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Diffstat (limited to 'source/gameengine/Ketsji/KX_OdePhysicsController.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_OdePhysicsController.cpp | 257 |
1 files changed, 0 insertions, 257 deletions
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 |