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Diffstat (limited to 'source/gameengine/Physics/Sumo/Fuzzics/src/SM_Scene.cpp')
-rw-r--r--source/gameengine/Physics/Sumo/Fuzzics/src/SM_Scene.cpp193
1 files changed, 160 insertions, 33 deletions
diff --git a/source/gameengine/Physics/Sumo/Fuzzics/src/SM_Scene.cpp b/source/gameengine/Physics/Sumo/Fuzzics/src/SM_Scene.cpp
index 424796ea71e..5ac65cbd816 100644
--- a/source/gameengine/Physics/Sumo/Fuzzics/src/SM_Scene.cpp
+++ b/source/gameengine/Physics/Sumo/Fuzzics/src/SM_Scene.cpp
@@ -2,6 +2,34 @@
* $Id$
* Copyright (C) 2001 NaN Technologies B.V.
* The physics scene.
+ *
+ * ***** BEGIN GPL/BL DUAL 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. The Blender
+ * Foundation also sells licenses for use in proprietary software under
+ * the Blender License. See http://www.blender.org/BL/ for information
+ * about this.
+ *
+ * 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/BL DUAL LICENSE BLOCK *****
*/
#ifdef HAVE_CONFIG_H
@@ -16,31 +44,101 @@
#include "SM_Object.h"
#include "SM_FhObject.h"
+#include "SM_Debug.h"
+
#include <algorithm>
+SM_Scene::SM_Scene() :
+ m_scene(DT_CreateScene()),
+ m_respTable(DT_CreateRespTable()),
+ m_secondaryRespTable(DT_CreateRespTable()),
+ m_fixRespTable(DT_CreateRespTable()),
+ m_forceField(0.0, 0.0, 0.0)
+{
+ for (int i = 0 ; i < NUM_RESPONSE; i++)
+ {
+ m_ResponseClass[i] = DT_GenResponseClass(m_respTable);
+ m_secondaryResponseClass[i] = DT_GenResponseClass(m_secondaryRespTable);
+ m_fixResponseClass[i] = DT_GenResponseClass(m_fixRespTable);
+ }
+
+ /* Sensor */
+ DT_AddPairResponse(m_respTable, m_ResponseClass[SENSOR_RESPONSE], m_ResponseClass[SENSOR_RESPONSE], 0, DT_NO_RESPONSE, this);
+ DT_AddPairResponse(m_respTable, m_ResponseClass[SENSOR_RESPONSE], m_ResponseClass[STATIC_RESPONSE], SM_Scene::boing, DT_SIMPLE_RESPONSE, this);
+ DT_AddPairResponse(m_respTable, m_ResponseClass[SENSOR_RESPONSE], m_ResponseClass[OBJECT_RESPONSE], SM_Scene::boing, DT_SIMPLE_RESPONSE, this);
+ DT_AddPairResponse(m_respTable, m_ResponseClass[SENSOR_RESPONSE], m_ResponseClass[FH_RESPONSE], 0, DT_NO_RESPONSE, this);
+
+ /* Static */
+ DT_AddPairResponse(m_respTable, m_ResponseClass[STATIC_RESPONSE], m_ResponseClass[SENSOR_RESPONSE], SM_Scene::boing, DT_SIMPLE_RESPONSE, this);
+ DT_AddPairResponse(m_respTable, m_ResponseClass[STATIC_RESPONSE], m_ResponseClass[STATIC_RESPONSE], 0, DT_NO_RESPONSE, this);
+ DT_AddPairResponse(m_respTable, m_ResponseClass[STATIC_RESPONSE], m_ResponseClass[OBJECT_RESPONSE], SM_Object::boing, DT_SIMPLE_RESPONSE, this);
+ DT_AddPairResponse(m_respTable, m_ResponseClass[STATIC_RESPONSE], m_ResponseClass[FH_RESPONSE], SM_FhObject::ray_hit, DT_SIMPLE_RESPONSE, this);
+
+ /* Object */
+ DT_AddPairResponse(m_respTable, m_ResponseClass[OBJECT_RESPONSE], m_ResponseClass[SENSOR_RESPONSE], SM_Scene::boing, DT_SIMPLE_RESPONSE, this);
+ DT_AddPairResponse(m_respTable, m_ResponseClass[OBJECT_RESPONSE], m_ResponseClass[STATIC_RESPONSE], SM_Object::boing, DT_SIMPLE_RESPONSE, this);
