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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-11-13 00:16:53 +0300
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-11-13 00:16:53 +0300
commitbdfe7d89e2f1292644577972c716931b4ce3c6c3 (patch)
treed00eb50b749cb001e2b08272c91791e66740b05d /source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
parent78a1c27c4a6abe0ed31ca93ad21910f3df04da56 (diff)
parent7e4db234cee71ead34ee81a12e27da4bd548eb4b (diff)
Merge of trunk into blender 2.5:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416 Issues: * GHOST/X11 had conflicting changes. Some code was added in 2.5, which was later added in trunk also, but reverted partially, specifically revision 16683. I have left out this reversion in the 2.5 branch since I think it is needed there. http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683 * Scons had various conflicting changes, I decided to go with trunk version for everything except priorities and some library renaming. * In creator.c, there were various fixes and fixes for fixes related to the -w -W and -p options. In 2.5 -w and -W is not coded yet, and -p is done differently. Since this is changed so much, and I don't think those fixes would be needed in 2.5, I've left them out. * Also in creator.c: there was code for a python bugfix where the screen was not initialized when running with -P. The code that initializes the screen there I had to disable, that can't work in 2.5 anymore but left it commented as a reminder. Further I had to disable some new function calls. using src/ and python/, as was done already in this branch, disabled function calls: * bpath.c: error reporting * BME_conversions.c: editmesh conversion functions. * SHD_dynamic: disabled almost completely, there is no python/. * KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled. * text.c: clipboard copy call. * object.c: OB_SUPPORT_MATERIAL. * DerivedMesh.c and subsurf_ccg, stipple_quarttone. Still to be done: * Go over files and functions that were moved to a different location but could still use changes that were done in trunk.
Diffstat (limited to 'source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h')
-rw-r--r--source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h51
1 files changed, 48 insertions, 3 deletions
diff --git a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
index 7f01d16a796..0e9c571924c 100644
--- a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
+++ b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
@@ -33,6 +33,50 @@
#include <vector>
#include "PHY_DynamicTypes.h"
class PHY_IVehicle;
+class RAS_MeshObject;
+class PHY_IPhysicsController;
+
+/**
+ * pass back information from rayTest
+ */
+struct PHY_RayCastResult
+{
+ PHY_IPhysicsController* m_controller;
+ PHY__Vector3 m_hitPoint;
+ PHY__Vector3 m_hitNormal;
+ const RAS_MeshObject* m_meshObject; // !=NULL for mesh object (only for Bullet controllers)
+ int m_polygon; // index of the polygon hit by the ray,
+ // only if m_meshObject != NULL
+};
+
+/**
+ * This class replaces the ignoreController parameter of rayTest function.
+ * It allows more sophisticated filtering on the physics controller before computing the ray intersection to save CPU.
+ * It is only used to its full extend by the Ccd physics environement (Bullet).
+ */
+class PHY_IRayCastFilterCallback
+{
+public:
+ PHY_IPhysicsController* m_ignoreController;
+ bool m_faceNormal;
+
+ virtual ~PHY_IRayCastFilterCallback()
+ {
+ }
+
+ virtual bool needBroadphaseRayCast(PHY_IPhysicsController* controller)
+ {
+ return true;
+ }
+
+ virtual void reportHit(PHY_RayCastResult* result) = 0;
+
+ PHY_IRayCastFilterCallback(PHY_IPhysicsController* ignoreController, bool faceNormal=false)
+ :m_ignoreController(ignoreController),
+ m_faceNormal(faceNormal)
+ {
+ }
+};
/**
* Physics Environment takes care of stepping the simulation and is a container for physics entities (rigidbodies,constraints, materials etc.)
@@ -85,7 +129,7 @@ class PHY_IPhysicsEnvironment
float pivotX,float pivotY,float pivotZ,
float axis0X,float axis0Y,float axis0Z,
float axis1X=0,float axis1Y=0,float axis1Z=0,
- float axis2X=0,float axis2Y=0,float axis2Z=0
+ float axis2X=0,float axis2Y=0,float axis2Z=0,int flag=0
)=0;
virtual void removeConstraint(int constraintid)=0;
virtual float getAppliedImpulse(int constraintid){ return 0.f;}
@@ -94,8 +138,7 @@ class PHY_IPhysicsEnvironment
//complex constraint for vehicles
virtual PHY_IVehicle* getVehicleConstraint(int constraintId) =0;
- virtual PHY_IPhysicsController* rayTest(PHY_IPhysicsController* ignoreClient, float fromX,float fromY,float fromZ, float toX,float toY,float toZ,
- float& hitX,float& hitY,float& hitZ,float& normalX,float& normalY,float& normalZ)=0;
+ virtual PHY_IPhysicsController* rayTest(PHY_IRayCastFilterCallback &filterCallback, float fromX,float fromY,float fromZ, float toX,float toY,float toZ)=0;
//Methods for gamelogic collision/physics callbacks
@@ -104,6 +147,8 @@ class PHY_IPhysicsEnvironment
virtual void removeSensor(PHY_IPhysicsController* ctrl)=0;
virtual void addTouchCallback(int response_class, PHY_ResponseCallback callback, void *user)=0;
virtual void requestCollisionCallback(PHY_IPhysicsController* ctrl)=0;
+ virtual void removeCollisionCallback(PHY_IPhysicsController* ctrl)=0;
+ //These two methods are *solely* used to create controllers for sensor! Don't use for anything else
virtual PHY_IPhysicsController* CreateSphereController(float radius,const PHY__Vector3& position) =0;
virtual PHY_IPhysicsController* CreateConeController(float coneradius,float coneheight)=0;