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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
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')
-rw-r--r--source/gameengine/BlenderRoutines/Makefile3
-rw-r--r--source/gameengine/BlenderRoutines/SConscript5
-rw-r--r--source/gameengine/CMakeLists.txt1
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp13
-rw-r--r--source/gameengine/Converter/KX_BlenderSceneConverter.cpp28
-rw-r--r--source/gameengine/Converter/Makefile3
-rw-r--r--source/gameengine/Converter/SConscript5
-rw-r--r--source/gameengine/GamePlayer/common/Makefile3
-rw-r--r--source/gameengine/GamePlayer/common/SConscript5
-rw-r--r--source/gameengine/GamePlayer/common/unix/GPU_Engine.cpp3
-rw-r--r--source/gameengine/GamePlayer/common/unix/Makefile2
-rw-r--r--source/gameengine/GamePlayer/ghost/SConscript4
-rw-r--r--source/gameengine/Ketsji/KX_ClientObjectInfo.h12
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObject.h30
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp592
-rw-r--r--source/gameengine/Ketsji/KX_KetsjiEngine.cpp4
-rw-r--r--source/gameengine/Ketsji/KX_OdePhysicsController.cpp257
-rw-r--r--source/gameengine/Ketsji/KX_OdePhysicsController.h109
-rw-r--r--source/gameengine/Ketsji/KX_SumoPhysicsController.cpp244
-rw-r--r--source/gameengine/Ketsji/KX_SumoPhysicsController.h122
-rw-r--r--source/gameengine/Ketsji/Makefile4
-rw-r--r--source/gameengine/Ketsji/SConscript9
-rw-r--r--source/gameengine/Physics/BlOde/Makefile48
-rw-r--r--source/gameengine/Physics/BlOde/OdePhysicsController.cpp625
-rw-r--r--source/gameengine/Physics/BlOde/OdePhysicsController.h164
-rw-r--r--source/gameengine/Physics/BlOde/OdePhysicsEnvironment.cpp277
-rw-r--r--source/gameengine/Physics/BlOde/OdePhysicsEnvironment.h94
-rw-r--r--source/gameengine/Physics/BlOde/SConscript15
-rw-r--r--source/gameengine/Physics/Dummy/Makefile2
-rw-r--r--source/gameengine/Physics/Makefile3
-rw-r--r--source/gameengine/Physics/Sumo/CMakeLists.txt46
-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
-rw-r--r--source/gameengine/Physics/Sumo/Makefile50
-rw-r--r--source/gameengine/Physics/Sumo/SConscript25
-rw-r--r--source/gameengine/Physics/Sumo/SumoPHYCallbackBridge.cpp66
-rw-r--r--source/gameengine/Physics/Sumo/SumoPHYCallbackBridge.h28
-rw-r--r--source/gameengine/Physics/Sumo/SumoPhysicsController.cpp495
-rw-r--r--source/gameengine/Physics/Sumo/SumoPhysicsController.h192
-rw-r--r--source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.cpp264
-rw-r--r--source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.h110
-rw-r--r--source/gameengine/Physics/Sumo/convert.txt35
-rw-r--r--source/gameengine/Physics/Sumo/include/interpolator.h27
-rw-r--r--source/gameengine/Physics/common/Makefile2
-rw-r--r--source/gameengine/SConscript8
60 files changed, 7 insertions, 8269 deletions
diff --git a/source/gameengine/BlenderRoutines/Makefile b/source/gameengine/BlenderRoutines/Makefile
index f5486bae87b..549e466c4e0 100644
--- a/source/gameengine/BlenderRoutines/Makefile
+++ b/source/gameengine/BlenderRoutines/Makefile
@@ -36,8 +36,6 @@ include nan_compile.mk
CCFLAGS += $(LEVEL_1_CPP_WARNINGS)
CPPFLAGS += -I$(NAN_GLEW)/include
-CPPFLAGS += -I$(NAN_SUMO)/include -I$(NAN_SOLID)/include
-CPPFLAGS += -I$(NAN_SOLID)
CPPFLAGS += -I$(NAN_STRING)/include
CPPFLAGS += -I$(NAN_MOTO)/include
CPPFLAGS += -I$(NAN_FUZZICS)/include
@@ -67,7 +65,6 @@ CPPFLAGS += -I../../kernel/gen_system
CPPFLAGS += -I../Network
CPPFLAGS += -I../Network/LoopBackNetwork
CPPFLAGS += -I../Physics/common
-CPPFLAGS += -I../Physics/Sumo
CPPFLAGS += -I.
ifeq ($(OS),windows)
diff --git a/source/gameengine/BlenderRoutines/SConscript b/source/gameengine/BlenderRoutines/SConscript
index a0cc3af3611..c2094a15825 100644
--- a/source/gameengine/BlenderRoutines/SConscript
+++ b/source/gameengine/BlenderRoutines/SConscript
@@ -20,11 +20,6 @@ incs += ' #intern/SoundSystem #source/blender/misc #source/blender/blenloader'
incs += ' #extern/glew/include #source/blender/gpu'
incs += ' #source/blender/windowmanager'
-if env['WITH_BF_SOLID']:
- incs += ' #source/gameengine/Physics/Sumo #source/gameengine/Physics/Sumo/Fuzzics/include'
- incs += ' ' + env['BF_SOLID_INC']
- defs.append('USE_SUMO_SOLID')
-
if env['WITH_BF_FFMPEG']:
defs.append('WITH_FFMPEG')
diff --git a/source/gameengine/CMakeLists.txt b/source/gameengine/CMakeLists.txt
index fd05858710d..f546a31fb2e 100644
--- a/source/gameengine/CMakeLists.txt
+++ b/source/gameengine/CMakeLists.txt
@@ -38,7 +38,6 @@ ADD_SUBDIRECTORY(Rasterizer)
ADD_SUBDIRECTORY(Rasterizer/RAS_OpenGLRasterizer)
ADD_SUBDIRECTORY(SceneGraph)
ADD_SUBDIRECTORY(Physics/Bullet)
-ADD_SUBDIRECTORY(Physics/Sumo)
ADD_SUBDIRECTORY(VideoTexture)
IF(WITH_PLAYER)
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index b907e300879..177f261e40b 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -163,7 +163,6 @@ extern "C" {
#include "SG_BBox.h"
#include "SG_Tree.h"
-// defines USE_ODE to choose physics engine
#include "KX_ConvertPhysicsObject.h"
#ifdef USE_BULLET
#include "CcdPhysicsEnvironment.h"
@@ -1610,18 +1609,6 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
break;
#endif
-#ifdef USE_SUMO_SOLID
- case UseSumo:
- KX_ConvertSumoObject(gameobj, meshobj, kxscene, shapeprops, smmaterial, &objprop);
- break;
-#endif
-
-#ifdef USE_ODE
- case UseODE:
- KX_ConvertODEEngineObject(gameobj, meshobj, kxscene, shapeprops, smmaterial, &objprop);
- break;
-#endif //USE_ODE
-
case UseDynamo:
//KX_ConvertDynamoObject(gameobj,meshobj,kxscene,shapeprops, smmaterial, &objprop);
break;
diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
index 86e20b88580..9e0a710f44f 100644
--- a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
+++ b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
@@ -44,21 +44,12 @@
#include "DummyPhysicsEnvironment.h"
-//to decide to use sumo/ode or dummy physics - defines USE_ODE
#include "KX_ConvertPhysicsObject.h"
#ifdef USE_BULLET
#include "CcdPhysicsEnvironment.h"
#endif
-#ifdef USE_ODE
-#include "OdePhysicsEnvironment.h"
-#endif //USE_ODE
-
-#ifdef USE_SUMO_SOLID
-#include "SumoPhysicsEnvironment.h"
-#endif
-
#include "KX_BlenderSceneConverter.h"
#include "KX_BlenderScalarInterpolator.h"
#include "BL_BlenderDataConversion.h"
@@ -145,10 +136,6 @@ KX_BlenderSceneConverter::~KX_BlenderSceneConverter()
delete (*itm).second;
itm++;
}
-
-#ifdef USE_SUMO_SOLID
- KX_ClearSumoSharedShapes();
-#endif
#ifdef USE_BULLET
KX_ClearBulletSharedShapes();
@@ -331,20 +318,7 @@ void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename,
destinationscene->SetPhysicsEnvironment(ccdPhysEnv);
break;
}
-#endif
-
-#ifdef USE_SUMO_SOLID
- case UseSumo:
- destinationscene ->SetPhysicsEnvironment(new SumoPhysicsEnvironment());
- break;
-#endif
-#ifdef USE_ODE
-
- case UseODE:
- destinationscene ->SetPhysicsEnvironment(new ODEPhysicsEnvironment());
- break;
-#endif //USE_ODE
-
+#endif
case UseDynamo:
{
}
diff --git a/source/gameengine/Converter/Makefile b/source/gameengine/Converter/Makefile
index abded70f289..ed95aa968c7 100644
--- a/source/gameengine/Converter/Makefile
+++ b/source/gameengine/Converter/Makefile
@@ -39,8 +39,7 @@ CPPFLAGS += -I$(OPENGL_HEADERS)
CPPFLAGS += -I$(NAN_STRING)/include
CPPFLAGS += -I$(NAN_SOUNDSYSTEM)/include
CPPFLAGS += -I$(NAN_PYTHON)/include/python$(NAN_PYTHON_VERSION)
-CPPFLAGS += -I$(NAN_FUZZICS)/include -I$(NAN_SUMO) -I$(NAN_MOTO)/include
-CPPFLAGS += -I$(NAN_SOLID)/include
+CPPFLAGS += -I$(NAN_FUZZICS)/include -I$(NAN_MOTO)/include
CPPFLAGS += -I$(NAN_BULLET2)/include
CPPFLAGS += -I../../blender
diff --git a/source/gameengine/Converter/SConscript b/source/gameengine/Converter/SConscript
index 3e0929e605a..05ea01c902a 100644
--- a/source/gameengine/Converter/SConscript
+++ b/source/gameengine/Converter/SConscript
@@ -21,11 +21,6 @@ incs += ' #source/blender/misc #source/blender/blenloader #source/blender/gpu'
incs += ' #source/blender/windowmanager'
incs += ' #source/blender/makesrna'
-if env['WITH_BF_SOLID']:
- incs += ' #source/gameengine/Physics/Sumo #source/gameengine/Physics/Sumo/Fuzzics/include'
- incs += ' ' + env['BF_SOLID_INC']
- defs.append('USE_SUMO_SOLID')
-
incs += ' ' + env['BF_PYTHON_INC']
incs += ' ' + env['BF_BULLET_INC']
diff --git a/source/gameengine/GamePlayer/common/Makefile b/source/gameengine/GamePlayer/common/Makefile
index 84b4a4170a9..4a952856739 100644
--- a/source/gameengine/GamePlayer/common/Makefile
+++ b/source/gameengine/GamePlayer/common/Makefile
@@ -50,8 +50,6 @@ CPPFLAGS += -I$(NAN_GUARDEDALLOC)/include
CPPFLAGS += -I$(NAN_FUZZICS)/include
CPPFLAGS += -I$(NAN_STRING)/include
CPPFLAGS += -I$(NAN_MOTO)/include
-CPPFLAGS += -I$(NAN_SUMO)/include
-CPPFLAGS += -I$(NAN_SOLID)/include
CPPFLAGS += -I$(NAN_PNG)/include
CPPFLAGS += -I$(NAN_ZLIB)/include
CPPFLAGS += -I$(NAN_PYTHON)/include/python$(NAN_PYTHON_VERSION)
@@ -69,7 +67,6 @@ CPPFLAGS += -I../../../gameengine/Network/LoopBackNetwork
CPPFLAGS += -I../../../gameengine/Rasterizer
CPPFLAGS += -I../../../gameengine/SceneGraph
CPPFLAGS += -I../../../gameengine/Rasterizer/RAS_OpenGLRasterizer
-CPPFLAGS += -I../../../gameengine/Physics/Sumo
CPPFLAGS += -I../../../gameengine/Physics/common
###############################
diff --git a/source/gameengine/GamePlayer/common/SConscript b/source/gameengine/GamePlayer/common/SConscript
index e96b2c5400b..f899385c841 100644
--- a/source/gameengine/GamePlayer/common/SConscript
+++ b/source/gameengine/GamePlayer/common/SConscript
@@ -59,11 +59,6 @@ incs = ['.',
# 'unix/GPU_System.cpp']
# gp_common_env.Append ( CPPPATH = ['unix'])
-if env['WITH_BF_SOLID']:
- incs.append('#source/gameengine/Physics/Sumo')
- incs.append('#source/gameengine/Physics/Sumo/Fuzzics/include')
- incs += Split(env['BF_SOLID_INC'])
-
incs += Split(env['BF_PYTHON_INC'])
incs += Split(env['BF_PNG_INC'])
incs += Split(env['BF_ZLIB_INC'])
diff --git a/source/gameengine/GamePlayer/common/unix/GPU_Engine.cpp b/source/gameengine/GamePlayer/common/unix/GPU_Engine.cpp
index a5dec02c753..0ef087efbfe 100644
--- a/source/gameengine/GamePlayer/common/unix/GPU_Engine.cpp
+++ b/source/gameengine/GamePlayer/common/unix/GPU_Engine.cpp
@@ -44,9 +44,6 @@
#include "NG_LoopBackNetworkDeviceInterface.h"
#include "SND_DeviceManager.h"
#include "KX_BlenderSceneConverter.h"
-#ifdef USE_SUMO_SOLID
- #include "SM_Scene.h"
-#endif
#include "KX_KetsjiEngine.h"
#include "GPC_RenderTools.h"
diff --git a/source/gameengine/GamePlayer/common/unix/Makefile b/source/gameengine/GamePlayer/common/unix/Makefile
index 90342c7b735..08c52ddc904 100644
--- a/source/gameengine/GamePlayer/common/unix/Makefile
+++ b/source/gameengine/GamePlayer/common/unix/Makefile
@@ -57,10 +57,8 @@ CPPFLAGS += -I../../../../gameengine/Rasterizer/RAS_OpenGLRasterizer
CPPFLAGS += -I../../../../gameengine/SceneGraph
CPPFLAGS += -I$(NAN_FUZZICS)/include
-CPPFLAGS += -I$(NAN_SUMO)/include
CPPFLAGS += -I$(NAN_SOUNDSYSTEM)/include
CPPFLAGS += -I$(NAN_MOTO)/include
-CPPFLAGS += -I$(NAN_SOLID)/include
# Blender stuff
CPPFLAGS += -I../../../../blender/blenkernel
diff --git a/source/gameengine/GamePlayer/ghost/SConscript b/source/gameengine/GamePlayer/ghost/SConscript
index 390b6f5e089..19234cb663c 100644
--- a/source/gameengine/GamePlayer/ghost/SConscript
+++ b/source/gameengine/GamePlayer/ghost/SConscript
@@ -41,10 +41,6 @@ incs = ['.',
'#source/blender/gpu',
'#extern/glew/include']
-if env['WITH_BF_SOLID']:
- incs.append(['#source/gameengine/Physics/Sumo', '#source/gameengine/Physics/Sumo/Fuzzics/include'])
- incs += Split(env['BF_SOLID_INC'])
-
incs += Split(env['BF_PYTHON_INC'])
cxxflags = []
diff --git a/source/gameengine/Ketsji/KX_ClientObjectInfo.h b/source/gameengine/Ketsji/KX_ClientObjectInfo.h
index 077ac96f0ac..1898dc71ef8 100644
--- a/source/gameengine/Ketsji/KX_ClientObjectInfo.h
+++ b/source/gameengine/Ketsji/KX_ClientObjectInfo.h
@@ -30,9 +30,6 @@
#define __KX_CLIENTOBJECT_INFO_H
/* Note, the way this works with/without sumo is a bit odd */
-#ifdef USE_SUMO_SOLID
-#include <SM_Object.h>
-#endif //USE_SUMO_SOLID
#include <list>
@@ -42,9 +39,6 @@ class KX_GameObject;
* Client Type and Additional Info. This structure can be use instead of a bare void* pointer, for safeness, and additional info for callbacks
*/
struct KX_ClientObjectInfo
-#ifdef USE_SUMO_SOLID
- : public SM_ClientObject
-#endif
{
enum clienttype {
STATIC,
@@ -59,18 +53,12 @@ struct KX_ClientObjectInfo
std::list<SCA_ISensor*> m_sensors;
public:
KX_ClientObjectInfo(KX_GameObject *gameobject, clienttype type = STATIC, void *auxilary_info = NULL) :
-#ifdef USE_SUMO_SOLID
- SM_ClientObject(),
-#endif
m_type(type),
m_gameobject(gameobject),
m_auxilary_info(auxilary_info)
{}
KX_ClientObjectInfo(const KX_ClientObjectInfo &copy) :
-#ifdef USE_SUMO_SOLID
- SM_ClientObject(copy),
-#endif
m_type(copy.m_type),
m_gameobject(copy.m_gameobject),
m_auxilary_info(copy.m_auxilary_info)
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h b/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
index 74042366bae..9d3b9cdaf74 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
@@ -32,11 +32,8 @@
/* These are defined by the build system... */
//but the build system is broken, because it doesn't allow for 2 or more defines at once.
//Please leave Sumo _AND_ Bullet enabled
-//#define USE_SUMO_SOLID // scons defines this
#define USE_BULLET
-//#define USE_ODE
-
//on visual studio 7/8, always enable BULLET for now
//you can have multiple physics engines running anyway, and
//the scons build system doesn't really support this at the moment.