+ DT_AddPairResponse(m_respTable, m_ResponseClass[OBJECT_RESPONSE], m_ResponseClass[OBJECT_RESPONSE], SM_Object::boing, DT_SIMPLE_RESPONSE, this);
+ DT_AddPairResponse(m_respTable, m_ResponseClass[OBJECT_RESPONSE], m_ResponseClass[FH_RESPONSE], SM_FhObject::ray_hit, DT_SIMPLE_RESPONSE, this);
+
+ /* Fh Object */
+ DT_AddPairResponse(m_respTable, m_ResponseClass[FH_RESPONSE], m_ResponseClass[SENSOR_RESPONSE], 0, DT_NO_RESPONSE, this);
+ DT_AddPairResponse(m_respTable, m_ResponseClass[FH_RESPONSE], m_ResponseClass[STATIC_RESPONSE], SM_FhObject::ray_hit, DT_SIMPLE_RESPONSE, this);
+ DT_AddPairResponse(m_respTable, m_ResponseClass[FH_RESPONSE], m_ResponseClass[OBJECT_RESPONSE], SM_FhObject::ray_hit, DT_SIMPLE_RESPONSE, this);
+ DT_AddPairResponse(m_respTable, m_ResponseClass[FH_RESPONSE], m_ResponseClass[FH_RESPONSE], 0, DT_NO_RESPONSE, this);
+
+ /* Object (Fix Pass) */
+ DT_AddPairResponse(m_fixRespTable, m_ResponseClass[OBJECT_RESPONSE], m_ResponseClass[SENSOR_RESPONSE], 0, DT_NO_RESPONSE, this);
+ DT_AddPairResponse(m_fixRespTable, m_ResponseClass[OBJECT_RESPONSE], m_ResponseClass[STATIC_RESPONSE], SM_Object::fix, DT_SIMPLE_RESPONSE, this);
+ DT_AddPairResponse(m_fixRespTable, m_ResponseClass[OBJECT_RESPONSE], m_ResponseClass[OBJECT_RESPONSE], SM_Object::fix, DT_SIMPLE_RESPONSE, this);
+ DT_AddPairResponse(m_fixRespTable, m_ResponseClass[OBJECT_RESPONSE], m_ResponseClass[FH_RESPONSE], 0, DT_NO_RESPONSE, this);
+}
+
+void SM_Scene::addTouchCallback(int response_class, DT_ResponseCallback callback, void *user)
+{
+ DT_AddClassResponse(m_secondaryRespTable, m_secondaryResponseClass[response_class], callback, DT_SIMPLE_RESPONSE, user);
+}
+
+void SM_Scene::addSensor(SM_Object& object)
+{
+ object.calcXform();
+ m_objectList.push_back(&object);
+ DT_AddObject(m_scene, object.getObjectHandle());
+ DT_SetResponseClass(m_respTable, object.getObjectHandle(), m_ResponseClass[SENSOR_RESPONSE]);
+ DT_SetResponseClass(m_secondaryRespTable, object.getObjectHandle(), m_secondaryResponseClass[SENSOR_RESPONSE]);
+ DT_SetResponseClass(m_fixRespTable, object.getObjectHandle(), m_fixResponseClass[SENSOR_RESPONSE]);
+}
+
void SM_Scene::add(SM_Object& object) {
object.calcXform();
m_objectList.push_back(&object);
DT_AddObject(m_scene, object.getObjectHandle());
if (object.isDynamic()) {
- DT_SetObjectResponse(m_respTable, object.getObjectHandle(),
- SM_Object::boing, DT_SIMPLE_RESPONSE, this);
- }
+ DT_SetResponseClass(m_respTable, object.getObjectHandle(), m_ResponseClass[OBJECT_RESPONSE]);
+ DT_SetResponseClass(m_secondaryRespTable, object.getObjectHandle(), m_secondaryResponseClass[OBJECT_RESPONSE]);
+ DT_SetResponseClass(m_fixRespTable, object.getObjectHandle(), m_fixResponseClass[OBJECT_RESPONSE]);
+ } else {
+ DT_SetResponseClass(m_respTable, object.getObjectHandle(), m_ResponseClass[STATIC_RESPONSE]);
+ DT_SetResponseClass(m_secondaryRespTable, object.getObjectHandle(), m_secondaryResponseClass[STATIC_RESPONSE]);
