diff options
Diffstat (limited to 'source/gameengine/Physics/common')
8 files changed, 29 insertions, 29 deletions
diff --git a/source/gameengine/Physics/common/PHY_DynamicTypes.h b/source/gameengine/Physics/common/PHY_DynamicTypes.h index d10f48ad7a4..a92a950b26f 100644 --- a/source/gameengine/Physics/common/PHY_DynamicTypes.h +++ b/source/gameengine/Physics/common/PHY_DynamicTypes.h @@ -4,8 +4,8 @@ Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/ This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. -Permission is granted to anyone to use this software for any purpose, -including commercial applications, and to alter it and redistribute it freely, +Permission is granted to anyone to use this software for any purpose, +including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. @@ -32,7 +32,7 @@ enum PHY_OBJECT_RESPONSE, /* Object Dynamic Geometry Response */ PHY_STATIC_RESPONSE, /* Static Geometry Response */ PHY_BROADPH_RESPONSE, /* broadphase Response */ - + PHY_NUM_RESPONSE }; @@ -58,7 +58,7 @@ typedef enum PHY_PhysicsType { PHY_CONCAVE_RIGIDBODY=16399, PHY_CONVEX_FIXEDBODY=16388,//'collision object' PHY_CONCAVE_FIXEDBODY=16401, - PHY_CONVEX_KINEMATICBODY=16387,// + PHY_CONVEX_KINEMATICBODY=16387,// PHY_CONCAVE_KINEMATICBODY=16400, PHY_CONVEX_PHANTOMBODY=16398, PHY_CONCAVE_PHANTOMBODY=16402 diff --git a/source/gameengine/Physics/common/PHY_ICharacter.h b/source/gameengine/Physics/common/PHY_ICharacter.h index 1a924904b7d..9c27e1fe2b8 100644 --- a/source/gameengine/Physics/common/PHY_ICharacter.h +++ b/source/gameengine/Physics/common/PHY_ICharacter.h @@ -14,7 +14,7 @@ class PHY_ICharacter { -public: +public: virtual ~PHY_ICharacter() {}; virtual void Jump()= 0; @@ -22,7 +22,7 @@ public: virtual float GetGravity()= 0; virtual void SetGravity(float gravity)= 0; - + virtual unsigned char GetMaxJumps() = 0; virtual void SetMaxJumps(unsigned char maxJumps) = 0; diff --git a/source/gameengine/Physics/common/PHY_IController.h b/source/gameengine/Physics/common/PHY_IController.h index 741fae8d2ad..23974959618 100644 --- a/source/gameengine/Physics/common/PHY_IController.h +++ b/source/gameengine/Physics/common/PHY_IController.h @@ -54,7 +54,7 @@ class PHY_IController virtual void SetNewClientInfo(void* clientinfo)=0; virtual void SetPhysicsEnvironment(class PHY_IPhysicsEnvironment *env)=0; - + #ifdef WITH_CXX_GUARDEDALLOC MEM_CXX_CLASS_ALLOC_FUNCS("GE:PHY_IController") #endif diff --git a/source/gameengine/Physics/common/PHY_IMotionState.h b/source/gameengine/Physics/common/PHY_IMotionState.h index e803d658713..0474d9abc72 100644 --- a/source/gameengine/Physics/common/PHY_IMotionState.h +++ b/source/gameengine/Physics/common/PHY_IMotionState.h @@ -52,14 +52,14 @@ class PHY_IMotionState // ori = array 12 floats, [0..3] = first column + 0, [4..7] = second column, [8..11] = third column virtual void GetWorldOrientation(float* ori)=0; virtual void SetWorldOrientation(const float* ori)=0; - + virtual void SetWorldPosition(float posX,float posY,float posZ)=0; virtual void SetWorldOrientation(float quatIma0,float quatIma1,float quatIma2,float quatReal)=0; virtual void CalculateWorldTransformations()=0; - - + + #ifdef WITH_CXX_GUARDEDALLOC MEM_CXX_CLASS_ALLOC_FUNCS("GE:PHY_IMotionState") #endif diff --git a/source/gameengine/Physics/common/PHY_IPhysicsController.h b/source/gameengine/Physics/common/PHY_IPhysicsController.h index 4c6e8c71ef7..195f4ccee4b 100644 --- a/source/gameengine/Physics/common/PHY_IPhysicsController.h +++ b/source/gameengine/Physics/common/PHY_IPhysicsController.h @@ -61,7 +61,7 @@ class PHY_IPhysicsController : public PHY_IController /** * WriteMotionStateToDynamics ynchronizes dynas, kinematic and deformable entities (and do 'late binding') */ - + virtual void WriteMotionStateToDynamics(bool nondynaonly)=0; virtual void WriteDynamicsToMotionState()=0; virtual class PHY_IMotionState* GetMotionState() = 0; @@ -108,7 +108,7 @@ class PHY_IPhysicsController : public PHY_IController virtual MT_Vector3 GetVelocity(const MT_Point3& pos)=0; virtual MT_Vector3 GetLocalInertia()=0; - // dyna's that are rigidbody are free in orientation, dyna's with non-rigidbody are restricted + // dyna's that are rigidbody are free in orientation, dyna's with non-rigidbody are restricted virtual void SetRigidBody(bool rigid)=0; virtual PHY_IPhysicsController* GetReplica() {return 0;} @@ -124,7 +124,7 @@ class PHY_IPhysicsController : public PHY_IController virtual void SetLinVelocityMin(float val) = 0; virtual float GetLinVelocityMax() const=0; virtual void SetLinVelocityMax(float val) = 0; - + virtual void SetAngularVelocityMin(float val) = 0; virtual float GetAngularVelocityMin() const = 0; virtual void SetAngularVelocityMax(float val) = 0; diff --git a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h index 72ec7b1edd0..59612b10b57 100644 --- a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h +++ b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h @@ -65,7 +65,7 @@ struct PHY_RayCastResult PHY_IPhysicsController* m_controller; MT_Vector3 m_hitPoint; MT_Vector3 m_hitNormal; - const RAS_MeshObject* m_meshObject; // !