@@ -148,20 +145,6 @@ struct KX_ObjectProperties
} m_boundobject;
};
-#ifdef USE_ODE
-
-
-void KX_ConvertODEEngineObject(KX_GameObject* gameobj,
- RAS_MeshObject* meshobj,
- KX_Scene* kxscene,
- struct PHY_ShapeProps* shapeprops,
- struct PHY_MaterialProps* smmaterial,
- struct KX_ObjectProperties* objprop);
-
-
-#endif //USE_ODE
-
-
void KX_ConvertDynamoObject(KX_GameObject* gameobj,
RAS_MeshObject* meshobj,
KX_Scene* kxscene,
@@ -169,19 +152,6 @@ void KX_ConvertDynamoObject(KX_GameObject* gameobj,
struct PHY_MaterialProps* smmaterial,
struct KX_ObjectProperties* objprop);
-#ifdef USE_SUMO_SOLID
-
-void KX_ConvertSumoObject( class KX_GameObject* gameobj,
- class RAS_MeshObject* meshobj,
- class KX_Scene* kxscene,
- struct PHY_ShapeProps* shapeprops,
- struct PHY_MaterialProps* smmaterial,
- struct KX_ObjectProperties* objprop);
-
-void KX_ClearSumoSharedShapes();
-bool KX_ReInstanceShapeFromMesh(RAS_MeshObject* meshobj);
-
-#endif
#ifdef USE_BULLET
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
index 51c41c0686d..64b5760de28 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
@@ -32,7 +32,6 @@
#include "MT_assert.h"
-// defines USE_ODE to choose physics engine
#include "KX_ConvertPhysicsObject.h"
#include "BL_DeformableGameObject.h"
#include "RAS_MeshObject.h"
@@ -56,597 +55,6 @@ extern "C"{
#include "BKE_DerivedMesh.h"
}
-#ifdef USE_ODE
-
-#include "KX_OdePhysicsController.h"
-#include "OdePhysicsEnvironment.h"
-#endif //USE_ODE
-
-
-// USE_SUMO_SOLID is defined in headerfile KX_ConvertPhysicsObject.h
-#ifdef USE_SUMO_SOLID
-
-
-#include "SumoPhysicsEnvironment.h"
-#include "KX_SumoPhysicsController.h"
-
-
-// sumo physics specific
-#include "SM_Object.h"
-#include "SM_FhObject.h"
-#include "SM_Scene.h"
-#include "SM_ClientObjectInfo.h"
-
-#include "KX_SumoPhysicsController.h"
-
-struct KX_PhysicsInstance
-{
- DT_VertexBaseHandle m_vertexbase;
- RAS_DisplayArray* m_darray;
- RAS_IPolyMaterial* m_material;
-
- KX_PhysicsInstance(DT_VertexBaseHandle vertex_base, RAS_DisplayArray *darray, RAS_IPolyMaterial* mat)
- : m_vertexbase(vertex_base),
- m_darray(darray),
- m_material(mat)
- {
- }
-
- ~KX_PhysicsInstance()
- {
- DT_DeleteVertexBase(m_vertexbase);
- }
-};
-
-static GEN_Map<GEN_HashedPtr,DT_ShapeHandle> map_gamemesh_to_sumoshape;
-static GEN_Map<GEN_HashedPtr, KX_PhysicsInstance*> map_gamemesh_to_instance;
-
-// forward declarations
-static void BL_RegisterSumoObject(KX_GameObject* gameobj,class SM_Scene* sumoScene,class SM_Object* sumoObj,const STR_String& matname,bool isDynamic,bool isActor);
-static DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj, bool polytope);
-
-void KX_ConvertSumoObject( KX_GameObject* gameobj,
- RAS_MeshObject* meshobj,
- KX_Scene* kxscene,
- PHY_ShapeProps* kxshapeprops,
- PHY_MaterialProps* kxmaterial,
- struct KX_ObjectProperties* objprop)
-
-
-{
- SM_ShapeProps* smprop = new SM_ShapeProps;
-
- smprop->m_ang_drag = kxshapeprops->m_ang_drag;
- smprop->m_do_anisotropic = kxshapeprops->m_do_anisotropic;
- smprop->m_do_fh = kxshapeprops->m_do_fh;
- smprop->m_do_rot_fh = kxshapeprops->m_do_rot_fh ;
- smprop->m_friction_scaling[0] = kxshapeprops->m_friction_scaling[0];
- smprop->m_friction_scaling[1] = kxshapeprops->m_friction_scaling[1];
- smprop->m_friction_scaling[2] = kxshapeprops->m_friction_scaling[2];
- smprop->m_inertia = MT_Vector3(1., 1., 1.) * kxshapeprops->m_inertia;
- smprop->m_lin_drag = kxshapeprops->m_lin_drag;
- smprop->m_mass = kxshapeprops->m_mass;
- smprop->m_radius = objprop->m_radius;
-
-
- SM_MaterialProps* smmaterial = new SM_MaterialProps;
-
- smmaterial->m_fh_damping = kxmaterial->m_fh_damping;
- smmaterial->m_fh_distance = kxmaterial->m_fh_distance;
- smmaterial->m_fh_normal = kxmaterial->m_fh_normal;
- smmaterial->m_fh_spring = kxmaterial->m_fh_spring;
- smmaterial->m_friction = kxmaterial->m_friction;
- smmaterial->m_restitution = kxmaterial->m_restitution;
-
- SumoPhysicsEnvironment* sumoEnv =
- (SumoPhysicsEnvironment*)kxscene->GetPhysicsEnvironment();
-
- SM_Scene* sceneptr = sumoEnv->GetSumoScene();
-
- SM_Object* sumoObj=NULL;
-
- if (objprop->m_dyna && objprop->m_isactor)
- {
- DT_ShapeHandle shape = NULL;
- bool polytope = false;
- switch (objprop->m_boundclass)
- {
- case KX_BOUNDBOX:
- shape = DT_NewBox(objprop->m_boundobject.box.m_extends[0],
- objprop->m_boundobject.box.m_extends[1],
- objprop->m_boundobject.box.m_extends[2]);
- smprop->m_inertia.scale(objprop->m_boundobject.box.m_extends[0]*objprop->m_boundobject.box.m_extends[0],
- objprop->m_boundobject.box.m_extends[1]*objprop->m_boundobject.box.m_extends[1],
- objprop->m_boundobject.box.m_extends[2]*objprop->m_boundobject.box.m_extends[2]);
- smprop->m_inertia *= smprop->m_mass/MT_Vector3(objprop->m_boundobject.box.m_extends).length();
- break;
- case KX_BOUNDCYLINDER:
- shape = DT_NewCylinder(smprop->m_radius, objprop->m_boundobject.c.m_height);
- smprop->m_inertia.scale(smprop->m_mass*smprop->m_radius*smprop->m_radius,
- smprop->m_mass*smprop->m_radius*smprop->m_radius,
- smprop->m_mass*objprop->m_boundobject.c.m_height*objprop->m_boundobject.c.m_height);
- break;
- case KX_BOUNDCONE:
- shape = DT_NewCone(objprop->m_radius, objprop->m_boundobject.c.m_height);
- smprop->m_inertia.scale(smprop->m_mass*smprop->m_radius*smprop->m_radius,
- smprop->m_mass*smprop->m_radius*smprop->m_radius,
- smprop->m_mass*objprop->m_boundobject.c.m_height*objprop->m_boundobject.c.m_height);
- break;
- /* Dynamic mesh objects. WARNING! slow. */
- case KX_BOUNDPOLYTOPE:
- polytope = true;
- // fall through
- case KX_BOUNDMESH:
- if (meshobj && meshobj->NumPolygons() > 0)
- {
- if ((shape = CreateShapeFromMesh(meshobj, polytope)))
- {
- // TODO: calculate proper inertia
- smprop->m_inertia *= smprop->m_mass*smprop->m_radius*smprop->m_radius;
- break;
- }
- }
- /* If CreateShapeFromMesh fails, fall through and use sphere */
- default:
- case KX_BOUNDSPHERE:
- shape = DT_NewSphere(objprop->m_radius);
- smprop->m_inertia *= smprop->m_mass*smprop->m_radius*smprop->m_radius;
- break;
-
- }
-
- sumoObj = new SM_Object(shape, !objprop->m_ghost?smmaterial:NULL,smprop,NULL);
-
- sumoObj->setRigidBody(objprop->m_angular_rigidbody?true:false);
-
- BL_RegisterSumoObject(gameobj,sceneptr,sumoObj,"",true, true);
-
- }
- else {
- // non physics object
- if (meshobj)
- {
- int numpolys = meshobj->NumPolygons();
- {
-
- DT_ShapeHandle complexshape=0;
- bool polytope = false;
-
- switch (objprop->m_boundclass)
- {
- case KX_BOUNDBOX:
- complexshape = DT_NewBox(objprop->m_boundobject.box.m_extends[0], objprop->m_boundobject.box.m_extends[1], objprop->m_boundobject.box.m_extends[2]);
- break;
- case KX_BOUNDSPHERE:
- complexshape = DT_NewSphere(objprop->m_boundobject.c.m_radius);
- break;
- case KX_BOUNDCYLINDER:
- complexshape = DT_NewCylinder(objprop->m_boundobject.c.m_radius, objprop->m_boundobject.c.m_height);
- break;
- case KX_BOUNDCONE:
- complexshape = DT_NewCone(objprop->m_boundobject.c.m_radius, objprop->m_boundobject.c.m_height);
- break;
- case KX_BOUNDPOLYTOPE:
- polytope = true;
- // fall through
- default:
- case KX_BOUNDMESH:
- if (numpolys>0)
- {
- complexshape = CreateShapeFromMesh(meshobj, polytope);
- //std::cout << "Convert Physics Mesh: " << meshobj->GetName() << std::endl;
-/* if (!complexshape)
- {
- // Something has to be done here - if the object has no polygons, it will not be able to have
- // sensors attached to it.
- DT_Vector3 pt = {0., 0., 0.};
- complexshape = DT_NewSphere(1.0);
- objprop->m_ghost = evilObject = true;
- } */
- }
- break;
- }
-
- if (complexshape)
- {
- SM_Object *dynamicParent = NULL;
-
- if (objprop->m_dynamic_parent)
- {
- // problem is how to find the dynamic parent
- // in the scenegraph
- KX_SumoPhysicsController* sumoctrl =
- (KX_SumoPhysicsController*)
- objprop->m_dynamic_parent->GetPhysicsController();
-
- if (sumoctrl)
- {
- dynamicParent = sumoctrl->GetSumoObject();
- }
-
- MT_assert(dynamicParent);
- }
-
-
- sumoObj = new SM_Object(complexshape,!objprop->m_ghost?smmaterial:NULL,NULL, dynamicParent);
- const STR_String& matname=meshobj->GetMaterialName(0);
-
-
- BL_RegisterSumoObject(gameobj,sceneptr,
- sumoObj,
- matname,
- objprop->m_dyna,
- objprop->m_isactor);
- }
- }
- }
- }
-
- // physics object get updated here !
-
-
- // lazy evaluation because we might not support scaling !gameobj->UpdateTransform();
-
- if (objprop->m_in_active_layer && sumoObj)
- {
- sceneptr->add(*sumoObj);
- }
-
-}
-
-
-
-static void BL_RegisterSumoObject(
- KX_GameObject* gameobj,
- class SM_Scene* sumoScene,
- class SM_Object* sumoObj,
- const STR_String& matname,
- bool isDynamic,
- bool isActor)
-{
- PHY_IMotionState* motionstate = new KX_MotionState(gameobj->GetSGNode());
-
- // need easy access, not via 'node' etc.
- KX_SumoPhysicsController* physicscontroller = new KX_SumoPhysicsController(sumoScene,sumoObj,motionstate,isDynamic);
- gameobj->SetPhysicsController(physicscontroller,isDynamic);
-
-
- if (!gameobj->getClientInfo())
- std::cout << "BL_RegisterSumoObject: WARNING: Object " << gameobj->GetName() << " has no client info" << std::endl;
- physicscontroller->setNewClientInfo(gameobj->getClientInfo());
-
-
- gameobj->GetSGNode()->AddSGController(physicscontroller);
-
- gameobj->getClientInfo()->m_type = (isActor ? KX_ClientObjectInfo::ACTOR : KX_ClientObjectInfo::STATIC);
-
- // store materialname in auxinfo, needed for touchsensors
- gameobj->getClientInfo()->m_auxilary_info = (matname.Length() ? (void*)(matname.ReadPtr()+2) : NULL);
-
- physicscontroller->SetObject(gameobj->GetSGNode());
-}
-
-static DT_ShapeHandle InstancePhysicsComplex(RAS_MeshObject* meshobj, RAS_DisplayArray *darray, RAS_IPolyMaterial *mat)
-{
- // instance a mesh from a single vertex array & material
- const RAS_TexVert *vertex_array = &darray->m_vertex[0];
- DT_VertexBaseHandle vertex_base = DT_NewVertexBase(vertex_array[0].getXYZ(), sizeof(RAS_TexVert));
-
- DT_ShapeHandle shape = DT_NewComplexShape(vertex_base);
-
- std::vector<DT_Index> indices;
- for (int p = 0; p < meshobj->NumPolygons(); p++)
- {
- RAS_Polygon* poly = meshobj->GetPolygon(p);
-
- // only add polygons that have the collisionflag set
- if (poly->IsCollider())
- {
- DT_Begin();
- DT_VertexIndex(poly->GetVertexOffset(0));
- DT_VertexIndex(poly->GetVertexOffset(1));
- DT_VertexIndex(poly->GetVertexOffset(2));
- DT_End();
-
- // tesselate
- if (poly->VertexCount() == 4)
- {
- DT_Begin();
- DT_VertexIndex(poly->GetVertexOffset(0));
- DT_VertexIndex(poly->GetVertexOffset(2));
- DT_VertexIndex(poly->GetVertexOffset(3));
- DT_End();
- }
- }
- }
-
- //DT_VertexIndices(indices.size(), &indices[0]);
- DT_EndComplexShape();
-
- map_gamemesh_to_instance.insert(GEN_HashedPtr(meshobj), new KX_PhysicsInstance(vertex_base, darray, mat));
- return shape;
-}
-
-static DT_ShapeHandle InstancePhysicsPolytope(RAS_MeshObject* meshobj, RAS_DisplayArray *darray, RAS_IPolyMaterial *mat)
-{
- // instance a mesh from a single vertex array & material
- const RAS_TexVert *vertex_array = &darray->m_vertex[0];
- DT_VertexBaseHandle vertex_base = DT_NewVertexBase(vertex_array[0].getXYZ(), sizeof(RAS_TexVert));
-
- std::vector<DT_Index> indices;
- for (int p = 0; p < meshobj->NumPolygons(); p++)
- {
- RAS_Polygon* poly = meshobj->GetPolygon(p);
-
- // only add polygons that have the collisionflag set
- if (poly->IsCollider())
- {
- indices.push_back(poly->GetVertexOffset(0));
- indices.push_back(poly->GetVertexOffset(1));
- indices.push_back(poly->GetVertexOffset(2));
-
- if (poly->VertexCount() == 4)
- indices.push_back(poly->GetVertexOffset(3));
- }
- }
-
- DT_ShapeHandle shape = DT_NewPolytope(vertex_base);
- DT_VertexIndices(indices.size(), &indices[0]);
- DT_EndPolytope();
-
- map_gamemesh_to_instance.insert(GEN_HashedPtr(meshobj), new KX_PhysicsInstance(vertex_base, darray, mat));
- return shape;
-}
-
-// This will have to be a method in a class somewhere...
-// Update SOLID with a changed physics mesh.
-// not used... yet.
-bool KX_ReInstanceShapeFromMesh(RAS_MeshObject* meshobj)
-{
- KX_PhysicsInstance *instance = *map_gamemesh_to_instance[GEN_HashedPtr(meshobj)];
- if (instance)
- {
- const RAS_TexVert *vertex_array = &instance->m_darray->m_vertex[0];
- DT_ChangeVertexBase(instance->m_vertexbase, vertex_array[0].getXYZ());
- return true;
- }
- return false;
-}
-
-static DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj, bool polytope)
-{
-
- DT_ShapeHandle *shapeptr = map_gamemesh_to_sumoshape[GEN_HashedPtr(meshobj)];
- // Mesh has already been converted: reuse
- if (shapeptr)
- {
- return *shapeptr;
- }
-
- // Mesh has no polygons!
- int numpolys = meshobj->NumPolygons();
- if (!numpolys)
- {
- return NULL;
- }
-
- // Count the number of collision polygons and check they all come from the same
- // vertex array
- int numvalidpolys = 0;
- RAS_DisplayArray *darray = NULL;
- RAS_IPolyMaterial *poly_material = NULL;
- bool reinstance = true;
-
- for (int p=0; p<numpolys; p++)
- {
- RAS_Polygon* poly = meshobj->GetPolygon(p);
-
- // only add polygons that have the collisionflag set
- if (poly->IsCollider())
- {
- // check polygon is from the same vertex array
- if (poly->GetDisplayArray() != darray)
- {
- if (darray == NULL)
- darray = poly->GetDisplayArray();
- else
- {
- reinstance = false;
- darray = NULL;
- }
- }
-
- // check poly is from the same material
- if (poly->GetMaterial()->GetPolyMaterial() != poly_material)
- {
- if (poly_material)
- {
- reinstance = false;
- poly_material = NULL;
- }
- else
- poly_material = poly->GetMaterial()->GetPolyMaterial();
- }
-
- // count the number of collision polys
- numvalidpolys++;
-
- // We have one collision poly, and we can't reinstance, so we
- // might as well break here.
- if (!reinstance)
- break;
- }
- }
-
- // No collision polygons
- if (numvalidpolys < 1)
- return NULL;
-
- DT_ShapeHandle shape;
- if (reinstance)
- {
- if (polytope)
- shape = InstancePhysicsPolytope(meshobj, darray, poly_material);
- else
- shape = InstancePhysicsComplex(meshobj, darray, poly_material);
- }
- else
- {
- if (polytope)
- {
- std::cout << "CreateShapeFromMesh: " << meshobj->GetName() << " is not suitable for polytope." << std::endl;
- if (!poly_material)
- std::cout << " Check mesh materials." << std::endl;
- if (darray == NULL)
- std::cout << " Check number of vertices." << std::endl;
- }
-
- shape = DT_NewComplexShape(NULL);
-
- numvalidpolys = 0;
-
- for (int p2=0; p2<numpolys; p2++)
- {
- RAS_Polygon* poly = meshobj->GetPolygon(p2);
-
- // only add polygons that have the collisionflag set
- if (poly->IsCollider())
- { /* We have to tesselate here because SOLID can only raycast triangles */
- DT_Begin();
- /* V1, V2, V3 */
- DT_Vertex(poly->GetVertex(2)->getXYZ());
- DT_Vertex(poly->GetVertex(1)->getXYZ());
- DT_Vertex(poly->GetVertex(0)->getXYZ());
-
- numvalidpolys++;
- DT_End();
-
- if (poly->VertexCount() == 4)
- {
- DT_Begin();
- /* V1, V3, V4 */
- DT_Vertex(poly->GetVertex(3)->getXYZ());
- DT_Vertex(poly->GetVertex(2)->getXYZ());
- DT_Vertex(poly->GetVertex(0)->getXYZ());
-
- numvalidpolys++;
- DT_End();
- }
-
- }
- }
-
- DT_EndComplexShape();
- }
-
- if (numvalidpolys > 0)
- {
- map_gamemesh_to_sumoshape.insert(GEN_HashedPtr(meshobj),shape);
- return shape;
- }
-
- delete shape;
- return NULL;
-}
-
-void KX_ClearSumoSharedShapes()
-{
- int numshapes = map_gamemesh_to_sumoshape.size();
- int i;
- for (i=0;i<numshapes ;i++)
- {
- DT_ShapeHandle shape = *map_gamemesh_to_sumoshape.at(i);
- DT_DeleteShape(shape);
- }
-
- map_gamemesh_to_sumoshape.clear();
-
- for (i=0; i < map_gamemesh_to_instance.size(); i++)
- delete *map_gamemesh_to_instance.at(i);
-
- map_gamemesh_to_instance.clear();
-}
-
-
-
-
-
-#endif //USE_SUMO_SOLID
-
-
-#ifdef USE_ODE
-
-void KX_ConvertODEEngineObject(KX_GameObject* gameobj,
- RAS_MeshObject* meshobj,
- KX_Scene* kxscene,
- struct PHY_ShapeProps* shapeprops,
- struct PHY_MaterialProps* smmaterial,
- struct KX_ObjectProperties* objprop)
-{
-
- // not yet, future extension :)
- bool dyna=objprop->m_dyna;
- bool fullRigidBody= ( objprop->m_dyna && objprop->m_angular_rigidbody) != 0;
- bool phantom = objprop->m_ghost;
- class PHY_IMotionState* motionstate = new KX_MotionState(gameobj->GetSGNode());
-
- class ODEPhysicsEnvironment* odeEnv =
- (ODEPhysicsEnvironment*)kxscene->GetPhysicsEnvironment();
-
- dxSpace* space = odeEnv->GetOdeSpace();
- dxWorld* world = odeEnv->GetOdeWorld();
-
- bool isSphere = false;
-
- switch (objprop->m_boundclass)
- {
- case KX_BOUNDBOX:
- {
-
- KX_OdePhysicsController* physicscontroller =
- new KX_OdePhysicsController(
- dyna,
- fullRigidBody,
- phantom,
- motionstate,
- space,
- world,
- shapeprops->m_mass,
- smmaterial->m_friction,
- smmaterial->m_restitution,
- isSphere,
- objprop->m_boundobject.box.m_center,
- objprop->m_boundobject.box.m_extends,
- objprop->m_boundobject.c.m_radius
- );
-
- gameobj->SetPhysicsController(physicscontroller);
- physicscontroller->setNewClientInfo(gameobj->getClientInfo());
- gameobj->GetSGNode()->AddSGController(physicscontroller);
-
- bool isActor = objprop->m_isactor;
- STR_String materialname;
- if (meshobj)
- materialname = meshobj->GetMaterialName(0);
-
- const char* matname = materialname.ReadPtr();
-
-
- physicscontroller->SetObject(gameobj->GetSGNode());
-
- break;
- }
- default:
- {
- }
- };
-
-}
-
-
-#endif // USE_ODE
-
-
#ifdef USE_BULLET
#include "CcdPhysicsEnvironment.h"
diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
index a43ea59220b..1a417110c08 100644
--- a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
+++ b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
@@ -61,10 +61,6 @@
#include "KX_PyConstraintBinding.h"
#include "PHY_IPhysicsEnvironment.h"
-#ifdef USE_SUMO_SOLID
-#include "SumoPhysicsEnvironment.h"
-#endif
-
#include "SND_Scene.h"
#include "SND_IAudioDevice.h"
diff --git a/source/gameengine/Ketsji/KX_OdePhysicsController.cpp b/source/gameengine/Ketsji/KX_OdePhysicsController.cpp
deleted file mode 100644
index dc6990267d4..00000000000
--- a/source/gameengine/Ketsji/KX_OdePhysicsController.cpp
+++ /dev/null
@@ -1,257 +0,0 @@
-/**
- * $Id$
- *
- * ***** BEGIN GPL LICENSE BLOCK *****
- *
- * The contents of this file may be used under the terms of either the GNU
- * General Public License Version 2 or later (the "GPL", see
- * http://www.gnu.org/licenses/gpl.html ), or the Blender License 1.0 or
- * later (the "BL", see http://www.blender.org/BL/ ) which has to be
- * bought from the Blender Foundation to become active, in which case the
- * above mentioned GPL option does not apply.
