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Diffstat (limited to 'source/gameengine/Ketsji')
-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
10 files changed, 2 insertions, 1381 deletions
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']