//under visual studio the #define in KX_ConvertPhysicsObject.h is quicker for recompilation #include "KX_ConvertPhysicsObject.h" #ifdef USE_BULLET #include "KX_BulletPhysicsController.h" #include "btBulletDynamicsCommon.h" #include "SG_Spatial.h" #include "KX_GameObject.h" #include "KX_MotionState.h" #include "KX_ClientObjectInfo.h" #include "PHY_IPhysicsEnvironment.h" #include "CcdPhysicsEnvironment.h" KX_BulletPhysicsController::KX_BulletPhysicsController (const CcdConstructionInfo& ci, bool dyna) : KX_IPhysicsController(dyna,(PHY_IPhysicsController*)this), CcdPhysicsController(ci), m_savedCollisionFlags(0) { } KX_BulletPhysicsController::~KX_BulletPhysicsController () { // The game object has a direct link to if (m_pObject) { // If we cheat in SetObject, we must also cheat here otherwise the // object will still things it has a physical controller // Note that it requires that m_pObject is reset in case the object is deleted // before the controller (usual case, see KX_Scene::RemoveNodeDestructObjec) // The non usual case is when the object is not deleted because its reference is hanging // in a AddObject actuator but the node is deleted. This case is covered here. KX_GameObject* gameobj = (KX_GameObject*) m_pObject->GetSGClientObject(); gameobj->SetPhysicsController(NULL,false); } } void KX_BulletPhysicsController::resolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ) { CcdPhysicsController::resolveCombinedVelocities(linvelX,linvelY,linvelZ,angVelX,angVelY,angVelZ); } /////////////////////////////////// // KX_IPhysicsController interface //////////////////////////////////// void KX_BulletPhysicsController::applyImpulse(const MT_Point3& attach, const MT_Vector3& impulse) { CcdPhysicsController::applyImpulse(attach[0],attach[1],attach[2],impulse[0],impulse[1],impulse[2]); } void KX_BulletPhysicsController::SetObject (SG_IObject* object) { SG_Controller::SetObject(object); // cheating here... //should not be necessary, is it for duplicates ? KX_GameObject* gameobj = (KX_GameObject*) object->GetSGClientObject(); gameobj->SetPhysicsController(this,gameobj->IsDynamic()); CcdPhysicsController::setNewClientInfo(gameobj->getClientInfo()); } void KX_BulletPhysicsController::setMargin (float collisionMargin) { CcdPhysicsController::SetMargin(collisionMargin); } void KX_BulletPhysicsController::RelativeTranslate(const MT_Vector3& dloc,bool local) { CcdPhysicsController::RelativeTranslate(dloc[0],dloc[1],dloc[2],local); } void KX_BulletPhysicsController::RelativeRotate(const MT_Matrix3x3& drot,bool local) { float rotval[12]; drot.getValue(rotval); CcdPhysicsController::RelativeRotate(rotval,local); } void KX_BulletPhysicsController::ApplyTorque(const MT_Vector3& torque,bool local) { CcdPhysicsController::ApplyTorque(torque.x(),torque.y(),torque.z(),local); } void KX_BulletPhysicsController::ApplyForce(const MT_Vector3& force,bool local) { CcdPhysicsController::ApplyForce(force.x(),force.y(),force.z(),local); } MT_Vector3 KX_BulletPhysicsController::GetLinearVelocity() { float angVel[3]; //CcdPhysicsController::GetAngularVelocity(angVel[0],angVel[1],angVel[2]); CcdPhysicsController::GetLinearVelocity(angVel[0],angVel[1],angVel[2]);//rcruiz return MT_Vector3(angVel[0],angVel[1],angVel[2]); } MT_Vector3 KX_BulletPhysicsController::GetAngularVelocity() { float angVel[3]; //CcdPhysicsController::GetAngularVelocity(angVel[0],angVel[1],angVel[2]); CcdPhysicsController::GetAngularVelocity(angVel[0],angVel[1],angVel[2]);//rcruiz return MT_Vector3(angVel[0],angVel[1],angVel[2]); } MT_Vector3 KX_BulletPhysicsController::GetVelocity(const MT_Point3& pos) { float linVel[3]; CcdPhysicsController::GetLinearVelocity(linVel[0],linVel[1],linVel[2]); return MT_Vector3(linVel[0],linVel[1],linVel[2]); } void KX_BulletPhysicsController::SetAngularVelocity(const MT_Vector3& ang_vel,bool local) { CcdPhysicsController::SetAngularVelocity(ang_vel.x(),ang_vel.y(),ang_vel.z(),local); } void KX_BulletPhysicsController::SetLinearVelocity(const MT_Vector3& lin_vel,bool local) { CcdPhysicsController::SetLinearVelocity(lin_vel.x(),lin_vel.y(),lin_vel.z(),local); } void KX_BulletPhysicsController::getOrientation(MT_Quaternion& orn) { float