- *
- * The Original Code is Copyright (C) 2002 by NaN Holding BV.
- * All rights reserved.
- *
- * The Original Code is: all of this file.
- *
- * Contributor(s): none yet.
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-#include "KX_ConvertPhysicsObject.h"
-
-#ifdef USE_ODE
-
-#include "KX_OdePhysicsController.h"
-#include "KX_GameObject.h"
-#include "KX_MotionState.h"
-
-#include "MT_assert.h"
-
-#include "PHY_IPhysicsEnvironment.h"
-
-#ifdef HAVE_CONFIG_H
-#include <config.h>
-#endif
-
-KX_OdePhysicsController::KX_OdePhysicsController(
- bool dyna,
- bool fullRigidBody,
- bool phantom,
- class PHY_IMotionState* motionstate,
- struct dxSpace* space,
- struct dxWorld* world,
- float mass,
- float friction,
- float restitution,
- bool implicitsphere,
- float center[3],
- float extends[3],
- float radius
- )
-: KX_IPhysicsController(dyna,false,(PHY_IPhysicsController*)this),
-ODEPhysicsController(
-dyna,fullRigidBody,phantom,motionstate,
-space,world,mass,friction,restitution,
-implicitsphere,center,extends,radius)
-{
-};
-
-
-bool KX_OdePhysicsController::Update(double time)
-{
- return SynchronizeMotionStates(time);
-}
-
-void KX_OdePhysicsController::SetObject (SG_IObject* object)
-{
- SG_Controller::SetObject(object);
-
- // cheating here...
- KX_GameObject* gameobj = (KX_GameObject*) object->GetSGClientObject();
- gameobj->SetPhysicsController(this);
-
-}
-
-
-
-void KX_OdePhysicsController::applyImpulse(const MT_Point3& attach, const MT_Vector3& impulse)
-{
- ODEPhysicsController::applyImpulse(attach[0],attach[1],attach[2],impulse[0],impulse[1],impulse[2]);
-}
-
-
-
-void KX_OdePhysicsController::RelativeTranslate(const MT_Vector3& dloc,bool local)
-{
- ODEPhysicsController::RelativeTranslate(dloc[0],dloc[1],dloc[2],local);
-
-}
-void KX_OdePhysicsController::RelativeRotate(const MT_Matrix3x3& drot,bool local)
-{
- double oldmat[12];
- drot.getValue(oldmat);
- float newmat[9];
- float *m = &newmat[0];
- double *orgm = &oldmat[0];
-
- *m++ = *orgm++;*m++ = *orgm++;*m++ = *orgm++;orgm++;
- *m++ = *orgm++;*m++ = *orgm++;*m++ = *orgm++;orgm++;
- *m++ = *orgm++;*m++ = *orgm++;*m++ = *orgm++;orgm++;
-
- ODEPhysicsController::RelativeRotate(newmat,local);
-
-}
-
-void KX_OdePhysicsController::ApplyTorque(const MT_Vector3& torque,bool local)
-{
- ODEPhysicsController::ApplyTorque(torque[0],torque[1],torque[2],local);
-
-}
-void KX_OdePhysicsController::ApplyForce(const MT_Vector3& force,bool local)
-{
- ODEPhysicsController::ApplyForce(force[0],force[1],force[2],local);
-
-}
-MT_Vector3 KX_OdePhysicsController::GetLinearVelocity()
-{
- return MT_Vector3(0,0,0);
-}
-
-MT_Vector3 KX_OdePhysicsController::GetVelocity(const MT_Point3& pos)
-{
- return MT_Vector3(0,0,0);
-}
-
-void KX_OdePhysicsController::SetAngularVelocity(const MT_Vector3& ang_vel,bool local)
-{
-
-}
-void KX_OdePhysicsController::SetLinearVelocity(const MT_Vector3& lin_vel,bool local)
-{
- ODEPhysicsController::SetLinearVelocity(lin_vel[0],lin_vel[1],lin_vel[2],local);
-}
-
-void KX_OdePhysicsController::setOrientation(const MT_Matrix3x3& rot)
-{
- MT_Quaternion orn = rot.getRotation();
- ODEPhysicsController::setOrientation(orn[0],orn[1],orn[2],orn[3]);
-}
-
-void KX_OdePhysicsController::getOrientation(MT_Quaternion& orn)
-{
- float florn[4];
- florn[0]=orn[0];
- florn[1]=orn[1];
- florn[2]=orn[2];
- florn[3]=orn[3];
- ODEPhysicsController::getOrientation(florn[0],florn[1],florn[2],florn[3]);
- orn[0] = florn[0];
- orn[1] = florn[1];
- orn[2] = florn[2];
- orn[3] = florn[3];
-
-
-}
-
-void KX_OdePhysicsController::setPosition(const MT_Point3& pos)
-{
- ODEPhysicsController::setPosition(pos[0],pos[1],pos[2]);
-}
-
-void KX_OdePhysicsController::setScaling(const MT_Vector3& scaling)
-{
-}
-
-MT_Scalar KX_OdePhysicsController::GetMass()
-{
- return ODEPhysicsController::getMass();
-}
-
-MT_Scalar KX_OdePhysicsController::GetRadius()
-{
- return MT_Scalar(0.f);
-}
-
-MT_Vector3 KX_OdePhysicsController::getReactionForce()
-{
- return MT_Vector3(0,0,0);
-}
-void KX_OdePhysicsController::setRigidBody(bool rigid)
-{
-
-}
-
-void KX_OdePhysicsController::SuspendDynamics(bool)
-{
- ODEPhysicsController::SuspendDynamics();
-}
-void KX_OdePhysicsController::RestoreDynamics()
-{
- ODEPhysicsController::RestoreDynamics();
-}
-
-
-SG_Controller* KX_OdePhysicsController::GetReplica(class SG_Node* destnode)
-{
- PHY_IMotionState* motionstate = new KX_MotionState(destnode);
- KX_OdePhysicsController* copyctrl = new KX_OdePhysicsController(*this);
-
- // nlin: copied from KX_SumoPhysicsController.cpp. Not 100% sure what this does....
- // furthermore, the parentctrl is not used in ODEPhysicsController::PostProcessReplica, but
- // maybe it can/should be used in the future...
-
- // begin copy block ------------------------------------------------------------------
-
- //parentcontroller is here be able to avoid collisions between parent/child
-
- PHY_IPhysicsController* parentctrl = NULL;
-
- if (destnode != destnode->GetRootSGParent())
- {
- KX_GameObject* clientgameobj = (KX_GameObject*) destnode->GetRootSGParent()->GetSGClientObject();
- if (clientgameobj)
- {
- parentctrl = (KX_OdePhysicsController*)clientgameobj->GetPhysicsController();
- } else
- {
- // it could be a false node, try the children
- NodeList::const_iterator childit;
- for (
- childit = destnode->GetSGChildren().begin();
- childit!= destnode->GetSGChildren().end();
- ++childit
- ) {
- KX_GameObject* clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
- if (clientgameobj)
- {
- parentctrl = (KX_OdePhysicsController*)clientgameobj->GetPhysicsController();
- }
- }
- }
- }
- // end copy block ------------------------------------------------------------------
-
- copyctrl->PostProcessReplica(motionstate, this);
-
- return copyctrl;
-
-}
-
-void KX_OdePhysicsController::resolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ)
-{
-}
-
-
-void KX_OdePhysicsController::SetSumoTransform(bool nondynaonly)
-{
-
-}
- // todo: remove next line !
-void KX_OdePhysicsController::SetSimulatedTime(double time)
-{
-
-}
-
-#endif //USE_ODE
diff --git a/source/gameengine/Ketsji/KX_OdePhysicsController.h b/source/gameengine/Ketsji/KX_OdePhysicsController.h
deleted file mode 100644
index 8c3974c38a3..00000000000
--- a/source/gameengine/Ketsji/KX_OdePhysicsController.h
+++ /dev/null
@@ -1,109 +0,0 @@
-/**
- * $Id$
- *
- * ***** BEGIN GPL LICENSE BLOCK *****
- *
- * The contents of this file may be used under the terms of either the GNU
- * General Public License Version 2 or later (the "GPL", see
- * http://www.gnu.org/licenses/gpl.html ), or the Blender License 1.0 or
- * later (the "BL", see http://www.blender.org/BL/ ) which has to be
- * bought from the Blender Foundation to become active, in which case the
- * above mentioned GPL option does not apply.
- *
- * The Original Code is Copyright (C) 2002 by NaN Holding BV.
- * All rights reserved.
- *
- * The Original Code is: all of this file.
- *
- * Contributor(s): none yet.
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-#ifndef __KX_ODEPHYSICSCONTROLLER_H
-#define __KX_ODEPHYSICSCONTROLLER_H
-
-#include "KX_IPhysicsController.h"
-#include "OdePhysicsController.h"
-
-/**
- Physics Controller, a special kind of Scene Graph Transformation Controller.
- It get's callbacks from Physics in case a transformation change took place.
- Each time the scene graph get's updated, the controller get's a chance
- in the 'Update' method to reflect changed.
-*/
-
-class KX_OdePhysicsController : public KX_IPhysicsController, public ODEPhysicsController
-
-{
-
-public:
- KX_OdePhysicsController(
- bool dyna,
- bool fullRigidBody,
- bool phantom,
- class PHY_IMotionState* motionstate,
- struct dxSpace* space,
- struct dxWorld* world,
- float mass,
- float friction,
- float restitution,
- bool implicitsphere,
- float center[3],
- float extends[3],
- float radius);
-
- virtual ~KX_OdePhysicsController() {};
-
- virtual void applyImpulse(const MT_Point3& attach, const MT_Vector3& impulse);
- virtual void SetObject (SG_IObject* object);
-
- virtual void RelativeTranslate(const MT_Vector3& dloc,bool local);
- virtual void RelativeRotate(const MT_Matrix3x3& drot,bool local);
- virtual void ApplyTorque(const MT_Vector3& torque,bool local);
- virtual void ApplyForce(const MT_Vector3& force,bool local);
- virtual MT_Vector3 GetLinearVelocity();
- virtual MT_Vector3 GetVelocity(const MT_Point3& pos);
- virtual void SetAngularVelocity(const MT_Vector3& ang_vel,bool local);
- virtual void SetLinearVelocity(const MT_Vector3& lin_vel,bool local);
- virtual void resolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ);
- virtual void getOrientation(MT_Quaternion& orn);
- virtual void setOrientation(const MT_Matrix3x3& orn);
- virtual void setPosition(const MT_Point3& pos);
- virtual void setScaling(const MT_Vector3& scaling);
- virtual void SetTransform() {}
- virtual MT_Scalar GetMass();
- virtual MT_Vector3 getReactionForce();
- virtual void setRigidBody(bool rigid);
- virtual void AddCompoundChild(KX_IPhysicsController* child) { }
- virtual void RemoveCompoundChild(KX_IPhysicsController* child) { }
-
- virtual void SuspendDynamics(bool);
- virtual void RestoreDynamics();
- virtual MT_Scalar GetRadius();
-
- virtual SG_Controller* GetReplica(class SG_Node* destnode);
-
- virtual float GetLinVelocityMin() { return ODEPhysicsController::GetLinVelocityMin(); }
- virtual void SetLinVelocityMin(float val) { ODEPhysicsController::SetLinVelocityMin(val); }
- virtual float GetLinVelocityMax() { return ODEPhysicsController::GetLinVelocityMax(); }
- virtual void SetLinVelocityMax(float val) { ODEPhysicsController::SetLinVelocityMax(val); }
-
- virtual void SetSumoTransform(bool nondynaonly);
- // todo: remove next line !
- virtual void SetSimulatedTime(double time);
-
- // call from scene graph to update
- virtual bool Update(double time);
-
- void
- SetOption(
- int option,
- int value
- ){
- // intentionally empty
- };
-
-};
-
-#endif //__KX_ODEPHYSICSCONTROLLER_H
-
diff --git a/source/gameengine/Ketsji/KX_SumoPhysicsController.cpp b/source/gameengine/Ketsji/KX_SumoPhysicsController.cpp
deleted file mode 100644
index fc053f05e63..00000000000
--- a/source/gameengine/Ketsji/KX_SumoPhysicsController.cpp
+++ /dev/null
@@ -1,244 +0,0 @@
-#include "KX_ConvertPhysicsObject.h"
-
-#ifdef USE_SUMO_SOLID
-
-#ifdef WIN32
-#pragma warning (disable : 4786)
-#endif
-
-#include "KX_SumoPhysicsController.h"
-#include "SG_Spatial.h"
-#include "SM_Scene.h"
-#include "KX_GameObject.h"
-#include "KX_MotionState.h"
-#include "KX_ClientObjectInfo.h"
-
-#include "PHY_IPhysicsEnvironment.h"
-
-#ifdef HAVE_CONFIG_H
-#include <config.h>
-#endif
-
-void KX_SumoPhysicsController::applyImpulse(const MT_Point3& attach, const MT_Vector3& impulse)
-{
- SumoPhysicsController::applyImpulse(attach[0],attach[1],attach[2],impulse[0],impulse[1],impulse[2]);
-}
-void KX_SumoPhysicsController::RelativeTranslate(const MT_Vector3& dloc,bool local)
-{
- SumoPhysicsController::RelativeTranslate(dloc[0],dloc[1],dloc[2],local);
-
-}
-void KX_SumoPhysicsController::RelativeRotate(const MT_Matrix3x3& drot,bool local)
-{
- float oldmat[12];
- drot.getValue(oldmat);
-/* float newmat[9];
- float *m = &newmat[0];
- double *orgm = &oldmat[0];
-
- *m++ = *orgm++;*m++ = *orgm++;*m++ = *orgm++;orgm++;
- *m++ = *orgm++;*m++ = *orgm++;*m++ = *orgm++;orgm++;
- *m++ = *orgm++;*m++ = *orgm++;*m++ = *orgm++;orgm++; */
-
- SumoPhysicsController::RelativeRotate(oldmat,local);
-}
-
-void KX_SumoPhysicsController::SetLinearVelocity(const MT_Vector3& lin_vel,bool local)
-{
- SumoPhysicsController::SetLinearVelocity(lin_vel[0],lin_vel[1],lin_vel[2],local);
-
-}
-
-void KX_SumoPhysicsController::SetAngularVelocity(const MT_Vector3& ang_vel,bool local)
-{
- SumoPhysicsController::SetAngularVelocity(ang_vel[0],ang_vel[1],ang_vel[2],local);
-}
-
-MT_Vector3 KX_SumoPhysicsController::GetVelocity(const MT_Point3& pos)
-{
-
- float linvel[3];
- SumoPhysicsController::GetVelocity(pos[0],pos[1],pos[2],linvel[0],linvel[1],linvel[2]);
-
- return MT_Vector3 (linvel);
-}
-
-MT_Vector3 KX_SumoPhysicsController::GetLinearVelocity()
-{
- return GetVelocity(MT_Point3(0,0,0));
-
-}
-
-void KX_SumoPhysicsController::resolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ)
-{
- SumoPhysicsController::resolveCombinedVelocities(linvelX,linvelY,linvelZ,angVelX,angVelY,angVelZ);
-}
-
-void KX_SumoPhysicsController::ApplyTorque(const MT_Vector3& torque,bool local)
-{
- SumoPhysicsController::ApplyTorque(torque[0],torque[1],torque[2],local);
-
-}
-
-void KX_SumoPhysicsController::ApplyForce(const MT_Vector3& force,bool local)
-{
- SumoPhysicsController::ApplyForce(force[0],force[1],force[2],local);
-}
-
-bool KX_SumoPhysicsController::Update(double time)
-{
- return SynchronizeMotionStates(time);
-}
-
-void KX_SumoPhysicsController::SetSimulatedTime(double time)
-{
-
-}
-
-void KX_SumoPhysicsController::SetSumoTransform(bool nondynaonly)
-{
- SumoPhysicsController::setSumoTransform(nondynaonly);
-
-}
-
-void KX_SumoPhysicsController::SuspendDynamics(bool)
-{
- SumoPhysicsController::SuspendDynamics();
-}
-
-void KX_SumoPhysicsController::RestoreDynamics()
-{
- SumoPhysicsController::RestoreDynamics();
-}
-
-SG_Controller* KX_SumoPhysicsController::GetReplica(SG_Node* destnode)
-{
-
- PHY_IMotionState* motionstate = new KX_MotionState(destnode);
-
- KX_SumoPhysicsController* physicsreplica = new KX_SumoPhysicsController(*this);
-
- //parentcontroller is here be able to avoid collisions between parent/child
-
- PHY_IPhysicsController* parentctrl = NULL;
-
- if (destnode != destnode->GetRootSGParent())
- {
- KX_GameObject* clientgameobj = (KX_GameObject*) destnode->GetRootSGParent()->GetSGClientObject();
- if (clientgameobj)
- {
- parentctrl = (KX_SumoPhysicsController*)clientgameobj->GetPhysicsController();
- } else
- {
- // it could be a false node, try the children
- NodeList::const_iterator childit;
- for (
- childit = destnode->GetSGChildren().begin();
- childit!= destnode->GetSGChildren().end();
- ++childit
- ) {
- KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
- if (clientgameobj)
- {
- parentctrl = (KX_SumoPhysicsController*)clientgameobj->GetPhysicsController();
- }
- }
- }
- }
-
- physicsreplica->PostProcessReplica(motionstate,parentctrl);
-
- return physicsreplica;
-}
-
-
-void KX_SumoPhysicsController::SetObject (SG_IObject* object)
-{
- SG_Controller::SetObject(object);
-
- // cheating here...
-//should not be necessary, is it for duplicates ?