+ DT_SetResponseClass(m_fixRespTable, object.getObjectHandle(), m_fixResponseClass[STATIC_RESPONSE]);
+ }
- if (object.getDynamicParent()) {
- DT_SetPairResponse(m_respTable, object.getObjectHandle(),
- object.getDynamicParent()->getObjectHandle(),
- 0, DT_NO_RESPONSE, 0);
- }
SM_FhObject *fh_object = object.getFhObject();
if (fh_object) {
DT_AddObject(m_scene, fh_object->getObjectHandle());
- DT_SetObjectResponse(m_respTable, fh_object->getObjectHandle(),
- SM_FhObject::ray_hit, DT_SIMPLE_RESPONSE, this);
+ DT_SetResponseClass(m_respTable, fh_object->getObjectHandle(), m_ResponseClass[FH_RESPONSE]);
+ DT_SetResponseClass(m_secondaryRespTable, fh_object->getObjectHandle(), m_secondaryResponseClass[FH_RESPONSE]);
+ DT_SetResponseClass(m_fixRespTable, fh_object->getObjectHandle(), m_fixResponseClass[FH_RESPONSE]);
}
}
+void SM_Scene::requestCollisionCallback(SM_Object &object)
+{
+ DT_SetResponseClass(m_respTable, object.getObjectHandle(), m_ResponseClass[OBJECT_RESPONSE]);
+ DT_SetResponseClass(m_secondaryRespTable, object.getObjectHandle(), m_secondaryResponseClass[OBJECT_RESPONSE]);
+// DT_SetResponseClass(m_fixRespTable, object.getObjectHandle(), m_fixResponseClass[OBJECT_RESPONSE]);
+}
+
void SM_Scene::remove(SM_Object& object) {
T_ObjectList::iterator i =
std::find(m_objectList.begin(), m_objectList.end(), &object);
@@ -49,21 +147,11 @@ void SM_Scene::remove(SM_Object& object) {
std::swap(*i, m_objectList.back());
m_objectList.pop_back();
DT_RemoveObject(m_scene, object.getObjectHandle());
- if (object.isDynamic()) {
- DT_ClearObjectResponse(m_respTable, object.getObjectHandle());
- }
-
- if (object.getDynamicParent()) {
- DT_ClearPairResponse(m_respTable, object.getObjectHandle(),
- object.getDynamicParent()->getObjectHandle());
- }
SM_FhObject *fh_object = object.getFhObject();
if (fh_object) {
DT_RemoveObject(m_scene, fh_object->getObjectHandle());
- DT_ClearObjectResponse(m_respTable,
- fh_object->getObjectHandle());
}
}
else {
@@ -81,29 +169,28 @@ void SM_Scene::proceed(MT_Scalar timeStep, MT_Scalar subSampling) {
// equal to subSampling (might be a little smaller).
int num_samples = (int)ceil(timeStep / subSampling);
-
MT_Scalar subStep = timeStep / num_samples;
T_ObjectList::iterator i;
// Apply a forcefield (such as gravity)
for (i = m_objectList.begin(); i != m_objectList.end(); ++i) {
(*i)->applyForceField(m_forceField);
+ //(*i)->integrateForces(subStep);
+ //(*i)->integrateMomentum(subStep);
}
// Do the integration steps per object.
int step;
for (step = 0; step != num_samples; ++step) {
+
for (i = m_objectList.begin(); i != m_objectList.end(); ++i) {
(*i)->integrateForces(subStep);
- }
-
+ //(*i)->backup();
// And second we update the object positions by performing
// an integration step for each object
- for (i = m_objectList.begin(); i != m_objectList.end(); ++i) {
(*i)->integrateMomentum(subStep);
}
-#if 0
// I changed the order of the next 2 statements.
