moved files around
This commit is contained in:
215
Extras/PhysicsInterface/CcdPhysics/CcdPhysicsController.h
Normal file
215
Extras/PhysicsInterface/CcdPhysics/CcdPhysicsController.h
Normal file
@@ -0,0 +1,215 @@
|
||||
/*
|
||||
Bullet Continuous Collision Detection and Physics Library
|
||||
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
|
||||
|
||||
This software is provided 'as-is', without any express or implied warranty.
|
||||
In no event will the authors be held liable for any damages arising from the use of this software.
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it freely,
|
||||
subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
#ifndef BULLET2_PHYSICSCONTROLLER_H
|
||||
#define BULLET2_PHYSICSCONTROLLER_H
|
||||
|
||||
#include "PHY_IPhysicsController.h"
|
||||
|
||||
/// PHY_IPhysicsController is the abstract simplified Interface to a physical object.
|
||||
/// It contains the IMotionState and IDeformableMesh Interfaces.
|
||||
#include "SimdVector3.h"
|
||||
#include "SimdScalar.h"
|
||||
#include "SimdMatrix3x3.h"
|
||||
#include "SimdTransform.h"
|
||||
#include "Dynamics/RigidBody.h"
|
||||
|
||||
#include "PHY_IMotionState.h"
|
||||
|
||||
#include "BroadphaseCollision/BroadphaseProxy.h" //for CollisionShape access
|
||||
class CollisionShape;
|
||||
|
||||
extern float gDeactivationTime;
|
||||
extern float gLinearSleepingTreshold;
|
||||
extern float gAngularSleepingTreshold;
|
||||
extern bool gDisableDeactivation;
|
||||
class CcdPhysicsEnvironment;
|
||||
|
||||
|
||||
struct CcdConstructionInfo
|
||||
{
|
||||
CcdConstructionInfo()
|
||||
: m_gravity(0,0,0),
|
||||
m_mass(0.f),
|
||||
m_restitution(0.1f),
|
||||
m_friction(0.5f),
|
||||
m_linearDamping(0.1f),
|
||||
m_angularDamping(0.1f),
|
||||
m_MotionState(0),
|
||||
m_physicsEnv(0),
|
||||
m_inertiaFactor(1.f),
|
||||
m_scaling(1.f,1.f,1.f),
|
||||
m_collisionFlags(0)
|
||||
{
|
||||
}
|
||||
|
||||
SimdVector3 m_localInertiaTensor;
|
||||
SimdVector3 m_gravity;
|
||||
SimdVector3 m_scaling;
|
||||
SimdScalar m_mass;
|
||||
SimdScalar m_restitution;
|
||||
SimdScalar m_friction;
|
||||
SimdScalar m_linearDamping;
|
||||
SimdScalar m_angularDamping;
|
||||
int m_collisionFlags;
|
||||
|
||||
CollisionShape* m_collisionShape;
|
||||
class PHY_IMotionState* m_MotionState;
|
||||
|
||||
CcdPhysicsEnvironment* m_physicsEnv; //needed for self-replication
|
||||
float m_inertiaFactor;//tweak the inertia (hooked up to Blender 'formfactor'
|
||||
};
|
||||
|
||||
|
||||
class RigidBody;
|
||||
|
||||
///CcdPhysicsController is a physics object that supports continuous collision detection and time of impact based physics resolution.