-
-KX_GameObject* gameobj = (KX_GameObject*) object->GetSGClientObject();
-gameobj->SetPhysicsController(this,gameobj->IsDynamic());
-GetSumoObject()->setClientObject(gameobj->getClientInfo());
-}
-
-void KX_SumoPhysicsController::setMargin(float collisionMargin)
-{
- SumoPhysicsController::SetMargin(collisionMargin);
-}
-
-
-void KX_SumoPhysicsController::setOrientation(const MT_Matrix3x3& rot)
-{
- MT_Quaternion orn = rot.getRotation();
- SumoPhysicsController::setOrientation(
- orn[0],orn[1],orn[2],orn[3]);
-
-}
-void KX_SumoPhysicsController::getOrientation(MT_Quaternion& orn)
-{
-
- float quat[4];
-
- SumoPhysicsController::getOrientation(quat[0],quat[1],quat[2],quat[3]);
-
- orn = MT_Quaternion(quat);
-
-}
-
-void KX_SumoPhysicsController::setPosition(const MT_Point3& pos)
-{
- SumoPhysicsController::setPosition(pos[0],pos[1],pos[2]);
-
-}
-
-void KX_SumoPhysicsController::setScaling(const MT_Vector3& scaling)
-{
- SumoPhysicsController::setScaling(scaling[0],scaling[1],scaling[2]);
-
-}
-
-MT_Scalar KX_SumoPhysicsController::GetMass()
-{
- return SumoPhysicsController::getMass();
-}
-
-void KX_SumoPhysicsController::SetMass(MT_Scalar newmass)
-{
-}
-
-MT_Vector3 KX_SumoPhysicsController::GetLocalInertia()
-{
- return MT_Vector3(0.f, 0.f, 0.f); // \todo
-}
-
-MT_Scalar KX_SumoPhysicsController::GetRadius()
-{
- return SumoPhysicsController::GetRadius();
-}
-
-MT_Vector3 KX_SumoPhysicsController::getReactionForce()
-{
- float force[3];
- SumoPhysicsController::getReactionForce(force[0],force[1],force[2]);
- return MT_Vector3(force);
-
-}
-
-void KX_SumoPhysicsController::setRigidBody(bool rigid)
-{
- SumoPhysicsController::setRigidBody(rigid);
-
-}
-
-
-KX_SumoPhysicsController::~KX_SumoPhysicsController()
-{
-
-
-}
-
-
-#endif//USE_SUMO_SOLID
diff --git a/source/gameengine/Ketsji/KX_SumoPhysicsController.h b/source/gameengine/Ketsji/KX_SumoPhysicsController.h
deleted file mode 100644
index 278994c6ae7..00000000000
--- a/source/gameengine/Ketsji/KX_SumoPhysicsController.h
+++ /dev/null
@@ -1,122 +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 __KX_SUMOPHYSICSCONTROLLER_H
-#define __KX_SUMOPHYSICSCONTROLLER_H
-
-#include "PHY_IPhysicsController.h"
-
-/**
- Physics Controller, a special kind of Scene Graph Transformation Controller.
- It get's callbacks from Sumo in case a transformation change took place.
- Each time the scene graph get's updated, the controller get's a chance
- in the 'Update' method to reflect changed.
-*/
-
-#include "SumoPhysicsController.h"
-#include "KX_IPhysicsController.h"
-
-class KX_SumoPhysicsController : public KX_IPhysicsController,
- public SumoPhysicsController
-
-{
-
-
-public:
- KX_SumoPhysicsController(
- class SM_Scene* sumoScene,
- class SM_Object* sumoObj,
- class PHY_IMotionState* motionstate
- ,bool dyna)
- : KX_IPhysicsController(dyna,false,false,NULL) ,
- SumoPhysicsController(sumoScene,/*solidscene,*/sumoObj,motionstate,dyna)
- {
- };
- virtual ~KX_SumoPhysicsController();
-
- void applyImpulse(const MT_Point3& attach, const MT_Vector3& impulse);
- virtual void SetObject (SG_IObject* object);
- virtual void setMargin (float collisionMargin);
-
- void RelativeTranslate(const MT_Vector3& dloc,bool local);
- void RelativeRotate(const MT_Matrix3x3& drot,bool local);
- void ApplyTorque(const MT_Vector3& torque,bool local);
- void ApplyForce(const MT_Vector3& force,bool local);
- MT_Vector3 GetLinearVelocity();
- MT_Vector3 GetAngularVelocity() // to keep compiler happy
- { return MT_Vector3(0.0,0.0,0.0); }
- MT_Vector3 GetVelocity(const MT_Point3& pos);
- void SetAngularVelocity(const MT_Vector3& ang_vel,bool local);
- void SetLinearVelocity(const MT_Vector3& lin_vel,bool local);
- void resolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ);
-
-
- void SuspendDynamics(bool);
- void RestoreDynamics();
- virtual void AddCompoundChild(KX_IPhysicsController* child) { }
- virtual void RemoveCompoundChild(KX_IPhysicsController* child) { }
-
- virtual void getOrientation(MT_Quaternion& orn);
- virtual void setOrientation(const MT_Matrix3x3& orn);
- virtual void SetTransform() {}
-
- virtual void setPosition(const MT_Point3& pos);
- virtual void setScaling(const MT_Vector3& scaling);
- virtual MT_Scalar GetMass();
- virtual void SetMass(MT_Scalar newmass);
- virtual MT_Vector3 GetLocalInertia();
- virtual MT_Scalar GetRadius();
- virtual MT_Vector3 getReactionForce();
- virtual void setRigidBody(bool rigid);
-
- virtual float GetLinVelocityMin() { return SumoPhysicsController::GetLinVelocityMin(); }
- virtual void SetLinVelocityMin(float val) { SumoPhysicsController::SetLinVelocityMin(val); }
- virtual float GetLinVelocityMax() { return SumoPhysicsController::GetLinVelocityMax(); }
- virtual void SetLinVelocityMax(float val) { SumoPhysicsController::SetLinVelocityMax(val); }
-
- virtual SG_Controller* GetReplica(class SG_Node* destnode);
-
-
- void SetSumoTransform(bool nondynaonly);
- // todo: remove next line !
- virtual void SetSimulatedTime(double time);
-
- // call from scene graph to update
- virtual bool Update(double time);
-
- void
- SetOption(
- int option,
- int value
- ){
- // intentionally empty
- };
-};
-
-#endif //__KX_SUMOPHYSICSCONTROLLER_H
-
diff --git a/source/gameengine/Ketsji/Makefile b/source/gameengine/Ketsji/Makefile
index 59b3ff178fb..f57349b7138 100644
--- a/source/gameengine/Ketsji/Makefile
+++ b/source/gameengine/Ketsji/Makefile
@@ -44,7 +44,7 @@ CPPFLAGS += -I../../blender/python
CPPFLAGS += -I../../blender/python/generic
CPPFLAGS += -I$(NAN_STRING)/include
CPPFLAGS += -I$(NAN_SOUNDSYSTEM)/include
-CPPFLAGS += -I$(NAN_FUZZICS)/include -I$(NAN_SUMO) -I$(NAN_MOTO)/include
+CPPFLAGS += -I$(NAN_FUZZICS)/include -I$(NAN_MOTO)/include
CPPFLAGS += -I$(NAN_SOLID)/include
CPPFLAGS += -I$(NAN_BULLET2)/include
CPPFLAGS += -I../Rasterizer/RAS_OpenGLRasterizer
@@ -54,8 +54,6 @@ CPPFLAGS += -I../../kernel/gen_system
CPPFLAGS += -I../Network -IKXNetwork
CPPFLAGS += -I../Physics/common
CPPFLAGS += -I../Physics/Dummy
-CPPFLAGS += -I../Physics/Sumo
-CPPFLAGS += -I../Physics/BlOde
CPPFLAGS += -I../Physics/Bullet
CPPFLAGS += -I.
CPPFLAGS += -I../Converter
diff --git a/source/gameengine/Ketsji/SConscript b/source/gameengine/Ketsji/SConscript
index 49dbacc8916..b09267b79ff 100644
--- a/source/gameengine/Ketsji/SConscript
+++ b/source/gameengine/Ketsji/SConscript
@@ -18,16 +18,9 @@ incs += ' #source/blender/blenkernel #source/blender #source/blender/editors/inc
incs += ' #source/blender/makesdna #source/blender/python #source/gameengine/Rasterizer'
incs += ' #source/gameengine/GameLogic #source/gameengine/Expressions #source/gameengine/Network'
incs += ' #source/gameengine/SceneGraph #source/gameengine/Physics/common #source/gameengine/Physics/Bullet'
-incs += ' #source/gameengine/Physics/BlOde #source/gameengine/Physics/Dummy'
+incs += ' #source/gameengine/Physics/Dummy'
incs += ' #source/blender/misc #source/blender/blenloader #extern/glew/include #source/blender/gpu'
-if env['WITH_BF_SOLID']:
- incs += ' #source/gameengine/Physics/Sumo #source/gameengine/Physics/Sumo/include'
- incs += ' #source/gameengine/Physics/Sumo/Fuzzics/include #source/gameengine/Network/LoopBackNetwork'
- incs += ' ' + env['BF_SOLID_INC']
- defs += ' USE_SUMO_SOLID'
-
-
incs += ' ' + env['BF_PYTHON_INC']
incs += ' ' + env['BF_BULLET_INC']
incs += ' ' + env['BF_OPENGL_INC']
diff --git a/source/gameengine/Physics/BlOde/Makefile b/source/gameengine/Physics/BlOde/Makefile
deleted file mode 100644
index 1fbbf198377..00000000000
--- a/source/gameengine/Physics/BlOde/Makefile
+++ /dev/null
@@ -1,48 +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 *****
-#
-#
-
-LIBNAME = blode
-DIR = $(OCGDIR)/gameengine/blphys/$(LIBNAME)
-
-include nan_compile.mk
-
-CCFLAGS += $(LEVEL_1_CPP_WARNINGS)
-
-CPPFLAGS += -I$(OPENGL_HEADERS)
-CPPFLAGS += -I$(NAN_STRING)/include
-CPPFLAGS += -I$(NAN_PYTHON)/include/python$(NAN_PYTHON_VERSION)
-
-CPPFLAGS += -I$(NAN_FUZZICS)/include -I$(NAN_SUMO)/include -I$(NAN_MOTO)/include
-CPPFLAGS += -I$(NAN_ODE)/include
-CPPFLAGS += -I$(NAN_GUARDEDALLOC)/include
-CPPFLAGS += -I../../Physics/common
-CPPFLAGS += -I../../Physics/Dummy
-# nlin: fix this, should put in NAN_ODE dir
-#CPPFLAGS += -I./ode/ode/include
diff --git a/source/gameengine/Physics/BlOde/OdePhysicsController.cpp b/source/gameengine/Physics/BlOde/OdePhysicsController.cpp
deleted file mode 100644
index 5efd0994311..00000000000
--- a/source/gameengine/Physics/BlOde/OdePhysicsController.cpp
+++ /dev/null
@@ -1,625 +0,0 @@
-/**
- * $Id$
- *
- * ***** BEGIN GPL LICENSE BLOCK *****
- *
- * The contents of this file may be used under the terms of either the GNU
- * General Public License Version 2 or later (the "GPL", see
- * http://www.gnu.org/licenses/gpl.html ), or the Blender License 1.0 or
- * later (the "BL", see http://www.blender.org/BL/ ) which has to be
- * bought from the Blender Foundation to become active, in which case the
- * above mentioned GPL option does not apply.
- *
- * The Original Code is Copyright (C) 2002 by NaN Holding BV.
- * All rights reserved.
- *
- * The Original Code is: all of this file.
- *
- * Contributor(s): none yet.
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-
-#define USE_ODE
-#ifdef USE_ODE
-
-#include "OdePhysicsController.h"
-#include "PHY_IMotionState.h"
-
-#include <ode/ode.h>
-
-#ifdef HAVE_CONFIG_H
-#include <config.h>
-#endif
-
-///////////////////////////////////////////////////////////////////////////
-//
-// general to-do list for ODE physics. This is maintained in doxygen format.
-//
-/// \todo determine assignment time for bounding spheres.
-///
-/// it appears you have to select "sphere" for bounding volume AND "draw bounds"
-/// in order for a bounding sphere to be generated. otherwise a box is generated.
-/// determine exactly when and how the bounding volumes are generated and make
-/// this consistent.
-/// }
-///
-/// \todo bounding sphere size incorrect
-///
-/// it appears NOT to use the size of the shown bounding sphere (button "draw bounds").
-/// it appears instead to use the size of the "size" dynamic parameter in the
-/// gamebuttons but this "size" draws an incorrectly-sized circle on screen for the
-/// bounding sphere (leftover skewed size calculation from sumo?) so figure out WHERE
-/// its getting the radius from.
-///
-/// \todo ODE collisions must fire collision actuator
-///
-/// See OdePhysicsEnvironment::OdeNearCallback. If a sensor was created to check
-/// for the presence of this collision, then in the NearCallback you need to
-/// take appropriate action regarding the sensor - something like checking its
-/// controller and if needed firing its actuator. Need to find similar code in
-/// Fuzzics which fires collision controllers/actuators.
-///
-/// \todo Are ghost collisions possible?
-///
-/// How do ghost collisions work? Do they require collision detection through ODE
-/// and NON-CREATION of contact-joint in OdeNearCallback? Currently OdeNearCallback
-/// creates joints ALWAYS for collisions.
-///
-/// \todo Why is KX_GameObject::addLinearVelocity commented out?
-///
-/// Try putting this code back in.
-///
-/// \todo Too many non-dynamic actors bogs down ODE physics
-///
-/// Lots of "geoms" (ODE static geometry) probably slows down ode. Try a test file
-/// with lots of static geometry - the game performance in Blender says it is
-/// spending all its time in physics, and I bet all that time is in collision
-/// detection. It's ode's non-hierarchical collision detection.
-/// try making a separate ode test program (not within blender) with 1000 geoms and
-/// see how fast it is. if it is really slow, there is the culprit.
-/// isnt someone working on an improved ODE collision detector? check
-/// ode mailing list.
-///
-///
-/// \todo support collision of dynas with non-dynamic triangle meshes
-///
-/// ODE has trimesh-collision support but only for trimeshes without a transform
-/// matrix. update ODE tricollider to support a transform matrix. this will allow
-/// moving trimeshes non-dynamically (e.g. through Ipos). then collide trimeshes
-/// with dynas. this allows dynamic primitives (spheres, boxes) to collide with
-/// non-dynamic or kinematically controlled tri-meshes. full dynamic trimesh to
-/// dynamic trimesh support is hard because it requires (a) collision and penetration
-/// depth for trimesh to trimesh and (hard to compute) (b) an intertia tensor
-/// (easy to compute).
-///
-/// a triangle mesh collision geometry should be created when the blender
-/// bounding volume (F9, EDITBUTTONS) is set to "polyheder", since this is
-/// currently the place where sphere/box selection is made
-///
-/// \todo specify ODE ERP+CFM in blender interface
-///
-/// when ODE physics selected, have to be able to set global cfm and erp.
-/// per-joint erp/cfm could be handled in constraint window.
-///
-/// \todo moving infinite mass objects should impart extra impulse to objects they collide with
-///
-/// currently ODE's ERP pushes them apart but doesn't account for their motion.
-/// you have to detect if one body in a collision is a non-dyna. This
-/// requires adding a new accessor method to
-/// KX_IPhysicsInterfaceController to access the hidden m_isDyna variable,
-/// currently it can only be written, not read). If one of the bodies in a
-/// collision is a non-dyna, then impart an extra impulse based on the
-/// motion of the static object (using its last 2 frames as an approximation
-/// of its linear and angular velocity). Linear velocity is easy to
-/// approximate, but angular? you have orientation at this frame and
-/// orientation at previous frame. The question is what is the angular
-/// velocity which would have taken you from the previous frame's orientation
-/// to this frame's orientation?
-///
-/// \todo allow tweaking bounding volume size
-///
-/// the scene converter currently uses the blender bounding volume of the selected
-/// object as the geometry for ODE collision purposes. this is good and automatic
-/// intuitive - lets you choose between cube, sphere, mesh. but you need to be able
-/// to tweak this size for physics.
-///
-/// \todo off center meshes totally wrong for ode
-///
-/// ode uses x, y, z extents regradless of center. then places geom at center of object.
-/// but visual geom is not necessarily at center. need to detect off-center situations.
-/// then do what? treat it as an encapsulated off-center mass, or recenter it?
-///
-/// i.o.w. recalculate center, or recalculate mass distribution (using encapsulation)?
-///
-/// \todo allow off-center mass
-///
-/// using ode geometry encapsulators
-///
-/// \todo allow entering compound geoms for complex collision shapes specified as a union of simpler shapes
-///
-/// The collision shape for arbitrary triangle meshes can probably in general be
-///well approximated by a compound ODE geometry object, which is merely a combination
-///of many primitives (capsule, sphere, box). I eventually want to add the ability
-///to associate compound geometry objects with Blender gameobjects. I think one
-///way of doing this would be to add a new button in the GameButtons, "RigidBodyCompound".
-///If the object is "Dynamic" + "RigidBody", then the object's bounding volume (sphere,
-///box) is created. If an object is "Dynamic" + "RigidBodyCompound", then the object itself
-///will merely create a "wrapper" compound object, with the actual geometry objects
-///being created from the object's children in Blender. E.g. if I wanted to make a
-///compound collision object consisting of a sphere and 2 boxes, I would create a
-///parent gameobject with the actual triangle mesh, and set its GameButtons to
-///"RigidBodyCompound". I would then create 3 children of this object, 1 sphere and
-///2 boxes, and set the GameButtons for the children to be "RigidBody". Then at
-///scene conversion time, the scene converter sees "RigidBodyCompound" for the
-///top-level object, then appropriately traverses the children and creates the compound
-///collision geometry consisting of 2 boxes and a sphere. In this way, arbitrary
-///mesh-mesh collision becomes much less necessary - the artist can (or must,
-///depending on your point of view!) approximate the collision shape for arbitrary
-///meshes with a combination of one or more primitive shapes. I think using the
-///parent/child relationship in Blender and a new button "RigidBodyCompound" for the
-///parent object of a compound is a feasible way of doing this in Blender.
-///
-///See ODE demo test_boxstack and look at the code when you drop a compound object
-///with the "X" key.
-///
-/// \todo add visual specification of constraints
-///
-/// extend the armature constraint system. by using empties and constraining one empty
-/// to "copy location" of another, you can get a p2p constraint between the two empties.
-/// by making the two empties each a parent of a blender object, you effectively have
-/// a p2p constraint between 2 blender bodies. the scene converter can detect these
-/// empties, detect the constraint, and generate an ODE constraint.
-///
-/// then add a new constraint type "hinge" and "slider" to correspond to ODE joints.
-/// e.g. a slider would be a constraint which restricts the axis of its object to lie
-/// along the same line as another axis of a different object. e.g. you constrain x-axis
-/// of one empty to lie along the same line as the z-axis of another empty; this gives
-/// a slider joint.
-///
-/// open questions: how to handle powered joints? to what extent should/must constraints
-/// be enforced during modeling? use CCD-style algorithm in modeler to enforce constraints?
-/// how about ODE powered constraints e.g. motors?
-///
-/// \todo enable suspension of bodies
-/// ODE offers native support for suspending dynas. but what about suspending non-dynas
-/// (e.g. geoms)? suspending geoms is also necessary to ease the load of ODE's (simple?)
-/// collision detector. suspending dynas and geoms is important for the activity culling,
-/// which apparently works at a simple level. perhaps suspension should actually
-/// remove or insert geoms/dynas into the ODE space/world? is this operation (insertion/
-/// removal) fast enough at run-time? test it. if fast enough, then suspension=remove from
-/// ODE simulation, awakening=insertion into ODE simulation.
-///
-/// \todo python interface for tweaking constraints via python
-///
-/// \todo raytesting to support gameengine sensors that need it
-///
-/// \todo investigate compatibility issues with old Blender 2.25 physics engine (sumo/fuzzics)
-/// is it possible to have compatibility? how hard is it? how important is it?
