--- /dev/null
+/*
+This file is part of the simulation module of 3dengfx.
+
+Copyright (c) 2005 John Tsiombikas <nuclear@siggraph.org>
+
+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.
+
+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
+*/
+
+#include "rigid.hpp"
+#include <ode/ode.h>
+
+RigidBody::RigidBody(dWorldID world) {
+ body = dBodyCreate(world);
+}
+
+RigidBody::~RigidBody() {
+ dBodyDestroy(body);
+}
+
+void RigidBody::enable() {
+ dBodyEnable(body);
+}
+
+void RigidBody::disable() {
+ dBodyDisable(body);
+}
+
+void RigidBody::set_position(const Vector3 &pos, unsigned long time) {
+ dBodySetPosition(body, pos.x, pos.y, pos.z);
+ Object::set_position(pos, time);
+}
+
+#define MAT3_TO_ODE(m, o)\
+ for(int i=0; i<3; i++) {\
+ for(int j=0; j<3; j++) {\
+ dACCESS33(o, i, j) = m[i][j];\
+ }\
+ }
+
+
+void RigidBody::set_rotation(const Quaternion &rot, unsigned long time) {
+ Matrix3x3 mat = rot.get_rotation_matrix();
+ dMatrix3 ode_mat;
+ MAT3_TO_ODE(mat, ode_mat);
+ dBodySetRotation(body, ode_mat);
+ Object::set_rotation(rot, time);
+}
+
+void RigidBody::set_rotation(const Vector3 &euler, unsigned long time) {
+ Matrix3x3 mat;
+ dMatrix3 ode_mat;
+ mat.set_rotation(euler);
+ MAT3_TO_ODE(mat, ode_mat);
+ dBodySetRotation(body, ode_mat);
+ Object::set_rotation(euler, time);
+}
+
+void RigidBody::translate(const Vector3 &trans, unsigned long time) {
+}
+
+void RigidBody::rotate(const Quaternion &rot, unsigned long time) {
+}
+
+void RigidBody::rotate(const Vector3 &euler, unsigned long time) {
+}
+
+void RigidBody::rotate(const Matrix3x3 &rmat, unsigned long time) {
+}
+
+RigidSim::RigidSim() {
+ world = dWorldCreate();
+
+ set_gravity(Vector3(0, -9.81, 0));
+}
+
+RigidSim::~RigidSim() {
+ dWorldDestroy(world);
+}
+
+void RigidSim::run(unsigned long msec) {
+ dWorldStep(world, timeslice);
+}
+
+void RigidSim::set_gravity(const Vector3 &gvec) {
+ dWorldSetGravity(world, gvec.x, gvec.y, gvec.z);
+}
+
+void RigidSim::add_object(Object *obj) {
+ if(obj) {
+ obj_list.push_back(obj);
+ // TODO: cont. here...
+ }
+}