1 | /*************************************************************************** |
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2 | |
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3 | This source file is part of OGREBULLET |
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4 | (Object-oriented Graphics Rendering Engine Bullet Wrapper) |
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5 | For the latest info, see http://www.ogre3d.org/phpBB2addons/viewforum.php?f=10 |
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6 | |
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7 | Copyright (c) 2007 tuan.kuranes@gmail.com (Use it Freely, even Statically, but have to contribute any changes) |
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8 | |
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9 | |
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10 | |
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11 | This program is free software; you can redistribute it and/or modify it under |
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12 | the terms of the GPL General Public License with runtime exception as published by the Free Software |
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13 | Foundation; either version 2 of the License, or (at your option) any later |
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14 | version. |
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15 | |
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16 | This program is distributed in the hope that it will be useful, but WITHOUT |
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17 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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18 | FOR A PARTICULAR PURPOSE. See the GPL General Public License with runtime exception for more details. |
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19 | |
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20 | You should have received a copy of the GPL General Public License with runtime exception along with |
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21 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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22 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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23 | http://www.gnu.org/licenses/old-licenses/gpl-2.0.html |
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24 | ----------------------------------------------------------------------------- |
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25 | */ |
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26 | |
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27 | #include "OgreBulletDynamics.h" |
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28 | |
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29 | #include "OgreBulletCollisionsShape.h" |
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30 | #include "OgreBulletCollisionsObject.h" |
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31 | #include "OgreBulletCollisionsWorld.h" |
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32 | #include "OgreBulletCollisionsObjectState.h" |
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33 | |
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34 | #include "OgreBulletDynamicsWorld.h" |
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35 | #include "OgreBulletDynamicsRigidBody.h" |
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36 | #include "OgreBulletDynamicsObjectState.h" |
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37 | |
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38 | using namespace Ogre; |
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39 | using namespace OgreBulletCollisions; |
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40 | |
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41 | namespace OgreBulletDynamics |
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42 | { |
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43 | |
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44 | // ------------------------------------------------------------------------- |
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45 | RigidBody::RigidBody(const String &name, DynamicsWorld *world, const short collisionGroup, const short collisionMask) |
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46 | : |
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47 | Object(name, world, false) |
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48 | { |
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49 | mCollisionGroup = collisionGroup; |
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50 | mCollisionMask = collisionMask; |
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51 | } |
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52 | // ------------------------------------------------------------------------- |
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53 | RigidBody::~RigidBody() |
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54 | { |
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55 | } |
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56 | // ------------------------------------------------------------------------- |
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57 | void RigidBody::setShape(Ogre::SceneNode *node, |
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58 | OgreBulletCollisions::CollisionShape *shape, |
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59 | const float bodyRestitution, |
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60 | const float bodyFriction, |
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61 | const float bodyMass, |
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62 | const Vector3 &pos, |
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63 | const Quaternion &quat) |
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64 | { |
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65 | |
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66 | mState = new ObjectState(this); |
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67 | |
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68 | mRootNode = node; |
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69 | mShapeNode = mRootNode->createChildSceneNode(mName + "Node"); |
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70 | mShapeNode->attachObject(this); |
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71 | |
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72 | node->setPosition (pos); |
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73 | node->setOrientation (quat); |
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74 | |
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75 | mShape = shape; |
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76 | showDebugShape(mWorld->getShowDebugShapes()); |
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77 | |
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78 | btVector3 localInertiaTensor = btVector3(0,0,0); |
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79 | if (bodyMass > 0.0) |
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80 | mShape->getBulletShape ()->calculateLocalInertia(bodyMass, localInertiaTensor); |
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81 | |
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82 | btRigidBody *body = new btRigidBody(bodyMass, mState, mShape->getBulletShape (), localInertiaTensor); |
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83 | body->setRestitution(bodyRestitution); |
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84 | body->setFriction(bodyFriction); |
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85 | |
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86 | mObject = body; |
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87 | |
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88 | getDynamicsWorld()->addRigidBody(this, mCollisionGroup, mCollisionMask); |
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89 | } |
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90 | |
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91 | // ------------------------------------------------------------------------- |
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92 | void RigidBody::setStaticShape(Ogre::SceneNode *node, |
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93 | OgreBulletCollisions::CollisionShape *shape, |
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94 | const float bodyRestitution, |
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95 | const float bodyFriction, |
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96 | const Vector3 &pos, |
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97 | const Quaternion &quat) |
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98 | { |
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99 | mState = new ObjectState(this); |
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100 | |
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101 | mRootNode = node; |
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102 | |
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103 | mShapeNode = mRootNode->createChildSceneNode(mName + "Node"); |
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104 | mShapeNode->attachObject(this); |
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105 | |
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106 | node->setPosition (pos); |
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107 | node->setOrientation (quat); |
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108 | |
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109 | mShape = shape; |
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110 | showDebugShape(mWorld->getShowDebugShapes()); |
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111 | |
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112 | btRigidBody *body = new btRigidBody(0.0, mState, mShape->getBulletShape ()); |
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113 | |
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114 | body->setRestitution(bodyRestitution); |
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115 | body->setFriction(bodyFriction); |
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116 | |
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117 | body->getWorldTransform().setOrigin(btVector3(pos.x, pos.y, pos.z)); |
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118 | body->getWorldTransform().setRotation(btQuaternion(quat.x, quat.y, quat.z, quat.w)); |
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119 | |
