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Diffstat (limited to 'source/gameengine/Ketsji/KX_ConvertPhysicsObject.h')
-rw-r--r-- | source/gameengine/Ketsji/KX_ConvertPhysicsObject.h | 155 |
1 files changed, 0 insertions, 155 deletions
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h b/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h deleted file mode 100644 index 0ebaec9c3ab..00000000000 --- a/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h +++ /dev/null @@ -1,155 +0,0 @@ -/* - * ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 ***** - */ - -/** \file KX_ConvertPhysicsObject.h - * \ingroup ketsji - */ - -#ifndef __KX_CONVERTPHYSICSOBJECT_H__ -#define __KX_CONVERTPHYSICSOBJECT_H__ - -class RAS_MeshObject; -class KX_Scene; -struct DerivedMesh; - -typedef enum { - KX_BOUNDBOX, - KX_BOUNDSPHERE, - KX_BOUNDCYLINDER, - KX_BOUNDCONE, - KX_BOUNDMESH, - KX_BOUNDPOLYTOPE, - KX_BOUND_DYN_MESH, - KX_BOUNDCAPSULE -} KX_BoundBoxClass; - -struct KX_BoxBounds -{ - float m_center[3]; - float m_extends[3]; -}; - -/* Cone/Cylinder */ -struct KX_CBounds -{ - float m_radius; - float m_height; -}; - - -struct KX_ObjectProperties -{ - bool m_dyna; - bool m_softbody; - double m_radius; - bool m_angular_rigidbody; - bool m_in_active_layer; - bool m_ghost; - class KX_GameObject* m_dynamic_parent; - bool m_isactor; - bool m_record_animation; - bool m_sensor; - bool m_character; - bool m_concave; - bool m_isdeformable; - bool m_disableSleeping; - bool m_hasCompoundChildren; - bool m_isCompoundChild; - - ///////////////////////// - - int m_gamesoftFlag; - float m_soft_linStiff; /* linear stiffness 0..1 */ - float m_soft_angStiff; /* angular stiffness 0..1 */ - float m_soft_volume; /* volume preservation 0..1 */ - - int m_soft_viterations; /* Velocities solver iterations */ - int m_soft_piterations; /* Positions solver iterations */ - int m_soft_diterations; /* Drift solver iterations */ - int m_soft_citerations; /* Cluster solver iterations */ - - float m_soft_kSRHR_CL; /* Soft vs rigid hardness [0,1] (cluster only) */ - float m_soft_kSKHR_CL; /* Soft vs kinetic hardness [0,1] (cluster only) */ - float m_soft_kSSHR_CL; /* Soft vs soft hardness [0,1] (cluster only) */ - float m_soft_kSR_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */ - - float m_soft_kSK_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */ - float m_soft_kSS_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */ - float m_soft_kVCF; /* Velocities correction factor (Baumgarte) */ - float m_soft_kDP; /* Damping coefficient [0,1] */ - - float m_soft_kDG; /* Drag coefficient [0,+inf] */ - float m_soft_kLF; /* Lift coefficient [0,+inf] */ - float m_soft_kPR; /* Pressure coefficient [-inf,+inf] */ - float m_soft_kVC; /* Volume conversation coefficient [0,+inf] */ - - float m_soft_kDF; /* Dynamic friction coefficient [0,1] */ - float m_soft_kMT; /* Pose matching coefficient [0,1] */ - float m_soft_kCHR; /* Rigid contacts hardness [0,1] */ - float m_soft_kKHR; /* Kinetic contacts hardness [0,1] */ - - float m_soft_kSHR; /* Soft contacts hardness [0,1] */ - float m_soft_kAHR; /* Anchors hardness [0,1] */ - int m_soft_collisionflags; /* Vertex/Face or Signed Distance Field(SDF) or Clusters, Soft versus Soft or Rigid */ - int m_soft_numclusteriterations; /* number of iterations to refine collision clusters*/ - float m_soft_welding; /* threshold to remove duplicate/nearby vertices */ - - ///////////////////////// - - bool m_lockXaxis; - bool m_lockYaxis; - bool m_lockZaxis; - bool m_lockXRotaxis; - bool m_lockYRotaxis; - bool m_lockZRotaxis; - - ///////////////////////// - double m_margin; - float m_contactProcessingThreshold; - - KX_BoundBoxClass m_boundclass; - union { - KX_BoxBounds box; - KX_CBounds c; - } m_boundobject; -}; - -#ifdef WITH_BULLET - -void KX_ConvertBulletObject( class KX_GameObject* gameobj, - class RAS_MeshObject* meshobj, - struct DerivedMesh* dm, - class KX_Scene* kxscene, - struct PHY_ShapeProps* shapeprops, - struct PHY_MaterialProps* smmaterial, - struct KX_ObjectProperties* objprop); - -void KX_ClearBulletSharedShapes(); -bool KX_ReInstanceBulletShapeFromMesh(KX_GameObject *gameobj, KX_GameObject *from_gameobj, RAS_MeshObject* from_meshobj); - -#endif -#endif /* __KX_CONVERTPHYSICSOBJECT_H__ */ |