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- Namespace mojo3d
- Private
- Class MotionState Extends btMotionState
-
- Method New( entity:Entity )
-
- _entity=entity
- End
-
- Method getWorldTransform( tform:btTransform Ptr ) Override
-
- ' If Not _entity.RigidBody.Kinematic Print "Dynamic getWorldTransform! Position="+_entity.Position
- tform->setOrigin( _entity.Position )
-
- tform->setBasis( _entity.Basis )
- End
-
- Method setWorldTransform( tform:btTransform Ptr ) Override
-
- ' If _entity.RigidBody.Kinematic Print "Kinematic setWorldTransform!"
-
- _entity.Position=tform->getOrigin()
-
- _entity.Basis=tform->getBasis()
- End
-
- Private
-
- Field _entity:Entity
- End
- Public
- Class RigidBody Extends Component
-
- #rem monkeydoc Invoked when this rigid body collides with another rigid body.
- #end
- Field Collided:Void( rigidBody:RigidBody )
-
- Const Type:=New ComponentType( "RigidBody",-10,ComponentTypeFlags.Singleton )
-
- Method New( entity:Entity )
-
- Super.New( entity,Type )
-
- _btmotion=New MotionState( entity )
-
- _btbody=New btRigidBody( _mass,_btmotion,Null,Null )
-
- Kinematic=False
- Restitution=0
- Friction=1
- RollingFriction=0
- CollisionGroup=1
- CollisionMask=1
-
- AddInstance()
- End
-
- Method New( entity:Entity,body:RigidBody )
-
- Super.New( entity,Type )
-
- _mass=body.Mass
-
- _btmotion=New MotionState( entity )
-
- _btbody=New btRigidBody( _mass,_btmotion,Null,Null )
- Kinematic=body.Kinematic
- Restitution=body.Restitution
- Friction=body.Friction
- RollingFriction=body.RollingFriction
- CollisionGroup=body.CollisionGroup
- CollisionMask=body.CollisionMask
-
- AddInstance( body )
- End
- [jsonify=1]
- Property Kinematic:Bool()
-
- Return _kinematic
-
- Setter( kinematic:Bool )
-
- If kinematic=_kinematic Return
-
- _kinematic=kinematic
-
- If _kinematic
- _btbody.setCollisionFlags( _btbody.getCollisionFlags() | btCollisionObject.CF_KINEMATIC_OBJECT )
- _btbody.setActivationState( DISABLE_DEACTIVATION )
- Else
- _btbody.setCollisionFlags( _btbody.getCollisionFlags() & ~btCollisionObject.CF_KINEMATIC_OBJECT )
- _btbody.forceActivationState( ACTIVE_TAG )
- Endif
- End
-
- [jsonify=1]
- Property Mass:Float()
-
- Return _mass
-
- Setter( mass:Float )
-
- If mass=_mass Return
-
- _mass=mass
-
- _dirty|=Dirty.Mass
- End
- [jsonify=1]
- Property Restitution:Float()
-
- Return _btbody.getRestitution()
-
- Setter( restitution:Float )
-
- _btbody.setRestitution( restitution )
- End
-
- [jsonify=1]
- Property Friction:Float()
-
- Return _btbody.getFriction()
-
- Setter( friction:Float )
-
- _btbody.setFriction( friction )
- End
-
- [jsonify=1]
- Property RollingFriction:Float()
-
- Return _btbody.getRollingFriction()
-
- Setter( friction:Float )
-
- _btbody.setRollingFriction( friction )
- End
-
- [jsonify=1]
- Property CollisionGroup:Short()
-
- Return _collGroup
-
- Setter( collGroup:Short )
-
- _collGroup=collGroup
-
- _dirty|=Dirty.Collisions
- End
-
- [jsonify=1]
- Property CollisionMask:Short()
-
- Return _collMask
-
- Setter( collMask:Short )
-
- _collMask=collMask
-
- _dirty|=Dirty.Collisions
- End
-
- [jsonify=1]
- Property LinearDamping:Float()
-
- Return _btbody.getLinearDamping()
-
- Setter( damping:Float )
-
- _btbody.setDamping( damping,_btbody.getAngularDamping() )
- End
-
- [jsonify=1]
- Property AngularDamping:Float()
-
- Return _btbody.getAngularDamping()
-
- Setter( damping:Float )
-
- _btbody.setDamping( _btbody.getLinearDamping(),damping )
- End
-
- [jsonify=1]
- Property LinearFactor:Vec3f()
-
- Return _btbody.getLinearFactor()
-
- Setter( factor:Vec3f )
-
- _btbody.setLinearFactor( factor )
- End
- [jsonify=1]
- Property AngularFactor:Vec3f()
