/** * $Id$ * * ***** BEGIN GPL 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. * * 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 LICENSE BLOCK ***** */ #ifndef KX_CONVERTPHYSICSOBJECTS #define KX_CONVERTPHYSICSOBJECTS /* These are defined by the build system... */ //but the build system is broken, because it doesn't allow for 2 or more defines at once. //Please leave Sumo _AND_ Bullet enabled #define USE_SUMO_SOLID #define USE_BULLET //#define USE_ODE //on visual studio 7/8, always enable BULLET for now //you can have multiple physics engines running anyway, and //the scons build system doesn't really support this at the moment. //if you got troubles, just comment out USE_BULLET #if 1300 <= _MSC_VER #define USE_BULLET #endif class RAS_MeshObject; class KX_Scene; typedef enum { KX_BOUNDBOX, KX_BOUNDSPHERE, KX_BOUNDCYLINDER, KX_BOUNDCONE, KX_BOUNDMESH, KX_BOUNDPOLYTOPE, KX_BOUND_DYN_MESH } KX_BoundBoxClass; struct KX_BoxBounds { float m_center[3]; float m_extends[3]; }; /* Cone/Cylinder */ struct KX_CBounds { float m_radius; float m_height; }; struct KX_ObjectProperties { bool m_dyna; bool m_softbody; double m_radius; bool m_angular_rigidbody; bool m_in_active_layer; bool m_ghost; class KX_GameObject* m_dynamic_parent; bool m_isactor; bool m_concave; bool m_isdeformable; bool m_disableSleeping; bool m_hasCompoundChildren; bool m_isCompoundChild; ///////////////////////// int m_gamesoftFlag; float m_soft_linStiff; /* linear stiffness 0..1 */ float m_soft_angStiff; /* angular stiffness 0..1 */ float m_soft_volume; /* volume preservation 0..1 */ int m_soft_viterations; /* Velocities solver iterations */ int m_soft_piterations; /* Positions solver iterations */ int m_soft_diterations; /* Drift solver iterations */ int m_soft_citerations; /* Cluster solver iterations */ float m_soft_kSRHR_CL; /* Soft vs rigid hardness [0,1] (cluster only) */ float m_soft_kSKHR_CL; /* Soft vs kinetic hardness [0,1] (cluster only) */ float m_soft_kSSHR_CL; /* Soft vs soft hardness [0,1] (cluster only) */ float m_soft_kSR_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */ float m_soft_kSK_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */ float m_soft_kSS_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */ float m_soft_kVCF; /* Velocities correction factor (Baumgarte) */ float m_soft_kDP; /* Damping coefficient [0,1] */ float m_soft_kDG; /* Drag coefficient [0,+inf] */ float m_soft_kLF; /* Lift coefficient [0,+inf] */ float m_soft_kPR; /* Pressure coefficient [-inf,+inf] */ float m_soft_kVC; /* Volume conversation coefficient [0,+inf] */ float m_soft_kDF; /* Dynamic friction coefficient [0,1] */ float m_soft_kMT; /* Pose matching coefficient [0,1] */ float m_soft_kCHR; /* Rigid contacts hardness [0,1] */ float m_soft_kKHR; /* Kinetic contacts hardness [0,1] */ float m_soft_kSHR; /* Soft contacts hardness [0,1] */ float m_soft_kAHR; /* Anchors hardness [0,1] */ int m_soft_collisionflags; /* Vertex/Face or Signed Distance Field(SDF) or Clusters, Soft versus Soft or Rigid */ int m_soft_numclusteriterations; /* number of iterations to refine collision clusters*/ ///////////////////////// double m_margin; KX_BoundBoxClass m_boundclass; union { KX_BoxBounds box; KX_CBounds c; } m_boundobject; }; #ifdef USE_ODE void KX_ConvertODEEngineObject(KX_GameObject* gameobj, RAS_MeshObject* meshobj, KX_Scene* kxscene, struct PHY_ShapeProps* shapeprops, struct PHY_MaterialProps* smmaterial, struct KX_ObjectProperties* objprop); #endif //USE_ODE void KX_ConvertDynamoObject(KX_GameObject* gameobj, RAS_MeshObject* meshobj, KX_Scene* kxscene, struct PHY_ShapeProps* shapeprops, struct PHY_MaterialProps* smmaterial, struct KX_ObjectProperties* objprop); #ifdef USE_SUMO_SOLID void KX_ConvertSumoObject( class KX_GameObject* gameobj, class RAS_MeshObject* meshobj, class KX_Scene* kxscene, struct PHY_ShapeProps* shapeprops, struct PHY_MaterialProps* smmaterial, struct KX_ObjectProperties* objprop); void KX_ClearSumoSharedShapes(); bool KX_ReInstanceShapeFromMesh(RAS_MeshObject* meshobj); #endif #ifdef USE_BULLET void KX_ConvertBulletObject( class KX_GameObject* gameobj, class RAS_MeshObject* meshobj, class KX_Scene* kxscene, struct PHY_ShapeProps* shapeprops, struct PHY_MaterialProps* smmaterial, struct KX_ObjectProperties* objprop); void KX_ClearBulletSharedShapes(); //bool KX_ReInstanceShapeFromMesh(RAS_MeshObject* meshobj); #endif #endif //KX_CONVERTPHYSICSOBJECTS