Files
test/source/gameengine/Physics/Sumo/Fuzzics/src/SM_Scene.cpp
Kester Maddock 5398f1ba77 Added resolveCombinedVelocities()
Fixed drot actuator.  The rotation matrix was being mutilated by passing a float[9] instead of float[12].
2004-04-08 11:34:50 +00:00

316 lines
12 KiB
C++

/**
* $Id$
* Copyright (C) 2001 NaN Technologies B.V.
* The physics scene.
*
* ***** BEGIN GPL/BL DUAL 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. 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
* 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/BL DUAL LICENSE BLOCK *****
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#ifdef WIN32
#pragma warning(disable : 4786) // shut off 255 char limit debug template warning
#endif
#include "SM_Scene.h"
#include "SM_Object.h"
#include "SM_FhObject.h"
#include "SM_Debug.h"
#include <algorithm>
SM_Scene::SM_Scene() :
m_scene(DT_CreateScene()),
m_respTable(DT_CreateRespTable()),
m_secondaryRespTable(DT_CreateRespTable()),
m_fixRespTable(DT_CreateRespTable()),
m_forceField(0.0, 0.0, 0.0)
{
for (int i = 0 ; i < NUM_RESPONSE; i++)
{
m_ResponseClass[i] = DT_GenResponseClass(m_respTable);
m_secondaryResponseClass[i] = DT_GenResponseClass(m_secondaryRespTable);
m_fixResponseClass[i] = DT_GenResponseClass(m_fixRespTable);
}
/* Sensor */
DT_AddPairResponse(m_respTable, m_ResponseClass[SENSOR_RESPONSE], m_ResponseClass[SENSOR_RESPONSE], 0, DT_NO_RESPONSE, this);
DT_AddPairResponse(m_respTable, m_ResponseClass[SENSOR_RESPONSE], m_ResponseClass[STATIC_RESPONSE], SM_Scene::boing, DT_SIMPLE_RESPONSE, this);
DT_AddPairResponse(m_respTable, m_ResponseClass[SENSOR_RESPONSE], m_ResponseClass[OBJECT_RESPONSE], SM_Scene::boing, DT_SIMPLE_RESPONSE, this);
DT_AddPairResponse(m_respTable, m_ResponseClass[SENSOR_RESPONSE], m_ResponseClass[FH_RESPONSE], 0, DT_NO_RESPONSE, this);
/* Static */
DT_AddPairResponse(m_respTable, m_ResponseClass[STATIC_RESPONSE], m_ResponseClass[SENSOR_RESPONSE], SM_Scene::boing, DT_SIMPLE_RESPONSE, this);
DT_AddPairResponse(m_respTable, m_ResponseClass[STATIC_RESPONSE], m_ResponseClass[STATIC_RESPONSE], 0, DT_NO_RESPONSE, this);
DT_AddPairResponse(m_respTable, m_ResponseClass[STATIC_RESPONSE], m_ResponseClass[OBJECT_RESPONSE], SM_Object::boing, DT_SIMPLE_RESPONSE, this);
DT_AddPairResponse(m_respTable, m_ResponseClass[STATIC_RESPONSE], m_ResponseClass[FH_RESPONSE], SM_FhObject::ray_hit, DT_SIMPLE_RESPONSE, this);
/* Object */
DT_AddPairResponse(m_respTable, m_ResponseClass[OBJECT_RESPONSE], m_ResponseClass[SENSOR_RESPONSE], SM_Scene::boing, DT_SIMPLE_RESPONSE, this);
DT_AddPairResponse(m_respTable, m_ResponseClass[OBJECT_RESPONSE], m_ResponseClass[STATIC_RESPONSE], SM_Object::boing, DT_SIMPLE_RESPONSE, this);
DT_AddPairResponse(m_respTable, m_ResponseClass[OBJECT_RESPONSE], m_ResponseClass[OBJECT_RESPONSE], SM_Object::boing, DT_SIMPLE_RESPONSE, this);
DT_AddPairResponse(m_respTable, m_ResponseClass[OBJECT_RESPONSE], m_ResponseClass[FH_RESPONSE], SM_FhObject::ray_hit, DT_SIMPLE_RESPONSE, this);
/* Fh Object */
DT_AddPairResponse(m_respTable, m_ResponseClass[FH_RESPONSE], m_ResponseClass[SENSOR_RESPONSE], 0, DT_NO_RESPONSE, this);
DT_AddPairResponse(m_respTable, m_ResponseClass[FH_RESPONSE], m_ResponseClass[STATIC_RESPONSE], SM_FhObject::ray_hit, DT_SIMPLE_RESPONSE, this);
DT_AddPairResponse(m_respTable, m_ResponseClass[FH_RESPONSE], m_ResponseClass[OBJECT_RESPONSE], SM_FhObject::ray_hit, DT_SIMPLE_RESPONSE, this);
DT_AddPairResponse(m_respTable, m_ResponseClass[FH_RESPONSE], m_ResponseClass[FH_RESPONSE], 0, DT_NO_RESPONSE, this);
