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Diffstat (limited to 'source/gameengine/Physics/Sumo/Fuzzics/src/SM_Object.cpp')
-rw-r--r--source/gameengine/Physics/Sumo/Fuzzics/src/SM_Object.cpp1298
1 files changed, 0 insertions, 1298 deletions
diff --git a/source/gameengine/Physics/Sumo/Fuzzics/src/SM_Object.cpp b/source/gameengine/Physics/Sumo/Fuzzics/src/SM_Object.cpp
deleted file mode 100644
index 4b2c7cae008..00000000000
--- a/source/gameengine/Physics/Sumo/Fuzzics/src/SM_Object.cpp
+++ /dev/null
@@ -1,1298 +0,0 @@
-/**
- * $Id$
- * Copyright (C) 2001 NaN Technologies B.V.
- * The basic physics object.
- *
- * ***** 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 *****
- */
-
-#ifdef HAVE_CONFIG_H
-#include <config.h>
-#endif
-
-#ifdef WIN32
-// This warning tells us about truncation of __long__ stl-generated names.
-// It can occasionally cause DevStudio to have internal compiler warnings.
-#pragma warning( disable : 4786 )
-#endif
-
-#include "MT_assert.h"
-
-#include "SM_Object.h"
-#include "SM_Scene.h"
-#include "SM_FhObject.h"
-#include "SM_Debug.h"
-
-#include "MT_MinMax.h"
-
-MT_Scalar SM_Object::ImpulseThreshold = -1.0;
-
-struct Contact
-{
- SM_Object *obj1;
- SM_Object *obj2;
- MT_Vector3 normal;
- MT_Point3 pos;
-
- // Sort objects by height
- bool operator()(const Contact *a, const Contact *b)
- {
- return a->pos[2] < b->pos[2];
- }
-
- Contact(SM_Object *o1, SM_Object *o2, const MT_Vector3 nor, const MT_Point3 p)
- : obj1(o1),
- obj2(o2),
- normal(nor),
- pos(p)
- {
- }
-
- Contact()
- {
- }
-
- void resolve()
- {
- if (obj1->m_static || obj2->m_static)
- {
- if (obj1->isDynamic())
- {
- if (obj1->m_static && obj2->m_static)
- {
- if (obj1->m_static < obj2->m_static)
- {
- obj2->m_error -= normal;
- obj2->m_static = obj1->m_static + 1;
- }
- else
- {
- obj1->m_error += normal;
- obj1->m_static = obj2->m_static + 1;
- }
- }
- else
- {
- if (obj1->m_static)
- {
- obj2->m_error -= normal;
- obj2->m_static = obj1->m_static + 1;
- }
- else
- {
- obj1->m_error += normal;
- obj1->m_static = obj2->m_static + 1;
- }
- }
- }
- else
- {
- obj2->m_error -= normal;
- obj2->m_static = 1;
- }
- }
- else
- {
- // This distinction between dynamic and non-dynamic objects should not be
- // necessary. Non-dynamic objects are assumed to have infinite mass.
- if (obj1->isDynamic()) {
- MT_Vector3 error = normal * 0.5f;
- obj1->m_error += error;
- obj2->m_error -= error;
- }
- else {
- // Same again but now obj1 is non-dynamic
- obj2->m_error -= normal;
- obj2->m_static = obj1->m_static + 1;
- }
- }
-
- }
-
-
- typedef std::set<Contact*, Contact> Set;
-};
-
-static Contact::Set contacts;
-
-SM_Object::SM_Object(
- DT_ShapeHandle shape,
- const SM_MaterialProps *materialProps,
- const SM_ShapeProps *shapeProps,
- SM_Object *dynamicParent) :
-
- m_dynamicParent(dynamicParent),
- m_client_object(0),
- m_physicsClientObject(0),
- m_shape(shape),
- m_materialProps(materialProps),
- m_materialPropsBackup(0),
- m_shapeProps(shapeProps),
- m_shapePropsBackup(0),
- m_margin(0.0),
- m_scaling(1.0, 1.0, 1.0),
- m_reaction_impulse(0.0, 0.0, 0.0),
- m_reaction_force(0.0, 0.0, 0.0),
- m_lin_mom(0.0, 0.0, 0.0),
- m_ang_mom(0.0, 0.0, 0.0),
- m_force(0.0, 0.0, 0.0),
- m_torque(0.0, 0.0, 0.0),
- m_error(0.0, 0.0, 0.0),
- m_combined_lin_vel (0.0, 0.0, 0.0),
- m_combined_ang_vel (0.0, 0.0, 0.0),
- m_fh_object(0),
- m_inv_mass(0.0),
- m_inv_inertia(0., 0., 0.),
- m_kinematic(false),
- m_prev_kinematic(false),
- m_is_rigid_body(false),
- m_static(0)
-{
- m_object = DT_CreateObject(this, shape);
- m_xform.setIdentity();
- m_xform.getValue(m_ogl_matrix);
