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Diffstat (limited to 'source/gameengine/Physics/Bullet/CcdPhysicsController.h')
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.h69
1 files changed, 69 insertions, 0 deletions
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.h b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
index 448e5622eff..1e1a38aa2a6 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.h
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
@@ -17,11 +17,14 @@ subject to the following restrictions:
#ifndef BULLET2_PHYSICSCONTROLLER_H
#define BULLET2_PHYSICSCONTROLLER_H
+#include <vector>
+
#include "PHY_IPhysicsController.h"
/// PHY_IPhysicsController is the abstract simplified Interface to a physical object.
/// It contains the IMotionState and IDeformableMesh Interfaces.
#include "btBulletDynamicsCommon.h"
+#include "LinearMath/btTransform.h"
#include "PHY_IMotionState.h"
@@ -31,8 +34,66 @@ extern float gAngularSleepingTreshold;
extern bool gDisableDeactivation;
class CcdPhysicsEnvironment;
class btMotionState;
+class RAS_MeshObject;
+class btCollisionShape;
+
+// Shape contructor
+// It contains all the information needed to create a simple bullet shape at runtime
+class CcdShapeConstructionInfo
+{
+public:
+ CcdShapeConstructionInfo() :
+ m_shapeType(PHY_SHAPE_NONE),
+ m_radius(1.0),
+ m_height(1.0),
+ m_halfExtend(0.f,0.f,0.f),
+ m_nextShape(NULL),
+ m_refCount(1)
+ {
+ m_childTrans.setIdentity();
+ }
+ ~CcdShapeConstructionInfo();
+ CcdShapeConstructionInfo* AddRef()
+ {
+ m_refCount++;
+ return this;
+ }
+
+ int Release()
+ {
+ if (--m_refCount > 0)
+ return m_refCount;
+ delete this;
+ return 0;
+ }
+
+ void AddShape(CcdShapeConstructionInfo* shapeInfo);
+
+ CcdShapeConstructionInfo* GetNextShape()
+ {
+ return m_nextShape;
+ }
+
+ bool SetMesh(RAS_MeshObject* mesh, bool polytope);
+
+ btCollisionShape* CreateBulletShape();
+
+ // member variables
+ PHY_ShapeType m_shapeType;
+ btScalar m_radius;
+ btScalar m_height;
+ btVector3 m_halfExtend;
+ btTransform m_childTrans;
+ std::vector<btPoint3> m_vertexArray; // Contains both vertex array for polytope shape and
+ // triangle array for concave mesh shape.
+ // In this case a triangle is made of 3 consecutive points
+protected:
+ CcdShapeConstructionInfo* m_nextShape; // for compound shape
+ int m_refCount; // this class is shared between replicas
+ // keep track of users so that we can release it
+};
struct CcdConstructionInfo
{
@@ -65,6 +126,7 @@ struct CcdConstructionInfo
m_collisionFilterMask(AllFilter),
m_collisionShape(0),
m_MotionState(0),
+ m_shapeInfo(0),
m_physicsEnv(0),
m_inertiaFactor(1.f)
{
@@ -89,8 +151,11 @@ struct CcdConstructionInfo
short int m_collisionFilterGroup;
short int m_collisionFilterMask;
+ ///these pointers are used as argument passing for the CcdPhysicsController constructor
+ ///and not anymore after that
class btCollisionShape* m_collisionShape;
class PHY_IMotionState* m_MotionState;
+ class CcdShapeConstructionInfo* m_shapeInfo;
CcdPhysicsEnvironment* m_physicsEnv; //needed for self-replication
float m_inertiaFactor;//tweak the inertia (hooked up to Blender 'formfactor'
@@ -106,6 +171,9 @@ class CcdPhysicsController : public PHY_IPhysicsController
btRigidBody* m_body;
class PHY_IMotionState* m_MotionState;
btMotionState* m_bulletMotionState;
+ class btCollisionShape* m_collisionShape;
+ class CcdShapeConstructionInfo* m_shapeInfo;
+
friend class CcdPhysicsEnvironment; // needed when updating the controller
@@ -137,6 +205,7 @@ class CcdPhysicsController : public PHY_IPhysicsController
btRigidBody* GetRigidBody() { return m_body;}
+ CcdShapeConstructionInfo* GetShapeInfo() { return m_shapeInfo; }
btCollisionShape* GetCollisionShape() {
return m_body->getCollisionShape();