[2072] | 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * Fabian 'x3n' Landau |
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[2662] | 24 | * Reto Grieder (physics) |
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[2072] | 25 | * Co-authors: |
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| 26 | * ... |
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| 27 | * |
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| 28 | */ |
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| 29 | |
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[11080] | 30 | /** |
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| 31 | @file Scene.cc |
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| 32 | @brief Implementation of Scene Class |
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| 33 | */ |
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| 34 | |
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| 35 | |
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[2072] | 36 | #include "Scene.h" |
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| 37 | |
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| 38 | #include <OgreRoot.h> |
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[3196] | 39 | #include <OgreSceneManager.h> |
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[2072] | 40 | #include <OgreSceneManagerEnumerator.h> |
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| 41 | #include <OgreSceneNode.h> |
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[11795] | 42 | #if OGRE_VERSION >= 0x010900 |
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| 43 | # include <Overlay/OgreOverlaySystem.h> |
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| 44 | #endif |
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[2072] | 45 | |
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[3196] | 46 | #include <BulletCollision/BroadphaseCollision/btAxisSweep3.h> |
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| 47 | #include <BulletCollision/CollisionDispatch/btDefaultCollisionConfiguration.h> |
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| 48 | #include <BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h> |
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| 49 | #include <BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h> |
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[2662] | 50 | |
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[2072] | 51 | #include "core/CoreIncludes.h" |
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[2896] | 52 | #include "core/GameMode.h" |
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[5929] | 53 | #include "core/GUIManager.h" |
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[2072] | 54 | #include "core/XMLPort.h" |
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[10624] | 55 | #include "core/command/ConsoleCommandIncludes.h" |
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[2662] | 56 | #include "tools/BulletConversions.h" |
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[10196] | 57 | #include "tools/BulletDebugDrawer.h" |
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| 58 | #include "tools/DebugDrawer.h" |
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[5929] | 59 | #include "Radar.h" |
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[5735] | 60 | #include "worldentities/WorldEntity.h" |
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[7163] | 61 | #include "Level.h" |
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[11080] | 62 | #include "RenderQueueListener.h" |
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[11085] | 63 | #include "graphics/GlobalShader.h" |
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[2072] | 64 | |
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| 65 | namespace orxonox |
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| 66 | { |
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[9667] | 67 | RegisterClass(Scene); |
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[11080] | 68 | |
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| 69 | /** |
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| 70 | @brief |
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| 71 | Constructor, it sets common standard paramters for a scene depending on whether it will be rendered or not. |
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| 72 | It also makes sure we user our own render queue listener for rendering instead of the standard listener provided by Ogre |
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| 73 | */ |
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[10196] | 74 | SetConsoleCommand("Scene", "debugDrawPhysics", &Scene::consoleCommand_debugDrawPhysics).addShortcut().defaultValue(1, true).defaultValue(2, 0.5f); |
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| 75 | |
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[9667] | 76 | Scene::Scene(Context* context) : BaseObject(context), Synchronisable(context), Context(context) |
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[2072] | 77 | { |
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| 78 | RegisterObject(Scene); |
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| 79 | |
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[10624] | 80 | this->setScene(WeakPtr<Scene>(this), this->getObjectID()); // store a weak-pointer to itself (a strong-pointer would create a recursive dependency) |
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| 81 | |
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[2662] | 82 | this->bShadows_ = true; |
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[10196] | 83 | this->bDebugDrawPhysics_ = false; |
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[11071] | 84 | this->debugDrawer_ = nullptr; |
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[6417] | 85 | this->soundReferenceDistance_ = 20.0; |
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[10624] | 86 | this->bIsUpdatingPhysics_ = false; |
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[2072] | 87 | |
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[2896] | 88 | if (GameMode::showsGraphics()) |
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[2072] | 89 | { |
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[3196] | 90 | assert(Ogre::Root::getSingletonPtr()); |
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| 91 | this->sceneManager_ = Ogre::Root::getSingleton().createSceneManager(Ogre::ST_GENERIC); |