- if (shapeProps)
- {
- if (shapeProps->m_do_fh || shapeProps->m_do_rot_fh)
- {
- DT_Vector3 zero = {0., 0., 0.}, ray = {0.0, 0.0, -10.0};
- m_fh_object = new SM_FhObject(DT_NewLineSegment(zero, ray), MT_Vector3(ray), this);
- //printf("SM_Object:: WARNING! fh disabled.\n");
- }
- m_inv_mass = 1. / shapeProps->m_mass;
- m_inv_inertia = MT_Vector3(1./shapeProps->m_inertia[0], 1./shapeProps->m_inertia[1], 1./shapeProps->m_inertia[2]);
- }
- updateInvInertiaTensor();
- m_suspended = false;
-}
-
-
- void
-SM_Object::
-integrateForces(
- MT_Scalar timeStep
-){
- if (!m_suspended) {
- m_prev_state = getNextFrame();
- m_prev_state.setLinearVelocity(actualLinVelocity());
- m_prev_state.setAngularVelocity(actualAngVelocity());
- if (isDynamic()) {
- // Integrate momentum (forward Euler)
- m_lin_mom += m_force * timeStep;
- m_ang_mom += m_torque * timeStep;
- // Drain momentum because of air/water resistance
- m_lin_mom *= pow(m_shapeProps->m_lin_drag, timeStep);
- m_ang_mom *= pow(m_shapeProps->m_ang_drag, timeStep);
- // Set velocities according momentum
- getNextFrame().setLinearVelocity(m_lin_mom * m_inv_mass);
- getNextFrame().setAngularVelocity(m_inv_inertia_tensor * m_ang_mom);
- }
- }
-
-};
-
- void
-SM_Object::
-integrateMomentum(
- MT_Scalar timeStep
-){
- // Integrate position and orientation
-
- // only do it for objects with linear and/or angular velocity
- // else clients with hierarchies may get into trouble
- if (!actualLinVelocity().fuzzyZero() || !actualAngVelocity().fuzzyZero())
- {
-
- // those MIDPOINT and BACKWARD integration methods are
- // in this form not ok with some testfiles !
- // For a release build please use forward euler unless completely tested
-
-//#define MIDPOINT
-//#define BACKWARD
-#ifdef MIDPOINT
-// Midpoint rule
- getNextFrame().integrateMidpoint(timeStep, m_prev_state, actualLinVelocity(), actualAngVelocity());
-#elif defined BACKWARD
-// Backward Euler
- getNextFrame().integrateBackward(timeStep, actualLinVelocity(), actualAngVelocity());
-#else
-// Forward Euler
- getNextFrame().integrateForward(timeStep, m_prev_state);
-#endif
-
- calcXform();
- notifyClient();
-
- }
-}
-
-/**
- * dynamicCollision computes the response to a collision.
- *
- * @param local2 the contact point in local coordinates.
- * @param normal the contact normal.
- * @param dist the penetration depth of the contact. (unused)
- * @param rel_vel the relative velocity of the objects
- * @param restitution the amount of momentum conserved in the collision. Range: 0.0 - 1.0
- * @param friction_factor the amount of friction between the two surfaces.
- * @param invMass the inverse mass of the collision objects (1.0 / mass)
- */
-void SM_Object::dynamicCollision(const MT_Point3 &local2,
- const MT_Vector3 &normal,
- MT_Scalar dist,
- const MT_Vector3 &rel_vel,
- MT_Scalar restitution,
- MT_Scalar friction_factor,
- MT_Scalar invMass
-)
-{
- /**
- * rel_vel_normal is the relative velocity in the contact normal direction.
- */
- MT_Scalar rel_vel_normal = normal.dot(rel_vel);
-
- /**
- * if rel_vel_normal > 0, the objects are moving apart!
- */
- if (rel_vel_normal < -MT_EPSILON) {
- /**
- * if rel_vel_normal < ImpulseThreshold, scale the restitution down.
- * This should improve the simulation where the object is stacked.
- */
- restitution *= MT_min(MT_Scalar(1.0), rel_vel_normal/ImpulseThreshold);
-
- MT_Scalar impulse = -(1.0 + restitution) * rel_vel_normal;
-
- if (isRigidBody())
- {
- MT_Vector3 temp = getInvInertiaTensor() * local2.cross(normal);
- impulse /= invMass + normal.dot(temp.cross(local2));
-
- /**
- * Apply impulse at the collision point.
