PhysicsCollisionObject.cpp 9.9 KB

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  1. #include "Base.h"
  2. #include "PhysicsCollisionObject.h"
  3. #include "PhysicsController.h"
  4. #include "Game.h"
  5. #include "Node.h"
  6. #include "ScriptController.h"
  7. #include "PhysicsRigidBody.h"
  8. #include "PhysicsCharacter.h"
  9. #include "PhysicsGhostObject.h"
  10. #include "PhysicsVehicle.h"
  11. #include "PhysicsVehicleWheel.h"
  12. namespace gameplay
  13. {
  14. /**
  15. * Internal class used to implement the collidesWith(PhysicsCollisionObject*) function.
  16. * @script{ignore}
  17. */
  18. struct CollidesWithCallback : public btCollisionWorld::ContactResultCallback
  19. {
  20. /**
  21. * Called with each contact. Needed to implement collidesWith(PhysicsCollisionObject*).
  22. */
  23. btScalar addSingleResult(btManifoldPoint& cp, const btCollisionObjectWrapper* a, int partIdA, int indexA, const btCollisionObjectWrapper* b, int partIdB, int indexB)
  24. {
  25. result = true;
  26. return 0.0f;
  27. }
  28. /**
  29. * The result of the callback.
  30. */
  31. bool result;
  32. };
  33. PhysicsCollisionObject::PhysicsCollisionObject(Node* node, int group, int mask)
  34. : _node(node), _collisionShape(NULL), _enabled(true), _scriptListeners(NULL), _motionState(NULL), _group(group), _mask(mask)
  35. {
  36. }
  37. PhysicsCollisionObject::~PhysicsCollisionObject()
  38. {
  39. SAFE_DELETE(_motionState);
  40. if (_scriptListeners)
  41. {
  42. for (unsigned int i = 0; i < _scriptListeners->size(); i++)
  43. {
  44. SAFE_DELETE((*_scriptListeners)[i]);
  45. }
  46. SAFE_DELETE(_scriptListeners);
  47. }
  48. GP_ASSERT(Game::getInstance()->getPhysicsController());
  49. Game::getInstance()->getPhysicsController()->destroyShape(_collisionShape);
  50. }
  51. PhysicsCollisionShape::Type PhysicsCollisionObject::getShapeType() const
  52. {
  53. GP_ASSERT(getCollisionShape());
  54. return getCollisionShape()->getType();
  55. }
  56. Node* PhysicsCollisionObject::getNode() const
  57. {
  58. return _node;
  59. }
  60. PhysicsCollisionShape* PhysicsCollisionObject::getCollisionShape() const
  61. {
  62. return _collisionShape;
  63. }
  64. bool PhysicsCollisionObject::isKinematic() const
  65. {
  66. switch (getType())
  67. {
  68. case GHOST_OBJECT:
  69. case CHARACTER:
  70. return true;
  71. default:
  72. GP_ASSERT(getCollisionObject());
  73. return getCollisionObject()->isKinematicObject();
  74. }
  75. }
  76. bool PhysicsCollisionObject::isStatic() const
  77. {
  78. switch (getType())
  79. {
  80. case GHOST_OBJECT:
  81. case CHARACTER:
  82. return false;
  83. default:
  84. GP_ASSERT(getCollisionObject());
  85. return getCollisionObject()->isStaticObject();
  86. }
  87. }
  88. bool PhysicsCollisionObject::isDynamic() const
  89. {
  90. GP_ASSERT(getCollisionObject());
  91. return !getCollisionObject()->isStaticOrKinematicObject();
  92. }
  93. bool PhysicsCollisionObject::isEnabled() const
  94. {
  95. return _enabled;
  96. }
  97. void PhysicsCollisionObject::setEnabled(bool enable)
  98. {
  99. if (enable)
  100. {
  101. if (!_enabled)
  102. {
  103. Game::getInstance()->getPhysicsController()->addCollisionObject(this);
  104. _motionState->updateTransformFromNode();
  105. _enabled = true;
  106. }
  107. }
  108. else
  109. {
  110. if (_enabled)
  111. {
  112. Game::getInstance()->getPhysicsController()->removeCollisionObject(this, false);
  113. _enabled = false;
  114. }
  115. }
  116. }
