Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/gameengine/Physics/Sumo/SumoPhysicsController.cpp')
-rw-r--r--source/gameengine/Physics/Sumo/SumoPhysicsController.cpp462
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();
+ }
+ }
+}