- * Take rotational inertia into account.
- */
- applyImpulse(local2 + getNextFrame().getPosition(), impulse * normal);
- } else {
- /**
- * Apply impulse through object center. (no rotation.)
- */
- impulse /= invMass;
- applyCenterImpulse( impulse * normal );
- }
-
- MT_Vector3 external = m_combined_lin_vel + m_combined_ang_vel.cross(local2);
- MT_Vector3 lateral = rel_vel - external - normal * (rel_vel_normal - external.dot(normal));
-#if 0
- // test - only do friction on the physics part of the
- // velocity.
- vel1 -= obj1->m_combined_lin_vel;
- vel2 -= obj2->m_combined_lin_vel;
-
- // This should look familiar....
- rel_vel = vel2 - vel1;
- rel_vel_normal = normal.dot(rel_vel);
-#endif
- /**
- * The friction part starts here!!!!!!!!
- *
- * Compute the lateral component of the relative velocity
- * lateral actually points in the opposite direction, i.e.,
- * into the direction of the friction force.
- */
- if (m_shapeProps->m_do_anisotropic) {
-
- /**
- * For anisotropic friction we scale the lateral component,
- * rather than compute a direction-dependent fricition
- * factor. For this the lateral component is transformed to
- * local coordinates.
- */
-
- MT_Matrix3x3 lcs(getNextFrame().getOrientation());
-
- /**
- * We cannot use m_xform.getBasis() for the matrix, since
- * it might contain a non-uniform scaling.
- * OPT: it's a bit daft to compute the matrix since the
- * quaternion itself can be used to do the transformation.
- */
- MT_Vector3 loc_lateral = lateral * lcs;
-
- /**
- * lcs is orthogonal so lcs.inversed() == lcs.transposed(),
- * and lcs.transposed() * lateral == lateral * lcs.
- */
- const MT_Vector3& friction_scaling =
- m_shapeProps->m_friction_scaling;
-
- // Scale the local lateral...
- loc_lateral.scale(friction_scaling[0],
- friction_scaling[1],
- friction_scaling[2]);
- // ... and transform it back to global coordinates
- lateral = lcs * loc_lateral;
- }
-
- /**
- * A tiny Coulomb friction primer:
- * The Coulomb friction law states that the magnitude of the
- * maximum possible friction force depends linearly on the
- * magnitude of the normal force.
- *
- * \f[
- F_max_friction = friction_factor * F_normal
- \f]
- *
- * (NB: independent of the contact area!!)
- *
- * The friction factor depends on the material.
- * We use impulses rather than forces but let us not be
- * bothered by this.
- */
- MT_Scalar rel_vel_lateral = lateral.length();
-
- if (rel_vel_lateral > MT_EPSILON) {
- lateral /= rel_vel_lateral;
-
- // Compute the maximum friction impulse
- MT_Scalar max_friction =
- friction_factor * MT_max(MT_Scalar(0.0), impulse);
-
- // I guess the GEN_max is not necessary, so let's check it
-
- MT_assert(impulse >= 0.0);
-
- /**
- * Here's the trick. We compute the impulse to make the
- * lateral velocity zero. (Make the objects stick together
- * at the contact point. If this impulse is larger than
- * the maximum possible friction impulse, then shrink its
- * magnitude to the maximum friction.
- */
-
- if (isRigidBody()) {
-
- /**
- * For rigid bodies we take the inertia into account,
- * since the friction impulse is going to change the
- * angular momentum as well.
- */
- MT_Vector3 temp = getInvInertiaTensor() * local2.cross(lateral);
- MT_Scalar impulse_lateral = rel_vel_lateral /
- (invMass + lateral.dot(temp.cross(local2)));
-
- MT_Scalar friction = MT_min(impulse_lateral, max_friction);
- applyImpulse(local2 + getNextFrame().getPosition(), -lateral * friction);
- }
- else {
- MT_Scalar impulse_lateral = rel_vel_lateral / invMass;
-
- MT_Scalar friction = MT_min(impulse_lateral, max_friction);
- applyCenterImpulse( -friction * lateral);
- }
-
-
- }
-
- //calcXform();
- //notifyClient();
-
- }
-}
-
-static void AddCallback(SM_Scene *scene, SM_Object *obj1, SM_Object *obj2)
-{
- // If we have callbacks on either of the client objects, do a collision test
- // and add a callback if they intersect.