-
-
-ODEPhysicsController::ODEPhysicsController(bool dyna, bool fullRigidBody,
- bool phantom, class PHY_IMotionState* motionstate, struct dxSpace* space,
- struct dxWorld* world, float mass,float friction,float restitution,
- bool implicitsphere,float center[3],float extents[3],float radius)
- :
- m_OdeDyna(dyna),
- m_firstTime(true),
- m_bFullRigidBody(fullRigidBody),
- m_bPhantom(phantom),
- m_bKinematic(false),
- m_bPrevKinematic(false),
- m_MotionState(motionstate),
- m_OdeSuspendDynamics(false),
- m_space(space),
- m_world(world),
- m_mass(mass),
- m_friction(friction),
- m_restitution(restitution),
- m_bodyId(0),
- m_geomId(0),
- m_implicitsphere(implicitsphere),
- m_radius(radius)
-{
- m_center[0] = center[0];
- m_center[1] = center[1];
- m_center[2] = center[2];
- m_extends[0] = extents[0];
- m_extends[1] = extents[1];
- m_extends[2] = extents[2];
-};
-
-
-ODEPhysicsController::~ODEPhysicsController()
-{
- if (m_geomId)
- {
- dGeomDestroy (m_geomId);
- }
-}
-
-float ODEPhysicsController::getMass()
-{
- dMass mass;
- dBodyGetMass(m_bodyId,&mass);
- return mass.mass;
-}
-
-//////////////////////////////////////////////////////////////////////
-/// \todo Impart some extra impulse to dynamic objects when they collide with kinematically controlled "static" objects (ODE geoms), by using last 2 frames as 1st order approximation to the linear/angular velocity, and computing an appropriate impulse. Sumo (old physics engine) did this, see for details.
-/// \todo handle scaling of static ODE geoms or fail with error message if Ipo tries to change scale of a static geom object
-
-bool ODEPhysicsController::SynchronizeMotionStates(float time)
-{
- /**
- 'Late binding' of the rigidbody, because the World Scaling is not available until the scenegraph is traversed
- */
-
-
- if (m_firstTime)
- {
- m_firstTime=false;
-
- m_MotionState->calculateWorldTransformations();
-
- dQuaternion worldquat;
- float worldpos[3];
-
-#ifdef dDOUBLE
- m_MotionState->getWorldOrientation((float)worldquat[1],
- (float)worldquat[2],(float)worldquat[3],(float)worldquat[0]);
-#else
- m_MotionState->getWorldOrientation(worldquat[1],
- worldquat[2],worldquat[3],worldquat[0]);
-#endif
- m_MotionState->getWorldPosition(worldpos[0],worldpos[1],worldpos[2]);
-
- float scaling[3];
- m_MotionState->getWorldScaling(scaling[0],scaling[1],scaling[2]);
-
- if (!m_bPhantom)
- {
- if (m_implicitsphere)
- {
- m_geomId = dCreateSphere (m_space,m_radius*scaling[0]);
- } else
- {
- m_geomId = dCreateBox (m_space, m_extends[0]*scaling[0],m_extends[1]*scaling[1],m_extends[2]*scaling[2]);
- }
- } else
- {
- m_geomId=0;
- }
-
- if (m_geomId)
- dGeomSetData(m_geomId,this);
-
- if (!this->m_OdeDyna)
- {
- if (!m_bPhantom)
- {
- dGeomSetPosition (this->m_geomId,worldpos[0],worldpos[1],worldpos[2]);
- dMatrix3 R;
- dQtoR (worldquat, R);
- dGeomSetRotation (this->m_geomId,R);
- }
- } else
- {
- //it's dynamic, so create a 'model'
- m_bodyId = dBodyCreate(this->m_world);
- dBodySetPosition (m_bodyId,worldpos[0],worldpos[1],worldpos[2]);
- dBodySetQuaternion (this->m_bodyId,worldquat);
- //this contains both scalar mass and inertia tensor
- dMass m;
- float length=1,width=1,height=1;
- dMassSetBox (&m,1,m_extends[0]*scaling[0],m_extends[1]*scaling[1],m_extends[2]*scaling[2]);
- dMassAdjust (&m,this->m_mass);
- dBodySetMass (m_bodyId,&m);
-
- if (!m_bPhantom)
- {
- dGeomSetBody (m_geomId,m_bodyId);
- }
-
-
- }
-
- if (this->m_OdeDyna && !m_bFullRigidBody)
- {
- // ?? huh? what to do here?
- }
- }
-
-
-
- if (m_OdeDyna)
- {
- if (this->m_OdeSuspendDynamics)
- {
- return false;
- }
-
- const float* worldPos = (float *)dBodyGetPosition(m_bodyId);
- m_MotionState->setWorldPosition(worldPos[0],worldPos[1],worldPos[2]);
-
- const float* worldquat = (float *)dBodyGetQuaternion(m_bodyId);
- m_MotionState->setWorldOrientation(worldquat[1],worldquat[2],worldquat[3],worldquat[0]);
- }
- else {
- // not a dyna, so dynamics (i.e. this controller) has not updated
- // anything. BUT! an Ipo or something else might have changed the
- // position/orientation of this geometry.
- // so update the static geom position
-
- /// \todo impart some extra impulse to colliding objects!
- dQuaternion worldquat;
- float worldpos[3];
-
-#ifdef dDOUBLE
- m_MotionState->getWorldOrientation((float)worldquat[1],
- (float)worldquat[2],(float)worldquat[3],(float)worldquat[0]);
-#else
- m_MotionState->getWorldOrientation(worldquat[1],
- worldquat[2],worldquat[3],worldquat[0]);
-#endif
- m_MotionState->getWorldPosition(worldpos[0],worldpos[1],worldpos[2]);
-
- float scaling[3];
- m_MotionState->getWorldScaling(scaling[0],scaling[1],scaling[2]);
-
- /// \todo handle scaling! what if Ipo changes scale of object?
- // Must propagate to geom... is scaling geoms possible with ODE? Also
- // what about scaling trimeshes, that is certainly difficult...
- dGeomSetPosition (this->m_geomId,worldpos[0],worldpos[1],worldpos[2]);
- dMatrix3 R;
- dQtoR (worldquat, R);
- dGeomSetRotation (this->m_geomId,R);
- }
-
- return false; //it update the worldpos
-}
-
-PHY_IMotionState* ODEPhysicsController::GetMotionState()
-{
- return m_MotionState;
-}
-
-
-// kinematic methods
-void ODEPhysicsController::RelativeTranslate(float dlocX,float dlocY,float dlocZ,bool local)
-{
-
-}
-void ODEPhysicsController::RelativeRotate(const float drot[9],bool local)
-{
-}
-void ODEPhysicsController::setOrientation(float quatImag0,float quatImag1,float quatImag2,float quatReal)
-{
-
- dQuaternion worldquat;
- worldquat[0] = quatReal;
- worldquat[1] = quatImag0;
- worldquat[2] = quatImag1;
- worldquat[3] = quatImag2;
-
- if (!this->m_OdeDyna)
- {
- dMatrix3 R;
- dQtoR (worldquat, R);
- dGeomSetRotation (this->m_geomId,R);
- } else
- {
- dBodySetQuaternion (m_bodyId,worldquat);
- this->m_MotionState->setWorldOrientation(quatImag0,quatImag1,quatImag2,quatReal);
- }
-
-}
-
-void ODEPhysicsController::getOrientation(float &quatImag0,float &quatImag1,float &quatImag2,float &quatReal)
-{
- float q[4];
- this->m_MotionState->getWorldOrientation(q[0],q[1],q[2],q[3]);
- quatImag0=q[0];
- quatImag1=q[1];
- quatImag2=q[2];
- quatReal=q[3];
-}
-
-void ODEPhysicsController::getPosition(PHY__Vector3& pos) const
-{
- m_MotionState->getWorldPosition(pos[0],pos[1],pos[2]);
-
-}
-
-void ODEPhysicsController::setPosition(float posX,float posY,float posZ)
-{
- if (!m_bPhantom)
- {
- if (!this->m_OdeDyna)
- {
- dGeomSetPosition (m_geomId, posX, posY, posZ);
- } else
- {
- dBodySetPosition (m_bodyId, posX, posY, posZ);
- }
- }
-}
-void ODEPhysicsController::setScaling(float scaleX,float scaleY,float scaleZ)
-{
-}
-
-// physics methods
-void ODEPhysicsController::ApplyTorque(float torqueX,float torqueY,float torqueZ,bool local)
-{
- if (m_OdeDyna) {
- if(local) {
- dBodyAddRelTorque(m_bodyId, torqueX, torqueY, torqueZ);
- } else {
- dBodyAddTorque (m_bodyId, torqueX, torqueY, torqueZ);
- }
- }
-}
-
-void ODEPhysicsController::ApplyForce(float forceX,float forceY,float forceZ,bool local)
-{
- if (m_OdeDyna) {
- if(local) {
- dBodyAddRelForce(m_bodyId, forceX, forceY, forceZ);
- } else {
- dBodyAddForce (m_bodyId, forceX, forceY, forceZ);
- }
- }
-}
-
-void ODEPhysicsController::SetAngularVelocity(float ang_velX,float ang_velY,float ang_velZ,bool local)
-{
- if (m_OdeDyna) {
- if(local) {
- // TODO: translate angular vel into local frame, then apply
- } else {
- dBodySetAngularVel (m_bodyId, ang_velX,ang_velY,ang_velZ);
- }
- }
-}
-
-void ODEPhysicsController::SetLinearVelocity(float lin_velX,float lin_velY,float lin_velZ,bool local)
-{
- if (m_OdeDyna)
- {
- dVector3 vel = {lin_velX,lin_velY,lin_velZ, 1.0};
- if (local)
- {
- dMatrix3 worldmat;
- dVector3 localvel;
- dQuaternion worldquat;
-
-#ifdef dDOUBLE
- m_MotionState->getWorldOrientation((float)worldquat[1],
- (float)worldquat[2], (float)worldquat[3],(float)worldquat[0]);
-#else
- m_MotionState->getWorldOrientation(worldquat[1],worldquat[2],
- worldquat[3],worldquat[0]);
-#endif
- dQtoR (worldquat, worldmat);
-
- dMULTIPLY0_331 (localvel,worldmat,vel);
- dBodySetLinearVel (m_bodyId, localvel[0],localvel[1],localvel[2]);
-
- } else
- {
- dBodySetLinearVel (m_bodyId, lin_velX,lin_velY,lin_velZ);
- }
- }
-}
-
-void ODEPhysicsController::applyImpulse(float attachX,float attachY,float attachZ, float impulseX,float impulseY,float impulseZ)
-{
- if (m_OdeDyna)
- {
- //apply linear and angular effect
- const dReal* linvel = dBodyGetLinearVel(m_bodyId);
- float mass = getMass();
- if (mass >= 0.00001f)
- {
- float massinv = 1.f/mass;
- float newvel[3];
- newvel[0]=linvel[0]+impulseX*massinv;
- newvel[1]=linvel[1]+impulseY*massinv;
- newvel[2]=linvel[2]+impulseZ*massinv;
- dBodySetLinearVel(m_bodyId,newvel[0],newvel[1],newvel[2]);
-
- const float* worldPos = (float *)dBodyGetPosition(m_bodyId);
-
- const float* angvelc = (float *)dBodyGetAngularVel(m_bodyId);
- float angvel[3];
- angvel[0]=angvelc[0];
- angvel[1]=angvelc[1];
- angvel[2]=angvelc[2];
-
- dVector3 impulse;
- impulse[0]=impulseX;
- impulse[1]=impulseY;
- impulse[2]=impulseZ;
-
- dVector3 ap;
- ap[0]=attachX-worldPos[0];
- ap[1]=attachY-worldPos[1];
- ap[2]=attachZ-worldPos[2];
-
- dCROSS(angvel,+=,ap,impulse);
- dBodySetAngularVel(m_bodyId,angvel[0],angvel[1],angvel[2]);
-
- }
-
- }
-
-}
-
-void ODEPhysicsController::SuspendDynamics()
-{
-
-}
-
-void ODEPhysicsController::RestoreDynamics()
-{
-
-}
-
-
-/**
- reading out information from physics
-*/
-void ODEPhysicsController::GetLinearVelocity(float& linvX,float& linvY,float& linvZ)
-{
- if (m_OdeDyna)
- {
- const float* vel = (float *)dBodyGetLinearVel(m_bodyId);
- linvX = vel[0];
- linvY = vel[1];
- linvZ = vel[2];
- } else
- {
- linvX = 0.f;
- linvY = 0.f;
- linvZ = 0.f;
-
- }
-}
-/**
- GetVelocity parameters are in geometric coordinates (Origin is not center of mass!).
-*/
-void ODEPhysicsController::GetVelocity(const float posX,const float posY,const float posZ,float& linvX,float& linvY,float& linvZ)
-{
-
-}
-
-
-void ODEPhysicsController::getReactionForce(float& forceX,float& forceY,float& forceZ)
-{
-
-}
-void ODEPhysicsController::setRigidBody(bool rigid)
-{
-
-}
-
-
-void ODEPhysicsController::PostProcessReplica(class PHY_IMotionState* motionstate,class PHY_IPhysicsController* parentctrl)
-{
- m_MotionState = motionstate;
- m_bKinematic = false;
- m_bPrevKinematic = false;
- m_firstTime = true;
-}
-
-
-void ODEPhysicsController::SetSimulatedTime(float time)
-{
-}
-
-
-void ODEPhysicsController::WriteMotionStateToDynamics(bool nondynaonly)
-{
-
-}
-#endif
diff --git a/source/gameengine/Physics/BlOde/OdePhysicsController.h b/source/gameengine/Physics/BlOde/OdePhysicsController.h
deleted file mode 100644
index 544d11da2ca..00000000000
--- a/source/gameengine/Physics/BlOde/OdePhysicsController.h
+++ /dev/null
@@ -1,164 +0,0 @@
-/**
- * $Id$
- *
- * ***** BEGIN GPL LICENSE BLOCK *****
- *
- * The contents of this file may be used under the terms of either the GNU
- * General Public License Version 2 or later (the "GPL", see
- * http://www.gnu.org/licenses/gpl.html ), or the Blender License 1.0 or
- * later (the "BL", see http://www.blender.org/BL/ ) which has to be
- * bought from the Blender Foundation to become active, in which case the
- * above mentioned GPL option does not apply.
- *
- * The Original Code is Copyright (C) 2002 by NaN Holding BV.
- * All rights reserved.
- *
- * The Original Code is: all of this file.
- *
- * Contributor(s): none yet.
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-#ifndef __ODE_PHYSICSCONTROLLER_H
-#define __ODE_PHYSICSCONTROLLER_H
-
-
-#include "PHY_IPhysicsController.h"
-
-/**
- ODE Physics Controller, a special kind of a PhysicsController.
- A Physics Controller is a special kind of Scene Graph Transformation Controller.
- Each time the scene graph get's updated, the controller get's a chance
- in the 'Update' method to reflect changes.
-*/
-
-class ODEPhysicsController : public PHY_IPhysicsController
-
-{
-
- bool m_OdeDyna;
-
-public:
- ODEPhysicsController(
- bool dyna,
- bool fullRigidBody,
- bool phantom,
- class PHY_IMotionState* motionstate,
- struct dxSpace* space,
- struct dxWorld* world,
- float mass,
- float friction,
- float restitution,
- bool implicitsphere,
- float center[3],
- float extends[3],
- float radius);
-
- virtual ~ODEPhysicsController();
-
- // kinematic methods
- virtual void RelativeTranslate(float dlocX,float dlocY,float dlocZ,bool local);
- virtual void RelativeRotate(const float drot[9],bool local);
- virtual void getOrientation(float &quatImag0,float &quatImag1,float &quatImag2,float &quatReal);
- virtual void setOrientation(float quatImag0,float quatImag1,float quatImag2,float quatReal);
- virtual void setPosition(float posX,float posY,float posZ);
- virtual void getPosition(PHY__Vector3& pos) const;
-
- virtual void setScaling(float scaleX,float scaleY,float scaleZ);
-
- // physics methods
- virtual void ApplyTorque(float torqueX,float torqueY,float torqueZ,bool local);
- virtual void ApplyForce(float forceX,float forceY,float forceZ,bool local);
- virtual void SetAngularVelocity(float ang_velX,float ang_velY,float ang_velZ,bool local);
- virtual void SetLinearVelocity(float lin_velX,float lin_velY,float lin_velZ,bool local);
- virtual void applyImpulse(float attachX,float attachY,float attachZ, float impulseX,float impulseY,float impulseZ);
- virtual void SetActive(bool active){};
- virtual void SuspendDynamics();
- virtual void RestoreDynamics();
- virtual void resolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ)
- {
- //todo ?
- }
-
-
- /**
- reading out information from physics
- */
- virtual void GetLinearVelocity(float& linvX,float& linvY,float& linvZ);
- /**
- GetVelocity parameters are in geometric coordinates (Origin is not center of mass!).
- */
- virtual void GetVelocity(const float posX,const float posY,const float posZ,float& linvX,float& linvY,float& linvZ);
- virtual float getMass();
- virtual void getReactionForce(float& forceX,float& forceY,float& forceZ);
- virtual void setRigidBody(bool rigid);
-
-
- virtual void PostProcessReplica(class PHY_IMotionState* motionstate,class PHY_IPhysicsController* parentctrl);
-
- // \todo remove next line !
- virtual void SetSimulatedTime(float time);
-
-
- virtual void WriteDynamicsToMotionState() {};
- virtual void WriteMotionStateToDynamics(bool nondynaonly);
- virtual class PHY_IMotionState* GetMotionState();
-
- /**
- call from Scene Graph Node to 'update'.
- */
- virtual bool SynchronizeMotionStates(float time);
-
- virtual void calcXform(){}
- virtual void SetMargin(float margin) {}
- virtual float GetMargin() const {return 0.f;}
- virtual float GetRadius() const {return 0.f;}
- virtual void SetRadius(float margin) {}
-
- // clientinfo for raycasts for example
- virtual void* getNewClientInfo() { return m_clientInfo;}
- virtual void setNewClientInfo(void* clientinfo) {m_clientInfo = clientinfo;};
- void* m_clientInfo;
-
- struct dxBody* GetOdeBodyId() { return m_bodyId; }
-
- float getFriction() { return m_friction;}
- float getRestitution() { return m_restitution;}
-
- float GetLinVelocityMin() const { return 0.f; }
- void SetLinVelocityMin(float val) { }
- float GetLinVelocityMax() const { return 0.f; }
- void SetLinVelocityMax(float val) { }
-
-
-private:
-
- bool m_firstTime;
- bool m_bFullRigidBody;
- bool m_bPhantom; // special flag for objects that are not affected by physics 'resolver'
-
- // data to calculate fake velocities for kinematic objects (non-dynas)
- bool m_bKinematic;
- bool m_bPrevKinematic;
-
-
- float m_lastTime;
- bool m_OdeSuspendDynamics;
- class PHY_IMotionState* m_MotionState;
-
- //Ode specific members
- struct dxBody* m_bodyId;
- struct dxGeom* m_geomId;
- struct dxSpace* m_space;
- struct dxWorld* m_world;
- float m_mass;
- float m_friction;
- float m_restitution;
- bool m_implicitsphere;
- float m_center[3];
- float m_extends[3];
- float m_radius;
-};
-
-#endif //__ODE_PHYSICSCONTROLLER_H
-
diff --git a/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.cpp b/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.cpp
deleted file mode 100644
index 54e97858b7f..00000000000
--- a/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.cpp
+++ /dev/null
@@ -1,277 +0,0 @@
-/**
- * $Id$
- *
- * ***** BEGIN GPL LICENSE BLOCK *****
- *
- * The contents of this file may be used under the terms of either the GNU
- * General Public License Version 2 or later (the "GPL", see
- * http://www.gnu.org/licenses/gpl.html ), or the Blender License 1.0 or
- * later (the "BL", see http://www.blender.org/BL/ ) which has to be
- * bought from the Blender Foundation to become active, in which case the
- * above mentioned GPL option does not apply.
