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

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
path: root/source
diff options
context:
space:
mode:
authorNorman Lin <nlin@nlin.net>2002-10-18 19:46:57 +0400
committerNorman Lin <nlin@nlin.net>2002-10-18 19:46:57 +0400
commitb7dadcfefd24b44283fc96207d7352732eb3dae1 (patch)
tree96c5e67b287bdaf25b280c7e9ee4d40db45c453f /source
parentbdad961ce365f6a57f12832b5ba763525ac164fb (diff)
first checkin of ode blender engine files
Diffstat (limited to 'source')
-rw-r--r--source/gameengine/Ketsji/KX_OdePhysicsController.cpp236
-rw-r--r--source/gameengine/Ketsji/KX_OdePhysicsController.h100
-rw-r--r--source/gameengine/Physics/BlOde/Makefile50
-rw-r--r--source/gameengine/Physics/BlOde/OdePhysicsController.cpp577
-rw-r--r--source/gameengine/Physics/BlOde/OdePhysicsController.h150
-rw-r--r--source/gameengine/Physics/BlOde/OdePhysicsEnvironment.cpp233
-rw-r--r--source/gameengine/Physics/BlOde/OdePhysicsEnvironment.h73
7 files changed, 1419 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_OdePhysicsController.cpp b/source/gameengine/Ketsji/KX_OdePhysicsController.cpp
new file mode 100644
index 00000000000..ece08975f4f
--- /dev/null
+++ b/source/gameengine/Ketsji/KX_OdePhysicsController.cpp
@@ -0,0 +1,236 @@
+/**
+ * $Id$
+ *
+ * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
+ *
+ * The contents of this file may be used under the terms of either the GNU
+ * General Public License Version 2 or later (the "GPL", see
+ * http://www.gnu.org/licenses/gpl.html ), or the Blender License 1.0 or
+ * later (the "BL", see http://www.blender.org/BL/ ) which has to be
+ * bought from the Blender Foundation to become active, in which case the
+ * above mentioned GPL option does not apply.
+ *
+ * The Original Code is Copyright (C) 2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL/BL DUAL LICENSE BLOCK *****
+ */
+#include "KX_OdePhysicsController.h"
+#include "KX_GameObject.h"
+#include "KX_MotionState.h"
+
+
+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,(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->m_pPhysicsController1 = 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_Quaternion& orn)
+{
+ 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_Vector3 KX_OdePhysicsController::getReactionForce()
+{
+ return MT_Vector3(0,0,0);
+}
+void KX_OdePhysicsController::setRigidBody(bool rigid)
+{
+
+}
+
+void KX_OdePhysicsController::SuspendDynamics()
+{
+ 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::SetSumoTransform(bool nondynaonly)
+{
+
+}
+ // todo: remove next line !
+void KX_OdePhysicsController::SetSimulatedTime(double time)
+{
+
+}
+
diff --git a/source/gameengine/Ketsji/KX_OdePhysicsController.h b/source/gameengine/Ketsji/KX_OdePhysicsController.h
new file mode 100644
index 00000000000..89141f68488
--- /dev/null
+++ b/source/gameengine/Ketsji/KX_OdePhysicsController.h
@@ -0,0 +1,100 @@
+/**
+ * $Id$
+ *
+ * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
+ *
+ * The contents of this file may be used under the terms of either the GNU
+ * General Public License Version 2 or later (the "GPL", see
+ * http://www.gnu.org/licenses/gpl.html ), or the Blender License 1.0 or
+ * later (the "BL", see http://www.blender.org/BL/ ) which has to be
+ * bought from the Blender Foundation to become active, in which case the
+ * above mentioned GPL option does not apply.