- DT_Vector3 v;
- if ((obj1->getClientObject() && obj1->getClientObject()->hasCollisionCallback()) ||
- (obj2->getClientObject() && obj2->getClientObject()->hasCollisionCallback()) &&
- DT_GetIntersect(obj1->getObjectHandle(), obj2->getObjectHandle(), v))
- scene->notifyCollision(obj1, obj2);
-}
-
-DT_Bool SM_Object::boing(
- void *client_data,
- void *object1,
- void *object2,
- const DT_CollData *coll_data
-){
- SM_Scene *scene = (SM_Scene *)client_data;
- SM_Object *obj1 = (SM_Object *)object1;
- SM_Object *obj2 = (SM_Object *)object2;
-
- // at this point it is unknown whether we are really intersecting (broad phase)
-
- DT_Vector3 p1, p2;
- if (!obj2->isDynamic()) {
- std::swap(obj1, obj2);
- }
-
- // If one of the objects is a ghost then ignore it for the dynamics
- if (obj1->isGhost() || obj2->isGhost()) {
- AddCallback(scene, obj1, obj2);
- return DT_CONTINUE;
- }
-
- // Objects do not collide with parent objects
- if (obj1->getDynamicParent() == obj2 || obj2->getDynamicParent() == obj1) {
- AddCallback(scene, obj1, obj2);
- return DT_CONTINUE;
- }
-
- if (!obj2->isDynamic()) {
- AddCallback(scene, obj1, obj2);
- return DT_CONTINUE;
- }
-
- // Get collision data from SOLID
- if (!DT_GetPenDepth(obj1->getObjectHandle(), obj2->getObjectHandle(), p1, p2))
- return DT_CONTINUE;
-
- MT_Point3 local1(p1), local2(p2);
- MT_Vector3 normal(local2 - local1);
- MT_Scalar dist = normal.length();
-
- if (dist < MT_EPSILON)
- return DT_CONTINUE;
-
- // Now we are definitely intersecting.
-
- // Set callbacks for game engine.
- if ((obj1->getClientObject() && obj1->getClientObject()->hasCollisionCallback()) ||
- (obj2->getClientObject() && obj2->getClientObject()->hasCollisionCallback()))
- scene->notifyCollision(obj1, obj2);
-
- local1 -= obj1->getNextFrame().getPosition();
- local2 -= obj2->getNextFrame().getPosition();
-
- // Calculate collision parameters
- MT_Vector3 rel_vel = obj1->getVelocity(local1) - obj2->getVelocity(local2);
-
- MT_Scalar restitution =
- MT_min(obj1->getMaterialProps()->m_restitution,
- obj2->getMaterialProps()->m_restitution);
-
- MT_Scalar friction_factor =
- MT_min(obj1->getMaterialProps()->m_friction,
- obj2->getMaterialProps()->m_friction);
-
- MT_Scalar invMass = obj1->getInvMass() + obj2->getInvMass();
-
- normal /= dist;
-
- // Calculate reactions
- if (obj1->isDynamic())
- obj1->dynamicCollision(local1, normal, dist, rel_vel, restitution, friction_factor, invMass);
-
- if (obj2->isDynamic())
- {
- obj2->dynamicCollision(local2, -normal, dist, -rel_vel, restitution, friction_factor, invMass);
- if (!obj1->isDynamic() || obj1->m_static)
- obj2->m_static = obj1->m_static + 1;
- }
-
- return DT_CONTINUE;
-}
-
-DT_Bool SM_Object::fix(
- void *client_data,
- void *object1,
- void *object2,
- const DT_CollData *coll_data
-){
- SM_Object *obj1 = (SM_Object *)object1;
- SM_Object *obj2 = (SM_Object *)object2;
-
- // If one of the objects is a ghost then ignore it for the dynamics
- if (obj1->isGhost() || obj2->isGhost()) {
- return DT_CONTINUE;
- }
-
- if (obj1->getDynamicParent() == obj2 || obj2->getDynamicParent() == obj1) {
- return DT_CONTINUE;
- }
-
- if (!obj2->isDynamic()) {
- std::swap(obj1, obj2);
- }
-
- if (!obj2->isDynamic()) {
- return DT_CONTINUE;
- }
-
- // obj1 points to a dynamic object
- DT_Vector3 p1, p2;
- if (!DT_GetPenDepth(obj1->getObjectHandle(), obj2->getObjectHandle(), p1, p2))
- return DT_CONTINUE;
- MT_Point3 local1(p1), local2(p2);
- // Get collision data from SOLID
- MT_Vector3 normal(local2 - local1);
-
- MT_Scalar dist = normal.dot(normal);
- if (dist < MT_EPSILON || dist > obj2->m_shapeProps->m_radius*obj2->m_shapeProps->m_radius)
