#ifndef SM_OBJECT_H #define SM_OBJECT_H #include #include "solid.h" #include "SM_Callback.h" #include "SM_MotionState.h" #include #ifdef HAVE_CONFIG_H #include #endif class SM_FhObject; // Properties of dynamic objects struct SM_ShapeProps { MT_Scalar m_mass; // Total mass MT_Scalar m_inertia; // Inertia, should be a tensor some time MT_Scalar m_lin_drag; // Linear drag (air, water) 0 = concrete, 1 = vacuum MT_Scalar m_ang_drag; // Angular drag MT_Scalar m_friction_scaling[3]; // Scaling for anisotropic friction. Component in range [0, 1] 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? }; // Properties of collidable objects (non-ghost objects) struct SM_MaterialProps { MT_Scalar m_restitution; // restitution of energie after a collision 0 = inelastic, 1 = elastic 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. bool m_fh_normal; // Should the object slide off slopes? }; class SM_Object : public SM_MotionState { public: SM_Object() ; SM_Object( DT_ShapeHandle shape, const SM_MaterialProps *materialProps, const SM_ShapeProps *shapeProps, SM_Object *dynamicParent ); virtual ~SM_Object(); bool isDynamic() const; /* nzc experimental. There seem to be two places where kinematics * are evaluated: proceedKinematic (called from SM_Scene) and * proceed() in this object. I'll just try and bunge these out for * now. */ void suspend(void); void resume(void); void suspendDynamics(); void restoreDynamics(); bool isGhost() const; void suspendMaterial(); void restoreMaterial(); SM_FhObject *getFhObject() const; void registerCallback(SM_Callback& callback); void calcXform(); void notifyClient(); // Save the current state information for use in the // velocity computation in the next frame. void proceedKinematic(MT_Scalar timeStep); void saveReactionForce(MT_Scalar timeStep) ; void clearForce() ; void clearMomentum() ; void setMargin(MT_Scalar margin) ; MT_Scalar getMargin() const ; const SM_MaterialProps *getMaterialProps() const ; const SM_ShapeProps *getShapeProps() const ; void setPosition(const MT_Point3& pos); void setOrientation(const MT_Quaternion& orn); void setScaling(const MT_Vector3& scaling); /** * set an external velocity. This velocity complements * the physics velocity. So setting it does not override the * physics velocity. It is your responsibility to clear * this external velocity. This velocity is not subject to * friction or damping. */ void setExternalLinearVelocity(const MT_Vector3& lin_vel) ; void addExternalLinearVelocity(const MT_Vector3& lin_vel) ; /** Override the physics velocity */ void addLinearVelocity(const MT_Vector3& lin_vel); void setLinearVelocity(const MT_Vector3& lin_vel); /** * Set an external angular velocity. This velocity complemetns * the physics angular velocity so does not override it. It is * your responsibility to clear this velocity. This velocity * is not subject to friction or damping. */ void setExternalAngularVelocity(const MT_Vector3& ang_vel) ; void addExternalAngularVelocity(const MT_Vector3& ang_vel); /** Override the physics angular velocity */ void addAngularVelocity(const MT_Vector3& ang_vel); void setAngularVelocity(const MT_Vector3& ang_vel); /** Clear the external velocities */ void clearCombinedVelocities(); /** * Tell the physics system to combine the external velocity * with the physics velocity. */ void resolveCombinedVelocities( const MT_Vector3 & lin_vel, const MT_Vector3 & ang_vel ) ; MT_Scalar getInvMass() const; MT_Scalar getInvInertia() const ; void applyForceField(const MT_Vector3& accel) ; void applyCenterForce(const MT_Vector3& force) ; void applyTorque(const MT_Vector3& torque) ; void applyImpulse(const MT_Point3& attach, const MT_Vector3& impulse) ; void applyCenterImpulse(const MT_Vector3& impulse); void applyAngularImpulse(const MT_Vector3& impulse); MT_Point3 getWorldCoord(const MT_Point3& local) const; MT_Vector3 getVelocity(const MT_Point3& local) const; const MT_Vector3& getReactionForce() const ; void getMatrix(double *m) const ; const double *getMatrix() const ; // Still need this??? const MT_Transform& getScaledTransform() const; DT_ObjectHandle getObjectHandle() const ; DT_ShapeHandle getShapeHandle() const ; void setClientObject(void *clientobj) ; void *getClientObject() ; SM_Object *getDynamicParent() ; void integrateForces(MT_Scalar timeStep); void integrateMomentum(MT_Scalar timeSteo); void setRigidBody(bool is_rigid_body) ; bool isRigidBody() const ; // This is the callback for handling collisions of dynamic objects static void boing( void *client_data, void *object1, void *object2, const DT_CollData *coll_data ); private: // return the actual linear_velocity of this object this // is the addition of m_combined_lin_vel and m_lin_vel. const MT_Vector3 actualLinVelocity( ) const ; const MT_Vector3 actualAngVelocity( ) const ; typedef std::vector T_CallbackList; T_CallbackList m_callbackList; // Each object can have multiple callbacks from the client (=game engine) SM_Object *m_dynamicParent; // Collisions between parent and children are ignored // as the collision callback now has only information // on an SM_Object, there must be a way that the SM_Object client // can identify it's clientdata after a collision void *m_client_object; DT_ShapeHandle m_shape; // Shape for collision detection // Material and shape properties are not owned by this class. const SM_MaterialProps *m_materialProps; const SM_MaterialProps *m_materialPropsBackup; // Backup in case the object temporarily becomes a ghost. const SM_ShapeProps *m_shapeProps; const SM_ShapeProps *m_shapePropsBackup; // Backup in case the object's dynamics is temporarily suspended DT_ObjectHandle m_object; // A handle to the corresponding object in SOLID. MT_Scalar m_margin; // Offset for the object's shape (also for collision detection) MT_Vector3 m_scaling; // Non-uniform scaling of the object's shape double m_ogl_matrix[16]; // An OpenGL-type 4x4 matrix MT_Transform m_xform; // The object's local coordinate system MT_Transform m_prev_xform; // The object's local coordinate system in the previous frame SM_MotionState m_prev_state; // The object's motion state in the previous frame MT_Scalar m_timeStep; // The duration of the last frame MT_Vector3 m_reaction_impulse; // The accumulated impulse resulting from collisions MT_Vector3 m_reaction_force; // The reaction force derived from the reaction impulse unsigned int m_kinematic : 1; // Have I been displaced (translated, rotated, scaled) in this frame? unsigned int m_prev_kinematic : 1; // Have I been displaced (translated, rotated, scaled) in the previous frame? unsigned int m_is_rigid_body : 1; // Should friction give me a change in angular momentum? MT_Vector3 m_lin_mom; // Linear momentum (linear velocity times mass) MT_Vector3 m_ang_mom; // Angular momentum (angualr velocity times inertia) MT_Vector3 m_force; // Force on center of mass (afffects linear momentum) MT_Vector3 m_torque; // Torque around center of mass (affects angualr momentum) // Here are the values of externally set linear and angular // velocity. These are updated from the outside // (actuators and python) each frame and combined with the // physics values. At the end of each frame (at the end of a // call to proceed) they are set to zero. This allows the // outside world to contribute to the velocity of an object // but still have it react to physics. MT_Vector3 m_combined_lin_vel; MT_Vector3 m_combined_ang_vel; // The force and torque are the accumulated forces and torques applied by the client (game logic, python). SM_FhObject *m_fh_object; // The ray object used for Fh bool m_suspended; // Is this object frozen? }; #endif