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| 92 | this->rootSceneNode_ = this->sceneManager_->getRootSceneNode(); |
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[11080] | 93 | this->renderQueueListener_ = new RenderQueueListener(); |
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| 94 | this->sceneManager_->addRenderQueueListener(this->renderQueueListener_);//add our own renderQueueListener |
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[11795] | 95 | #if OGRE_VERSION >= 0x010900 |
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| 96 | this->sceneManager_->addRenderQueueListener(GraphicsManager::getInstance().getOverlaySystem()); |
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| 97 | #endif |
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[5929] | 98 | |
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| 99 | this->radar_ = new Radar(); |
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[11085] | 100 | this->glowShader_ = new GlobalShader(this); |
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| 101 | this->glowShader_->setScene(WeakPtr<Scene>(this), this->getObjectID()); // avoid circular reference |
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| 102 | this->glowShader_->getShader().setCompositorName("Glow"); |
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[2072] | 103 | } |
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| 104 | else |
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| 105 | { |
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| 106 | // create a dummy SceneManager of our own since we don't have Ogre::Root. |
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| 107 | this->sceneManager_ = new Ogre::DefaultSceneManager(""); |
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| 108 | this->rootSceneNode_ = this->sceneManager_->getRootSceneNode(); |
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[5929] | 109 | |
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[11080] | 110 | this->renderQueueListener_ = nullptr; |
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[11071] | 111 | this->radar_ = nullptr; |
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[11085] | 112 | this->glowShader_ = nullptr; |
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[2072] | 113 | } |
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| 114 | |
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[2662] | 115 | // No physics yet, XMLPort will do that. |
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[10727] | 116 | const float defaultMaxWorldSize = 100000.0f; |
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[2662] | 117 | this->negativeWorldRange_ = Vector3::UNIT_SCALE * -defaultMaxWorldSize; |
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| 118 | this->positiveWorldRange_ = Vector3::UNIT_SCALE * defaultMaxWorldSize; |
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| 119 | this->gravity_ = Vector3::ZERO; |
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[11071] | 120 | this->physicalWorld_ = nullptr; |
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| 121 | this->solver_ = nullptr; |
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| 122 | this->dispatcher_ = nullptr; |
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| 123 | this->collisionConfig_ = nullptr; |
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| 124 | this->broadphase_ = nullptr; |
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[2072] | 125 | |
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| 126 | this->registerVariables(); |
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| 127 | } |
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| 128 | |
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| 129 | Scene::~Scene() |
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| 130 | { |
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| 131 | if (this->isInitialized()) |
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| 132 | { |
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[10192] | 133 | this->setPhysicalWorld(false); |
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| 134 | |
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| 135 | if (this->radar_) |
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| 136 | this->radar_->destroy(); |
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[11085] | 137 | if (this->glowShader_) |
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| 138 | this->glowShader_->destroy(); |
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[10192] | 139 | |
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[3196] | 140 | if (GameMode::showsGraphics()) |
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[11080] | 141 | { |
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[11795] | 142 | #if OGRE_VERSION >= 0x010900 |
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| 143 | this->sceneManager_->removeRenderQueueListener(GraphicsManager::getInstance().getOverlaySystem()); |
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| 144 | #endif |
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[11080] | 145 | this->sceneManager_->removeRenderQueueListener(this->renderQueueListener_); |
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| 146 | delete this->renderQueueListener_; |
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[2072] | 147 | Ogre::Root::getSingleton().destroySceneManager(this->sceneManager_); |
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[11080] | 148 | } |
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[3196] | 149 | else |
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[2072] | 150 | delete this->sceneManager_; |
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| 151 | } |
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| 152 | } |
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| 153 | |
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| 154 | void Scene::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 155 | { |
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| 156 | SUPER(Scene, XMLPort, xmlelement, mode); |
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| 157 | |
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| 158 | XMLPortParam(Scene, "skybox", setSkybox, getSkybox, xmlelement, mode); |
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[3196] | 159 | XMLPortParam(Scene, "ambientlight", setAmbientLight, getAmbientLight, xmlelement, mode).defaultValues(ColourValue(0.2f, 0.2f, 0.2f, 1.0f)); |