- return DT_CONTINUE;
-
-
- if ((obj1->m_static || !obj1->isDynamic()) && obj1->m_static < obj2->m_static)
- {
- obj2->m_static = obj1->m_static + 1;
- } else if (obj2->m_static && obj2->m_static < obj1->m_static)
- {
- obj1->m_static = obj2->m_static + 1;
- }
-
- contacts.insert(new Contact(obj1, obj2, normal, MT_Point3(local1 + 0.5*(local2 - local1))));
-
-
- return DT_CONTINUE;
-}
-
-void SM_Object::relax(void)
-{
- for (Contact::Set::iterator csit = contacts.begin() ; csit != contacts.end(); ++csit)
- {
- (*csit)->resolve();
- delete (*csit);
- }
-
- contacts.clear();
- if (m_error.fuzzyZero())
- return;
- //std::cout << "SM_Object::relax: { " << m_error << " }" << std::endl;
-
- getNextFrame().setPosition(getNextFrame().getPosition() + m_error);
- m_error.setValue(0., 0., 0.);
- //calcXform();
- //notifyClient();
-}
-
-SM_Object::SM_Object() :
- m_dynamicParent(0),
- m_client_object(0),
- m_physicsClientObject(0),
- m_shape(0),
- m_materialProps(0),
- m_materialPropsBackup(0),
- m_shapeProps(0),
- m_shapePropsBackup(0),
- m_object(0),
- m_margin(0.0),
- m_scaling(1.0, 1.0, 1.0),
- m_reaction_impulse(0.0, 0.0, 0.0),
- m_reaction_force(0.0, 0.0, 0.0),
- m_lin_mom(0.0, 0.0, 0.0),
- m_ang_mom(0.0, 0.0, 0.0),
- m_force(0.0, 0.0, 0.0),
- m_torque(0.0, 0.0, 0.0),
- m_error(0.0, 0.0, 0.0),
- m_combined_lin_vel (0.0, 0.0, 0.0),
- m_combined_ang_vel (0.0, 0.0, 0.0),
- m_fh_object(0),
- m_kinematic(false),
- m_prev_kinematic(false),
- m_is_rigid_body(false)
-{
- // warning no initialization of variables done by moto.
-}
-
-SM_Object::
-~SM_Object() {
- if (m_fh_object)
- delete m_fh_object;
-
- DT_DestroyObject(m_object);
- m_object = NULL;
-}
-
- bool
-SM_Object::
-isDynamic(
-) const {
- return m_shapeProps != 0;
-}
-
-/* nzc experimental. There seem to be two places where kinematics
- * are evaluated: proceedKinematic (called from SM_Scene) and
- * proceed() in this object. I'll just try and bunge these out for
- * now. */
- void
-SM_Object::
-suspend(
-){
- if (!m_suspended) {
- m_suspended = true;
- suspendDynamics();
- }
-}
-
- void
-SM_Object::
-resume(
-) {
- if (m_suspended) {
- m_suspended = false;
- restoreDynamics();
- }
-}
-
- void
-SM_Object::
-suspendDynamics(
-) {
- if (m_shapeProps) {
- m_shapePropsBackup = m_shapeProps;
- m_shapeProps = 0;
- }
-}
-
- void
-SM_Object::
-restoreDynamics(
-) {
- if (m_shapePropsBackup) {
- m_shapeProps = m_shapePropsBackup;
- m_shapePropsBackup = 0;
- }
-}
-
- bool
-SM_Object::
-isGhost(
-) const {
- return m_materialProps == 0;
-}
-
- void
-SM_Object::
-suspendMaterial(
-) {
- if (m_materialProps) {
- m_materialPropsBackup = m_materialProps;
- m_materialProps = 0;
- }
-}
-
- void
-SM_Object::
-restoreMaterial(
-) {
- if (m_materialPropsBackup) {
- m_materialProps = m_materialPropsBackup;
- m_materialPropsBackup = 0;
- }
-}
-
- SM_FhObject *
-SM_Object::
-getFhObject(
-) const {
- return m_fh_object;
-}
-
- void
-SM_Object::
-registerCallback(
- SM_Callback& callback
-) {
- m_callbackList.push_back(&callback);
-}
-
-// Set the local coordinate system according to the current state
- void
-SM_Object::
-calcXform() {
-#ifdef SM_DEBUG_XFORM
- printf("SM_Object::calcXform m_pos = { %-0.5f, %-0.5f, %-0.5f }\n",
- m_pos[0], m_pos[1], m_pos[2]);
- printf(" m_orn = { %-0.5f, %-0.5f, %-0.5f, %-0.5f }\n",
- m_orn[0], m_orn[1], m_orn[2], m_orn[3]);
- printf(" m_scaling = { %-0.5f, %-0.5f, %-0.5f }\n",
- m_scaling[0], m_scaling[1], m_scaling[2]);
-#endif
- m_xform.setOrigin(getNextFrame().getPosition());
- m_xform.setBasis(MT_Matrix3x3(getNextFrame().getOrientation(), m_scaling));
- m_xform.getValue(m_ogl_matrix);
-
- /* Blender has been known to crash here.
