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Diffstat (limited to 'source/gameengine/Physics/Sumo/SumoPhysicsController.cpp')
-rw-r--r-- | source/gameengine/Physics/Sumo/SumoPhysicsController.cpp | 462 |
1 files changed, 462 insertions, 0 deletions
diff --git a/source/gameengine/Physics/Sumo/SumoPhysicsController.cpp b/source/gameengine/Physics/Sumo/SumoPhysicsController.cpp new file mode 100644 index 00000000000..2b2c5b81856 --- /dev/null +++ b/source/gameengine/Physics/Sumo/SumoPhysicsController.cpp @@ -0,0 +1,462 @@ +/** + * $Id$ + * + * ***** 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 ***** + */ + +#include "SumoPhysicsController.h" +#include "PHY_IMotionState.h" +#include "SM_Object.h" +#include "MT_Quaternion.h" + + +SumoPhysicsController::SumoPhysicsController( + class SM_Scene* sumoScene, + DT_SceneHandle solidscene, + class SM_Object* sumoObj, + class PHY_IMotionState* motionstate, + + bool dyna) + : + m_sumoScene(sumoScene), + m_solidscene(solidscene), + m_sumoObj(sumoObj) , + m_bFirstTime(true), + m_MotionState(motionstate), + m_bDyna(dyna) +{ + if (m_sumoObj) + { + m_sumoObj->setClientObject(this); + //if it is a dyna, register for a callback + m_sumoObj->registerCallback(*this); + } +}; + + + +SumoPhysicsController::~SumoPhysicsController() +{ + if (m_sumoObj) + { + m_sumoScene->remove(*m_sumoObj); + + + DT_ObjectHandle objhandle = (DT_ObjectHandle) m_sumoObj->getObjectHandle(); + if (objhandle) + { + DT_RemoveObject(m_solidscene,objhandle); + } + delete m_sumoObj; + } +} + +float SumoPhysicsController::getMass() +{ + if (m_sumoObj) + { + const SM_ShapeProps *shapeprops = m_sumoObj->getShapeProps(); + return shapeprops->m_mass; + } + return 0.f; +} + +bool SumoPhysicsController::SynchronizeMotionStates(float time) +{ + + if (m_bFirstTime) + { + setSumoTransform(false); + m_bFirstTime = false; + } + + if (!m_bDyna) + { + if (m_sumoObj) + { + MT_Point3 pos; + GetWorldPosition(pos); + + m_sumoObj->setPosition(pos); + if (m_bDyna) + { + m_sumoObj->setScaling(MT_Vector3(1,1,1)); + } else + { + MT_Vector3 scaling; + GetWorldScaling(scaling); + m_sumoObj->setScaling(scaling); + } + MT_Matrix3x3 orn; + GetWorldOrientation(orn); + m_sumoObj->setOrientation(orn.getRotation()); + m_sumoObj->calcXform(); + } + } + return false; // physics object are not part of + // hierarchy, or ignore it ?? +} + + + + +void SumoPhysicsController::GetWorldOrientation(MT_Matrix3x3& mat) +{ + float orn[4]; + m_MotionState->getWorldOrientation(orn[0],orn[1],orn[2],orn[3]); + MT_Quaternion quat(orn); + mat.setRotation(quat); + +} + +void SumoPhysicsController::GetWorldPosition(MT_Point3& pos) +{ + float worldpos[3]; + m_MotionState->getWorldPosition(worldpos[0],worldpos[1],worldpos[2]); + pos[0]=worldpos[0]; + pos[1]=worldpos[1]; + pos[2]=worldpos[2]; +} + +void SumoPhysicsController::GetWorldScaling(MT_Vector3& scale) +{ + float worldscale[3]; + m_MotionState->getWorldScaling(worldscale[0],worldscale[1],worldscale[2]); + scale[0]=worldscale[0]; + scale[1]=worldscale[1]; + scale[2]=worldscale[2]; +} + + + // kinematic methods +void SumoPhysicsController::RelativeTranslate(float dlocX,float dlocY,float dlocZ,bool local) +{ + + + if (m_sumoObj) + { + MT_Matrix3x3 mat; + GetWorldOrientation(mat); + MT_Vector3 dloc(dlocX,dlocY,dlocZ); + + MT_Point3 