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[2072] | 160 | XMLPortParam(Scene, "shadow", setShadow, getShadow, xmlelement, mode).defaultValues(true); |
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[6417] | 161 | XMLPortParam(Scene, "soundReferenceDistance", setSoundReferenceDistance, getSoundReferenceDistance, xmlelement, mode); |
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[2072] | 162 | |
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[2662] | 163 | XMLPortParam(Scene, "gravity", setGravity, getGravity, xmlelement, mode); |
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| 164 | XMLPortParam(Scene, "negativeWorldRange", setNegativeWorldRange, getNegativeWorldRange, xmlelement, mode); |
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| 165 | XMLPortParam(Scene, "positiveWorldRange", setPositiveWorldRange, getPositiveWorldRange, xmlelement, mode); |
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| 166 | XMLPortParam(Scene, "hasPhysics", setPhysicalWorld, hasPhysics, xmlelement, mode).defaultValues(true); |
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| 167 | |
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[2072] | 168 | XMLPortObjectExtended(Scene, BaseObject, "", addObject, getObject, xmlelement, mode, true, false); |
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| 169 | } |
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| 170 | |
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| 171 | void Scene::registerVariables() |
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| 172 | { |
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[3280] | 173 | registerVariable(this->skybox_, VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applySkybox)); |
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| 174 | registerVariable(this->ambientLight_, VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applyAmbientLight)); |
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| 175 | registerVariable(this->negativeWorldRange_, VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_negativeWorldRange)); |
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| 176 | registerVariable(this->positiveWorldRange_, VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_positiveWorldRange)); |
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| 177 | registerVariable(this->gravity_, VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_gravity)); |
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| 178 | registerVariable(this->bHasPhysics_, VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_hasPhysics)); |
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| 179 | registerVariable(this->bShadows_, VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applyShadows)); |
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[2072] | 180 | } |
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| 181 | |
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[2662] | 182 | void Scene::setNegativeWorldRange(const Vector3& range) |
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| 183 | { |
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| 184 | if (range.length() < 10.0f) |
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| 185 | { |
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[8858] | 186 | orxout(internal_warning) << "Setting the negative world range to a very small value: " |
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| 187 | << multi_cast<std::string>(range) << endl; |
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[2662] | 188 | } |
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| 189 | if (this->hasPhysics()) |
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| 190 | { |
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[8858] | 191 | orxout(internal_warning) << "Attempting to set the physical world range at run time. " |
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| 192 | << "This causes a complete physical reload which might take some time." << endl; |
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[2662] | 193 | this->setPhysicalWorld(false); |
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| 194 | this->negativeWorldRange_ = range; |
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| 195 | this->setPhysicalWorld(true); |
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| 196 | } |
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| 197 | else |
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| 198 | this->negativeWorldRange_ = range; |
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| 199 | } |
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| 200 | |
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| 201 | void Scene::setPositiveWorldRange(const Vector3& range) |
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| 202 | { |
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| 203 | if (range.length() < 10.0f) |
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| 204 | { |
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[8858] | 205 | orxout(internal_warning) << "Setting the positive world range to a very small value: " |
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| 206 | << multi_cast<std::string>(range) << endl; |
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[2662] | 207 | } |
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| 208 | if (this->hasPhysics()) |
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| 209 | { |
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[8858] | 210 | orxout(internal_warning) << "Attempting to set the physical world range at run time. " |
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| 211 | << "This causes a complete physical reload which might take some time." << endl; |
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[2662] | 212 | this->setPhysicalWorld(false); |
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| 213 | this->positiveWorldRange_ = range; |
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| 214 | this->setPhysicalWorld(true); |
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| 215 | } |
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| 216 | else |
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| 217 | this->positiveWorldRange_ = range; |
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| 218 | } |
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| 219 | |