- This usually means SM_Object *this has been deleted more than once. */
- DT_SetMatrixd(m_object, m_ogl_matrix);
- if (m_fh_object) {
- m_fh_object->setPosition(getNextFrame().getPosition());
- m_fh_object->calcXform();
- }
- updateInvInertiaTensor();
-#ifdef SM_DEBUG_XFORM
- printf("\n | %-0.5f %-0.5f %-0.5f %-0.5f |\n",
- m_ogl_matrix[0], m_ogl_matrix[4], m_ogl_matrix[ 8], m_ogl_matrix[12]);
- printf( " | %-0.5f %-0.5f %-0.5f %-0.5f |\n",
- m_ogl_matrix[1], m_ogl_matrix[5], m_ogl_matrix[ 9], m_ogl_matrix[13]);
- printf( "m_ogl_matrix = | %-0.5f %-0.5f %-0.5f %-0.5f |\n",
- m_ogl_matrix[2], m_ogl_matrix[6], m_ogl_matrix[10], m_ogl_matrix[14]);
- printf( " | %-0.5f %-0.5f %-0.5f %-0.5f |\n\n",
- m_ogl_matrix[3], m_ogl_matrix[7], m_ogl_matrix[11], m_ogl_matrix[15]);
-#endif
-}
-
- void
-SM_Object::updateInvInertiaTensor()
-{
- m_inv_inertia_tensor = m_xform.getBasis().scaled(m_inv_inertia[0], m_inv_inertia[1], m_inv_inertia[2]) * m_xform.getBasis().transposed();
-}
-
-// Call callbacks to notify the client of a change of placement
- void
-SM_Object::
-notifyClient() {
- T_CallbackList::iterator i;
- for (i = m_callbackList.begin(); i != m_callbackList.end(); ++i) {
- (*i)->do_me();
- }
-}
-
-
-// Save the current state information for use in the velocity computation in the next frame.
- void
-SM_Object::
-proceedKinematic(
- MT_Scalar timeStep
-) {
- /* nzc: need to bunge this for the logic bubbling as well? */
- if (!m_suspended) {
- m_prev_kinematic = m_kinematic;
- if (m_kinematic) {
- m_prev_xform = m_xform;
- m_timeStep = timeStep;
- calcXform();
- m_kinematic = false;
- }
- }
-}
-
- void
-SM_Object::
-saveReactionForce(
- MT_Scalar timeStep
-) {
- if (isDynamic()) {
- m_reaction_force = m_reaction_impulse / timeStep;
- m_reaction_impulse.setValue(0.0, 0.0, 0.0);
- }
-}
-
- void
-SM_Object::
-clearForce(
-) {
- m_force.setValue(0.0, 0.0, 0.0);
- m_torque.setValue(0.0, 0.0, 0.0);
-}
-
- void
-SM_Object::
-clearMomentum(
-) {
- m_lin_mom.setValue(0.0, 0.0, 0.0);
- m_ang_mom.setValue(0.0, 0.0, 0.0);
-}
-
- void
-SM_Object::
-setMargin(
- MT_Scalar margin
-) {
- m_margin = margin;
- DT_SetMargin(m_object, margin);
-}
-
- MT_Scalar
-SM_Object::
-getMargin(
-) const {
- return m_margin;
-}
-
-const
- SM_MaterialProps *
-SM_Object::
-getMaterialProps(
-) const {
- return m_materialProps;
-}
-
-const
- SM_ShapeProps *
-SM_Object::
-getShapeProps(
-) const {
- return m_shapeProps;
-}
-
- void
-SM_Object::
-setPosition(
- const MT_Point3& pos
-){
- m_kinematic = true;
- getNextFrame().setPosition(pos);
- endFrame();
-}
-
- void
-SM_Object::
-setOrientation(
- const MT_Quaternion& orn
-){
- MT_assert(!orn.fuzzyZero());
- m_kinematic = true;
- getNextFrame().setOrientation(orn);
- endFrame();
-}
-
- void
-SM_Object::
-setScaling(
- const MT_Vector3& scaling
-){
- m_kinematic = true;
- m_scaling = scaling;
-}
-
-/**
- * Functions to handle linear velocity
- */
-
- void
-SM_Object::
-setExternalLinearVelocity(
- const MT_Vector3& lin_vel
-) {
- m_combined_lin_vel=lin_vel;
-}
-
- void
-SM_Object::
-addExternalLinearVelocity(
- const MT_Vector3& lin_vel
-) {
- m_combined_lin_vel+=lin_vel;
-}
-
- void
-SM_Object::
-addLinearVelocity(
- const MT_Vector3& lin_vel
-){
- setLinearVelocity(getNextFrame().getLinearVelocity() + lin_vel);
-}
-
- void
-SM_Object::
-setLinearVelocity(
- const MT_Vector3& lin_vel
-){
- getNextFrame().setLinearVelocity(lin_vel);
- if (m_shapeProps) {
- m_lin_mom = getNextFrame().getLinearVelocity() * m_shapeProps->m_mass;
- }
-}
-
-/**
- * Functions to handle angular velocity