- *
- * The Original Code is Copyright (C) 2002 by NaN Holding BV.
- * All rights reserved.
- *
- * The Original Code is: all of this file.
- *
- * Contributor(s): none yet.
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-#include "OdePhysicsEnvironment.h"
-#include "PHY_IMotionState.h"
-#include "OdePhysicsController.h"
-
-#include <ode/ode.h>
-#include <../ode/src/joint.h>
-#include <ode/odemath.h>
-
-ODEPhysicsEnvironment::ODEPhysicsEnvironment()
-{
- m_OdeWorld = dWorldCreate();
- m_OdeSpace = dHashSpaceCreate();
- m_OdeContactGroup = dJointGroupCreate (0);
- dWorldSetCFM (m_OdeWorld,1e-5f);
-
- m_JointGroup = dJointGroupCreate(0);
-
- setFixedTimeStep(true,1.f/60.f);
-}
-
-
-
-ODEPhysicsEnvironment::~ODEPhysicsEnvironment()
-{
- dJointGroupDestroy (m_OdeContactGroup);
- dJointGroupDestroy (m_JointGroup);
-
- dSpaceDestroy (m_OdeSpace);
- dWorldDestroy (m_OdeWorld);
-}
-
-
-
-void ODEPhysicsEnvironment::setFixedTimeStep(bool useFixedTimeStep,float fixedTimeStep)
-{
- m_useFixedTimeStep = useFixedTimeStep;
-
- if (useFixedTimeStep)
- {
- m_fixedTimeStep = fixedTimeStep;
- } else
- {
- m_fixedTimeStep = 0.f;
- }
- m_currentTime = 0.f;
-
- //todo:implement fixed timestepping
-
-}
-float ODEPhysicsEnvironment::getFixedTimeStep()
-{
- return m_fixedTimeStep;
-}
-
-
-
-bool ODEPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep1,float interval)
-{
-
- float deltaTime = timeStep1;
- int numSteps = 1;
-
- if (m_useFixedTimeStep)
- {
- m_currentTime += timeStep1;
- // equal to subSampling (might be a little smaller).
- numSteps = (int)(m_currentTime / m_fixedTimeStep);
- m_currentTime -= m_fixedTimeStep * (float)numSteps;
- deltaTime = m_fixedTimeStep;
- //todo: experiment by smoothing the remaining time over the substeps
- }
-
- for (int i=0;i<numSteps;i++)
- {
- // ode collision update
- dSpaceCollide (m_OdeSpace,this,&ODEPhysicsEnvironment::OdeNearCallback);
-
- int m_odeContacts = GetNumOdeContacts();
-
- //physics integrator + resolver update
- //dWorldStep (m_OdeWorld,deltaTime);
- //dWorldQuickStep (m_OdeWorld,deltaTime);
- //dWorldID w, dReal stepsize)
-
- //clear collision points
- this->ClearOdeContactGroup();
- }
- return true;
-}
-
-void ODEPhysicsEnvironment::setGravity(float x,float y,float z)
-{
- dWorldSetGravity (m_OdeWorld,x,y,z);
-}
-
-
-
-int ODEPhysicsEnvironment::createConstraint(class PHY_IPhysicsController* ctrl,class PHY_IPhysicsController* ctrl2,PHY_ConstraintType type,
- float pivotX,float pivotY,float pivotZ,float axisX,float axisY,float axisZ)
-{
-
- int constraintid = 0;
- ODEPhysicsController* dynactrl = (ODEPhysicsController*)ctrl;
- ODEPhysicsController* dynactrl2 = (ODEPhysicsController*)ctrl2;
-
- switch (type)
- {
- case PHY_POINT2POINT_CONSTRAINT:
- {
- if (dynactrl)
- {
- dJointID jointid = dJointCreateBall (m_OdeWorld,m_JointGroup);
- struct dxBody* bodyid1 = dynactrl->GetOdeBodyId();
- struct dxBody* bodyid2=0;
- const dReal* pos = dBodyGetPosition(bodyid1);
- const dReal* R = dBodyGetRotation(bodyid1);
- dReal offset[3] = {pivotX,pivotY,pivotZ};
- dReal newoffset[3];
- dMULTIPLY0_331 (newoffset,R,offset);
- newoffset[0] += pos[0];
- newoffset[1] += pos[1];
- newoffset[2] += pos[2];
-
-
- if (dynactrl2)
- bodyid2 = dynactrl2->GetOdeBodyId();
-
- dJointAttach (jointid, bodyid1, bodyid2);
-
- dJointSetBallAnchor (jointid, newoffset[0], newoffset[1], newoffset[2]);
-
- constraintid = (int) jointid;
- }
- break;
- }
- case PHY_LINEHINGE_CONSTRAINT:
- {
- if (dynactrl)
- {
- dJointID jointid = dJointCreateHinge (m_OdeWorld,m_JointGroup);
- struct dxBody* bodyid1 = dynactrl->GetOdeBodyId();
- struct dxBody* bodyid2=0;
- const dReal* pos = dBodyGetPosition(bodyid1);
- const dReal* R = dBodyGetRotation(bodyid1);
- dReal offset[3] = {pivotX,pivotY,pivotZ};
- dReal axisset[3] = {axisX,axisY,axisZ};
-
- dReal newoffset[3];
- dReal newaxis[3];
- dMULTIPLY0_331 (newaxis,R,axisset);
-
- dMULTIPLY0_331 (newoffset,R,offset);
- newoffset[0] += pos[0];
- newoffset[1] += pos[1];
- newoffset[2] += pos[2];
-
-
- if (dynactrl2)
- bodyid2 = dynactrl2->GetOdeBodyId();
-
- dJointAttach (jointid, bodyid1, bodyid2);
-
- dJointSetHingeAnchor (jointid, newoffset[0], newoffset[1], newoffset[2]);
- dJointSetHingeAxis(jointid,newaxis[0],newaxis[1],newaxis[2]);
-
- constraintid = (int) jointid;
- }
- break;
- }
- default:
- {
- //not yet
- }
- }
-
- return constraintid;
-
-}
-
-void ODEPhysicsEnvironment::removeConstraint(void *constraintid)
-{
- if (constraintid)
- {
- dJointDestroy((dJointID) constraintid);
- }
-}
-
-PHY_IPhysicsController* ODEPhysicsEnvironment::rayTest(PHY_IRayCastFilterCallback &filterCallback,float fromX,float fromY,float fromZ, float toX,float toY,float toZ)
-{
-
- //m_OdeWorld
- //collision detection / raytesting
- return NULL;
-}
-
-
-void ODEPhysicsEnvironment::OdeNearCallback (void *data, dGeomID o1, dGeomID o2)
-{
- // \todo if this is a registered collision sensor
- // fire the callback
-
- int i;
- // if (o1->body && o2->body) return;
- ODEPhysicsEnvironment* env = (ODEPhysicsEnvironment*) data;
- dBodyID b1,b2;
-
- b1 = dGeomGetBody(o1);
- b2 = dGeomGetBody(o2);
- // exit without doing anything if the two bodies are connected by a joint
- if (b1 && b2 && dAreConnected (b1,b2)) return;
-
- ODEPhysicsController * ctrl1 =(ODEPhysicsController *)dGeomGetData(o1);
- ODEPhysicsController * ctrl2 =(ODEPhysicsController *)dGeomGetData(o2);
- float friction=ctrl1->getFriction();
- float restitution = ctrl1->getRestitution();
- //for friction, take minimum
-
- friction=(friction < ctrl2->getFriction() ?
- friction :ctrl2->getFriction());
-
- //restitution:take minimum
- restitution = restitution < ctrl2->getRestitution()?
- restitution : ctrl2->getRestitution();
-
- dContact contact[3]; // up to 3 contacts per box
- for (i=0; i<3; i++) {
- contact[i].surface.mode = dContactBounce; //dContactMu2;
- contact[i].surface.mu = friction;//dInfinity;
- contact[i].surface.mu2 = 0;
- contact[i].surface.bounce = restitution;//0.5;
- contact[i].surface.bounce_vel = 0.1f;
- contact[i].surface.slip1=0.0;
- }
-
- if (int numc = dCollide (o1,o2,3,&contact[0].geom,sizeof(dContact))) {
- // dMatrix3 RI;
- // dRSetIdentity (RI);
- // const dReal ss[3] = {0.02,0.02,0.02};
- for (i=0; i<numc; i++) {
- dJointID c = dJointCreateContact (env->m_OdeWorld,env->m_OdeContactGroup,contact+i);
- dJointAttach (c,b1,b2);
- }
- }
-}
-
-
-void ODEPhysicsEnvironment::ClearOdeContactGroup()
-{
- dJointGroupEmpty (m_OdeContactGroup);
-}
-
-int ODEPhysicsEnvironment::GetNumOdeContacts()
-{
- return m_OdeContactGroup->num;
-}
-
diff --git a/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.h b/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.h
deleted file mode 100644
index 54e4f7f90e1..00000000000
--- a/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.h
+++ /dev/null
@@ -1,94 +0,0 @@
-/**
- * $Id$
- *
- * ***** BEGIN GPL LICENSE BLOCK *****
- *
- * The contents of this file may be used under the terms of either the GNU
- * General Public License Version 2 or later (the "GPL", see
- * http://www.gnu.org/licenses/gpl.html ), or the Blender License 1.0 or
- * later (the "BL", see http://www.blender.org/BL/ ) which has to be
- * bought from the Blender Foundation to become active, in which case the
- * above mentioned GPL option does not apply.
- *
- * The Original Code is Copyright (C) 2002 by NaN Holding BV.
- * All rights reserved.
- *
- * The Original Code is: all of this file.
- *
- * Contributor(s): none yet.
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-#ifndef _ODEPHYSICSENVIRONMENT
-#define _ODEPHYSICSENVIRONMENT
-
-
-#include "PHY_IPhysicsEnvironment.h"
-
-/**
-* Physics Environment takes care of stepping the simulation and is a container for physics entities (rigidbodies,constraints, materials etc.)
-* A derived class may be able to 'construct' entities by loading and/or converting
-*/
-class ODEPhysicsEnvironment : public PHY_IPhysicsEnvironment
-{
-
- bool m_useFixedTimeStep;
- float m_fixedTimeStep;
- float m_currentTime;
-
-public:
- ODEPhysicsEnvironment();
- virtual ~ODEPhysicsEnvironment();
- virtual void beginFrame() {}
- virtual void endFrame() {}
-
-
-// Perform an integration step of duration 'timeStep'.
- virtual bool proceedDeltaTime(double curTime,float timeStep,float interval);
- virtual void setFixedTimeStep(bool useFixedTimeStep,float fixedTimeStep);
- virtual float getFixedTimeStep();
-
- virtual void setGravity(float x,float y,float z);
- virtual int createConstraint(class PHY_IPhysicsController* ctrl,class PHY_IPhysicsController* ctrl2,PHY_ConstraintType type,
- float pivotX,float pivotY,float pivotZ,
- float axisX,float axisY,float axisZ);
-
- virtual void removeConstraint(void * constraintid);
- virtual PHY_IPhysicsController* rayTest(PHY_IRayCastFilterCallback &filterCallback,float fromX,float fromY,float fromZ, float toX,float toY,float toZ);
- virtual bool cullingTest(PHY_CullingCallback callback, void* userData, PHY__Vector4* planes, int nplanes, int occlusionRes) { return false; }
-
-
- //gamelogic callbacks
- virtual void addSensor(PHY_IPhysicsController* ctrl) {}
- virtual void removeSensor(PHY_IPhysicsController* ctrl) {}
- virtual void addTouchCallback(int response_class, PHY_ResponseCallback callback, void *user)
- {
- }
- virtual bool requestCollisionCallback(PHY_IPhysicsController* ctrl) {return false;}
- virtual bool removeCollisionCallback(PHY_IPhysicsController* ctrl) {return false;}
- virtual PHY_IPhysicsController* CreateSphereController(float radius,const PHY__Vector3& position) {return 0;}
- virtual PHY_IPhysicsController* CreateConeController(float coneradius,float coneheight) { return 0;}
-
-
-
- struct dxWorld* GetOdeWorld() { return m_OdeWorld; };
- struct dxSpace* GetOdeSpace() { return m_OdeSpace;};
-
-private:
-
-
- // ODE physics response
- struct dxWorld* m_OdeWorld;
- // ODE collision detection
- struct dxSpace* m_OdeSpace;
- void ClearOdeContactGroup();
- struct dxJointGroup* m_OdeContactGroup;
- struct dxJointGroup* m_JointGroup;
-
- static void OdeNearCallback(void *data, struct dxGeom* o1, struct dxGeom* o2);
- int GetNumOdeContacts();
-
-};
-
-#endif //_ODEPHYSICSENVIRONMENT
-
diff --git a/source/gameengine/Physics/BlOde/SConscript b/source/gameengine/Physics/BlOde/SConscript
deleted file mode 100644
index 90e949d2d86..00000000000
--- a/source/gameengine/Physics/BlOde/SConscript
+++ /dev/null
@@ -1,15 +0,0 @@
-#!/usr/bin/python
-Import ('user_options_dict')
-Import ('library_env')
-
-phy_ode_env = library_env.Copy ()
-
-source_files = ['OdePhysicsController.cpp',
- 'OdePhysicsEnvironment.cpp']
-
-phy_ode_env.Append (CPPPATH=['.',
- '../common',
- ])
-phy_ode_env.Append (CPPPATH=user_options_dict['ODE_INCLUDE'])
-
-phy_ode_env.Library (target='#'+user_options_dict['BUILD_DIR']+'/lib/PHY_Ode', source=source_files)
diff --git a/source/gameengine/Physics/Dummy/Makefile b/source/gameengine/Physics/Dummy/Makefile
index b0c1b855322..c016a0bebcb 100644
--- a/source/gameengine/Physics/Dummy/Makefile
+++ b/source/gameengine/Physics/Dummy/Makefile
@@ -39,7 +39,7 @@ CPPFLAGS += -I$(OPENGL_HEADERS)
CPPFLAGS += -I$(NAN_STRING)/include
CPPFLAGS += -I$(NAN_PYTHON)/include/python$(NAN_PYTHON_VERSION)
-CPPFLAGS += -I$(NAN_FUZZICS)/include -I$(NAN_SUMO)/include -I$(NAN_MOTO)/include
+CPPFLAGS += -I$(NAN_FUZZICS)/include -I$(NAN_MOTO)/include
CPPFLAGS += -I$(NAN_GUARDEDALLOC)/include
CPPFLAGS += -I../../Physics/common
CPPFLAGS += -I../../Physics/Dummy
diff --git a/source/gameengine/Physics/Makefile b/source/gameengine/Physics/Makefile
index b192e497f35..da0d4cafd2e 100644
--- a/source/gameengine/Physics/Makefile
+++ b/source/gameengine/Physics/Makefile
@@ -32,7 +32,6 @@ include nan_definitions.mk
SOURCEDIR = source/gameengine/Physics
DIR = $(OCGDIR)/gameengine/blphys
-DIRS = common Sumo Dummy Bullet
-#DIRS += BlOde
+DIRS = common Dummy Bullet
include nan_subdirs.mk
diff --git a/source/gameengine/Physics/Sumo/CMakeLists.txt b/source/gameengine/Physics/Sumo/CMakeLists.txt
deleted file mode 100644
index c57a4af6706..00000000000
--- a/source/gameengine/Physics/Sumo/CMakeLists.txt
+++ /dev/null
@@ -1,46 +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) 2006, Blender Foundation
-# All rights reserved.
-#
-# The Original Code is: all of this file.
-#
-# Contributor(s): Jacques Beaurain.
-#
-# ***** END GPL LICENSE BLOCK *****
-
-SET(SRC
- SumoPHYCallbackBridge.cpp
- SumoPhysicsController.cpp
- SumoPhysicsEnvironment.cpp
- Fuzzics/src/SM_FhObject.cpp
- Fuzzics/src/SM_Object.cpp
- Fuzzics/src/SM_Scene.cpp
- Fuzzics/src/SM_MotionState.cpp
-)
-
-SET(INC
- .