=NULL for mesh object (only for Bullet controllers) + 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 int m_hitUVOK; // !=0 if UV coordinate in m_hitUV is valid @@ -73,8 +73,8 @@ struct PHY_RayCastResult }; /** - * 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. + * 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 environment (Bullet). */ class PHY_IRayCastFilterCallback @@ -95,7 +95,7 @@ public: virtual void reportHit(PHY_RayCastResult* result) = 0; - PHY_IRayCastFilterCallback(PHY_IPhysicsController* ignoreController, bool faceNormal=false, bool faceUV=false) + PHY_IRayCastFilterCallback(PHY_IPhysicsController* ignoreController, bool faceNormal=false, bool faceUV=false) :m_ignoreController(ignoreController), m_faceNormal(faceNormal), m_faceUV(faceUV) @@ -195,10 +195,10 @@ class PHY_IPhysicsEnvironment //These two methods are *solely* used to create controllers for sensor! Don't use for anything else virtual PHY_IPhysicsController* CreateSphereController(float radius,const MT_Vector3& position) =0; virtual PHY_IPhysicsController* CreateConeController(float coneradius,float coneheight)=0; - + virtual void SetConstraintParam(int constraintId,int param,float value,float value1) = 0; virtual float GetConstraintParam(int constraintId,int param) = 0; - + virtual void ExportFile(const char* filename) {}; virtual void MergeEnvironment(PHY_IPhysicsEnvironment *other_env) = 0; diff --git a/source/gameengine/Physics/common/PHY_IVehicle.h b/source/gameengine/Physics/common/PHY_IVehicle.h index 7e4a49e923e..94676807be9 100644 --- a/source/gameengine/Physics/common/PHY_IVehicle.h +++ b/source/gameengine/Physics/common/PHY_IVehicle.h @@ -19,7 +19,7 @@ class PHY_IVehicle { public: virtual ~PHY_IVehicle() {}; - + virtual void AddWheel( PHY_IMotionState* motionState, MT_Vector3 connectionPoint, @@ -32,7 +32,7 @@ public: virtual int GetNumWheels() const = 0; - + virtual void GetWheelPosition(int wheelIndex,float& posX,float& posY,float& posZ) const = 0; virtual void GetWheelOrientationQuaternion(int wheelIndex,float& quatX,float& quatY,float& quatZ,float& quatW) const = 0; virtual float GetWheelRotation(int wheelIndex) const = 0; @@ -49,13 +49,13 @@ public: virtual void ApplyBraking(float braking,int wheelIndex) = 0; virtual void SetWheelFriction(float friction,int wheelIndex) = 0; - + virtual void SetSuspensionStiffness(float suspensionStiffness,int wheelIndex) = 0; - + virtual void SetSuspensionDamping(float suspensionStiffness,int wheelIndex) = 0; - + virtual void SetSuspensionCompression(float suspensionStiffness,int wheelIndex) = 0; - + virtual void SetRollInfluence(float rollInfluence,int wheelIndex) = 0; virtual void SetCoordinateSystem(int rightIndex,int upIndex,int forwardIndex) =0; diff --git a/source/gameengine/Physics/common/PHY_Pro.h b/source/gameengine/Physics/common/PHY_Pro.h index bfe574e73cb..632cd9bb9fb 100644 --- a/source/gameengine/Physics/common/PHY_Pro.h +++ b/source/gameengine/Physics/common/PHY_Pro.h @@ -37,15 +37,15 @@ // Properties of dynamic objects struct PHY_ShapeProps { MT_Scalar m_mass; // Total mass - MT_Scalar m_inertia; // Inertia, should be a tensor some time + MT_Scalar m_inertia; // Inertia, should be a tensor some time MT_Scalar m_lin_drag; // Linear drag (air, water) 0 = concrete, 1 = vacuum, inverted and called dampening in blenders UI MT_Scalar m_ang_drag; // Angular drag, inverted and called dampening in blenders UI - MT_Scalar m_friction_scaling[3]; // Scaling for anisotropic friction. Component in range [0, 1] + MT_Scalar m_friction_scaling[3]; // Scaling for anisotropic friction. Component in range [0, 1] MT_Scalar m_clamp_vel_min; // Clamp the minimum velocity, this ensures an object moves at a minimum speed unless its stationary MT_Scalar m_clamp_vel_max; // Clamp max velocity MT_Scalar m_clamp_angvel_min; // Clamp the minimum angular velocity. MT_Scalar m_clamp_angvel_max; // Clamp the maximum angular velocity. - bool m_do_anisotropic; // Should I do anisotropic friction? + bool m_do_anisotropic; // Should I do anisotropic friction? bool m_do_fh; // Should the object have a linear Fh spring? bool m_do_rot_fh; // Should the object have an angular Fh spring? MT_Scalar m_step_height; // Max height of climbable steps (Character) @@ -61,7 +61,7 @@ struct PHY_MaterialProps { MT_Scalar m_friction; // Coulomb friction (= ratio between the normal en maximum friction force) MT_Scalar m_fh_spring; // Spring constant (both linear and angular) MT_Scalar m_fh_damping; // Damping factor (linear and angular) in range [0, 1] - MT_Scalar m_fh_distance; // The range above the surface where Fh is active. + MT_Scalar m_fh_distance; // The range above the surface where Fh is active. bool m_fh_normal; // Should the object slide off slopes? }; |