/** * $Id$ * * ***** BEGIN GPL/BL DUAL LICENSE BLOCK ***** * * The contents of this file may be used under the terms of either the GNU * General Public License Version 2 or later (the "GPL", see * http://www.gnu.org/licenses/gpl.html ), or the Blender License 1.0 or * later (the "BL", see http://www.blender.org/BL/ ) which has to be * bought from the Blender Foundation to become active, in which case the * above mentioned GPL option does not apply. * * The Original Code is Copyright (C) 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 ***** */ #ifndef __ODE_PHYSICSCONTROLLER_H #define __ODE_PHYSICSCONTROLLER_H #include "PHY_IPhysicsController.h" #ifdef HAVE_CONFIG_H #include #endif /** ODE Physics Controller, a special kind of a PhysicsController. A Physics Controller is a special kind of Scene Graph Transformation Controller. Each time the scene graph get's updated, the controller get's a chance in the 'Update' method to reflect changes. */ class ODEPhysicsController : public PHY_IPhysicsController { bool m_OdeDyna; public: ODEPhysicsController( bool dyna, bool fullRigidBody, bool phantom, class PHY_IMotionState* motionstate, struct dxSpace* space, struct dxWorld* world, float mass, float friction, float restitution, bool implicitsphere, float center[3], float extends[3], float radius); virtual ~ODEPhysicsController(); // kinematic methods virtual void RelativeTranslate(float dlocX,float dlocY,float dlocZ,bool local); virtual void RelativeRotate(const float drot[9],bool local); virtual void getOrientation(float &quatImag0,float &quatImag1,float &quatImag2,float &quatReal); virtual void setOrientation(float quatImag0,float quatImag1,float quatImag2,float quatReal); virtual void setPosition(float posX,float posY,float posZ); virtual void setScaling(float scaleX,float scaleY,float scaleZ); // physics methods virtual void ApplyTorque(float torqueX,float torqueY,float torqueZ,bool local); virtual void ApplyForce(float forceX,float forceY,float forceZ,bool local); virtual void SetAngularVelocity(float ang_velX,float ang_velY,float ang_velZ,bool local); virtual void SetLinearVelocity(float lin_velX,float lin_velY,float lin_velZ,bool local); virtual void applyImpulse(float attachX,float attachY,float attachZ, float impulseX,float impulseY,float impulseZ); virtual void SetActive(bool active){}; virtual void SuspendDynamics(); virtual void RestoreDynamics(); /** reading out information from physics */ virtual void GetLinearVelocity(float& linvX,float& linvY,float& linvZ); /** GetVelocity parameters are in geometric coordinates (Origin is not center of mass!). */ virtual void GetVelocity(const float posX,const float posY,const float posZ,float& linvX,float& linvY,float& linvZ); virtual float getMass(); virtual void getReactionForce(float& forceX,float& forceY,float& forceZ); virtual void setRigidBody(bool rigid); virtual void PostProcessReplica(class PHY_IMotionState* motionstate,class PHY_IPhysicsController* parentctrl); // \todo remove next line ! virtual void SetSimulatedTime(float time); virtual void WriteDynamicsToMotionState() {}; virtual void WriteMotionStateToDynamics(bool nondynaonly); /** call from Scene Graph Node to 'update'. */ virtual bool SynchronizeMotionStates(float time); // clientinfo for raycasts for example virtual void* getClientInfo() { return m_clientInfo;} virtual void setClientInfo(void* clientinfo) {m_clientInfo = clientinfo;}; void* m_clientInfo; struct dxBody* GetOdeBodyId() { return m_bodyId; } float getFriction() { return m_friction;} float getRestitution() { return m_restitution;} private: bool m_firstTime; bool m_bFullRigidBody; bool m_bPhantom; // special flag for objects that are not affected by physics 'resolver' // data to calculate fake velocities for kinematic objects (non-dynas) bool m_bKinematic; bool m_bPrevKinematic; float m_lastTime; bool m_OdeSuspendDynamics; class PHY_IMotionState* m_MotionState; //Ode specific members struct dxBody* m_bodyId; struct dxGeom* m_geomId; struct dxSpace* m_space; struct dxWorld* m_world; float m_mass; float m_friction; float m_restitution; bool m_implicitsphere; float m_center[3]; float m_extends[3]; float m_radius; }; #endif //__ODE_PHYSICSCONTROLLER_H