/* Object (Fix Pass) */
DT_AddPairResponse(m_fixRespTable, m_ResponseClass[OBJECT_RESPONSE], m_ResponseClass[SENSOR_RESPONSE], 0, DT_NO_RESPONSE, this);
DT_AddPairResponse(m_fixRespTable, m_ResponseClass[OBJECT_RESPONSE], m_ResponseClass[STATIC_RESPONSE], SM_Object::fix, DT_SIMPLE_RESPONSE, this);
DT_AddPairResponse(m_fixRespTable, m_ResponseClass[OBJECT_RESPONSE], m_ResponseClass[OBJECT_RESPONSE], SM_Object::fix, DT_SIMPLE_RESPONSE, this);
DT_AddPairResponse(m_fixRespTable, m_ResponseClass[OBJECT_RESPONSE], m_ResponseClass[FH_RESPONSE], 0, DT_NO_RESPONSE, this);
}
void SM_Scene::addTouchCallback(int response_class, DT_ResponseCallback callback, void *user)
{
DT_AddClassResponse(m_secondaryRespTable, m_secondaryResponseClass[response_class], callback, DT_SIMPLE_RESPONSE, user);
}
void SM_Scene::addSensor(SM_Object& object)
{
object.calcXform();
m_objectList.push_back(&object);
DT_AddObject(m_scene, object.getObjectHandle());
DT_SetResponseClass(m_respTable, object.getObjectHandle(), m_ResponseClass[SENSOR_RESPONSE]);
DT_SetResponseClass(m_secondaryRespTable, object.getObjectHandle(), m_secondaryResponseClass[SENSOR_RESPONSE]);
DT_SetResponseClass(m_fixRespTable, object.getObjectHandle(), m_fixResponseClass[SENSOR_RESPONSE]);
}
void SM_Scene::add(SM_Object& object) {
object.calcXform();
m_objectList.push_back(&object);
DT_AddObject(m_scene, object.getObjectHandle());
if (object.isDynamic()) {
DT_SetResponseClass(m_respTable, object.getObjectHandle(), m_ResponseClass[OBJECT_RESPONSE]);
DT_SetResponseClass(m_secondaryRespTable, object.getObjectHandle(), m_secondaryResponseClass[OBJECT_RESPONSE]);
DT_SetResponseClass(m_fixRespTable, object.getObjectHandle(), m_fixResponseClass[OBJECT_RESPONSE]);
} else {
DT_SetResponseClass(m_respTable, object.getObjectHandle(), m_ResponseClass[STATIC_RESPONSE]);
DT_SetResponseClass(m_secondaryRespTable, object.getObjectHandle(), m_secondaryResponseClass[STATIC_RESPONSE]);
DT_SetResponseClass(m_fixRespTable, object.getObjectHandle(), m_fixResponseClass[STATIC_RESPONSE]);
}
SM_FhObject *fh_object = object.getFhObject();
if (fh_object) {
DT_AddObject(m_scene, fh_object->getObjectHandle());
DT_SetResponseClass(m_respTable, fh_object->getObjectHandle(), m_ResponseClass[FH_RESPONSE]);
DT_SetResponseClass(m_secondaryRespTable, fh_object->getObjectHandle(), m_secondaryResponseClass[FH_RESPONSE]);
DT_SetResponseClass(m_fixRespTable, fh_object->getObjectHandle(), m_fixResponseClass[FH_RESPONSE]);
}
}
void SM_Scene::requestCollisionCallback(SM_Object &object)
{
DT_SetResponseClass(m_respTable, object.getObjectHandle(), m_ResponseClass[OBJECT_RESPONSE]);
DT_SetResponseClass(m_secondaryRespTable, object.getObjectHandle(), m_secondaryResponseClass[OBJECT_RESPONSE]);
// DT_SetResponseClass(m_fixRespTable, object.getObjectHandle(), m_fixResponseClass[OBJECT_RESPONSE]);
}
void SM_Scene::remove(SM_Object& object) {
T_ObjectList::iterator i =
std::find(m_objectList.begin(), m_objectList.end(), &object);
if (!(i == m_objectList.end()))
{
std::swap(*i, m_objectList.back());
m_objectList.pop_back();
DT_RemoveObject(m_scene, object.getObjectHandle());
SM_FhObject *fh_object = object.getFhObject();
if (fh_object) {
DT_RemoveObject(m_scene, fh_object->getObjectHandle());
}
}
else {
// tried to remove an object that is not in the scene
//assert(false);
}
}
void SM_Scene::proceed(MT_Scalar timeStep, MT_Scalar subSampling) {
// Don't waste time...but it's OK to spill a little.
