ResponseClass[OBJECT_RESPONSE], m_ResponseClass[SENSOR_RESPONSE], 0, DT_NO_RESPONSE, this);
- DT_AddPairResponse(m_fixRespTable, m_ResponseClass[OBJECT_RESPONSE], m_ResponseClass[STATIC_RESPONSE], SM_Object::fix, DT_BROAD_RESPONSE, this);
- DT_AddPairResponse(m_fixRespTable, m_ResponseClass[OBJECT_RESPONSE], m_ResponseClass[OBJECT_RESPONSE], SM_Object::fix, DT_BROAD_RESPONSE, this);
- DT_AddPairResponse(m_fixRespTable, m_ResponseClass[OBJECT_RESPONSE], m_ResponseClass[FH_RESPONSE], 0, DT_NO_RESPONSE, this);
-}
-
-void SM_Scene::addTouchCallback(int response_class, DT_ResponseCallback callback, void *user)
-{
- DT_AddClassResponse(m_secondaryRespTable, m_secondaryResponseClass[response_class], callback, DT_BROAD_RESPONSE, user);
-}
-
-void SM_Scene::addSensor(SM_Object& object)
-{
- T_ObjectList::iterator i =
- std::find(m_objectList.begin(), m_objectList.end(), &object);
- if (i == m_objectList.end())
- {
- object.calcXform();
- m_objectList.push_back(&object);
- DT_AddObject(m_scene, object.getObjectHandle());
- DT_SetResponseClass(m_respTable, object.getObjectHandle(), m_ResponseClass[SENSOR_RESPONSE]);
- DT_SetResponseClass(m_secondaryRespTable, object.getObjectHandle(), m_secondaryResponseClass [SENSOR_RESPONSE]);
- DT_SetResponseClass(m_fixRespTable, object.getObjectHandle(), m_fixResponseClass[SENSOR_RESPONSE]);
- }
-}
-
-void SM_Scene::add(SM_Object& object) {
- object.calcXform();
- m_objectList.push_back(&object);
- DT_AddObject(m_scene, object.getObjectHandle());
- if (object.isDynamic()) {
- DT_SetResponseClass(m_respTable, object.getObjectHandle(), m_ResponseClass[OBJECT_RESPONSE]);
- DT_SetResponseClass(m_secondaryRespTable, object.getObjectHandle(), m_secondaryResponseClass[OBJECT_RESPONSE]);
- DT_SetResponseClass(m_fixRespTable, object.getObjectHandle(), m_fixResponseClass[OBJECT_RESPONSE]);
- } else {
- DT_SetResponseClass(m_respTable, object.getObjectHandle(), m_ResponseClass[STATIC_RESPONSE]);
- DT_SetResponseClass(m_secondaryRespTable, object.getObjectHandle(), m_secondaryResponseClass[STATIC_RESPONSE]);
- DT_SetResponseClass(m_fixRespTable, object.getObjectHandle(), m_fixResponseClass[STATIC_RESPONSE]);
- }
-
- SM_FhObject *fh_object = object.getFhObject();
-
- if (fh_object) {
- DT_AddObject(m_scene, fh_object->getObjectHandle());
- DT_SetResponseClass(m_respTable, fh_object->getObjectHandle(), m_ResponseClass[FH_RESPONSE]);
- DT_SetResponseClass(m_secondaryRespTable, fh_object->getObjectHandle(), m_secondaryResponseClass[FH_RESPONSE]);
- DT_SetResponseClass(m_fixRespTable, fh_object->getObjectHandle(), m_fixResponseClass[FH_RESPONSE]);
- }
-}
-
-void SM_Scene::requestCollisionCallback(SM_Object &object)
-{
- DT_SetResponseClass(m_respTable, object.getObjectHandle(), m_ResponseClass[OBJECT_RESPONSE]);
- DT_SetResponseClass(m_secondaryRespTable, object.getObjectHandle(), m_secondaryResponseClass[OBJECT_RESPONSE]);
-// DT_SetResponseClass(m_fixRespTable, object.getObjectHandle(), m_fixResponseClass[OBJECT_RESPONSE]);
-}
-
-void SM_Scene::remove(SM_Object& object) {
- //std::cout << "SM_Scene::remove this =" << this << "object = " << &object << std::endl;