  117. void PhysicsCollisionObject::addCollisionListener(CollisionListener* listener, PhysicsCollisionObject* object)
  118. {
  119. GP_ASSERT(Game::getInstance()->getPhysicsController());
  120. Game::getInstance()->getPhysicsController()->addCollisionListener(listener, this, object);
  121. }
  122. void PhysicsCollisionObject::removeCollisionListener(CollisionListener* listener, PhysicsCollisionObject* object)
  123. {
  124. GP_ASSERT(Game::getInstance()->getPhysicsController());
  125. Game::getInstance()->getPhysicsController()->removeCollisionListener(listener, this, object);
  126. }
  127. void PhysicsCollisionObject::addCollisionListener(const char* function, PhysicsCollisionObject* object)
  128. {
  129. if (!_scriptListeners)
  130. _scriptListeners = new std::vector<ScriptListener*>();
  131. ScriptListener* listener = new ScriptListener(function);
  132. _scriptListeners->push_back(listener);
  133. addCollisionListener(listener, object);
  134. }
  135. void PhysicsCollisionObject::removeCollisionListener(const char* function, PhysicsCollisionObject* object)
  136. {
  137. if (!_scriptListeners)
  138. return;
  139. std::string url = function;
  140. for (unsigned int i = 0; i < _scriptListeners->size(); i++)
  141. {
  142. if ((*_scriptListeners)[i]->url == url)
  143. {
  144. removeCollisionListener((*_scriptListeners)[i], object);
  145. SAFE_DELETE((*_scriptListeners)[i]);
  146. _scriptListeners->erase(_scriptListeners->begin() + i);
  147. return;
  148. }
  149. }
  150. }
  151. bool PhysicsCollisionObject::collidesWith(PhysicsCollisionObject* object) const
  152. {
  153. GP_ASSERT(Game::getInstance()->getPhysicsController() && Game::getInstance()->getPhysicsController()->_world);
  154. GP_ASSERT(object && object->getCollisionObject());
  155. GP_ASSERT(getCollisionObject());
  156. static CollidesWithCallback callback;
  157. callback.result = false;
  158. Game::getInstance()->getPhysicsController()->_world->contactPairTest(getCollisionObject(), object->getCollisionObject(), callback);
  159. return callback.result;
  160. }
  161. PhysicsRigidBody* PhysicsCollisionObject::asRigidBody()
  162. {
  163. return getType() == RIGID_BODY ? static_cast<PhysicsRigidBody*>(this) : NULL;
  164. }
  165. PhysicsCharacter* PhysicsCollisionObject::asCharacter()
  166. {
  167. return getType() == CHARACTER ? static_cast<PhysicsCharacter*>(this) : NULL;
  168. }
  169. PhysicsGhostObject* PhysicsCollisionObject::asGhostObject()
  170. {
  171. return getType() == GHOST_OBJECT ? static_cast<PhysicsGhostObject*>(this) : NULL;
  172. }
  173. PhysicsVehicle* PhysicsCollisionObject::asVehicle()
  174. {
  175. return getType() == VEHICLE ? static_cast<PhysicsVehicle*>(this) : NULL;
  176. }
  177. PhysicsVehicleWheel* PhysicsCollisionObject::asVehicleWheel()
  178. {
  179. return getType() == VEHICLE_WHEEL ? static_cast<PhysicsVehicleWheel*>(this) : NULL;
  180. }
  181. PhysicsCollisionObject::CollisionPair::CollisionPair(PhysicsCollisionObject* objectA, PhysicsCollisionObject* objectB)
  182. : objectA(objectA), objectB(objectB)
  183. {
  184. // unused
  185. }
  186. bool PhysicsCollisionObject::CollisionPair::operator < (const CollisionPair& collisionPair) const
  187. {
  188. // If the pairs are equal, then return false.
  189. if ((objectA == collisionPair.objectA && objectB == collisionPair.objectB) || (objectA == collisionPair.objectB && objectB == collisionPair.objectA))
  190. return false;
  191. // We choose to compare based on objectA arbitrarily.