- */
-
- void
-SM_Object::
-setExternalAngularVelocity(
- const MT_Vector3& ang_vel
-) {
- m_combined_ang_vel = ang_vel;
-}
-
- void
-SM_Object::
-addExternalAngularVelocity(
- const MT_Vector3& ang_vel
-) {
- m_combined_ang_vel += ang_vel;
-}
-
- void
-SM_Object::
-setAngularVelocity(
- const MT_Vector3& ang_vel
-) {
- getNextFrame().setAngularVelocity(ang_vel);
- if (m_shapeProps) {
- m_ang_mom = getNextFrame().getAngularVelocity() * m_shapeProps->m_inertia;
- }
-}
-
- void
-SM_Object::
-addAngularVelocity(
- const MT_Vector3& ang_vel
-) {
- setAngularVelocity(getNextFrame().getAngularVelocity() + ang_vel);
-}
-
-
- void
-SM_Object::
-clearCombinedVelocities(
-) {
- m_combined_lin_vel = MT_Vector3(0,0,0);
- m_combined_ang_vel = MT_Vector3(0,0,0);
-}
-
- void
-SM_Object::
-resolveCombinedVelocities(
- const MT_Vector3 & lin_vel,
- const MT_Vector3 & ang_vel
-) {
-
- // Different behaviours for dynamic and non-dynamic
- // objects. For non-dynamic we just set the velocity to
- // zero. For dynmic the physics velocity has to be
- // taken into account. We must make an arbitrary decision
- // on how to resolve the 2 velocities. Choices are
- // Add the physics velocity to the linear velocity. Objects
- // will just keep on moving in the direction they were
- // last set in - untill external forces affect them.
- // Set the combinbed linear and physics velocity to zero.
- // Set the physics velocity in the direction of the set velocity
- // zero.
- if (isDynamic()) {
-
-#if 1
- getNextFrame().setLinearVelocity(getNextFrame().getLinearVelocity() + lin_vel);
- getNextFrame().setAngularVelocity(getNextFrame().getAngularVelocity() + ang_vel);
-#else
-
- //compute the component of the physics velocity in the
- // direction of the set velocity and set it to zero.
- MT_Vector3 lin_vel_norm = lin_vel.normalized();
-
- setLinearVelocity(getNextFrame().getLinearVelocity() - (getNextFrame().getLinearVelocity().dot(lin_vel_norm) * lin_vel_norm));
-#endif
- m_lin_mom = getNextFrame().getLinearVelocity() * m_shapeProps->m_mass;
- m_ang_mom = getNextFrame().getAngularVelocity() * m_shapeProps->m_inertia;
- clearCombinedVelocities();
-
- }
-
-}
-
-
- MT_Scalar
-SM_Object::
-getInvMass(
-) const {
- return m_inv_mass;
- // OPT: cache the result of this division rather than compute it each call
-}
-
- const MT_Vector3&
-SM_Object::
-getInvInertia(
-) const {
- return m_inv_inertia;
- // OPT: cache the result of this division rather than compute it each call
-}
-
- const MT_Matrix3x3&
-SM_Object::
-getInvInertiaTensor(
-) const {
- return m_inv_inertia_tensor;
-}
-
- void
-SM_Object::
-applyForceField(
- const MT_Vector3& accel
-) {
- if (m_shapeProps) {
- m_force += m_shapeProps->m_mass * accel; // F = m * a
- }
-}
-
- void
-SM_Object::
-applyCenterForce(
- const MT_Vector3& force
-) {
- m_force += force;
-}
-
- void
-SM_Object::
-applyTorque(
- const MT_Vector3& torque
-) {
- m_torque += torque;
-}
-
- void
-SM_Object::
-applyImpulse(
- const MT_Point3& attach, const MT_Vector3& impulse
-) {
- applyCenterImpulse(impulse); // Change in linear momentum
- applyAngularImpulse((attach - getNextFrame().getPosition()).cross(impulse)); // Change in angular momentump
-}
-
- void
-SM_Object::
-applyCenterImpulse(
- const MT_Vector3& impulse
-) {
- if (m_shapeProps) {
- m_lin_mom += impulse;
- m_reaction_impulse += impulse;
- getNextFrame().setLinearVelocity(m_lin_mom * m_inv_mass);
-
- // The linear velocity is immedialtely updated since otherwise
- // simultaneous collisions will get a double impulse.
