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source: code/branches/physics/src/ogrebullet/OgreBulletDynamicsRigidBody.cpp @ 1972

Last change on this file since 1972 was 1971, checked in by rgrieder, 16 years ago

Added OgreBullet to the repository. The revision was 2493 (ogreaddons), trunk.

  • Property svn:eol-style set to native
File size: 9.1 KB
Line 
1/***************************************************************************
2
3This source file is part of OGREBULLET
4(Object-oriented Graphics Rendering Engine Bullet Wrapper)
5For the latest info, see http://www.ogre3d.org/phpBB2addons/viewforum.php?f=10
6
7Copyright (c) 2007 tuan.kuranes@gmail.com (Use it Freely, even Statically, but have to contribute any changes)
8
9
10
11This program is free software; you can redistribute it and/or modify it under
12the terms of the GPL General Public License with runtime exception as published by the Free Software
13Foundation; either version 2 of the License, or (at your option) any later
14version.
15
16This program is distributed in the hope that it will be useful, but WITHOUT
17ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
18FOR A PARTICULAR PURPOSE. See the GPL General Public License with runtime exception for more details.
19
20You should have received a copy of the GPL General Public License with runtime exception along with
21this program; if not, write to the Free Software Foundation, Inc., 59 Temple
22Place - Suite 330, Boston, MA 02111-1307, USA, or go to
23http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
24-----------------------------------------------------------------------------
25*/
26
27#include "OgreBulletDynamics.h"
28
29#include "OgreBulletCollisionsShape.h"
30#include "OgreBulletCollisionsObject.h"
31#include "OgreBulletCollisionsWorld.h"
32#include "OgreBulletCollisionsObjectState.h"
33
34#include "OgreBulletDynamicsWorld.h"
35#include "OgreBulletDynamicsRigidBody.h"
36#include "OgreBulletDynamicsObjectState.h"
37
38using namespace Ogre;
39using namespace OgreBulletCollisions;
40
41namespace OgreBulletDynamics
42{
43
44    // -------------------------------------------------------------------------
45    RigidBody::RigidBody(const String &name, DynamicsWorld *world, const short collisionGroup, const short collisionMask)
46        :       
47        Object(name, world, false)
48    {
49                mCollisionGroup = collisionGroup;
50                mCollisionMask = collisionMask;
51    }
52    // -------------------------------------------------------------------------
53    RigidBody::~RigidBody()
54    {
55    } 
56    // -------------------------------------------------------------------------
57    void RigidBody::setShape(Ogre::SceneNode *node, 
58        OgreBulletCollisions::CollisionShape *shape,                         
59        const float      bodyRestitution,
60        const float      bodyFriction,
61        const float      bodyMass,
62        const Vector3 &pos, 
63        const Quaternion &quat)
64    {
65
66        mState = new ObjectState(this);
67
68        mRootNode = node;
69        mShapeNode = mRootNode->createChildSceneNode(mName + "Node");
70        mShapeNode->attachObject(this);
71
72        node->setPosition (pos);
73        node->setOrientation (quat);
74
75        mShape = shape;
76        showDebugShape(mWorld->getShowDebugShapes());
77
78        btVector3 localInertiaTensor = btVector3(0,0,0);
79                if (bodyMass > 0.0)
80                mShape->getBulletShape ()->calculateLocalInertia(bodyMass, localInertiaTensor);
81
82        btRigidBody *body = new btRigidBody(bodyMass, mState, mShape->getBulletShape (), localInertiaTensor);
83        body->setRestitution(bodyRestitution);
84        body->setFriction(bodyFriction);
85
86        mObject = body;
87
88                getDynamicsWorld()->addRigidBody(this, mCollisionGroup, mCollisionMask);
89    }
90
91    // -------------------------------------------------------------------------
92    void RigidBody::setStaticShape(Ogre::SceneNode *node, 
93        OgreBulletCollisions::CollisionShape *shape,
94        const float      bodyRestitution,
95        const float      bodyFriction,
96        const Vector3 &pos, 
97        const Quaternion &quat)
98    {
99        mState = new ObjectState(this);
100
101        mRootNode = node;
102
103        mShapeNode = mRootNode->createChildSceneNode(mName + "Node");
104        mShapeNode->attachObject(this);
105
106        node->setPosition (pos);
107        node->setOrientation (quat);
108
109        mShape = shape;
110        showDebugShape(mWorld->getShowDebugShapes());
111
112        btRigidBody *body = new btRigidBody(0.0, mState, mShape->getBulletShape ());
113
114        body->setRestitution(bodyRestitution);
115        body->setFriction(bodyFriction);
116
117        body->getWorldTransform().setOrigin(btVector3(pos.x, pos.y, pos.z));
118        body->getWorldTransform().setRotation(btQuaternion(quat.x, quat.y, quat.z, quat.w));
119
120        mObject = body;
121                getDynamicsWorld()->addRigidBody(this, mCollisionGroup, mCollisionMask);
122    }
123    // -------------------------------------------------------------------------