// Originally objects were first integrated with a call
// to proceed(). However if external objects were
@@ -113,17 +200,18 @@ void SM_Scene::proceed(MT_Scalar timeStep, MT_Scalar subSampling) {
// So now first we let the physics scene respond to
// new forces, velocities set externally.
-#endif
// The collsion and friction impulses are computed here.
DT_Test(m_scene, m_respTable);
-
}
-
// clear the user set velocities.
#if 0
clearObjectCombinedVelocities();
#endif
+ for (step = 0; step < 5 && DT_Test(m_scene, m_fixRespTable); step++)
+ for (i = m_objectList.begin(); i != m_objectList.end(); ++i)
+ (*i)->relax();
+
// Finish this timestep by saving al state information for the next
// timestep and clearing the accumulated forces.
@@ -132,7 +220,7 @@ void SM_Scene::proceed(MT_Scalar timeStep, MT_Scalar subSampling) {
(*i)->saveReactionForce(timeStep);
(*i)->clearForce();
}
-
+
// For each pair of object that collided, call the corresponding callback.
// Additional collisions of a pair within the same time step are ignored.
@@ -152,14 +240,25 @@ void SM_Scene::proceed(MT_Scalar timeStep, MT_Scalar subSampling) {
SM_Object *SM_Scene::rayTest(void *ignore_client,
const MT_Point3& from, const MT_Point3& to,
MT_Point3& result, MT_Vector3& normal) const {
- MT_Point3 local;
+#ifdef SM_DEBUG_RAYCAST
+ std::cout << "ray: { " << from << " } - { " << to << " }" << std::endl;
+#endif
+ DT_Vector3 n, dfrom, dto;
+ DT_Scalar param;
+ from.getValue(dfrom);
+ to.getValue(dto);
SM_Object *hit_object = (SM_Object *)
- DT_RayTest(m_scene, ignore_client, from.getValue(), to.getValue(),
- local.getValue(), normal.getValue());
+ DT_RayCast(m_scene, ignore_client, dfrom, dto, 1., &param, n);
if (hit_object) {
- result = hit_object->getWorldCoord(local);
+ //result = hit_object->getWorldCoord(from + (to - from)*param);
+ result = from + (to - from) * param;
+ normal.setValue(n);
+#ifdef SM_DEBUG_RAYCAST
+ std::cout << "ray: { " << from << " } -> { " << to << " }: { " << result
+ << " } (" << param << "), normal = { " << normal << " }" << std::endl;
+#endif
}
return hit_object;
@@ -178,6 +277,34 @@ void SM_Scene::clearObjectCombinedVelocities() {
}
+void SM_Scene::setSecondaryRespTable(DT_RespTableHandle secondaryRespTable) {
+ m_secondaryRespTable = secondaryRespTable;
+}
+DT_Bool SM_Scene::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;
+
+ scene->addPair(obj1, obj2); // Record this collision for client callbacks
+#ifdef SM_DEBUG_BOING
+ printf("SM_Scene::boing\n");
+#endif
+
+ return DT_CONTINUE;
+}
+
+SM_Scene::~SM_Scene()
+{
+/* if (m_objectList.begin() != m_objectList.end())
+ std::cout << "SM_Scene::~SM_Scene: There are still objects in the Sumo scene!" << std::endl; */
+ DT_DestroyRespTable(m_respTable);
+ DT_DestroyScene(m_scene);
+}