if (timeStep < 0.001)
return;
// Divide the timeStep into a number of subsamples of size roughly
// equal to subSampling (might be a little smaller).
int num_samples = (int)ceil(timeStep / subSampling);
MT_Scalar subStep = timeStep / num_samples;
T_ObjectList::iterator i;
// Apply a forcefield (such as gravity)
for (i = m_objectList.begin(); i != m_objectList.end(); ++i) {
(*i)->applyForceField(m_forceField);
//(*i)->integrateForces(subStep);
//(*i)->integrateMomentum(subStep);
}
// Do the integration steps per object.
int step;
for (step = 0; step != num_samples; ++step) {
for (i = m_objectList.begin(); i != m_objectList.end(); ++i) {
(*i)->integrateForces(subStep);
//(*i)->backup();
// And second we update the object positions by performing
// an integration step for each object
(*i)->integrateMomentum(subStep);
}
// I changed the order of the next 2 statements.
// Originally objects were first integrated with a call
// to proceed(). However if external objects were
// directly manipulating the velocities etc of physics
// objects then the physics environment would not be able
// to react before object positions were updated. --- Laurence.
// So now first we let the physics scene respond to
// new forces, velocities set externally.
// The collsion and friction impulses are computed here.
DT_Test(m_scene, m_respTable);
}
// clear the user set velocities.
#if 0
clearObjectCombinedVelocities();
#endif
if (DT_Test(m_scene, m_fixRespTable))
for (i = m_objectList.begin(); i != m_objectList.end(); ++i)
(*i)->relax();
// Finish this timestep by saving al state information for the next
// timestep and clearing the accumulated forces.
for (i = m_objectList.begin(); i != m_objectList.end(); ++i) {
(*i)->proceedKinematic(timeStep);
(*i)->saveReactionForce(timeStep);
(*i)->clearForce();
}
// For each pair of object that collided, call the corresponding callback.
// Additional collisions of a pair within the same time step are ignored.
if (m_secondaryRespTable) {
T_PairList::iterator p;
for (p = m_pairList.begin(); p != m_pairList.end(); ++p) {
DT_CallResponse(m_secondaryRespTable,
(*p).first->getObjectHandle(),
(*p).second->getObjectHandle(),
0);
}
}
clearPairs();
}
SM_Object *SM_Scene::rayTest(void *ignore_client,
const MT_Point3& from, const MT_Point3& to,
MT_Point3& result, MT_Vector3& normal) const {
#ifdef SM_DEBUG_RAYCAST
std::cout << "ray: { " << from << " } - { " << to << " }" << std::endl;
#endif
DT_Vector3 n, dfrom, dto;
DT_Scalar param;
from.getValue(dfrom);
to.getValue(dto);
SM_Object *hit_object = (SM_Object *)
DT_RayCast(m_scene, ignore_client, dfrom, dto, 1., &param, n);
if (hit_object) {
//result = hit_object->getWorldCoord(from + (to - from)*param);
result = from + (to - from) * param;
normal.setValue(n);
#ifdef SM_DEBUG_RAYCAST
std::cout << "ray: { " << from << " } -> { " << to << " }: { " << result
<< " } (" << param << "), normal = { " << normal << " }" << std::endl;
#endif
}
return hit_object;
}
void SM_Scene::clearObjectCombinedVelocities() {
T_ObjectList::iterator i;
for (i = m_objectList.begin(); i != m_objectList.end(); ++i) {
(*i)->clearCombinedVelocities();
}
}
void SM_Scene::setSecondaryRespTable(DT_RespTableHandle secondaryRespTable) {
m_secondaryRespTable = secondaryRespTable;
}
DT_Bool SM_Scene::boing(
void *client_data,
void *object1,
void *object2,
const DT_CollData *coll_data
){
SM_Scene *scene = (SM_Scene *)client_data;
SM_Object *obj1 = (SM_Object *)object1;
SM_Object *obj2 = (SM_Object *)object2;
scene->addPair(obj1, obj2); // Record this collision for client callbacks
#ifdef SM_DEBUG_BOING
printf("SM_Scene::boing\n");
#endif
return DT_CONTINUE;
}
SM_Scene::~SM_Scene()
{
// if (m_objectList.begin() != m_objectList.end())
// std::cout << "SM_Scene::~SM_Scene: There are still objects in the Sumo scene!" << std::endl;
for (T_ObjectList::iterator it = m_objectList.begin() ; it != m_objectList.end() ; it++)
delete *it;
DT_DestroyRespTable(m_respTable);
DT_DestroyRespTable(m_secondaryRespTable);
DT_DestroyRespTable(m_fixRespTable);
DT_DestroyScene(m_scene);
}