-
- Return _btbody.getAngularFactor()
-
- Setter( factor:Vec3f )
-
- _btbody.setAngularFactor( factor )
- End
-
- [jsonify=1]
- Property LinearVelocity:Vec3f()
-
- Return _btbody.getLinearVelocity()
-
- Setter( velocity:Vec3f )
-
- _btbody.setLinearVelocity( velocity )
- End
-
- [jsonify=1]
- Property AngularVelocity:Vec3f()
-
- Return _btbody.getAngularVelocity()
-
- Setter( avelocity:Vec3f )
-
- _btbody.setAngularVelocity( avelocity )
- End
-
- Property btBody:btRigidBody()
-
- Return _btbody
- End
-
- Method ClearForces()
- _btbody.clearForces()
- End
- Method ApplyForce( force:Vec3f )
-
- ValidateCollider()
-
- _btbody.applyCentralForce( force )
-
- _btbody.forceActivationState( ACTIVE_TAG )
- End
-
- Method ApplyForce( force:Vec3f,offset:Vec3f )
-
- ValidateCollider()
-
- _btbody.applyForce( force,offset )
-
- _btbody.forceActivationState( ACTIVE_TAG )
- End
-
- Method ApplyImpulse( impulse:Vec3f )
-
- ValidateCollider()
-
- _btbody.applyCentralImpulse( impulse )
-
- _btbody.forceActivationState( ACTIVE_TAG )
- End
-
- Method ApplyImpulse( impulse:Vec3f,offset:Vec3f )
-
- ValidateCollider()
-
- _btbody.applyForce( impulse,offset )
-
- _btbody.forceActivationState( ACTIVE_TAG )
- End
-
- Method ApplyTorque( torque:Vec3f )
-
- ValidateCollider()
-
- _btbody.applyTorque( torque )
-
- _btbody.forceActivationState( ACTIVE_TAG )
- End
-
- Method ApplyTorqueImpulse( torque:Vec3f )
-
- ValidateCollider()
- _btbody.applyTorqueImpulse( torque )
-
- _btbody.forceActivationState( ACTIVE_TAG )
- End
-
- Protected
-
- Method OnCopy:RigidBody( entity:Entity ) Override
-
- Local body:=New RigidBody( entity,Self )
-
- Return body
- End
-
- Method OnBeginUpdate() Override
-
- Validate()
-
- If Not _kinematic And Entity.Seq<>_seq
-
- _btbody.setWorldTransform( Entity.Matrix )
- Endif
-
- End
-
- Method OnEndUpdate() Override
-
- _seq=Entity.Seq
- End
-
- Method OnDestroy() Override
-
- If Not _rvisible Return
-
- World.Remove( Self )
-
- _rvisible=False
- End
-
- Internal
-
- Method ColliderInvalidated()
-
- _dirty|=Dirty.Collider
- End
-
- Private
-
- Enum Dirty
- Mass=1
- Collider=2
- Collisions=4
- All=7
- End
-
- Field _mass:Float=1
- Field _kinematic:Bool=False
- Field _collGroup:Short=1
- Field _collMask:Short=1
- Field _btmotion:MotionState
- Field _btbody:btRigidBody
- Field _dirty:Dirty=Dirty.All
- Field _colliderseq:Int
- Field _rvisible:Bool
- Field _seq:Int
-
- Property World:World()
-
- Return Entity.Scene.World
- End
-
- Method ValidateCollider()
-
- If (_dirty & (Dirty.Collider|Dirty.Mass))=0 Return
-
- _dirty &= ~(Dirty.Collider|Dirty.Mass)
-
- If _rvisible
- World.Remove( Self )
- _rvisible=False
- Endif
-
- Local collider:=Entity.Collider
-
- _btbody.setCollisionShape( collider?.Validate() )
- ' If Cast<MeshCollider>( collider )
- ' _btbody.setCollisionFlags( _btbody.getCollisionFlags() | btCollisionObject.CF_CUSTOM_MATERIAL_CALLBACK )
- ' Else
- ' _btbody.setCollisionFlags( _btbody.getCollisionFlags() & ~btCollisionObject.CF_CUSTOM_MATERIAL_CALLBACK )
- ' Endif
-
- Local inertia:btVector3=collider?.CalculateLocalInertia( _mass )
-
- _btbody.setMassProps( _mass,inertia )
-
- _btbody.updateInertiaTensor()
- End
-
- Method Validate()
-
- Local rvisible:=Entity.ReallyVisible
-
- If rvisible=_rvisible And Not _dirty Return
-
- 'remove from world
- '
- If _rvisible
- World.Remove( Self )
- _rvisible=False
- Endif
- 'don't bother to validate if not visible
- '
- If Not rvisible Return
- 'validate collider/mass
- '
- ValidateCollider()
-
- 'add to world
- '
- World.Add( Self )
- _rvisible=True
-
- _dirty=Null
- End
-
- End
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