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 * @file $Id: SumoPhysicsController.h,v 1.9 2004/04/24 06:40:13 kester Exp $
 * 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. The Blender
 * Foundation also sells licenses for use in proprietary software under
 * the Blender License.  See http://www.blender.org/BL/ for information
 * about this.
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * 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.

#include "PHY_IPhysicsController.h"
#include "SM_Scene.h"
#include "SM_Callback.h"

 *    Sumo 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.
 *    Sumo uses the SOLID library for collision detection.
00047 class SumoPhysicsController : public PHY_IPhysicsController , public SM_Callback


                        class SM_Scene* sumoScene,
                        class SM_Object* sumoObj,
                        class PHY_IMotionState* motionstate,
                        bool dyna); 

      virtual ~SumoPhysicsController();
       * @name Kinematic Methods.
      virtual void            RelativeTranslate(float dlocX,float dlocY,float dlocZ,bool local);
       * @param drot a 3x4 matrix.  This will treated as a 3x3 rotation matrix.
       * @warning RelativeRotate expects a 3x4 matrix.  The fourth column is padding.
      virtual void            RelativeRotate(const float drot[12],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);
       * @name 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            resolveCombinedVelocities(const MT_Vector3 & lin_vel, const MT_Vector3 & ang_vel );
      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;};

      float getFriction() { return m_friction;}
      float getRestitution() { return m_restitution;}

       * Sumo callback
      virtual void do_me();

      class SM_Object*  GetSumoObject ()
            return m_sumoObj;

      void GetWorldOrientation(class MT_Matrix3x3& mat);
      void GetWorldPosition(MT_Point3& pos);
      void GetWorldScaling(MT_Vector3& scale);

//    void  SetSumoObject(class SM_Object* sumoObj)   {
//          m_sumoObj = sumoObj;
//    }
//    void  SetSumoScene(class SM_Scene* sumoScene)   {
//          m_sumoScene = sumoScene;
//    }

      void  setSumoTransform(bool nondynaonly);

      class SM_Object*        m_sumoObj;
      class SM_Scene*               m_sumoScene; // needed for replication
      bool                    m_bFirstTime;
      bool                    m_bDyna;

      float                   m_friction;
      float                   m_restitution;

      bool                    m_suspendDynamics;

      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;

      class PHY_IMotionState* m_MotionState;
      void*                   m_clientInfo;



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