- T_ObjectList::iterator i =
- std::find(m_objectList.begin(), m_objectList.end(), &object);
- if (!(i == m_objectList.end()))
- {
- std::swap(*i, m_objectList.back());
- m_objectList.pop_back();
- DT_RemoveObject(m_scene, object.getObjectHandle());
-
- SM_FhObject *fh_object = object.getFhObject();
-
- if (fh_object) {
- DT_RemoveObject(m_scene, fh_object->getObjectHandle());
- }
- }
- else {
- // tried to remove an object that is not in the scene
- //assert(false);
- }
-}
-
-void SM_Scene::beginFrame()
-{
- T_ObjectList::iterator i;
- // Apply a forcefield (such as gravity)
- for (i = m_objectList.begin(); i != m_objectList.end(); ++i)
- (*i)->applyForceField(m_forceField);
-
-}
-
-void SM_Scene::endFrame()
-{
- T_ObjectList::iterator i;
- for (i = m_objectList.begin(); i != m_objectList.end(); ++i)
- (*i)->clearForce();
-}
-
-bool SM_Scene::proceed(MT_Scalar curtime, MT_Scalar ticrate)
-{
- if (!m_frames)
- {
- if (ticrate > 0.)
- m_frames = (unsigned int)(curtime*ticrate) + 1.0;
- else
- m_frames = (unsigned int)(curtime*65536.0);
- }
-
- // Divide the timeStep into a number of subsamples of size roughly
- // equal to subS (might be a little smaller).
- MT_Scalar subStep;
- int num_samples;
- int frames = m_frames;
-
- // Compute the number of steps to do this update.
- if (ticrate > 0.0)
- {
- // Fixed time step
- subStep = 1.0/ticrate;
- num_samples = (unsigned int)(curtime*ticrate + 1.0) - m_frames;
-
- if (num_samples > 4)
- {
- std::cout << "Dropping physics frames! frames:" << num_samples << " substep: " << subStep << std::endl;
- MT_Scalar tr = ticrate;
- do
- {
- frames = frames / 2;
- tr = tr / 2.0;
- num_samples = (unsigned int)(curtime*tr + 1.0) - frames;
- subStep *= 2.0;
- } while (num_samples > 8);
- std::cout << " frames:" << num_samples << " substep: " << subStep << std::endl;
- }
- }
- else
- {
- // Variable time step. (old update)
- // Integrate at least 100 Hz
- MT_Scalar timeStep = curtime - m_frames/65536.0;
- subStep = timeStep > 0.01 ? 0.01 : timeStep;
- num_samples = int(timeStep * 0.01);
- if (num_samples < 1)
- num_samples = 1;
- }
-
- // Do a physics timestep.
- T_ObjectList::iterator i;
- if (num_samples > 0)
- {
- // Do the integration steps per object.
- for (int step = 0; step != num_samples; ++step)
- {
- MT_Scalar time;
- if (ticrate > 0.)
- time = MT_Scalar(frames + step + 1) * subStep;
- else
- time = MT_Scalar(m_frames)/65536.0 + MT_Scalar(step + 1)*subStep;
-
- for (i = m_objectList.begin(); i != m_objectList.end(); ++i) {
- (*i)->endFrame();
- // Apply a forcefield (such as gravity)
- (*i)->integrateForces(subStep);
- // And second we update the object positions by performing
- // an integration step for each object
- (*i)->integrateMomentum(subStep);
- }
-
- // So now first we let the physics scene respond to
- // new forces, velocities set externally.
- // The collsion and friction impulses are computed here.
- // Collision phase
- DT_Test(m_scene, m_respTable);
-
- // Contact phase
- DT_Test(m_scene, m_fixRespTable);
-
- // Finish this timestep by saving al state information for the next
- // timestep and clearing the accumulated forces.