124    void RigidBody::setStaticShape(OgreBulletCollisions::CollisionShape *shape,
125        const float      bodyRestitution,
126        const float      bodyFriction,
127        const Vector3 &pos, 
128        const Quaternion &quat)
129    {
130        //mState = new ObjectState(this);
131
132        mShape = shape;
133        btRigidBody *body = new btRigidBody(0.0, 0, mShape->getBulletShape ());
134
135        body->setRestitution(bodyRestitution);
136        body->setFriction(bodyFriction);
137
138        body->getWorldTransform().setOrigin(btVector3(pos.x, pos.y, pos.z));
139        body->getWorldTransform().setRotation(btQuaternion(quat.x, quat.y, quat.z, quat.w));
140
141        mObject = body;
142                getDynamicsWorld()->addRigidBody(this, mCollisionGroup, mCollisionMask);
143        }
144        // -------------------------------------------------------------------------
145        void RigidBody::setKinematicObject(bool isKinematic) {
146                if (this->isKinematicObject() != isKinematic) {
147                        //flip kinematic state
148                        getBulletRigidBody()->setCollisionFlags(
149                                getBulletRigidBody()->getCollisionFlags() ^ btCollisionObject::CF_KINEMATIC_OBJECT);
150                }
151        } 
152    // -------------------------------------------------------------------------
153    void RigidBody::setLinearVelocity( const Ogre::Vector3 &vel )
154    {
155        getBulletRigidBody()->setLinearVelocity (btVector3(vel.x, vel.y, vel.z));
156    }
157    // -------------------------------------------------------------------------
158    void RigidBody::setLinearVelocity( const Ogre::Real x, const Ogre::Real y, const Ogre::Real z )
159    {
160        getBulletRigidBody()->setLinearVelocity (btVector3(x, y, z));
161    }
162    // -------------------------------------------------------------------------
163        Ogre::Vector3 RigidBody::getLinearVelocity()
164        {
165                const btVector3 lv = getBulletRigidBody()->getLinearVelocity();
166                return BtOgreConverter::to(lv);
167        }
168    // -------------------------------------------------------------------------
169    void RigidBody::applyImpulse( const Ogre::Vector3 &impulse, const Ogre::Vector3 &position )
170    {
171        getBulletRigidBody()->applyImpulse (OgreBtConverter::to(impulse), OgreBtConverter::to(position));
172    }
173    // -------------------------------------------------------------------------
174    void RigidBody::applyForce( const Ogre::Vector3 &impulse, const Ogre::Vector3 &position )
175    {
176        getBulletRigidBody()->applyForce(OgreBtConverter::to(impulse), OgreBtConverter::to(position));
177    }
178    // -------------------------------------------------------------------------
179    Ogre::Vector3 RigidBody::getCenterOfMassPivot( const Ogre::Vector3 &pivotPosition ) const
180    {
181        const btVector3 centerOfMassPivot(getCenterOfMassTransform().inverse()* OgreBtConverter::to(pivotPosition));
182        return BtOgreConverter::to(centerOfMassPivot);
183    }
184    // -------------------------------------------------------------------------
185    void RigidBody::setDeactivationTime( const float ftime )
186    {
187        getBulletRigidBody()->setDeactivationTime( ftime );
188    }
189    // -------------------------------------------------------------------------
190    void RigidBody::setDamping( const Ogre::Real linearDamping, const Ogre::Real angularDamping )
191    {
192        getBulletRigidBody()->setDamping( linearDamping,  angularDamping);
193    }
194    // -------------------------------------------------------------------------
195    // -------------------------------------------------------------------------
196    // -------------------------------------------------------------------------
197    void WheeledRigidBody::setPosition(const btVector3 &pos)
198    { 
199        //should update wheels as well ?
200        mRootNode->setPosition(pos[0], pos[1], pos[2]);
201    };
202    // -------------------------------------------------------------------------
203    void WheeledRigidBody::setOrientation(const btQuaternion &quat)
204    { 
205        mRootNode->setOrientation(quat.getW(),quat.getX(), quat.getY(), quat.getZ());
206    };
207    // -------------------------------------------------------------------------
208    void WheeledRigidBody::setTransform(const btVector3 &pos, const btQuaternion &quat)
209    {
210        mRootNode->setPosition(pos[0], pos[1], pos[2]);
211        mRootNode->setOrientation(quat.getW(),quat.getX(), quat.getY(), quat.getZ());
212
213        mVehicle->setTransform();
214    }
215    // -------------------------------------------------------------------------
216    void WheeledRigidBody::setTransform(const btTransform& worldTrans)
217    { 
218        mRootNode->setPosition(worldTrans.getOrigin()[0], worldTrans.getOrigin()[1],worldTrans.getOrigin()[2]);
219        mRootNode->setOrientation(worldTrans.getRotation().getW(),worldTrans.getRotation().getX(), worldTrans.getRotation().getY(), worldTrans.getRotation().getZ());
220
221        mVehicle->setTransform();
222    }
223}
224
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