|
||||
class CcdPhysicsController : public PHY_IPhysicsController
|
||||
{
|
||||
RigidBody* m_body;
|
||||
class PHY_IMotionState* m_MotionState;
|
||||
|
||||
|
||||
void* m_newClientInfo;
|
||||
|
||||
CcdConstructionInfo m_cci;//needed for replication
|
||||
void GetWorldOrientation(SimdMatrix3x3& mat);
|
||||
|
||||
void CreateRigidbody();
|
||||
|
||||
public:
|
||||
|
||||
int m_collisionDelay;
|
||||
|
||||
|
||||
CcdPhysicsController (const CcdConstructionInfo& ci);
|
||||
|
||||
virtual ~CcdPhysicsController();
|
||||
|
||||
|
||||
RigidBody* GetRigidBody() { return m_body;}
|
||||
|
||||
CollisionShape* GetCollisionShape() {
|
||||
return m_body->GetCollisionShape();
|
||||
}
|
||||
////////////////////////////////////
|
||||
// PHY_IPhysicsController interface
|
||||
////////////////////////////////////
|
||||
|
||||
|
||||
/**
|
||||
SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
|
||||
*/
|
||||
virtual bool SynchronizeMotionStates(float time);
|
||||
/**
|
||||
WriteMotionStateToDynamics ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
|
||||
*/
|
||||
|
||||
virtual void WriteMotionStateToDynamics(bool nondynaonly);
|
||||
virtual void WriteDynamicsToMotionState();
|
||||
// controller replication
|
||||
virtual void PostProcessReplica(class PHY_IMotionState* motionstate,class PHY_IPhysicsController* parentctrl);
|
||||
|
||||
// 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 getPosition(PHY__Vector3& pos) const;
|
||||
|
||||
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);
|
||||
|
||||
// reading out information from physics
|
||||
virtual void GetLinearVelocity(float& linvX,float& linvY,float& linvZ);
|
||||
virtual void GetAngularVelocity(float& angVelX,float& angVelY,float& angVelZ);
|
||||
virtual void GetVelocity(const float posX,const float posY,const float posZ,float& linvX,float& linvY,float& linvZ);
|
||||
virtual void getReactionForce(float& forceX,float& forceY,float& forceZ);
|
||||
|
||||
// dyna's that are rigidbody are free in orientation, dyna's with non-rigidbody are restricted
|
||||
virtual void setRigidBody(bool rigid);
|
||||
|
||||
|
||||
virtual void resolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ);
|
||||
|
||||
// clientinfo for raycasts for example
|
||||
virtual void* getNewClientInfo();
|
||||
virtual void setNewClientInfo(void* clientinfo);
|
||||
virtual PHY_IPhysicsController* GetReplica();
|
||||
|
||||
|
||||
virtual void calcXform() {} ;
|
||||
virtual void SetMargin(float margin) {};
|
||||
virtual float GetMargin() const {return 0.f;};
|
||||
|
||||
|
||||
bool wantsSleeping();
|
||||
|
||||
void UpdateDeactivation(float timeStep);
|
||||
|
||||
static SimdTransform GetTransformFromMotionState(PHY_IMotionState* motionState);
|
||||
|
||||
void SetAabb(const SimdVector3& aabbMin,const SimdVector3& aabbMax);
|
||||
|
||||
|
||||
class PHY_IMotionState* GetMotionState()
|
||||
{
|
||||
return m_MotionState;
|
||||
}
|
||||
|
||||
const class PHY_IMotionState* GetMotionState() const
|
||||
{
|
||||
return m_MotionState;
|
||||
}
|
||||
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
///DefaultMotionState implements standard motionstate, using SimdTransform
|
||||
class DefaultMotionState : public PHY_IMotionState
|
||||
|
||||
{
|
||||
public:
|
||||
DefaultMotionState();
|
||||
|
||||
virtual ~DefaultMotionState();
|
||||
|
||||
virtual void getWorldPosition(float& posX,float& posY,float& posZ);
|
||||
virtual void getWorldScaling(float& scaleX,float& scaleY,float& scaleZ);
|
||||
virtual void getWorldOrientation(float& quatIma0,float& quatIma1,float& quatIma2,float& quatReal);
|
||||
|
||||
virtual void setWorldPosition(float posX,float posY,float posZ);
|
||||
virtual void setWorldOrientation(float quatIma0,float quatIma1,float quatIma2,float quatReal);
|
||||
|
||||
virtual void calculateWorldTransformations();
|
||||
|
||||
SimdTransform m_worldTransform;
|
||||
|
||||
};
|
||||
|
||||
|
||||
#endif //BULLET2_PHYSICSCONTROLLER_H
|
||||
Reference in New Issue
Block a user