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| 220 | void Scene::setGravity(const Vector3& gravity) |
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| 221 | { |
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| 222 | this->gravity_ = gravity; |
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| 223 | if (this->hasPhysics()) |
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[3196] | 224 | this->physicalWorld_->setGravity(multi_cast<btVector3>(this->gravity_)); |
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[2662] | 225 | } |
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| 226 | |
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| 227 | void Scene::setPhysicalWorld(bool wantPhysics) |
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| 228 | { |
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| 229 | this->bHasPhysics_ = wantPhysics; |
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| 230 | if (wantPhysics && !hasPhysics()) |
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| 231 | { |
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| 232 | // Note: These are all little known default classes and values. |
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| 233 | // It would require further investigation to properly dertermine the right choices. |
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| 234 | this->broadphase_ = new bt32BitAxisSweep3( |
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[3196] | 235 | multi_cast<btVector3>(this->negativeWorldRange_), multi_cast<btVector3>(this->positiveWorldRange_)); |
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[2662] | 236 | this->collisionConfig_ = new btDefaultCollisionConfiguration(); |
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| 237 | this->dispatcher_ = new btCollisionDispatcher(this->collisionConfig_); |
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| 238 | this->solver_ = new btSequentialImpulseConstraintSolver(); |
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| 239 | |
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| 240 | this->physicalWorld_ = new btDiscreteDynamicsWorld(this->dispatcher_, this->broadphase_, this->solver_, this->collisionConfig_); |
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[3196] | 241 | this->physicalWorld_->setGravity(multi_cast<btVector3>(this->gravity_)); |
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[2662] | 242 | |
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[10316] | 243 | if (GameMode::showsGraphics() && this->sceneManager_) |
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| 244 | { |
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| 245 | this->debugDrawer_ = new BulletDebugDrawer(this->sceneManager_); |
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| 246 | this->physicalWorld_->setDebugDrawer(this->debugDrawer_); |
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| 247 | } |
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[10196] | 248 | |
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[2662] | 249 | // also set the collision callback variable. |
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| 250 | // Note: This is a global variable which we assign a static function. |
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| 251 | // TODO: Check whether this (or anything about Bullet) works with multiple physics engine instances. |
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| 252 | gContactAddedCallback = &Scene::collisionCallback; |
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| 253 | } |
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| 254 | else if (!wantPhysics && hasPhysics()) |
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| 255 | { |
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| 256 | // Remove all WorldEntities and shove them to the queue since they would still like to be in a physical world. |
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[11071] | 257 | for (WorldEntity* object : this->physicalObjects_) |
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[2662] | 258 | { |
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[11071] | 259 | this->physicalWorld_->removeRigidBody(object->physicalBody_); |
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| 260 | this->physicalObjectQueue_.insert(object); |
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[2662] | 261 | } |
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| 262 | this->physicalObjects_.clear(); |
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| 263 | |
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[10196] | 264 | delete this->debugDrawer_; |
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[2662] | 265 | delete this->physicalWorld_; |
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| 266 | delete this->solver_; |
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| 267 | delete this->dispatcher_; |
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| 268 | delete this->collisionConfig_; |
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| 269 | delete this->broadphase_; |
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[11071] | 270 | this->physicalWorld_ = nullptr; |
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| 271 | this->solver_ = nullptr; |
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| 272 | this->dispatcher_ = nullptr; |
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| 273 | this->collisionConfig_ = nullptr; |
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| 274 | this->broadphase_ = nullptr; |
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[2662] | 275 | } |
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| 276 | } |
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| 277 | |
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| 278 | void Scene::tick(float dt) |
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| 279 | { |
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[2896] | 280 | if (!GameMode::showsGraphics()) |
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[2662] | 281 | { |
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| 282 | // We need to update the scene nodes if we don't render |
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| 283 | this->rootSceneNode_->_update(true, false); |
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| 284 | } |
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| 285 | if (this->hasPhysics()) |
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| 286 | { |