- ../common
- Fuzzics/include
- ../../../../intern/moto/include
- ../../../../extern/solid
-)
-
-BLENDERLIB(bf_sumo "${SRC}" "${INC}")
-#env.BlenderLib ( 'bf_sumo', sources, incs, [], libtype=['game2','player'], priority=[30, 70] , compileflags=cflags)
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);
-}
diff --git a/source/gameengine/Physics/Sumo/Makefile b/source/gameengine/Physics/Sumo/Makefile
deleted file mode 100644
index 69efc4d84eb..00000000000
--- a/source/gameengine/Physics/Sumo/Makefile
+++ /dev/null
@@ -1,50 +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 *****
-#
-#
-
-SOURCEDIR = source/gameengine/Physics/Sumo
-LIBNAME = sumo
-DIR = $(OCGDIR)/gameengine/blphys/$(LIBNAME)
-DIRS = Fuzzics
-
-include nan_compile.mk
-
-CCFLAGS += $(LEVEL_1_CPP_WARNINGS)
-
-CPPFLAGS += -I$(OPENGL_HEADERS)
-CPPFLAGS += -I$(NAN_STRING)/include
-CPPFLAGS += -I$(NAN_PYTHON)/include/python$(NAN_PYTHON_VERSION)
-
-CPPFLAGS += -I$(NAN_FUZZICS)/include -I$(NAN_SUMO) -I$(NAN_MOTO)/include
-CPPFLAGS += -I$(NAN_SOLID)/include
-CPPFLAGS += -I$(NAN_GUARDEDALLOC)/include
-CPPFLAGS += -I../../Physics/common
-CPPFLAGS += -I../../Physics/Dummy
-
-include nan_subdirs.mk
diff --git a/source/gameengine/Physics/Sumo/SConscript b/source/gameengine/Physics/Sumo/SConscript
deleted file mode 100644
index a228a986af2..00000000000
--- a/source/gameengine/Physics/Sumo/SConscript
+++ /dev/null
@@ -1,25 +0,0 @@
-#!/usr/bin/python
-Import ('env')
-
-sources = ['SumoPHYCallbackBridge.cpp',
- 'SumoPhysicsController.cpp',
- 'SumoPhysicsEnvironment.cpp',
- 'Fuzzics/src/SM_FhObject.cpp',
- 'Fuzzics/src/SM_Object.cpp',
- 'Fuzzics/src/SM_Scene.cpp',
- 'Fuzzics/src/SM_MotionState.cpp'
- ]
-
-incs =['.',
- '../common',
- 'Fuzzics/include',
- '#/intern/moto/include'
- ]
-incs += [env['BF_SOLID_INC']]
-
-cflags = []
-if env['OURPLATFORM']=='win32-vc':
- cflags.append('/GR')
- cflags.append('/O1')
-
-env.BlenderLib ( 'bf_sumo', sources, incs, [], libtype=['core','player'], priority=[400, 55] , compileflags=cflags)
diff --git a/source/gameengine/Physics/Sumo/SumoPHYCallbackBridge.cpp b/source/gameengine/Physics/Sumo/SumoPHYCallbackBridge.cpp
deleted file mode 100644
index 1992bbe3421..00000000000
--- a/source/gameengine/Physics/Sumo/SumoPHYCallbackBridge.cpp
+++ /dev/null
@@ -1,66 +0,0 @@
-#include "SumoPHYCallbackBridge.h"
-#include "PHY_IPhysicsController.h"
-#include "SM_Object.h"
-
-
-SumoPHYCallbackBridge::SumoPHYCallbackBridge(void* clientData,PHY_ResponseCallback phyCallback)
-:m_orgClientData(clientData),
-m_phyCallback(phyCallback)
-{
-
-}
-DT_Bool SumoPHYCallbackBridge::StaticSolidToPHYCallback(void *client_data,
- void *client_object1,
- void *client_object2,
- const DT_CollData *coll_data)
-{
- SumoPHYCallbackBridge* bridge = static_cast<SumoPHYCallbackBridge*>(client_data);
- bridge->SolidToPHY(client_object1,client_object2,coll_data);
- return false;
-}
-
-DT_Bool SumoPHYCallbackBridge::SolidToPHY(void *client_object1,
- void *client_object2,
- const DT_CollData *coll_data)
-{
-
- SM_Object* smObject1 = static_cast<SM_Object*>(client_object1);
- SM_Object* smObject2 = static_cast<SM_Object*>(client_object2);
-
- PHY_IPhysicsController* ctrl1 = static_cast<PHY_IPhysicsController*>(smObject1->getPhysicsClientObject());
- PHY_IPhysicsController* ctrl2 = static_cast<PHY_IPhysicsController*>(smObject2->getPhysicsClientObject());
-
- if (!ctrl1 || !ctrl2)
- {
- //todo: check which objects are not linked up properly
- return false;
- }
- if (coll_data)
- {
- PHY_CollData phyCollData;
-
- phyCollData.m_point1[0] = coll_data->point1[0];
- phyCollData.m_point1[1] = coll_data->point1[1];
- phyCollData.m_point1[2] = coll_data->point1[2];
- phyCollData.m_point1[3] = 0.f;
-
- phyCollData.m_point2[0] = coll_data->point2[0];
- phyCollData.m_point2[1] = coll_data->point2[1];
- phyCollData.m_point2[2] = coll_data->point2[2];
- phyCollData.m_point2[3] = 0.f;
-
- phyCollData.m_normal[0] = coll_data->normal[0];
- phyCollData.m_normal[1] = coll_data->normal[1];
- phyCollData.m_normal[2] = coll_data->normal[2];
- phyCollData.m_normal[3] = 0.f;
-
-
- return m_phyCallback(m_orgClientData,
- ctrl1,ctrl2,&phyCollData);
- }
-
- return m_phyCallback(m_orgClientData,
- ctrl1,ctrl2,0);
-
-}
-
diff --git a/source/gameengine/Physics/Sumo/SumoPHYCallbackBridge.h b/source/gameengine/Physics/Sumo/SumoPHYCallbackBridge.h
deleted file mode 100644
index cc980f3961d..00000000000
--- a/source/gameengine/Physics/Sumo/SumoPHYCallbackBridge.h
+++ /dev/null
@@ -1,28 +0,0 @@
-#ifndef SUMO_PHY_CALLBACK_BRIDGE_H
-#define SUMO_PHY_CALLBACK_BRIDGE_H
-
-#include <SOLID/SOLID.h>
-#include "PHY_DynamicTypes.h"
-
-class SumoPHYCallbackBridge
-{
- void* m_orgClientData;
- PHY_ResponseCallback m_phyCallback;
-
-public:
-
- SumoPHYCallbackBridge(void* clientData,PHY_ResponseCallback phyCallback);
-
- static DT_Bool StaticSolidToPHYCallback(void *client_data,
- void *client_object1,
- void *client_object2,
- const DT_CollData *coll_data);
-
- DT_Bool SolidToPHY(void *client_object1,
- void *client_object2,
- const DT_CollData *coll_data);
-
-
-};
-
-#endif //SUMO_PHY_CALLBACK_BRIDGE_H
diff --git a/source/gameengine/Physics/Sumo/SumoPhysicsController.cpp b/source/gameengine/Physics/Sumo/SumoPhysicsController.cpp
deleted file mode 100644
index 56caa9236bf..00000000000
--- a/source/gameengine/Physics/Sumo/SumoPhysicsController.cpp
+++ /dev/null
@@ -1,495 +0,0 @@
-/**
- * @file $Id$
- *
- * ***** 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 "SumoPhysicsController.h"
-#include "PHY_IMotionState.h"
-#include "SM_Object.h"
-#include "MT_Quaternion.h"
-
-
-SumoPhysicsController::SumoPhysicsController(
- class SM_Scene* sumoScene,
- class SM_Object* sumoObj,
- class PHY_IMotionState* motionstate,
-
- bool dyna)
- :
- m_sumoObj(sumoObj) ,
- m_sumoScene(sumoScene),
- m_bFirstTime(true),
- m_bDyna(dyna),
- m_MotionState(motionstate)
-{
- if (m_sumoObj)
- {
-
- PHY__Vector3 pos1;
- getPosition(pos1);
- MT_Point3 pos(pos1);
-
- //temp debugging check
- //assert(pos.length() < 100000.f);
-
- //need this to do the upcast after the solid/sumo collision callback
- m_sumoObj->setPhysicsClientObject(this);
- //if it is a dyna, register for a callback
- m_sumoObj->registerCallback(*this);
- }
-};
-
-
-
-SumoPhysicsController::~SumoPhysicsController()
-{
- if (m_sumoObj)
- {
- m_sumoScene->remove(*m_sumoObj);
-
- delete m_sumoObj;
- m_sumoObj = NULL;
- }
-}
-
-float SumoPhysicsController::getMass()
-{
- if (m_sumoObj)
- {
- const SM_ShapeProps *shapeprops = m_sumoObj->getShapeProps();
- if(shapeprops!=NULL) return shapeprops->m_mass;
- }
- return 0.f;
-}
-
-bool SumoPhysicsController::SynchronizeMotionStates(float)
-{
- if (m_bFirstTime)
- {
- setSumoTransform(!m_bFirstTime);
- m_bFirstTime = false;
- }
- return false;
-}
-
-
-
-
-void SumoPhysicsController::GetWorldOrientation(MT_Matrix3x3& mat)
-{
- float orn[4];
- m_MotionState->getWorldOrientation(orn[0],orn[1],orn[2],orn[3]);
- MT_Quaternion quat(orn);
- mat.setRotation(quat);
-
-}
-
-void SumoPhysicsController::getPosition(PHY__Vector3& pos) const
-{
- assert(m_sumoObj);
-
- pos[0] = m_sumoObj->getPosition()[0];
- pos[1] = m_sumoObj->getPosition()[0];
- pos[2] = m_sumoObj->getPosition()[0];
-
- //m_MotionState->getWorldPosition(pos[0],pos[1],pos[2]);
-}
-
-void SumoPhysicsController::GetWorldPosition(MT_Point3& pos)
-{
-// assert(m_sumoObj);
-
-// pos[0] = m_sumoObj->getPosition()[0];
-// pos[1] = m_sumoObj->getPosition()[0];
-// pos[2] = m_sumoObj->getPosition()[0];
-
- float worldpos[3];
- m_MotionState->getWorldPosition(worldpos[0],worldpos[1],worldpos[2]);
- pos[0]=worldpos[0];
- pos[1]=worldpos[1];
- pos[2]=worldpos[2];
-}
-
-void SumoPhysicsController::GetWorldScaling(MT_Vector3& scale)
-{
- float worldscale[3];
- m_MotionState->getWorldScaling(worldscale[0],worldscale[1],worldscale[2]);
- scale[0]=worldscale[0];
- scale[1]=worldscale[1];
- scale[2]=worldscale[2];
-}
-
-
- // kinematic methods
-void SumoPhysicsController::RelativeTranslate(float dlocX,float dlocY,float dlocZ,bool local)
-{
- if (m_sumoObj)
- {
- MT_Matrix3x3 mat;
- GetWorldOrientation(mat);
- MT_Vector3 dloc(dlocX,dlocY,dlocZ);
-
- MT_Point3 newpos = m_sumoObj->getPosition();
-
- newpos += (local ? mat * dloc : dloc);
- m_sumoObj->setPosition(newpos);
- }
-
-}
-void SumoPhysicsController::RelativeRotate(const float drot[12],bool local)
-{
- if (m_sumoObj )
- {
- MT_Matrix3x3 drotmat(drot);
- MT_Matrix3x3 currentOrn;
- GetWorldOrientation(currentOrn);
-
- m_sumoObj->setOrientation(m_sumoObj->getOrientation()*(local ?
- drotmat : (currentOrn.inverse() * drotmat * currentOrn)).getRotation());
- }
-
-}
-void SumoPhysicsController::setOrientation(float quatImag0,float quatImag1,float quatImag2,float quatReal)
-{
- m_sumoObj->setOrientation(MT_Quaternion(quatImag0,quatImag1,quatImag2,quatReal));
-}
-
-void SumoPhysicsController::getOrientation(float &quatImag0,float &quatImag1,float &quatImag2,float &quatReal)
-{
- const MT_Quaternion& q = m_sumoObj->getOrientation();
- quatImag0 = q[0];
- quatImag1 = q[1];
- quatImag2 = q[2];
- quatReal = q[3];
-}
-
-void SumoPhysicsController::setPosition(float posX,float posY,float posZ)
-{
- m_sumoObj->setPosition(MT_Point3(posX,posY,posZ));
-}
-
-void SumoPhysicsController::setScaling(float scaleX,float scaleY,float scaleZ)
-{
- if (!m_bDyna)
- m_sumoObj->setScaling(MT_Vector3(scaleX,scaleY,scaleZ));
-}
-
- // physics methods
-void SumoPhysicsController::ApplyTorque(float torqueX,float torqueY,float torqueZ,bool local)
-{
- if (m_sumoObj)
- {
- MT_Vector3 torque(torqueX,torqueY,torqueZ);
-
- MT_Matrix3x3 orn;
- GetWorldOrientation(orn);
- m_sumoObj->applyTorque(local ?
- orn * torque :
- torque);
- }
-}
-
-void SumoPhysicsController::ApplyForce(float forceX,float forceY,float forceZ,bool local)
-{
- if (m_sumoObj)
- {
- MT_Vector3 force(forceX,forceY,forceZ);
-
- MT_Matrix3x3 orn;
- GetWorldOrientation(orn);
-
- m_sumoObj->applyCenterForce(local ?
- orn * force :
- force);
- }
-}
-
-void SumoPhysicsController::SetAngularVelocity(float ang_velX,float ang_velY,float ang_velZ,bool local)
-{
- if (m_sumoObj)
- {
- MT_Vector3 ang_vel(ang_velX,ang_velY,ang_velZ);
-
- MT_Matrix3x3 orn;
- GetWorldOrientation(orn);
-
- m_sumoObj->setExternalAngularVelocity(local ?
- orn * ang_vel :
- ang_vel);
- }
-}
-
-void SumoPhysicsController::SetLinearVelocity(float lin_velX,float lin_velY,float lin_velZ,bool local)
-{
- if (m_sumoObj )
- {
- MT_Matrix3x3 orn;
- GetWorldOrientation(orn);
-
- MT_Vector3 lin_vel(lin_velX,lin_velY,lin_velZ);
- m_sumoObj->setExternalLinearVelocity(local ?
- orn * lin_vel :
- lin_vel);
- }
-}
-
-void SumoPhysicsController::resolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ)
-{
- if (m_sumoObj)
- m_sumoObj->resolveCombinedVelocities(MT_Vector3(linvelX,linvelY,linvelZ),MT_Vector3(angVelX,angVelY,angVelZ));
-}
-
-
-
-
-void SumoPhysicsController::applyImpulse(float attachX,float attachY,float attachZ, float impulseX,float impulseY,float impulseZ)
-{
- if (m_sumoObj)
- {
- MT_Point3 attach(attachX,attachY,attachZ);
- MT_Vector3 impulse(impulseX,impulseY,impulseZ);
- m_sumoObj->applyImpulse(attach,impulse);
- }
-
-}
-
-void SumoPhysicsController::SuspendDynamics()
-{
- m_suspendDynamics=true;
-
- if (m_sumoObj)
- {
- m_sumoObj->suspendDynamics();
- m_sumoObj->setLinearVelocity(MT_Vector3(0,0,0));
- m_sumoObj->setAngularVelocity(MT_Vector3(0,0,0));
- m_sumoObj->calcXform();
- }
-}
-
-void SumoPhysicsController::RestoreDynamics()
-{
- m_suspendDynamics=false;
-
- if (m_sumoObj)
- {
- m_sumoObj->restoreDynamics();
- }
-}
-
-
-/**
- reading out information from physics
-*/
-void SumoPhysicsController::GetLinearVelocity(float& linvX,float& linvY,float& linvZ)
-{
- if (m_sumoObj)
- {
- // get velocity from the physics object (m_sumoObj)
- const MT_Vector3& vel = m_sumoObj->getLinearVelocity();
- linvX = vel[0];
- linvY = vel[1];
- linvZ = vel[2];
- }
- else
- {
- linvX = 0.f;
- linvY = 0.f;
- linvZ = 0.f;
- }
-}
-
-/**
- GetVelocity parameters are in geometric coordinates (Origin is not center of mass!).
-*/
-void SumoPhysicsController::GetVelocity(const float posX,const float posY,const float posZ,float& linvX,float& linvY,float& linvZ)
-{
- if (m_sumoObj)
- {
- MT_Point3 pos(posX,posY,posZ);
- // get velocity from the physics object (m_sumoObj)
- const MT_Vector3& vel = m_sumoObj->getVelocity(pos);
- linvX = vel[0];
- linvY = vel[1];
- linvZ = vel[2];
- }
- else
- {
- linvX = 0.f;
- linvY = 0.f;
- linvZ = 0.f;
-
- }
-}
-
-void SumoPhysicsController::getReactionForce(float& forceX,float& forceY,float& forceZ)
-{
- const MT_Vector3& force = m_sumoObj->getReactionForce();
- forceX = force[0];
- forceY = force[1];
- forceZ = force[2];
-}
-
-void SumoPhysicsController::setRigidBody(bool rigid)
-{
- m_sumoObj->setRigidBody(rigid);
-}
-
-void SumoPhysicsController::PostProcessReplica(class PHY_IMotionState* motionstate,class PHY_IPhysicsController* parentctrl)
-{
- m_MotionState = motionstate;
-
- SM_Object* dynaparent=0;
- SumoPhysicsController* sumoparentctrl = (SumoPhysicsController* )parentctrl;
-
- if (sumoparentctrl)
- {
- dynaparent = sumoparentctrl->GetSumoObject();
- }
-
- SM_Object* orgsumoobject = m_sumoObj;
-
-
- m_sumoObj = new SM_Object(
- orgsumoobject->getShapeHandle(),
- orgsumoobject->getMaterialProps(),
- orgsumoobject->getShapeProps(),
- dynaparent);
-
- m_sumoObj->setRigidBody(orgsumoobject->isRigidBody());
-
- m_sumoObj->setMargin(orgsumoobject->getMargin());
- m_sumoObj->setPosition(orgsumoobject->getPosition());
- m_sumoObj->setOrientation(orgsumoobject->getOrientation());
- //if it is a dyna, register for a callback
- m_sumoObj->registerCallback(*this);
-
- m_sumoScene->add(* (m_sumoObj));
-}
-
-PHY_IMotionState* SumoPhysicsController::GetMotionState()
-{
- return m_MotionState;
-}
-
-void SumoPhysicsController::SetSimulatedTime(float)
-{
-}
-
-
-void SumoPhysicsController::WriteMotionStateToDynamics(bool)
-{
-
-}
-// this is the actual callback from sumo, and the position/orientation
-//is written to the scenegraph, using the motionstate abstraction
-
-void SumoPhysicsController::do_me()
-{
- MT_assert(m_sumoObj);
- const MT_Point3& pos = m_sumoObj->getPosition();
- const MT_Quaternion& orn = m_sumoObj->getOrientation();
-
- MT_assert(m_MotionState);
- m_MotionState->setWorldPosition(pos[0],pos[1],pos[2]);
- m_MotionState->setWorldOrientation(orn[0],orn[1],orn[2],orn[3]);
-}
-
-
-void SumoPhysicsController::setSumoTransform(bool nondynaonly)
-{
- if (!nondynaonly || !m_bDyna)
- {
- if (m_sumoObj)
- {
- MT_Point3 pos;
- GetWorldPosition(pos);
-
- m_sumoObj->setPosition(pos);
- if (m_bDyna)
- {
- m_sumoObj->setScaling(MT_Vector3(1,1,1));
- } else
- {
- MT_Vector3 scale;
- GetWorldScaling(scale);
- m_sumoObj->setScaling(scale);
- }
- MT_Matrix3x3 orn;
- GetWorldOrientation(orn);
- m_sumoObj->setOrientation(orn.getRotation());
- m_sumoObj->calcXform();
- }
- }
-}
-
-
- // clientinfo for raycasts for example
-void* SumoPhysicsController::getNewClientInfo()
-{
- if (m_sumoObj)
- return m_sumoObj->getClientObject();
- return 0;
-
-}
-void SumoPhysicsController::setNewClientInfo(void* clientinfo)
-{
- if (m_sumoObj)
- {
- SM_ClientObject* clOb = static_cast<SM_ClientObject*> (clientinfo);
- m_sumoObj->setClientObject(clOb);
- }
-
-}
-
-void SumoPhysicsController::calcXform()
-{
- if (m_sumoObj)
- m_sumoObj->calcXform();
-}
-
-void SumoPhysicsController::SetMargin(float margin)
-{
- if (m_sumoObj)
- m_sumoObj->setMargin(margin);
-}
-
-float SumoPhysicsController::GetMargin() const
-{
- if (m_sumoObj)
- m_sumoObj->getMargin();
- return 0.f;
-}
-
-float SumoPhysicsController::GetRadius() const
-{
- if (m_sumoObj && m_sumoObj->getShapeProps())
- {
- return m_sumoObj->getShapeProps()->m_radius;
- }
- return 0.f;
-
-}
diff --git a/source/gameengine/Physics/Sumo/SumoPhysicsController.h b/source/gameengine/Physics/Sumo/SumoPhysicsController.h
deleted file mode 100644
index adf29649f18..00000000000
--- a/source/gameengine/Physics/Sumo/SumoPhysicsController.h
+++ /dev/null
@@ -1,192 +0,0 @@
-/**
- * @file $Id$
- *
- * ***** 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 __SUMO_PHYSICSCONTROLLER_H
-#define __SUMO_PHYSICSCONTROLLER_H
-
-#include "PHY_IPhysicsController.h"
-#include "SM_Scene.h"
-#include "SM_Callback.h"
-
-/**
- * Sumo Physics Controller, a special kind of a PhysicsController.
- * A Physics Controller is a special kind of Scene Graph Transformation Controller.
- * Each time the scene graph get's updated, the controller get's a chance
- * in the 'Update' method to reflect changes.
- *
- * Sumo uses the SOLID library for collision detection.
- */
-class SumoPhysicsController : public PHY_IPhysicsController , public SM_Callback
-
-
-{
-
-
-public:
- SumoPhysicsController(
- class SM_Scene* sumoScene,
- class SM_Object* sumoObj,
- class PHY_IMotionState* motionstate,
- bool dyna);
-
- virtual ~SumoPhysicsController();
-
- /**
- * @name Kinematic Methods.
- */
- /*@{*/
- virtual void RelativeTranslate(float dlocX,float dlocY,float dlocZ,bool local);
- /**
- * @param drot a 3x4 matrix. This will treated as a 3x3 rotation matrix.
- * @warning RelativeRotate expects a 3x4 matrix. The fourth column is padding.