newpos = m_sumoObj->getPosition(); + newpos += (local ? mat * dloc : dloc); + m_sumoObj->setPosition(newpos); + } + +} +void SumoPhysicsController::RelativeRotate(const float drot[9],bool local) +{ + + if (m_sumoObj ) + { + MT_Matrix3x3 drotmat(drot); + MT_Matrix3x3 currentOrn; + GetWorldOrientation(currentOrn); + + m_sumoObj->setOrientation(m_sumoObj->getOrientation()*(local ? + drotmat.getRotation() : (currentOrn.inverse() * drotmat * currentOrn)).getRotation()); + } + +} +void SumoPhysicsController::setOrientation(float quatImag0,float quatImag1,float quatImag2,float quatReal) +{ + float orn [4]={quatImag0,quatImag1,quatImag2,quatReal}; + MT_Quaternion quat(orn); + m_sumoObj->setOrientation(orn); +} + +void SumoPhysicsController::getOrientation(float &quatImag0,float &quatImag1,float &quatImag2,float &quatReal) +{ + const MT_Quaternion& q = m_sumoObj->getOrientation(); + quatImag0 = q[0]; + quatImag1 = q[1]; + quatImag2 = q[2]; + quatReal = q[3]; +} + +void SumoPhysicsController::setPosition(float posX,float posY,float posZ) +{ + m_sumoObj->setPosition(MT_Point3(posX,posY,posZ)); +} +void SumoPhysicsController::setScaling(float scaleX,float scaleY,float scaleZ) +{ + m_sumoObj->setScaling(MT_Vector3(scaleX,scaleY,scaleZ)); +} + + // physics methods +void SumoPhysicsController::ApplyTorque(float torqueX,float torqueY,float torqueZ,bool local) +{ + if (m_sumoObj) + { + MT_Vector3 torque(torqueX,torqueY,torqueZ); + + MT_Matrix3x3 orn; + GetWorldOrientation(orn); + m_sumoObj->applyTorque(local ? + orn * torque : + torque); + } + +} + +void SumoPhysicsController::ApplyForce(float forceX,float forceY,float forceZ,bool local) +{ + if (m_sumoObj) + { + MT_Vector3 force(forceX,forceY,forceZ); + + MT_Matrix3x3 orn; + GetWorldOrientation(orn); + + m_sumoObj->applyCenterForce(local ? + orn * force : + force); + + } + +} + +void SumoPhysicsController::SetAngularVelocity(float ang_velX,float ang_velY,float ang_velZ,bool local) +{ + if (m_sumoObj) + { + MT_Vector3 ang_vel(ang_velX,ang_velY,ang_velZ); + + MT_Matrix3x3 orn; + GetWorldOrientation(orn); + + m_sumoObj->setAngularVelocity(local ? + orn * ang_vel : + ang_vel); + + } +} + +void SumoPhysicsController::SetLinearVelocity(float lin_velX,float lin_velY,float lin_velZ,bool local) +{ + if (m_sumoObj ) + { + MT_Matrix3x3 orn; + GetWorldOrientation(orn); + + MT_Vector3 lin_vel(lin_velX,lin_velY,lin_velZ); + m_sumoObj->setLinearVelocity(local ? + orn * lin_vel : + lin_vel); + } +} + +void SumoPhysicsController::applyImpulse(float attachX,float attachY,float attachZ, float impulseX,float impulseY,float impulseZ) +{ + if (m_sumoObj) + { + MT_Point3 attach(attachX,attachY,attachZ); + MT_Vector3 impulse(impulseX,impulseY,impulseZ); + m_sumoObj->applyImpulse(attach,impulse); + } + +} + +void SumoPhysicsController::SuspendDynamics() +{ + m_suspendDynamics=true; + + if (m_sumoObj) + { + m_sumoObj->suspendDynamics(); + m_sumoObj->setLinearVelocity(MT_Vector3(0,0,0)); + m_sumoObj->setAngularVelocity(MT_Vector3(0,0,0)); + m_sumoObj->calcXform(); + } +} + +void SumoPhysicsController::RestoreDynamics() +{ + m_suspendDynamics=false; + + if (m_sumoObj) + { + m_sumoObj->restoreDynamics(); + } + + +} + + + /** + reading out information from physics + */ +void