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Diffstat (limited to 'source/gameengine/Physics/Bullet/CcdPhysicsController.h')
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.h80
1 files changed, 40 insertions, 40 deletions
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.h b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
index 831e7346df7..d69feda38e5 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.h
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
@@ -4,8 +4,8 @@ Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
-Permission is granted to anyone to use this software for any purpose,
-including commercial applications, and to alter it and redistribute it freely,
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
@@ -63,11 +63,11 @@ class btCollisionShape;
class CcdShapeConstructionInfo
{
public:
- struct UVco
+ struct UVco
{
float uv[2];
};
-
+
static CcdShapeConstructionInfo* FindMesh(class RAS_MeshObject* mesh, struct DerivedMesh* dm, bool polytope);
CcdShapeConstructionInfo() :
@@ -90,7 +90,7 @@ public:
~CcdShapeConstructionInfo();
CcdShapeConstructionInfo* AddRef()
- {
+ {
m_refCount++;
return this;
}
@@ -131,7 +131,7 @@ public:
CcdShapeConstructionInfo* childInfo = m_shapeArray.at(i);
if ((userData == NULL || userData == childInfo->m_userData) &&
(childInfo == shapeInfo ||
- (childInfo->m_shapeType == PHY_SHAPE_PROXY &&
+ (childInfo->m_shapeType == PHY_SHAPE_PROXY &&
childInfo->m_shapeProxy == shapeInfo)))
return i;
}
@@ -177,10 +177,10 @@ public:
btAlignedObjectArray<btScalar> m_vertexArray; // Contains both vertex array for polytope shape and
// triangle array for concave mesh shape. Each vertex is 3 consecutive values
// In this case a triangle is made of 3 consecutive points
- std::vector<int> m_polygonIndexArray; // Contains the array of polygon index in the
+ std::vector<int> m_polygonIndexArray; // Contains the array of polygon index in the
// original mesh that correspond to shape triangles.
// only set for concave mesh shape.
-
+
std::vector<int> m_triFaceArray; // Contains an array of triplets of face indices
// quads turn into 2 tris
@@ -194,8 +194,8 @@ public:
protected:
static std::map<RAS_MeshObject*, CcdShapeConstructionInfo*> m_meshShapeMap;
int m_refCount; // this class is shared between replicas
- // keep track of users so that we can release it
- RAS_MeshObject* m_meshObject; // Keep a pointer to the original mesh
+ // keep track of users so that we can release it
+ RAS_MeshObject* m_meshObject; // Keep a pointer to the original mesh
// The list of vertexes and indexes for the triangle mesh, shared between Bullet shape.
btTriangleIndexVertexArray *m_triangleIndexVertexArray;
std::vector<CcdShapeConstructionInfo*> m_shapeArray; // for compound shapes
@@ -302,8 +302,8 @@ struct CcdConstructionInfo
btVector3 m_linearFactor;
btVector3 m_angularFactor;
btScalar m_mass;
- btScalar m_clamp_vel_min;
- btScalar m_clamp_vel_max;
+ btScalar m_clamp_vel_min;
+ btScalar m_clamp_vel_max;
btScalar m_clamp_angvel_min; // Minimum angular velocity, in radians/sec.
btScalar m_clamp_angvel_max; // Maximum angular velocity, in radians/sec.
btScalar m_restitution;
@@ -377,7 +377,7 @@ struct CcdConstructionInfo
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'
bool m_do_anisotropic;
@@ -387,10 +387,10 @@ struct CcdConstructionInfo
bool m_do_rot_fh; ///< Should the object have an angular Fh spring?
btScalar m_fh_spring; ///< Spring constant (both linear and angular)
btScalar m_fh_damping; ///< Damping factor (linear and angular) in range [0, 1]
- btScalar m_fh_distance; ///< The range above the surface where Fh is active.
+ btScalar m_fh_distance; ///< The range above the surface where Fh is active.
bool m_fh_normal; ///< Should the object slide off slopes?