- for (i = m_objectList.begin(); i != m_objectList.end(); ++i) {
- (*i)->relax();
- (*i)->proceedKinematic(subStep);
- (*i)->saveReactionForce(subStep);
- (*i)->getNextFrame().setTime(time);
- //(*i)->clearForce();
- }
- }
- }
-
- if (ticrate > 0)
- {
- // Interpolate between time steps.
- for (i = m_objectList.begin(); i != m_objectList.end(); ++i)
- (*i)->interpolate(curtime);
-
- //only update the m_frames after an actual physics timestep
- if (num_samples)
- {
- m_frames = (unsigned int)(curtime*ticrate) + 1.0;
- }
- }
- else
- {
- m_frames = (unsigned int)(curtime*65536.0);
- }
-
- return num_samples != 0;
-}
-
-void SM_Scene::notifyCollision(SM_Object *obj1, SM_Object *obj2)
-{
- // For each pair of object that collided, call the corresponding callback.
- if (m_secondaryRespTable)
- DT_CallResponse(m_secondaryRespTable, obj1->getObjectHandle(), obj2->getObjectHandle(), 0);
-}
-
-
-SM_Object *SM_Scene::rayTest(void *ignore_client,
- const MT_Point3& from, const MT_Point3& to,
- MT_Point3& result, MT_Vector3& normal) const {
-#ifdef SM_DEBUG_RAYCAST
- std::cout << "ray: { " << from << " } - { " << to << " }" << std::endl;
-#endif
-
- DT_Vector3 n, dfrom, dto;
- DT_Scalar param;
- from.getValue(dfrom);
- to.getValue(dto);
- SM_Object *hit_object = (SM_Object *)
- DT_RayCast(m_scene, ignore_client, dfrom, dto, 1., &param, n);
-
- if (hit_object) {
- //result = hit_object->getWorldCoord(from + (to - from)*param);
- result = from + (to - from) * param;
- normal.setValue(n);
-#ifdef SM_DEBUG_RAYCAST
- std::cout << "ray: { " << from << " } -> { " << to << " }: { " << result
- << " } (" << param << "), normal = { " << normal << " }" << std::endl;
-#endif
- }
-
- return hit_object;
-}
-
-void SM_Scene::clearObjectCombinedVelocities() {
-
- T_ObjectList::iterator i;
-
- for (i = m_objectList.begin(); i != m_objectList.end(); ++i) {
-
- (*i)->clearCombinedVelocities();
-
- }
-
-}
-
-
-void SM_Scene::setSecondaryRespTable(DT_RespTableHandle secondaryRespTable) {
- m_secondaryRespTable = secondaryRespTable;
-}
-
-
-DT_Bool SM_Scene::boing(
- void *client_data,
- void *object1,
- void *object2,
- const DT_CollData *
-){
- SM_Scene *scene = (SM_Scene *)client_data;
- SM_Object *obj1 = (SM_Object *)object1;
- SM_Object *obj2 = (SM_Object *)object2;
-
- scene->notifyCollision(obj1, obj2); // Record this collision for client callbacks
-
-#ifdef SM_DEBUG_BOING
- printf("SM_Scene::boing\n");
-#endif
-
- return DT_CONTINUE;
-}
-
-SM_Scene::~SM_Scene()
-{
- //std::cout << "SM_Scene::~ SM_Scene(): destroy " << this << std::endl;
-// if (m_objectList.begin() != m_objectList.end())
-// std::cout << "SM_Scene::~SM_Scene: There are still objects in the Sumo scene!" << std::endl;
- for (T_ObjectList::iterator it = m_objectList.begin() ; it != m_objectList.end() ; it++)
- delete *it;
-
- DT_DestroyRespTable(m_respTable);
- DT_DestroyRespTable(m_secondaryRespTable);
- DT_DestroyRespTable(m_fixRespTable);
- DT_DestroyScene(m_scene);
-}