- }
-}
-
- void
-SM_Object::
-applyAngularImpulse(
- const MT_Vector3& impulse
-) {
- if (m_shapeProps) {
- m_ang_mom += impulse;
- getNextFrame().setAngularVelocity( m_inv_inertia_tensor * m_ang_mom);
- }
-}
-
- MT_Point3
-SM_Object::
-getWorldCoord(
- const MT_Point3& local
-) const {
- return m_xform(local);
-}
-
- MT_Vector3
-SM_Object::
-getVelocity(
- const MT_Point3& local
-) const {
- if (m_prev_kinematic && !isDynamic())
- {
- // For displaced objects the velocity is faked using the previous state.
- // Dynamic objects get their own velocity, not the faked velocity.
- // (Dynamic objects shouldn't be displaced in the first place!!)
- return (m_xform(local) - m_prev_xform(local)) / m_timeStep;
- }
-
- // NB: m_xform.getBasis() * local == m_xform(local) - m_xform.getOrigin()
- return actualLinVelocity() + actualAngVelocity().cross(local);
-}
-
-
-const
- MT_Vector3&
-SM_Object::
-getReactionForce(
-) const {
- return m_reaction_force;
-}
-
- void
-SM_Object::
-getMatrix(
- double *m
-) const {
- std::copy(&m_ogl_matrix[0], &m_ogl_matrix[16], &m[0]);
-}
-
-const
- double *
-SM_Object::
-getMatrix(
-) const {
- return m_ogl_matrix;
-}
-
-// Still need this???
-const
- MT_Transform&
-SM_Object::
-getScaledTransform(
-) const {
- return m_xform;
-}
-
- DT_ObjectHandle
-SM_Object::
-getObjectHandle(
-) const {
- return m_object;
-}
-
- DT_ShapeHandle
-SM_Object::
-getShapeHandle(
-) const {
- return m_shape;
-}
-
- SM_Object *
-SM_Object::
-getDynamicParent(
-) {
- return m_dynamicParent;
-}
-
- void
-SM_Object::
-setRigidBody(
- bool is_rigid_body
-) {
- m_is_rigid_body = is_rigid_body;
-}
-
- bool
-SM_Object::
-isRigidBody(
-) const {
- return m_is_rigid_body;
-}
-
-const
- MT_Vector3
-SM_Object::
-actualLinVelocity(
-) const {
- return m_combined_lin_vel + getNextFrame().getLinearVelocity();
-};
-
-const
- MT_Vector3
-SM_Object::
-actualAngVelocity(
-) const {
- return m_combined_ang_vel + getNextFrame().getAngularVelocity();
-}
-
-
-SM_MotionState&
-SM_Object::
-getCurrentFrame()
-{
- return m_frames[1];
-}
-
-SM_MotionState&
-SM_Object::
-getPreviousFrame()
-{
- return m_frames[0];
-}
-
-SM_MotionState &
-SM_Object::
-getNextFrame()
-{
- return m_frames[2];
-}
-
-const SM_MotionState &
-SM_Object::
-getCurrentFrame() const
-{
- return m_frames[1];
-}
-
-const SM_MotionState &
-SM_Object::
-getPreviousFrame() const
-{
- return m_frames[0];
-}
-
-const SM_MotionState &
-SM_Object::
-getNextFrame() const
-{
- return m_frames[2];
-}
-
-
-const MT_Point3&
-SM_Object::
-getPosition() const
-{
- return m_frames[1].getPosition();
-}
-
-const MT_Quaternion&
-SM_Object::
-getOrientation() const
-{
- return m_frames[1].getOrientation();
-}
-
-const MT_Vector3&
-SM_Object::
-getLinearVelocity() const
-{
- return m_frames[1].getLinearVelocity();
-}
-
-const MT_Vector3&
-SM_Object::
-getAngularVelocity() const
-{
- return m_frames[1].getAngularVelocity();
-}
-
-void
-SM_Object::
-interpolate(MT_Scalar timeStep)
-{
- if (!actualLinVelocity().fuzzyZero() || !actualAngVelocity().fuzzyZero())
- {
- getCurrentFrame().setTime(timeStep);
- getCurrentFrame().lerp(getPreviousFrame(), getNextFrame());
- notifyClient();
- }
-}
-
-void
-SM_Object::
-endFrame()
-{
- getPreviousFrame() = getNextFrame();
- getCurrentFrame() = getNextFrame();
- m_static = 0;
-}