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120 | mObject = body; |
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121 | getDynamicsWorld()->addRigidBody(this, mCollisionGroup, mCollisionMask); |
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122 | } |
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123 | // ------------------------------------------------------------------------- |
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124 | void RigidBody::setStaticShape(OgreBulletCollisions::CollisionShape *shape, |
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125 | const float bodyRestitution, |
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126 | const float bodyFriction, |
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127 | const Vector3 &pos, |
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128 | const Quaternion &quat) |
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129 | { |
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130 | //mState = new ObjectState(this); |
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131 | |
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132 | mShape = shape; |
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133 | btRigidBody *body = new btRigidBody(0.0, 0, mShape->getBulletShape ()); |
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134 | |
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135 | body->setRestitution(bodyRestitution); |
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136 | body->setFriction(bodyFriction); |
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137 | |
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138 | body->getWorldTransform().setOrigin(btVector3(pos.x, pos.y, pos.z)); |
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139 | body->getWorldTransform().setRotation(btQuaternion(quat.x, quat.y, quat.z, quat.w)); |
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140 | |
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141 | mObject = body; |
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142 | getDynamicsWorld()->addRigidBody(this, mCollisionGroup, mCollisionMask); |
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143 | } |
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144 | // ------------------------------------------------------------------------- |
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145 | void RigidBody::setKinematicObject(bool isKinematic) { |
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146 | if (this->isKinematicObject() != isKinematic) { |
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147 | //flip kinematic state |
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148 | getBulletRigidBody()->setCollisionFlags( |
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149 | getBulletRigidBody()->getCollisionFlags() ^ btCollisionObject::CF_KINEMATIC_OBJECT); |
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150 | } |
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151 | } |
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152 | // ------------------------------------------------------------------------- |
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153 | void RigidBody::setLinearVelocity( const Ogre::Vector3 &vel ) |
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154 | { |
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155 | getBulletRigidBody()->setLinearVelocity (btVector3(vel.x, vel.y, vel.z)); |
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156 | } |
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157 | // ------------------------------------------------------------------------- |
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158 | void RigidBody::setLinearVelocity( const Ogre::Real x, const Ogre::Real y, const Ogre::Real z ) |
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159 | { |
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160 | getBulletRigidBody()->setLinearVelocity (btVector3(x, y, z)); |
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161 | } |
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162 | // ------------------------------------------------------------------------- |
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163 | Ogre::Vector3 RigidBody::getLinearVelocity() |
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164 | { |
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165 | const btVector3 lv = getBulletRigidBody()->getLinearVelocity(); |
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166 | return BtOgreConverter::to(lv); |
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167 | } |
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168 | // ------------------------------------------------------------------------- |
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169 | void RigidBody::applyImpulse( const Ogre::Vector3 &impulse, const Ogre::Vector3 &position ) |
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170 | { |
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171 | getBulletRigidBody()->applyImpulse (OgreBtConverter::to(impulse), OgreBtConverter::to(position)); |
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172 | } |
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173 | // ------------------------------------------------------------------------- |
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174 | void RigidBody::applyForce( const Ogre::Vector3 &impulse, const Ogre::Vector3 &position ) |
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175 | { |
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176 | getBulletRigidBody()->applyForce(OgreBtConverter::to(impulse), OgreBtConverter::to(position)); |
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177 | } |
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178 | // ------------------------------------------------------------------------- |
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179 | Ogre::Vector3 RigidBody::getCenterOfMassPivot( const Ogre::Vector3 &pivotPosition ) const |
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180 | { |
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181 | const btVector3 centerOfMassPivot(getCenterOfMassTransform().inverse()* OgreBtConverter::to(pivotPosition)); |
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182 | return BtOgreConverter::to(centerOfMassPivot); |
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183 | } |
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184 | // ------------------------------------------------------------------------- |
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185 | void RigidBody::setDeactivationTime( const float ftime ) |
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186 | { |
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187 | getBulletRigidBody()->setDeactivationTime( ftime ); |
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188 | } |
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189 | // ------------------------------------------------------------------------- |
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190 | void RigidBody::setDamping( const Ogre::Real linearDamping, const Ogre::Real angularDamping ) |
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191 | { |
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192 | getBulletRigidBody()->setDamping( linearDamping, angularDamping); |
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193 | } |
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194 | // ------------------------------------------------------------------------- |
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195 | // ------------------------------------------------------------------------- |
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196 | // ------------------------------------------------------------------------- |
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197 | void WheeledRigidBody::setPosition(const btVector3 &pos) |
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198 | { |
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199 | //should update wheels as well ? |
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200 | mRootNode->setPosition(pos[0], pos[1], pos[2]); |
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201 | }; |
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202 | // ------------------------------------------------------------------------- |
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203 | void WheeledRigidBody::setOrientation(const btQuaternion &quat) |
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204 | { |
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205 | mRootNode->setOrientation(quat.getW(),quat.getX(), quat.getY(), quat.getZ()); |
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206 | }; |
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207 | // ------------------------------------------------------------------------- |
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208 | void WheeledRigidBody::setTransform(const btVector3 &pos, const btQuaternion &quat) |
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209 | { |
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210 | mRootNode->setPosition(pos[0], pos[1], pos[2]); |
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211 | mRootNode->setOrientation(quat.getW(),quat.getX(), quat.getY(), quat.getZ()); |
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212 | |
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213 | mVehicle->setTransform(); |
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214 | } |
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215 | // ------------------------------------------------------------------------- |
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216 | void WheeledRigidBody::setTransform(const btTransform& worldTrans) |
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217 | { |
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218 | mRootNode->setPosition(worldTrans.getOrigin()[0], worldTrans.getOrigin()[1],worldTrans.getOrigin()[2]); |
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219 | mRootNode->setOrientation(worldTrans.getRotation().getW(),worldTrans.getRotation().getX(), worldTrans.getRotation().getY(), worldTrans.getRotation().getZ()); |
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220 | |
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221 | mVehicle->setTransform(); |
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222 | } |
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223 | } |
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224 | |
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