diff options
Diffstat (limited to 'source/gameengine/Physics/common')
3 files changed, 64 insertions, 7 deletions
diff --git a/source/gameengine/Physics/common/PHY_DynamicTypes.h b/source/gameengine/Physics/common/PHY_DynamicTypes.h index 68b60192fbc..3b3e42c38d2 100644 --- a/source/gameengine/Physics/common/PHY_DynamicTypes.h +++ b/source/gameengine/Physics/common/PHY_DynamicTypes.h @@ -19,7 +19,6 @@ subject to the following restrictions: -class PHY_ResponseTable; class PHY_Shape; @@ -40,10 +39,11 @@ struct PHY__Vector3 typedef enum { PHY_FH_RESPONSE, - PHY_SENSOR_RESPONSE, /* Touch Sensors */ + PHY_SENSOR_RESPONSE, /* Touch Sensors */ PHY_CAMERA_RESPONSE, /* Visibility Culling */ PHY_OBJECT_RESPONSE, /* Object Dynamic Geometry Response */ PHY_STATIC_RESPONSE, /* Static Geometry Response */ + PHY_BROADPH_RESPONSE, /* broadphase Response */ PHY_NUM_RESPONSE }; @@ -87,6 +87,18 @@ typedef enum PHY_ConstraintType { } PHY_ConstraintType; +typedef enum PHY_ShapeType { + PHY_SHAPE_NONE, + PHY_SHAPE_BOX, + PHY_SHAPE_SPHERE, + PHY_SHAPE_CYLINDER, + PHY_SHAPE_CONE, + PHY_SHAPE_MESH, + PHY_SHAPE_POLYTOPE, + PHY_SHAPE_COMPOUND +} PHY_ShapeType; + + typedef float PHY_Vector3[3]; #endif //__PHY_DYNAMIC_TYPES diff --git a/source/gameengine/Physics/common/PHY_IPhysicsController.h b/source/gameengine/Physics/common/PHY_IPhysicsController.h index 2f1d0b34eb2..884e14cfb5a 100644 --- a/source/gameengine/Physics/common/PHY_IPhysicsController.h +++ b/source/gameengine/Physics/common/PHY_IPhysicsController.h @@ -82,7 +82,6 @@ class PHY_IPhysicsController // dyna's that are rigidbody are free in orientation, dyna's with non-rigidbody are restricted virtual void setRigidBody(bool rigid)=0; - // clientinfo for raycasts for example virtual void* getNewClientInfo()=0; virtual void setNewClientInfo(void* clientinfo)=0; @@ -91,7 +90,8 @@ class PHY_IPhysicsController virtual void calcXform() =0; virtual void SetMargin(float margin) =0; virtual float GetMargin() const=0; - virtual float GetRadius() const { return 0.f;} + virtual float GetRadius() const=0; + virtual void SetRadius(float margin) = 0; PHY__Vector3 GetWorldPosition(PHY__Vector3& localpos); }; diff --git a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h index 7f01d16a796..0e9c571924c 100644 --- a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h +++ b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h @@ -33,6 +33,50 @@ #include <vector> #include "PHY_DynamicTypes.h" class PHY_IVehicle; +class RAS_MeshObject; +class PHY_IPhysicsController; + +/** + * pass back information from rayTest + */ +struct PHY_RayCastResult +{ + PHY_IPhysicsController* m_controller; + PHY__Vector3 m_hitPoint; + PHY__Vector3 m_hitNormal; + const RAS_MeshObject* m_meshObject; // !=NULL for mesh object (only for Bullet controllers) + int m_polygon; // index of the polygon hit by the ray, + // only if m_meshObject != NULL +}; + +/** + * This class replaces the ignoreController parameter of rayTest function. + * It allows more sophisticated filtering on the physics controller before computing the ray intersection to save CPU. + * It is only used to its full extend by the Ccd physics environement (Bullet). + */ +class PHY_IRayCastFilterCallback +{ +public: + PHY_IPhysicsController* m_ignoreController; + bool m_faceNormal; + + virtual ~PHY_IRayCastFilterCallback() + { + } + + virtual bool needBroadphaseRayCast(PHY_IPhysicsController* controller) + { + return true; + } + + virtual void reportHit(PHY_RayCastResult* result) = 0; + + PHY_IRayCastFilterCallback(PHY_IPhysicsController* ignoreController, bool faceNormal=false) + :m_ignoreController(ignoreController), + m_faceNormal(faceNormal) + { + } +}; /** * Physics Environment takes care of stepping the simulation and is a container for physics entities (rigidbodies,constraints, materials etc.) @@ -85,7 +129,7 @@ class PHY_IPhysicsEnvironment float pivotX,float pivotY,float pivotZ, float axis0X,float axis0Y,float axis0Z, float axis1X=0,float axis1Y=0,float axis1Z=0, - float axis2X=0,float axis2Y=0,float axis2Z=0 + float axis2X=0,float axis2Y=0,float axis2Z=0,int flag=0 )=0; virtual void removeConstraint(int constraintid)=0; virtual float getAppliedImpulse(int constraintid){ return 0.f;} @@ -94,8 +138,7 @@ class PHY_IPhysicsEnvironment //complex constraint for vehicles virtual PHY_IVehicle* getVehicleConstraint(int constraintId) =0; - virtual PHY_IPhysicsController* rayTest(PHY_IPhysicsController* ignoreClient, float fromX,float fromY,float fromZ, float toX,float toY,float toZ, - float& hitX,float& hitY,float& hitZ,float& normalX,float& normalY,float& normalZ)=0; + virtual PHY_IPhysicsController* rayTest(PHY_IRayCastFilterCallback &filterCallback, float fromX,float fromY,float fromZ, float toX,float toY,float toZ)=0; //Methods for gamelogic collision/physics callbacks @@ -104,6 +147,8 @@ class PHY_IPhysicsEnvironment virtual void removeSensor(PHY_IPhysicsController* ctrl)=0; virtual void addTouchCallback(int response_class, PHY_ResponseCallback callback, void *user)=0; virtual void requestCollisionCallback(PHY_IPhysicsController* ctrl)=0; + virtual void removeCollisionCallback(PHY_IPhysicsController* ctrl)=0; + //These two methods are *solely* used to create controllers for sensor! Don't use for anything else virtual PHY_IPhysicsController* CreateSphereController(float radius,const PHY__Vector3& position) =0; virtual PHY_IPhysicsController* CreateConeController(float coneradius,float coneheight)=0; |