+ *
+ * The Original Code is Copyright (C) 2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL/BL DUAL LICENSE BLOCK *****
+ */
+#ifndef __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 getOrientation(MT_Quaternion& orn);
+ virtual void setOrientation(const MT_Quaternion& orn);
+ virtual void setPosition(const MT_Point3& pos);
+ virtual void setScaling(const MT_Vector3& scaling);
+ virtual MT_Scalar GetMass();
+ virtual MT_Vector3 getReactionForce();
+ virtual void setRigidBody(bool rigid);
+
+ virtual void SuspendDynamics();
+ virtual void RestoreDynamics();
+
+
+ virtual SG_Controller* GetReplica(class SG_Node* destnode);
+
+
+ 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/Physics/BlOde/Makefile b/source/gameengine/Physics/BlOde/Makefile
new file mode 100644
index 00000000000..be890f660ad
--- /dev/null
+++ b/source/gameengine/Physics/BlOde/Makefile
@@ -0,0 +1,50 @@
+#
+# $Id$
+#
+# ***** BEGIN GPL/BL DUAL 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. The Blender
+# Foundation also sells licenses for use in proprietary software under
+# the Blender License. See http://www.blender.org/BL/ for information
+# about this.
+#
+# 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/BL DUAL 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
new file mode 100644
index 00000000000..5640e478adb
--- /dev/null
+++ b/source/gameengine/Physics/BlOde/OdePhysicsController.cpp
@@ -0,0 +1,577 @@
+/**
+ * $Id$
+ *
+ * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
+ *
+ * The contents of this file may be used under the terms of either the GNU
+ * General Public License Version 2 or later (the "GPL", see
+ * http://www.gnu.org/licenses/gpl.html ), or the Blender License 1.0 or
+ * later (the "BL", see http://www.blender.org/BL/ ) which has to be
+ * bought from the Blender Foundation to become active, in which case the
+ * above mentioned GPL option does not apply.
+ *
+ * The Original Code is Copyright (C) 2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL/BL DUAL LICENSE BLOCK *****
+ */
+#include "OdePhysicsController.h"
+#include "PHY_IMotionState.h"
+
+#include <ode/ode.h>
+
+///////////////////////////////////////////////////////////////////////////
+//
+// 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.
+///
+/// \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
+
+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];
+
+ m_MotionState->getWorldOrientation(worldquat[1],worldquat[2],worldquat[3],worldquat[0]);
+ 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 = dBodyGetPosition(m_bodyId);
+ m_MotionState->setWorldPosition(worldPos[0],worldPos[1],worldPos[2]);
+
+ const float* worldquat = 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];
+
+ m_MotionState->getWorldOrientation(worldquat[1],worldquat[2],worldquat[3],worldquat[0]);
+ 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
+}
+
+
+
+
+
+// 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::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};
+ if (local)
+ {
+ dMatrix3 worldmat;
+ dVector3 localvel;
+ dQuaternion worldquat;
+ m_MotionState->getWorldOrientation(worldquat[1],worldquat[2],worldquat[3],worldquat[0]);
+ 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 = dBodyGetPosition(m_bodyId);
+
+ const float* angvelc = 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 = 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)
+{
+
+}
+
+
+
diff --git a/source/gameengine/Physics/BlOde/OdePhysicsController.h b/source/gameengine/Physics/BlOde/OdePhysicsController.h
new file mode 100644
index 00000000000..659a951a071
--- /dev/null
+++ b/source/gameengine/Physics/BlOde/OdePhysicsController.h
@@ -0,0 +1,150 @@
+/**
+ * $Id$
+ *
+ * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
+ *
+ * The contents of this file may be used under the terms of either the GNU
+ * General Public License Version 2 or later (the "GPL", see
+ * http://www.gnu.org/licenses/gpl.html ), or the Blender License 1.0 or
+ * later (the "BL", see http://www.blender.org/BL/ ) which has to be
+ * bought from the Blender Foundation to become active, in which case the
+ * above mentioned GPL option does not apply.
+ *
+ * The Original Code is Copyright (C) 2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL/BL DUAL LICENSE BLOCK *****
+ */
+#ifndef __ODE_PHYSICSCONTROLLER_H
+#define __ODE_PHYSICSCONTROLLER_H
+
+
+#include "PHY_IPhysicsController.h"
+
+
+/**
+ ODE Physics Controller, a special kind of a PhysicsController.
+ A Physics Controller is a special kind of Scene Graph Transformation Controller.
+ Each time the scene graph get's updated, the controller get's a chance
+ in the 'Update' method to reflect changes.