SumoPhysicsController::GetLinearVelocity(float& linvX,float& linvY,float& linvZ) +{ + if (m_sumoObj) + { + // get velocity from the physics object (m_sumoObj) + const MT_Vector3& vel = m_sumoObj->getLinearVelocity(); + linvX = vel[0]; + linvY = vel[1]; + linvZ = vel[2]; + } + else + { + linvX = 0.f; + linvY = 0.f; + linvZ = 0.f; + } +} + /** + GetVelocity parameters are in geometric coordinates (Origin is not center of mass!). + */ +void SumoPhysicsController::GetVelocity(const float posX,const float posY,const float posZ,float& linvX,float& linvY,float& linvZ) +{ + if (m_sumoObj) + { + MT_Point3 pos(posX,posY,posZ); + // get velocity from the physics object (m_sumoObj) + const MT_Vector3& vel = m_sumoObj->getVelocity(pos); + linvX = vel[0]; + linvY = vel[1]; + linvZ = vel[2]; + } + else + { + linvX = 0.f; + linvY = 0.f; + linvZ = 0.f; + + } +} + + +void SumoPhysicsController::getReactionForce(float& forceX,float& forceY,float& forceZ) +{ + const MT_Vector3& force = m_sumoObj->getReactionForce(); + forceX = force[0]; + forceY = force[1]; + forceZ = force[2]; + + +} +void SumoPhysicsController::setRigidBody(bool rigid) +{ + m_sumoObj->setRigidBody(rigid); +} + + +void SumoPhysicsController::PostProcessReplica(class PHY_IMotionState* motionstate,class PHY_IPhysicsController* parentctrl) +{ + m_MotionState = motionstate; + + SM_Object* dynaparent=0; + SumoPhysicsController* sumoparentctrl = (SumoPhysicsController* )parentctrl; + + if (sumoparentctrl) + { + dynaparent = sumoparentctrl->GetSumoObject(); + } + + SM_Object* orgsumoobject = m_sumoObj; + + + m_sumoObj = new SM_Object( + orgsumoobject->getShapeHandle(), + orgsumoobject->getMaterialProps(), + orgsumoobject->getShapeProps(), + dynaparent); + + m_sumoObj->setRigidBody(orgsumoobject->isRigidBody()); + + double radius = orgsumoobject->getMargin(); + m_sumoObj->setMargin(orgsumoobject->getMargin()); + m_sumoObj->setPosition(orgsumoobject->getPosition()); + m_sumoObj->setOrientation(orgsumoobject->getOrientation()); + m_sumoScene->add(* (m_sumoObj)); + + if (m_sumoObj) + { + m_sumoObj->setClientObject(this); + //if it is a dyna, register for a callback + m_sumoObj->registerCallback(*this); + } + + + DT_AddObject(m_solidscene,m_sumoObj->getObjectHandle()); + +} + +void SumoPhysicsController::SetSimulatedTime(float time) +{ +} + + +void SumoPhysicsController::WriteMotionStateToDynamics(bool nondynaonly) +{ + +} +// this is the actual callback from sumo, and the position/orientation +//is written to the scenegraph, using the motionstate abstraction + +void SumoPhysicsController::do_me() +{ + + const MT_Point3& pos = m_sumoObj->getPosition(); + const MT_Quaternion& orn = m_sumoObj->getOrientation(); + + m_MotionState->setWorldPosition(pos[0],pos[1],pos[2]); + m_MotionState->setWorldOrientation(orn[0],orn[1],orn[2],orn[3]); + +} + + +void SumoPhysicsController::setSumoTransform(bool nondynaonly) +{ + if (!nondynaonly || !m_bDyna) + { + if (m_sumoObj) + { + MT_Point3 pos; + GetWorldPosition(pos); + + m_sumoObj->setPosition(pos); + if (m_bDyna) + { + m_sumoObj->setScaling(MT_Vector3(1,1,1)); + } else + { + MT_Vector3 scale; + GetWorldScaling(scale); + m_sumoObj->setScaling(scale); + } + MT_Matrix3x3 orn; + GetWorldOrientation(orn); + m_sumoObj->setOrientation(orn.getRotation()); + m_sumoObj->calcXform(); + } + } +} |