[GameEngine] Commit all Kester's changes made to the gameengine to restore 2.25 like physics.

[SCons] Build with Solid as default when enabling the gameengine in the build process
[SCons] Build solid and qhull from the extern directory and link statically against them

That was about it.

There are a few things that needs double checking:

* Makefiles
* Projectfiles
* All the other systems than Linux and Windows on which the build (with scons) has been successfully tested.
This commit is contained in:
Nathan Letwory
2004-03-22 22:02:18 +00:00
parent 5b90aafbd6
commit 00291b5cf4
133 changed files with 9550 additions and 1534 deletions

View File

@@ -41,6 +41,9 @@
#include "KX_GameObject.h"
#include "KX_Scene.h"
#include "SumoPhysicsEnvironment.h"
#include "KX_SumoPhysicsController.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
@@ -57,10 +60,10 @@ KX_RaySensor::KX_RaySensor(class SCA_EventManager* eventmgr,
m_propertyname(propname),
m_bFindMaterial(bFindMaterial),
m_distance(distance),
m_axis(axis),
m_ketsjiScene(ketsjiScene),
m_rayHit(false),
m_scene(ketsjiScene),
m_bTriggered(false),
m_axis(axis),
m_rayHit(false),
m_hitObject(NULL)
@@ -139,56 +142,78 @@ bool KX_RaySensor::Evaluate(CValue* event)
}
case 3: // -X
{
todir[0] = invmat[0][0] * -1;
todir[1] = invmat[0][1] * -1;
todir[2] = invmat[0][2] * -1;
todir[0] = -invmat[0][0];
todir[1] = -invmat[0][1];
todir[2] = -invmat[0][2];
break;
}
case 4: // -Y
{
todir[0] = invmat[1][0] * -1;
todir[1] = invmat[1][1] * -1;
todir[2] = invmat[1][2] * -1;
todir[0] = -invmat[1][0];
todir[1] = -invmat[1][1];
todir[2] = -invmat[1][2];
break;
}
case 5: // -Z
{
todir[0] = invmat[2][0] * -1;
todir[1] = invmat[2][1] * -1;
todir[2] = invmat[2][2] * -1;
todir[0] = -invmat[2][0];
todir[1] = -invmat[2][1];
todir[2] = -invmat[2][2];
break;
}
}
todir.normalize();
m_rayDirection = todir;
MT_Point3 topoint = frompoint + (m_distance) * todir;
MT_Point3 resultpoint;
MT_Vector3 resultnormal;
bool ready = false;
/*
do {
SumoPhysicsEnvironment *spe = dynamic_cast<SumoPhysicsEnvironment *>(m_scene->GetPhysicsEnvironment());
SM_Scene *scene = spe->GetSumoScene();
KX_SumoPhysicsController *spc = dynamic_cast<KX_SumoPhysicsController *>(obj->GetPhysicsController());
KX_GameObject *parent = obj->GetParent();
if (!spc && parent)
spc = dynamic_cast<KX_SumoPhysicsController *>(parent->GetPhysicsController());
if (parent)
parent->Release();
SM_Object *thisObj = spc?spc->GetSumoObject():NULL;
SM_Object* hitObj = m_sumoScene->rayTest(obj->GetSumoObject(),
frompoint,
topoint,
resultpoint,
resultnormal);
do {
SM_Object* hitObj = scene->rayTest(thisObj,
frompoint,
topoint,
resultpoint,
resultnormal);
if (hitObj)
{
KX_ClientObjectInfo* info = (SM_ClientObjectInfo*)hitObj->getClientObject();
SCA_IObject* hitgameobj = (SCA_IObject*)info->m_clientobject;
KX_ClientObjectInfo* info = (KX_ClientObjectInfo*)hitObj->getClientObject();
bool bFound = false;
if (hitgameobj == obj)
if (!info)
{
std::cout<< "WARNING: Ray sensor " << GetName() << " cannot sense SM_Object " << hitObj << " - no client info.\n" << std::endl;
ready = true;
break;
}
SCA_IObject *hitgameobj = (SCA_IObject*)info->m_clientobject;
if (hitgameobj == obj || info->m_type > KX_ClientObjectInfo::ACTOR)
{
// false hit
MT_Scalar marg = obj->GetSumoObject()->getMargin() ;
frompoint = resultpoint + marg * todir;
KX_SumoPhysicsController *hitspc = dynamic_cast<KX_SumoPhysicsController *> (static_cast<KX_GameObject*> (hitgameobj) ->GetPhysicsController());
if (hitspc)
{
MT_Scalar marg = hitspc->GetSumoObject()->getMargin();
if (hitspc->GetSumoObject()->getShapeProps())
marg += hitspc->GetSumoObject()->getShapeProps()->m_radius;
frompoint = resultpoint + marg * todir;
} else {
ready = true;
}
}
else
{
@@ -208,10 +233,7 @@ bool KX_RaySensor::Evaluate(CValue* event)
}
else
{
if (hitgameobj->GetProperty(m_propertyname) != NULL)
{
bFound = true;
}
bFound = hitgameobj->GetProperty(m_propertyname) != NULL;
}
}
@@ -231,7 +253,7 @@ bool KX_RaySensor::Evaluate(CValue* event)
}
}
while (!ready);
*/
/* now pass this result to some controller */