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
diff options
context:
space:
mode:
Diffstat (limited to 'source/gameengine/Ketsji/KX_SumoPhysicsController.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_SumoPhysicsController.cpp204
1 files changed, 204 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_SumoPhysicsController.cpp b/source/gameengine/Ketsji/KX_SumoPhysicsController.cpp
new file mode 100644
index 00000000000..8b5b9a5d10b
--- /dev/null
+++ b/source/gameengine/Ketsji/KX_SumoPhysicsController.cpp
@@ -0,0 +1,204 @@
+#pragma warning (disable : 4786)
+
+#include "KX_SumoPhysicsController.h"
+#include "SG_Spatial.h"
+#include "SM_Scene.h"
+#include "KX_GameObject.h"
+#include "KX_MotionState.h"
+
+
+
+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)
+{
+ 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++;
+
+ SumoPhysicsController::RelativeRotate(newmat,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::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()
+{
+ 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...
+ KX_GameObject* gameobj = (KX_GameObject*) object->GetSGClientObject();
+ gameobj->SetPhysicsController(this);
+
+
+}
+
+
+void KX_SumoPhysicsController::setOrientation(const MT_Quaternion& orn)
+{
+ 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();
+}
+
+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()
+{
+
+
+} \ No newline at end of file