  192. if (objectA < collisionPair.objectA)
  193. return true;
  194. if (objectA == collisionPair.objectA)
  195. return objectB < collisionPair.objectB;
  196. return false;
  197. }
  198. PhysicsCollisionObject::PhysicsMotionState::PhysicsMotionState(Node* node, PhysicsCollisionObject* collisionObject, const Vector3* centerOfMassOffset) :
  199. _node(node), _collisionObject(collisionObject), _centerOfMassOffset(btTransform::getIdentity())
  200. {
  201. if (centerOfMassOffset)
  202. {
  203. // Store the center of mass offset.
  204. _centerOfMassOffset.setOrigin(BV(*centerOfMassOffset));
  205. }
  206. updateTransformFromNode();
  207. }
  208. PhysicsCollisionObject::PhysicsMotionState::~PhysicsMotionState()
  209. {
  210. }
  211. void PhysicsCollisionObject::PhysicsMotionState::getWorldTransform(btTransform &transform) const
  212. {
  213. GP_ASSERT(_node);
  214. GP_ASSERT(_collisionObject);
  215. if (_collisionObject->isKinematic())
  216. updateTransformFromNode();
  217. transform = _centerOfMassOffset.inverse() * _worldTransform;
  218. }
  219. void PhysicsCollisionObject::PhysicsMotionState::setWorldTransform(const btTransform &transform)
  220. {
  221. GP_ASSERT(_node);
  222. _worldTransform = transform * _centerOfMassOffset;
  223. const btQuaternion& rot = _worldTransform.getRotation();
  224. const btVector3& pos = _worldTransform.getOrigin();
  225. _node->setRotation(rot.x(), rot.y(), rot.z(), rot.w());
  226. _node->setTranslation(pos.x(), pos.y(), pos.z());
  227. }
  228. void PhysicsCollisionObject::PhysicsMotionState::updateTransformFromNode() const
  229. {
  230. GP_ASSERT(_node);
  231. // Store the initial world transform (minus the scale) for use by Bullet later on.
  232. Quaternion rotation;
  233. const Matrix& m = _node->getWorldMatrix();
  234. m.getRotation(&rotation);
  235. if (!_centerOfMassOffset.getOrigin().isZero())
  236. {
  237. // When there is a center of mass offset, we modify the initial world transformation
  238. // so that when physics is initially applied, the object is in the correct location.
  239. btTransform offset = btTransform(BQ(rotation), btVector3(0.0f, 0.0f, 0.0f)) * _centerOfMassOffset.inverse();
  240. btVector3 origin(m.m[12] + _centerOfMassOffset.getOrigin().getX() + offset.getOrigin().getX(),
  241. m.m[13] + _centerOfMassOffset.getOrigin().getY() + offset.getOrigin().getY(),
  242. m.m[14] + _centerOfMassOffset.getOrigin().getZ() + offset.getOrigin().getZ());
  243. _worldTransform = btTransform(BQ(rotation), origin);
  244. }
  245. else
  246. {
  247. _worldTransform = btTransform(BQ(rotation), btVector3(m.m[12], m.m[13], m.m[14]));
  248. }
  249. }
  250. void PhysicsCollisionObject::PhysicsMotionState::setCenterOfMassOffset(const Vector3& centerOfMassOffset)
  251. {
  252. _centerOfMassOffset.setOrigin(BV(centerOfMassOffset));
  253. }
  254. PhysicsCollisionObject::ScriptListener::ScriptListener(const char* url)
  255. : url(url)
  256. {
  257. function = Game::getInstance()->getScriptController()->loadUrl(url);
  258. }
  259. void PhysicsCollisionObject::ScriptListener::collisionEvent(PhysicsCollisionObject::CollisionListener::EventType type,
  260. const PhysicsCollisionObject::CollisionPair& collisionPair, const Vector3& contactPointA, const Vector3& contactPointB)
  261. {
  262. Game::getInstance()->getScriptController()->executeFunction<void>(function.c_str(),
  263. "[PhysicsCollisionObject::CollisionListener::EventType]<PhysicsCollisionObject::CollisionPair><Vector3><Vector3>",
  264. type, &collisionPair, &contactPointA, &contactPointB);
  265. }
  266. }