myorn[4]; CcdPhysicsController::getOrientation(myorn[0],myorn[1],myorn[2],myorn[3]); orn = MT_Quaternion(myorn[0],myorn[1],myorn[2],myorn[3]); } void KX_BulletPhysicsController::setOrientation(const MT_Matrix3x3& orn) { btMatrix3x3 btmat(orn[0][0], orn[0][1], orn[0][2], orn[1][0], orn[1][1], orn[1][2], orn[2][0], orn[2][1], orn[2][2]); CcdPhysicsController::setWorldOrientation(btmat); } void KX_BulletPhysicsController::setPosition(const MT_Point3& pos) { CcdPhysicsController::setPosition(pos.x(),pos.y(),pos.z()); } void KX_BulletPhysicsController::setScaling(const MT_Vector3& scaling) { CcdPhysicsController::setScaling(scaling.x(),scaling.y(),scaling.z()); } MT_Scalar KX_BulletPhysicsController::GetMass() { MT_Scalar invmass = GetRigidBody()->getInvMass(); if (invmass) return 1.f/invmass; return 0.f; } MT_Vector3 KX_BulletPhysicsController::getReactionForce() { assert(0); return MT_Vector3(0.f,0.f,0.f); } void KX_BulletPhysicsController::setRigidBody(bool rigid) { } void KX_BulletPhysicsController::SuspendDynamics(bool ghost) { btRigidBody *body = GetRigidBody(); if (body->getActivationState() != DISABLE_SIMULATION) { btBroadphaseProxy* handle = body->getBroadphaseHandle(); m_savedCollisionFlags = body->getCollisionFlags(); m_savedMass = GetMass(); m_savedCollisionFilterGroup = handle->m_collisionFilterGroup; m_savedCollisionFilterMask = handle->m_collisionFilterMask; body->setActivationState(DISABLE_SIMULATION); GetPhysicsEnvironment()->updateCcdPhysicsController(this, 0.0, btCollisionObject::CF_STATIC_OBJECT|((ghost)?btCollisionObject::CF_NO_CONTACT_RESPONSE:(m_savedCollisionFlags&btCollisionObject::CF_NO_CONTACT_RESPONSE)), btBroadphaseProxy::StaticFilter, btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter); } } void KX_BulletPhysicsController::RestoreDynamics() { btRigidBody *body = GetRigidBody(); if (body->getActivationState() == DISABLE_SIMULATION) { GetPhysicsEnvironment()->updateCcdPhysicsController(this, m_savedMass, m_savedCollisionFlags, m_savedCollisionFilterGroup, m_savedCollisionFilterMask); GetRigidBody()->forceActivationState(ACTIVE_TAG); } } SG_Controller* KX_BulletPhysicsController::GetReplica(class SG_Node* destnode) { PHY_IMotionState* motionstate = new KX_MotionState(destnode); KX_BulletPhysicsController* physicsreplica = new KX_BulletPhysicsController(*this); //parentcontroller is here be able to avoid collisions between parent/child PHY_IPhysicsController* parentctrl = NULL; if (destnode != destnode->GetRootSGParent()) { KX_GameObject* clientgameobj = (KX_GameObject*) destnode->GetRootSGParent()->GetSGClientObject(); if (clientgameobj) { parentctrl = (KX_BulletPhysicsController*)clientgameobj->GetPhysicsController(); } else { // it could be a false node, try the children NodeList::const_iterator childit; for ( childit = destnode->GetSGChildren().begin(); childit!= destnode->GetSGChildren().end(); ++childit ) { KX_GameObject *clientgameobj = static_cast( (*childit)->GetSGClientObject()); if (clientgameobj) { parentctrl = (KX_BulletPhysicsController*)clientgameobj->GetPhysicsController(); } } } } physicsreplica->PostProcessReplica(motionstate,parentctrl); physicsreplica->m_userdata = (PHY_IPhysicsController*)physicsreplica; return physicsreplica; } void KX_BulletPhysicsController::SetSumoTransform(bool nondynaonly) { GetRigidBody()->activate(true); if (!m_bDyna) { GetRigidBody()->setCollisionFlags(GetRigidBody()->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT); } else { if (!nondynaonly) { btTransform worldTrans; GetRigidBody()->getMotionState()->getWorldTransform(worldTrans); GetRigidBody()->setCenterOfMassTransform(worldTrans); /* scaling? if (m_bDyna) { m_sumoObj->setScaling(MT_Vector3(1,1,1)); } else { MT_Vector3 scale; GetWorldScaling(scale); m_sumoObj->setScaling(scale); } */ } } } // todo: remove next line ! void KX_BulletPhysicsController::SetSimulatedTime(double time) { } // call from scene graph to update bool KX_BulletPhysicsController::Update(double time) { return false; // todo: check this code //if (GetMass()) //{ // return false;//true; // } // return false; } #endif //#ifdef USE_BULLET