+*/
+
+class ODEPhysicsController : public PHY_IPhysicsController
+
+{
+
+ bool m_OdeDyna;
+
+public:
+ ODEPhysicsController(
+ bool dyna,
+ bool fullRigidBody,
+ bool phantom,
+ class PHY_IMotionState* motionstate,
+ struct dxSpace* space,
+ struct dxWorld* world,
+ float mass,
+ float friction,
+ float restitution,
+ bool implicitsphere,
+ float center[3],
+ float extends[3],
+ float radius);
+
+ virtual ~ODEPhysicsController();
+
+ // kinematic methods
+ virtual void RelativeTranslate(float dlocX,float dlocY,float dlocZ,bool local);
+ virtual void RelativeRotate(const float drot[9],bool local);
+ virtual void getOrientation(float &quatImag0,float &quatImag1,float &quatImag2,float &quatReal);
+ virtual void setOrientation(float quatImag0,float quatImag1,float quatImag2,float quatReal);
+ virtual void setPosition(float posX,float posY,float posZ);
+ virtual void setScaling(float scaleX,float scaleY,float scaleZ);
+
+ // physics methods
+ virtual void ApplyTorque(float torqueX,float torqueY,float torqueZ,bool local);
+ virtual void ApplyForce(float forceX,float forceY,float forceZ,bool local);
+ virtual void SetAngularVelocity(float ang_velX,float ang_velY,float ang_velZ,bool local);
+ virtual void SetLinearVelocity(float lin_velX,float lin_velY,float lin_velZ,bool local);
+ virtual void applyImpulse(float attachX,float attachY,float attachZ, float impulseX,float impulseY,float impulseZ);
+ virtual void SetActive(bool active){};
+ virtual void SuspendDynamics();
+ virtual void RestoreDynamics();
+
+
+ /**
+ reading out information from physics
+ */
+ virtual void GetLinearVelocity(float& linvX,float& linvY,float& linvZ);
+ /**
+ GetVelocity parameters are in geometric coordinates (Origin is not center of mass!).
+ */
+ virtual void GetVelocity(const float posX,const float posY,const float posZ,float& linvX,float& linvY,float& linvZ);
+ virtual float getMass();
+ virtual void getReactionForce(float& forceX,float& forceY,float& forceZ);
+ virtual void setRigidBody(bool rigid);
+
+
+ virtual void PostProcessReplica(class PHY_IMotionState* motionstate,class PHY_IPhysicsController* parentctrl);
+
+ // \todo remove next line !
+ virtual void SetSimulatedTime(float time);
+
+
+ virtual void WriteDynamicsToMotionState() {};
+ virtual void WriteMotionStateToDynamics(bool nondynaonly);
+
+ /**
+ call from Scene Graph Node to 'update'.
+ */
+ virtual bool SynchronizeMotionStates(float time);
+
+ // clientinfo for raycasts for example
+ virtual void* getClientInfo() { return m_clientInfo;}
+ virtual void setClientInfo(void* clientinfo) {m_clientInfo = clientinfo;};
+ void* m_clientInfo;
+
+ struct dxBody* GetOdeBodyId() { return m_bodyId; }
+
+ float getFriction() { return m_friction;}
+ float getRestitution() { return m_restitution;}
+
+
+
+private:
+
+ bool m_firstTime;
+ bool m_bFullRigidBody;
+ bool m_bPhantom; // special flag for objects that are not affected by physics 'resolver'
+
+ // data to calculate fake velocities for kinematic objects (non-dynas)
+ bool m_bKinematic;
+ bool m_bPrevKinematic;
+
+
+ float m_lastTime;
+ bool m_OdeSuspendDynamics;
+ class PHY_IMotionState* m_MotionState;
+
+ //Ode specific members
+ struct dxBody* m_bodyId;
+ struct dxGeom* m_geomId;
+ struct dxSpace* m_space;
+ struct dxWorld* m_world;
+ float m_mass;
+ float m_friction;
+ float m_restitution;
+ bool m_implicitsphere;
+ float m_center[3];
+ float m_extends[3];
+ float m_radius;
+};
+
+#endif //__ODE_PHYSICSCONTROLLER_H
+
+
+
diff --git a/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.cpp b/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.cpp
new file mode 100644
index 00000000000..8023b791be0
--- /dev/null
+++ b/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.cpp
@@ -0,0 +1,233 @@
+/**
+ * $Id$
+ *
+ * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
+ *
+ * The contents of this file may be used under the terms of either the GNU
+ * General Public License Version 2 or later (the "GPL", see
+ * http://www.gnu.org/licenses/gpl.html ), or the Blender License 1.0 or
+ * later (the "BL", see http://www.blender.org/BL/ ) which has to be
+ * bought from the Blender Foundation to become active, in which case the
+ * above mentioned GPL option does not apply.