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| 287 | // TODO: This here is bad practice! It will slow down the first tick() by ages. |
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| 288 | // Rather have an initialise() method as well, called by the Level after everything has been loaded. |
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| 289 | if (this->physicalObjectQueue_.size() > 0) |
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| 290 | { |
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| 291 | // Add all scheduled WorldEntities |
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[11071] | 292 | for (WorldEntity* object : this->physicalObjectQueue_) |
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[2662] | 293 | { |
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[11071] | 294 | this->physicalWorld_->addRigidBody(object->physicalBody_); |
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| 295 | this->physicalObjects_.insert(object); |
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[2662] | 296 | } |
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| 297 | this->physicalObjectQueue_.clear(); |
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| 298 | } |
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| 299 | |
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| 300 | // Note: 60 means that Bullet will do physics correctly down to 1 frames per seconds. |
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| 301 | // Under that mark, the simulation will "loose time" and get unusable. |
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[10624] | 302 | this->bIsUpdatingPhysics_ = true; |
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| 303 | this->physicalWorld_->stepSimulation(dt, 60); |
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| 304 | this->bIsUpdatingPhysics_ = false; |
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[10196] | 305 | |
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| 306 | if (this->bDebugDrawPhysics_) |
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[10624] | 307 | this->physicalWorld_->debugDrawWorld(); |
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[2662] | 308 | } |
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| 309 | } |
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| 310 | |
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[2072] | 311 | void Scene::setSkybox(const std::string& skybox) |
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| 312 | { |
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[9348] | 313 | try |
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| 314 | { |
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| 315 | if (GameMode::showsGraphics() && this->sceneManager_) |
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| 316 | this->sceneManager_->setSkyBox(true, skybox); |
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| 317 | } |
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| 318 | catch (const Ogre::Exception&) |
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| 319 | { |
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| 320 | orxout(internal_error) << "Could not load skybox '" << skybox << "':" << endl; |
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| 321 | orxout(internal_error) << Exception::handleMessage() << endl; |
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| 322 | } |
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[2072] | 323 | |
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| 324 | this->skybox_ = skybox; |
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| 325 | } |
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| 326 | |
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| 327 | void Scene::setAmbientLight(const ColourValue& colour) |
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| 328 | { |
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[2896] | 329 | if (GameMode::showsGraphics() && this->sceneManager_) |
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[2072] | 330 | this->sceneManager_->setAmbientLight(colour); |
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| 331 | |
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| 332 | this->ambientLight_ = colour; |
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| 333 | } |
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| 334 | |
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| 335 | void Scene::setShadow(bool bShadow) |
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| 336 | { |
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[2896] | 337 | if (GameMode::showsGraphics() && this->sceneManager_) |
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[2072] | 338 | { |
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| 339 | if (bShadow) |
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| 340 | this->sceneManager_->setShadowTechnique(Ogre::SHADOWTYPE_STENCIL_ADDITIVE); |
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| 341 | else |
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| 342 | this->sceneManager_->setShadowTechnique(Ogre::SHADOWTYPE_NONE); |
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| 343 | } |
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| 344 | |
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| 345 | this->bShadows_ = bShadow; |
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| 346 | } |
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| 347 | |
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| 348 | void Scene::addObject(BaseObject* object) |
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| 349 | { |
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| 350 | this->objects_.push_back(object); |
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| 351 | } |
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| 352 | |
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| 353 | BaseObject* Scene::getObject(unsigned int index) const |
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| 354 | { |
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| 355 | unsigned int i = 0; |
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[11071] | 356 | for (BaseObject* object : this->objects_) |
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[2072] | 357 | { |
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| 358 | if (i == index) |
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[11071] | 359 | return object; |