float m_radius;//for fh backwards compatibility
-
+
///m_contactProcessingThreshold allows to process contact points with positive distance
///normally only contacts with negative distance (penetration) are solved
///however, rigid body stacking is more stable when positive contacts are still passed into the constraint solver
@@ -476,7 +476,7 @@ class CcdPhysicsController : public PHY_IPhysicsController
protected:
btCollisionObject* m_object;
BlenderBulletCharacterController* m_characterController;
-
+
class PHY_IMotionState* m_MotionState;
btMotionState* m_bulletMotionState;
@@ -514,7 +514,7 @@ protected:
bool CreateSoftbody();
bool CreateCharacterController();
- bool Register() {
+ bool Register() {
return (m_registerCount++ == 0) ? true : false;
}
bool Unregister() {
@@ -535,9 +535,9 @@ protected:
void ForceWorldTransform(const btMatrix3x3& mat, const btVector3& pos);
public:
-
+
int m_collisionDelay;
-
+
CcdPhysicsController (const CcdConstructionInfo& ci);
@@ -572,7 +572,7 @@ protected:
CcdShapeConstructionInfo* GetShapeInfo() { return m_shapeInfo; }
- btCollisionShape* GetCollisionShape() {
+ btCollisionShape* GetCollisionShape() {
return m_object->getCollisionShape();
}
////////////////////////////////////
@@ -594,7 +594,7 @@ protected:
/**
* WriteMotionStateToDynamics ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
*/
-
+
virtual void WriteMotionStateToDynamics(bool nondynaonly);
virtual void WriteDynamicsToMotionState();
@@ -614,7 +614,7 @@ protected:
virtual MT_Scalar GetMass();
virtual void SetMass(MT_Scalar newmass);
-
+
// physics methods
virtual void ApplyImpulse(const MT_Point3& attach, const MT_Vector3& impulsein, bool local);
virtual void ApplyTorque(const MT_Vector3& torque,bool local);
@@ -636,10 +636,10 @@ protected:
virtual MT_Vector3 GetVelocity(const MT_Point3& posin);
virtual MT_Vector3 GetLocalInertia();
- // dyna's that are rigidbody are free in orientation, dyna's with non-rigidbody are restricted
+ // dyna's that are rigidbody are free in orientation, dyna's with non-rigidbody are restricted
virtual void SetRigidBody(bool rigid);
-
+
virtual void ResolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ);
virtual void RefreshCollisions();
virtual void SuspendDynamics(bool ghost);
@@ -654,7 +654,7 @@ protected:
virtual void SetNewClientInfo(void* clientinfo);
virtual PHY_IPhysicsController* GetReplica();
virtual PHY_IPhysicsController* GetReplicaForSensors();
-
+
///There should be no 'SetCollisionFilterGroup' method, as changing this during run-time is will result in errors
short int GetCollisionFilterGroup() const
{
@@ -667,7 +667,7 @@ protected:
}
virtual void CalcXform() {}
- virtual void SetMargin(float margin)
+ virtual void SetMargin(float margin)
{
if (m_collisionShape) {
m_collisionShape->setMargin(margin);
@@ -676,16 +676,16 @@ protected:
((btScaledBvhTriangleMeshShape *)m_collisionShape)->getChildShape()->setMargin(margin);
}
}
- virtual float GetMargin() const
+ virtual float GetMargin() const
{
return (m_collisionShape) ? m_collisionShape->getMargin() : 0.f;
}
- virtual float GetRadius() const
- {
+ virtual float GetRadius() const
+ {
// this is not the actual shape radius, it's only used for Fh support
return m_cci.m_radius;
}
- virtual void SetRadius(float margin)
+ virtual void SetRadius(float margin)
{
if (m_collisionShape && m_collisionShape->getShapeType() == SPHERE_SHAPE_PROXYTYPE)
{
@@ -694,21 +694,21 @@ protected:
}
m_cci.m_radius = margin;
}
-
+
// velocity clamping
- virtual void SetLinVelocityMin(float val)
+ virtual void SetLinVelocityMin(float val)
{
m_cci.m_clamp_vel_min= val;
}
- virtual float GetLinVelocityMin() const
+ virtual float GetLinVelocityMin() const
{
return m_cci.m_clamp_vel_min;
}
- virtual void SetLinVelocityMax(float val)
+ virtual void SetLinVelocityMax(float val)
{
m_cci.m_clamp_vel_max= val;
}
- virtual float GetLinVelocityMax() const
+ virtual float GetLinVelocityMax() const
{
return m_cci.m_clamp_vel_max;
}
@@ -811,18 +811,18 @@ class DefaultMotionState : public PHY_IMotionState
virtual void GetWorldPosition(float& posX,float& posY,float& posZ);
virtual void GetWorldScaling(float& scaleX,float& scaleY,float& scaleZ);
virtual void GetWorldOrientation(float& quatIma0,float& quatIma1,float& quatIma2,float& quatReal);
-
+
virtual void SetWorldPosition(float posX,float posY,float posZ);
virtual void SetWorldOrientation(float quatIma0,float quatIma1,float quatIma2,float quatReal);
virtual void GetWorldOrientation(float* ori);
virtual void SetWorldOrientation(const float* ori);
-
+
virtual void CalculateWorldTransformations();
-
+
btTransform m_worldTransform;
btVector3 m_localScaling;
-
-
+
+
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:DefaultMotionState")
#endif