+ *
+ * The Original Code is Copyright (C) 2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL/BL DUAL LICENSE BLOCK *****
+ */
+#include "OdePhysicsEnvironment.h"
+#include "PHY_IMotionState.h"
+#include "OdePhysicsController.h"
+
+// Ode
+#include <ode/config.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);
+
+}
+
+
+
+ODEPhysicsEnvironment::~ODEPhysicsEnvironment()
+{
+ dJointGroupDestroy (m_OdeContactGroup);
+ dJointGroupDestroy (m_JointGroup);
+
+ dSpaceDestroy (m_OdeSpace);
+ dWorldDestroy (m_OdeWorld);
+}
+
+void ODEPhysicsEnvironment::proceed(double timeStep)
+{
+ // ode collision update
+ dSpaceCollide (m_OdeSpace,this,&ODEPhysicsEnvironment::OdeNearCallback);
+
+ int m_odeContacts = GetNumOdeContacts();
+
+ //physics integrator + resolver update
+ dWorldStep (m_OdeWorld,timeStep);
+
+ //clear collision points
+ this->ClearOdeContactGroup();
+}
+
+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 float* pos = dBodyGetPosition(bodyid1);
+ const float* R = dBodyGetRotation(bodyid1);
+ float offset[3] = {pivotX,pivotY,pivotZ};
+ float 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 float* pos = dBodyGetPosition(bodyid1);
+ const float* R = dBodyGetRotation(bodyid1);
+ float offset[3] = {pivotX,pivotY,pivotZ};
+ float axisset[3] = {axisX,axisY,axisZ};
+
+ float newoffset[3];
+ float 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(int constraintid)
+{
+ if (constraintid)
+ {
+ dJointDestroy((dJointID) constraintid);
+ }
+}
+
+PHY_IPhysicsController* ODEPhysicsEnvironment::rayTest(void* ignoreClient,float fromX,float fromY,float fromZ, float toX,float toY,float toZ,
+ float& hitX,float& hitY,float& hitZ,float& normalX,float& normalY,float& normalZ)
+{
+ //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
new file mode 100644
index 00000000000..b9872246afc
--- /dev/null
+++ b/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.h
@@ -0,0 +1,73 @@
+/**
+ * $Id$
+ *
+ * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
+ *
+ * The contents of this file may be used under the terms of either the GNU
+ * General Public License Version 2 or later (the "GPL", see
+ * http://www.gnu.org/licenses/gpl.html ), or the Blender License 1.0 or
+ * later (the "BL", see http://www.blender.org/BL/ ) which has to be
+ * bought from the Blender Foundation to become active, in which case the
+ * above mentioned GPL option does not apply.
+ *
+ * The Original Code is Copyright (C) 2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL/BL DUAL LICENSE BLOCK *****
+ */
+#ifndef _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
+{
+
+public:
+ ODEPhysicsEnvironment();
+ virtual ~ODEPhysicsEnvironment();
+// Perform an integration step of duration 'timeStep'.
+ virtual void proceed(double timeStep);
+ 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(int constraintid);
+ virtual PHY_IPhysicsController* rayTest(void* ignoreClient,float fromX,float fromY,float fromZ, float toX,float toY,float toZ,
+ float& hitX,float& hitY,float& hitZ,float& normalX,float& normalY,float& normalZ);
+
+ 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
+
+
+
+