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[2072] | 360 | ++i; |
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| 361 | } |
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[11071] | 362 | return nullptr; |
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[2072] | 363 | } |
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[2171] | 364 | |
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[2662] | 365 | void Scene::addPhysicalObject(WorldEntity* object) |
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[2171] | 366 | { |
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[2662] | 367 | if (object) |
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[2171] | 368 | { |
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[2662] | 369 | std::set<WorldEntity*>::iterator it = this->physicalObjects_.find(object); |
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| 370 | if (it != this->physicalObjects_.end()) |
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| 371 | return; |
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| 372 | |
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| 373 | this->physicalObjectQueue_.insert(object); |
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[2171] | 374 | } |
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| 375 | } |
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[2662] | 376 | |
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| 377 | void Scene::removePhysicalObject(WorldEntity* object) |
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| 378 | { |
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| 379 | // check queue first |
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| 380 | std::set<WorldEntity*>::iterator it = this->physicalObjectQueue_.find(object); |
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| 381 | if (it != this->physicalObjectQueue_.end()) |
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| 382 | { |
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| 383 | this->physicalObjectQueue_.erase(it); |
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| 384 | return; |
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| 385 | } |
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| 386 | |
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| 387 | it = this->physicalObjects_.find(object); |
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| 388 | if (it == this->physicalObjects_.end()) |
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| 389 | return; |
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| 390 | this->physicalObjects_.erase(it); |
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| 391 | |
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| 392 | if (this->hasPhysics()) |
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| 393 | this->physicalWorld_->removeRigidBody(object->physicalBody_); |
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| 394 | } |
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| 395 | |
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| 396 | /*static*/ bool Scene::collisionCallback(btManifoldPoint& cp, const btCollisionObject* colObj0, int partId0, |
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| 397 | int index0, const btCollisionObject* colObj1, int partId1, int index1) |
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| 398 | { |
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| 399 | // get the WorldEntity pointers |
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[10624] | 400 | StrongPtr<WorldEntity> object0 = static_cast<WorldEntity*>(colObj0->getUserPointer()); |
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| 401 | StrongPtr<WorldEntity> object1 = static_cast<WorldEntity*>(colObj1->getUserPointer()); |
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[2662] | 402 | |
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[10216] | 403 | // get the CollisionShape pointers |
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| 404 | const btCollisionShape* cs0 = colObj0->getCollisionShape(); |
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| 405 | const btCollisionShape* cs1 = colObj1->getCollisionShape(); |
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| 406 | |
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[2662] | 407 | // false means that bullet will assume we didn't modify the contact |
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| 408 | bool modified = false; |
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| 409 | if (object0->isCollisionCallbackActive()) |
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[10216] | 410 | modified |= object0->collidesAgainst(object1, cs1, cp); |
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[6064] | 411 | if (object1->isCollisionCallbackActive()) |
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[10216] | 412 | modified |= object1->collidesAgainst(object0, cs0, cp); |
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[2662] | 413 | |
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| 414 | return modified; |
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| 415 | } |
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[10196] | 416 | |
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| 417 | void Scene::setDebugDrawPhysics(bool bDraw, bool bFill, float fillAlpha) |
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| 418 | { |
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| 419 | this->bDebugDrawPhysics_ = bDraw; |
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| 420 | if (this->debugDrawer_) |
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| 421 | this->debugDrawer_->configure(bFill, fillAlpha); |
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| 422 | } |
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| 423 | |
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| 424 | /*static*/ void Scene::consoleCommand_debugDrawPhysics(bool bDraw, bool bFill, float fillAlpha) |
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| 425 | { |
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[11071] | 426 | for (Scene* scene : ObjectList<Scene>()) |
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| 427 | scene->setDebugDrawPhysics(bDraw, bFill, fillAlpha); |
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[10196] | 428 | } |
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[2072] | 429 | } |
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