- */
- virtual void RelativeRotate(const float drot[12],bool local);
- virtual void getOrientation(float &quatImag0,float &quatImag1,float &quatImag2,float &quatReal);
- virtual void setOrientation(float quatImag0,float quatImag1,float quatImag2,float quatReal);
- virtual void setPosition(float posX,float posY,float posZ);
- virtual void getPosition(PHY__Vector3& pos) const;
-
- virtual void setScaling(float scaleX,float scaleY,float scaleZ);
- /*@}*/
-
- /**
- * @name Physics Methods
- */
- /*@{*/
- virtual void ApplyTorque(float torqueX,float torqueY,float torqueZ,bool local);
- virtual void ApplyForce(float forceX,float forceY,float forceZ,bool local);
- virtual void SetAngularVelocity(float ang_velX,float ang_velY,float ang_velZ,bool local);
- virtual void SetLinearVelocity(float lin_velX,float lin_velY,float lin_velZ,bool local);
- virtual void resolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ);
- virtual void applyImpulse(float attachX,float attachY,float attachZ, float impulseX,float impulseY,float impulseZ);
- virtual void SetActive(bool active){};
- virtual void SuspendDynamics();
- virtual void RestoreDynamics();
- /*@}*/
-
-
- /**
- * reading out information from physics
- */
- virtual void GetLinearVelocity(float& linvX,float& linvY,float& linvZ);
- /**
- * GetVelocity parameters are in geometric coordinates (Origin is not center of mass!).
- */
- virtual void GetVelocity(const float posX,const float posY,const float posZ,float& linvX,float& linvY,float& linvZ);
- virtual float getMass();
- virtual void getReactionForce(float& forceX,float& forceY,float& forceZ);
- virtual void setRigidBody(bool rigid);
-
-
- virtual void PostProcessReplica(class PHY_IMotionState* motionstate,class PHY_IPhysicsController* parentctrl);
-
- // TODO: remove next line !
- virtual void SetSimulatedTime(float time);
-
- virtual void WriteDynamicsToMotionState() {};
- virtual void WriteMotionStateToDynamics(bool nondynaonly);
- virtual class PHY_IMotionState* GetMotionState();
-
- /**
- * call from Scene Graph Node to 'update'.
- */
- virtual bool SynchronizeMotionStates(float time);
-
- virtual void calcXform();
- virtual void SetMargin(float margin) ;
- virtual float GetMargin() const;
- virtual float GetRadius() const ;
- virtual void SetRadius(float margin) { SetMargin(margin); }
-
-
- // clientinfo for raycasts for example
- virtual void* getNewClientInfo();
- virtual void setNewClientInfo(void* clientinfo);
-
- float getFriction() { return m_friction;}
- float getRestitution() { return m_restitution;}
-
- /**
- * Sumo callback
- */
- virtual void do_me();
-
- class SM_Object* GetSumoObject ()
- {
- return m_sumoObj;
- };
-
- void GetWorldOrientation(class MT_Matrix3x3& mat);
- void GetWorldPosition(MT_Point3& pos);
- void GetWorldScaling(MT_Vector3& scale);
-
- float GetLinVelocityMin() const { return 0.f; }
- void SetLinVelocityMin(float val) { }
- float GetLinVelocityMax() const { return 0.f; }
- void SetLinVelocityMax(float val) { }
-
-
-// void SetSumoObject(class SM_Object* sumoObj) {
-// m_sumoObj = sumoObj;
-// }
-// void SetSumoScene(class SM_Scene* sumoScene) {
-// m_sumoScene = sumoScene;
-// }
-
- void setSumoTransform(bool nondynaonly);
-
-
-private:
- class SM_Object* m_sumoObj;
- class SM_Scene* m_sumoScene; // needed for replication
- bool m_bFirstTime;
- bool m_bDyna;
-
- float m_friction;
- float m_restitution;
-
-
- bool m_suspendDynamics;
-
- bool m_firstTime;
- bool m_bFullRigidBody;
- bool m_bPhantom; // special flag for objects that are not affected by physics 'resolver'
-
- // data to calculate fake velocities for kinematic objects (non-dynas)
- bool m_bKinematic;
- bool m_bPrevKinematic;
-
- float m_lastTime;
-
- class PHY_IMotionState* m_MotionState;
-
-
-};
-
-#endif //__SUMO_PHYSICSCONTROLLER_H
-
diff --git a/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.cpp b/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.cpp
deleted file mode 100644
index b4daf0a3f80..00000000000
--- a/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.cpp
+++ /dev/null
@@ -1,264 +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 <string.h> // memset
-#include "SumoPhysicsEnvironment.h"
-#include "PHY_IMotionState.h"
-#include "SumoPhysicsController.h"
-#include "SM_Scene.h"
-#include "SumoPHYCallbackBridge.h"
-#include <SOLID/SOLID.h>
-
-SumoPhysicsEnvironment::SumoPhysicsEnvironment()
-{
- m_fixedTimeStep = 1.f/60.f;
- m_useFixedTimeStep = true;
- m_currentTime = 0.f;
-
- m_sumoScene = new SM_Scene();
-}
-
-
-
-SumoPhysicsEnvironment::~SumoPhysicsEnvironment()
-{
- delete m_sumoScene;
-}
-
-
-
-void SumoPhysicsEnvironment::beginFrame()
-{
- m_sumoScene->beginFrame();
-}
-
-void SumoPhysicsEnvironment::endFrame()
-{
- m_sumoScene->endFrame();
-}
-
-void SumoPhysicsEnvironment::setFixedTimeStep(bool useFixedTimeStep,float fixedTimeStep)
-{
- m_useFixedTimeStep = useFixedTimeStep;
- if (m_useFixedTimeStep)
- {
- m_fixedTimeStep = fixedTimeStep;
- } else
- {
- m_fixedTimeStep = 0.f;
- }
- //reset current time ?
- m_currentTime = 0.f;
-}
-float SumoPhysicsEnvironment::getFixedTimeStep()
-{
- return m_fixedTimeStep;
-}
-
-
-bool SumoPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep,float interval)
-{
-
- bool result = false;
- if (m_useFixedTimeStep)
- {
- m_currentTime += timeStep;
- float ticrate = 1.f/m_fixedTimeStep;
-
- result = m_sumoScene->proceed(curTime, ticrate);
- } else
- {
- m_currentTime += timeStep;
- result = m_sumoScene->proceed(m_currentTime, timeStep);
- }
- return result;
-}
-
-void SumoPhysicsEnvironment::setGravity(float x,float y,float z)
-{
- m_sumoScene->setForceField(MT_Vector3(x,y,z));
-}
-
-int SumoPhysicsEnvironment::createConstraint(
- class PHY_IPhysicsController* ctrl,
- class PHY_IPhysicsController* ctrl2,
- PHY_ConstraintType type,
- float pivotX,float pivotY,float pivotZ,
- float axisX,float axisY,float axisZ,
- float axis1X,float axis1Y,float axis1Z,
- float axis2X,float axis2Y,float axis2Z,
- int flag
- )
-{
- int constraintid = 0;
- return constraintid;
-}
-
-void SumoPhysicsEnvironment::removeConstraint(int constraintid)
-{
- if (constraintid)
- {
- }
-}
-
-PHY_IPhysicsController* SumoPhysicsEnvironment::rayTest(PHY_IRayCastFilterCallback &filterCallback,
- float fromX,float fromY,float fromZ,
- float toX,float toY,float toZ)
-{
- SumoPhysicsController* ignoreCtr = static_cast<SumoPhysicsController*> (filterCallback.m_ignoreController);
-
- //collision detection / raytesting
- MT_Point3 hit, normal;
- PHY_RayCastResult result;
-
- SM_Object* sm_ignore = 0;
- if (ignoreCtr)
- sm_ignore = ignoreCtr->GetSumoObject();
-
- memset(&result, 0, sizeof(result));
-
- SM_Object* smOb = m_sumoScene->rayTest(sm_ignore,MT_Point3(fromX, fromY, fromZ),MT_Point3(toX, toY, toZ), hit, normal);
- if (smOb)
- {
- result.m_controller = (PHY_IPhysicsController *) smOb->getPhysicsClientObject();
- result.m_hitPoint[0] = hit[0];
- result.m_hitPoint[1] = hit[1];
- result.m_hitPoint[2] = hit[2];
- result.m_hitNormal[0] = normal[0];
- result.m_hitNormal[1] = normal[1];
- result.m_hitNormal[2] = normal[2];
- filterCallback.reportHit(&result);
- }
- return result.m_controller;
-}
-//gamelogic callbacks
-void SumoPhysicsEnvironment::addSensor(PHY_IPhysicsController* ctrl)
-{
- SumoPhysicsController* smctrl = dynamic_cast<SumoPhysicsController*>(ctrl);
- SM_Object* smObject = smctrl->GetSumoObject();
- assert(smObject);
- if (smObject)
- {
- m_sumoScene->addSensor(*smObject);
- }
-}
-void SumoPhysicsEnvironment::removeSensor(PHY_IPhysicsController* ctrl)
-{
- SumoPhysicsController* smctrl = dynamic_cast<SumoPhysicsController*>(ctrl);
- SM_Object* smObject = smctrl->GetSumoObject();
- assert(smObject);
- if (smObject)
- {
- m_sumoScene->remove(*smObject);
- }
-}
-
-
-void SumoPhysicsEnvironment::addTouchCallback(int response_class, PHY_ResponseCallback callback, void *user)
-{
-
- int sumoRespClass = 0;
-
- //map PHY_ convention into SM_ convention
- switch (response_class)
- {
- case PHY_FH_RESPONSE:
- sumoRespClass = FH_RESPONSE;
- break;
- case PHY_SENSOR_RESPONSE:
- sumoRespClass = SENSOR_RESPONSE;
- break;
- case PHY_CAMERA_RESPONSE:
- sumoRespClass =CAMERA_RESPONSE;
- break;
- case PHY_OBJECT_RESPONSE:
- sumoRespClass = OBJECT_RESPONSE;
- break;
- case PHY_STATIC_RESPONSE:
- sumoRespClass = PHY_STATIC_RESPONSE;
- break;
- case PHY_BROADPH_RESPONSE:
- return;
- default:
- assert(0);
- return;
- }
-
- SumoPHYCallbackBridge* bridge = new SumoPHYCallbackBridge(user,callback);
-
- m_sumoScene->addTouchCallback(sumoRespClass,SumoPHYCallbackBridge::StaticSolidToPHYCallback,bridge);
-}
-bool SumoPhysicsEnvironment::requestCollisionCallback(PHY_IPhysicsController* ctrl)
-{
- SumoPhysicsController* smctrl = dynamic_cast<SumoPhysicsController*>(ctrl);
- MT_assert(smctrl);
- SM_Object* smObject = smctrl->GetSumoObject();
- MT_assert(smObject);
- if (smObject)
- {
- //assert(smObject->getPhysicsClientObject() == ctrl);
- smObject->setPhysicsClientObject(ctrl);
-
- m_sumoScene->requestCollisionCallback(*smObject);
- return true;
- }
- return false;
-}
-
-bool SumoPhysicsEnvironment::removeCollisionCallback(PHY_IPhysicsController* ctrl)
-{
- // intentionally empty
- return false;
-}
-
-PHY_IPhysicsController* SumoPhysicsEnvironment::CreateSphereController(float radius,const PHY__Vector3& position)
-{
- DT_ShapeHandle shape = DT_NewSphere(0.0);
- SM_Object* ob = new SM_Object(shape,0,0,0);
- ob->setPosition(MT_Point3(position));
- //testing
- MT_Quaternion rotquatje(MT_Vector3(0,0,1),MT_radians(90));
- ob->setOrientation(rotquatje);
-
- PHY_IPhysicsController* ctrl = new SumoPhysicsController(m_sumoScene,ob,0,false);
- ctrl->SetMargin(radius);
- return ctrl;
-}
-PHY_IPhysicsController* SumoPhysicsEnvironment::CreateConeController(float coneradius,float coneheight)
-{
- DT_ShapeHandle shape = DT_NewCone(coneradius,coneheight);
- SM_Object* ob = new SM_Object(shape,0,0,0);
- ob->setPosition(MT_Point3(0.f,0.f,0.f));
- MT_Quaternion rotquatje(MT_Vector3(0,0,1),MT_radians(90));
- ob->setOrientation(rotquatje);
-
- PHY_IPhysicsController* ctrl = new SumoPhysicsController(m_sumoScene,ob,0,false);
-
- return ctrl;
-}
-
diff --git a/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.h b/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.h
deleted file mode 100644
index 5ae33eb4b0e..00000000000
--- a/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.h
+++ /dev/null
@@ -1,110 +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 _SUMOPhysicsEnvironment
-#define _SUMOPhysicsEnvironment
-
-#include "MT_Scalar.h"
-
-#include "PHY_IPhysicsEnvironment.h"
-class SumoPHYCallbackBridge;
-#include <vector>
-/**
-* Physics Environment takes care of stepping the simulation and is a container for physics entities (rigidbodies,constraints, materials etc.)
-* A derived class may be able to 'construct' entities by loading and/or converting
-*/
-class SumoPhysicsEnvironment : public PHY_IPhysicsEnvironment
-{
-
- class SM_Scene* m_sumoScene;
- float m_currentTime;
- float m_fixedTimeStep;
- bool m_useFixedTimeStep;
-
- std::vector<SumoPHYCallbackBridge*> m_callbacks;
-
-public:
- SumoPhysicsEnvironment();
- virtual ~SumoPhysicsEnvironment();
- virtual void beginFrame();
- virtual void endFrame();
-// Perform an integration step of duration 'timeStep'.
- virtual bool proceedDeltaTime(double curTime,float timeStep,float interval);
- virtual void setFixedTimeStep(bool useFixedTimeStep,float fixedTimeStep);
- virtual float getFixedTimeStep();
-
- virtual void setGravity(float x,float y,float z);
- virtual int createConstraint(class PHY_IPhysicsController* ctrl,class PHY_IPhysicsController* ctrl2,PHY_ConstraintType type,
- float pivotX,float pivotY,float pivotZ,
- float axisX,float axisY,float axisZ,
- float axis1X=0,float axis1Y=0,float axis1Z=0,
- float axis2X=0,float axis2Y=0,float axis2Z=0,int flag=0
-
- );
-
- virtual void removeConstraint(int constraintid);
-
- //complex constraint for vehicles
- virtual PHY_IVehicle* getVehicleConstraint(int constraintId)
- {
- return 0;
- }
-
- virtual PHY_IPhysicsController* rayTest(PHY_IRayCastFilterCallback &filterCallback,float fromX,float fromY,float fromZ, float toX,float toY,float toZ);
- virtual bool cullingTest(PHY_CullingCallback callback, void* userData, PHY__Vector4 *planes, int nplanes, int occlusionRes) { return false; }
-
-
- //gamelogic callbacks
- virtual void addSensor(PHY_IPhysicsController* ctrl);
- virtual void removeSensor(PHY_IPhysicsController* ctrl);
- virtual void addTouchCallback(int response_class, PHY_ResponseCallback callback, void *user);
- virtual bool requestCollisionCallback(PHY_IPhysicsController* ctrl);
- virtual bool removeCollisionCallback(PHY_IPhysicsController* ctrl);
- virtual PHY_IPhysicsController* CreateSphereController(float radius,const PHY__Vector3& position);
- virtual PHY_IPhysicsController* CreateConeController(float coneradius,float coneheight);
-
- virtual float getConstraintParam(int constraintId,int param)
- {
- return 0.f;
- }
- virtual void setConstraintParam(int constraintId,int param,float value,float value1)
- {
- }
- SM_Scene* GetSumoScene()
- {
- return m_sumoScene;
- }
-
-protected:
- // 60Hz (Default)
- static MT_Scalar PhysicsTicRate;
-
-};
-
-#endif //_SUMOPhysicsEnvironment
-
diff --git a/source/gameengine/Physics/Sumo/convert.txt b/source/gameengine/Physics/Sumo/convert.txt
deleted file mode 100644
index 81f8f602cde..00000000000
--- a/source/gameengine/Physics/Sumo/convert.txt
+++ /dev/null
@@ -1,35 +0,0 @@
-static DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj)
-{
- DT_ShapeHandle shape = DT_NewComplexShape();
- int numpolys = meshobj->NumPolygons();
- int numvalidpolys = 0;
-
- for (int p=0; p<numpolys; p++)
- {
- RAS_Polygon* poly = meshobj->GetPolygon(p);
-
- // only add polygons that have the collisionflag set
- if (poly->IsCollider())
- {
- DT_Begin();
- for (int v=0; v<poly->VertexCount(); v++) {
- MT_Point3 pt = meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
- poly->GetVertexIndexBase().m_indexarray[v],
- poly->GetMaterial()->GetPolyMaterial())->xyz();
- DT_Vertex(pt[0],pt[1],pt[2]);
- }
- DT_End();
-
- numvalidpolys++;
- }
- }
-
- DT_EndComplexShape();
-
- if (numvalidpolys==0) {
- delete shape;
- return NULL;
- } else {
- return shape;
- }
-}
diff --git a/source/gameengine/Physics/Sumo/include/interpolator.h b/source/gameengine/Physics/Sumo/include/interpolator.h
deleted file mode 100644
index 055c242edc7..00000000000
--- a/source/gameengine/Physics/Sumo/include/interpolator.h
+++ /dev/null
@@ -1,27 +0,0 @@
-#ifndef INTERPOLATOR_H
-#define INTERPOLATOR_H
-
-#include "solid_types.h"
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-DT_DECLARE_HANDLE(IP_IpoHandle);
-
-typedef struct IP_ControlPoint {
- DT_Scalar m_key;
- DT_Scalar m_keyValue;
-} IP_ControlPoint;
-
-IP_IpoHandle IP_CreateLinear(const IP_ControlPoint *cpoints, int num_cpoints);
-
-void IP_DeleteInterpolator(IP_IpoHandle ipo);
-
-DT_Scalar IP_GetValue(IP_IpoHandle ipo, DT_Scalar key);
-
-#ifdef __cplusplus
-}
-#endif
-
-#endif
diff --git a/source/gameengine/Physics/common/Makefile b/source/gameengine/Physics/common/Makefile
index e3edd426c36..f2dd0134b71 100644
--- a/source/gameengine/Physics/common/Makefile
+++ b/source/gameengine/Physics/common/Makefile
@@ -40,7 +40,7 @@ CPPFLAGS += -I$(NAN_STRING)/include
CPPFLAGS += -I$(NAN_SOUNDSYSTEM)/include
CPPFLAGS += -I$(NAN_PYTHON)/include/python$(NAN_PYTHON_VERSION)
-CPPFLAGS += -I$(NAN_FUZZICS)/include -I$(NAN_SUMO)/include -I$(NAN_MOTO)/include
+CPPFLAGS += -I$(NAN_FUZZICS)/include -I$(NAN_MOTO)/include
CPPFLAGS += -I../../blender
# these two needed because of blenkernel
CPPFLAGS += -I../../blender/makesdna
diff --git a/source/gameengine/SConscript b/source/gameengine/SConscript
index 864e4c3ebee..592b138583f 100644
--- a/source/gameengine/SConscript
+++ b/source/gameengine/SConscript
@@ -18,13 +18,5 @@ SConscript(['BlenderRoutines/SConscript',
'VideoTexture/SConscript'
])
-if env['WITH_BF_SOLID']:
- SConscript(['Physics/Sumo/SConscript'])
-
if env['WITH_BF_PLAYER']:
SConscript(['GamePlayer/SConscript'])
-
-#if user_options_dict['USE_PHYSICS'] == 'solid':
-# SConscript(['Physics/Sumo/SConscript'])
-#elif user_options_dict['USE_PHYSICS'] == 'ode':
-# SConscript(['Physics/BlOde/SConscript'])