PhysicsCollisionObject.cpp 9.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305
  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)
  34. : _node(node), _collisionShape(NULL), _enabled(true), _scriptListeners(NULL), _motionState(NULL)
  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::isDynamic() const
  77. {
  78. GP_ASSERT(getCollisionObject());
  79. return !getCollisionObject()->isStaticOrKinematicObject();
  80. }
  81. bool PhysicsCollisionObject::isEnabled() const
  82. {
  83. return _enabled;
  84. }
  85. void PhysicsCollisionObject::setEnabled(bool enable)
  86. {
  87. if (enable)
  88. {
  89. if (!_enabled)
  90. {
  91. Game::getInstance()->getPhysicsController()->addCollisionObject(this);
  92. _motionState->updateTransformFromNode();
  93. _enabled = true;
  94. }
  95. }
  96. else
  97. {
  98. if (_enabled)
  99. {
  100. Game::getInstance()->getPhysicsController()->removeCollisionObject(this, false);
  101. _enabled = false;
  102. }
  103. }
  104. }
  105. void PhysicsCollisionObject::addCollisionListener(CollisionListener* listener, PhysicsCollisionObject* object)
  106. {
  107. GP_ASSERT(Game::getInstance()->getPhysicsController());
  108. Game::getInstance()->getPhysicsController()->addCollisionListener(listener, this, object);
  109. }
  110. void PhysicsCollisionObject::removeCollisionListener(CollisionListener* listener, PhysicsCollisionObject* object)
  111. {
  112. GP_ASSERT(Game::getInstance()->getPhysicsController());
  113. Game::getInstance()->getPhysicsController()->removeCollisionListener(listener, this, object);
  114. }
  115. void PhysicsCollisionObject::addCollisionListener(const char* function, PhysicsCollisionObject* object)
  116. {
  117. if (!_scriptListeners)
  118. _scriptListeners = new std::vector<ScriptListener*>();
  119. ScriptListener* listener = new ScriptListener(function);
  120. _scriptListeners->push_back(listener);
  121. addCollisionListener(listener, object);
  122. }
  123. void PhysicsCollisionObject::removeCollisionListener(const char* function, PhysicsCollisionObject* object)
  124. {
  125. if (!_scriptListeners)
  126. return;
  127. std::string url = function;
  128. for (unsigned int i = 0; i < _scriptListeners->size(); i++)
  129. {
  130. if ((*_scriptListeners)[i]->url == url)
  131. {
  132. removeCollisionListener((*_scriptListeners)[i], object);
  133. SAFE_DELETE((*_scriptListeners)[i]);
  134. _scriptListeners->erase(_scriptListeners->begin() + i);
  135. return;
  136. }
  137. }
  138. }
  139. bool PhysicsCollisionObject::collidesWith(PhysicsCollisionObject* object) const
  140. {
  141. GP_ASSERT(Game::getInstance()->getPhysicsController() && Game::getInstance()->getPhysicsController()->_world);
  142. GP_ASSERT(object && object->getCollisionObject());
  143. GP_ASSERT(getCollisionObject());
  144. static CollidesWithCallback callback;
  145. callback.result = false;
  146. Game::getInstance()->getPhysicsController()->_world->contactPairTest(getCollisionObject(), object->getCollisionObject(), callback);
  147. return callback.result;
  148. }
  149. PhysicsRigidBody* PhysicsCollisionObject::asRigidBody()
  150. {
  151. return getType() == RIGID_BODY ? static_cast<PhysicsRigidBody*>(this) : NULL;
  152. }
  153. PhysicsCharacter* PhysicsCollisionObject::asCharacter()
  154. {
  155. return getType() == CHARACTER ? static_cast<PhysicsCharacter*>(this) : NULL;
  156. }
  157. PhysicsGhostObject* PhysicsCollisionObject::asGhostObject()
  158. {
  159. return getType() == GHOST_OBJECT ? static_cast<PhysicsGhostObject*>(this) : NULL;
  160. }
  161. PhysicsVehicle* PhysicsCollisionObject::asVehicle()
  162. {
  163. return getType() == VEHICLE ? static_cast<PhysicsVehicle*>(this) : NULL;
  164. }
  165. PhysicsVehicleWheel* PhysicsCollisionObject::asVehicleWheel()
  166. {
  167. return getType() == VEHICLE_WHEEL ? static_cast<PhysicsVehicleWheel*>(this) : NULL;
  168. }
  169. PhysicsCollisionObject::CollisionPair::CollisionPair(PhysicsCollisionObject* objectA, PhysicsCollisionObject* objectB)
  170. : objectA(objectA), objectB(objectB)
  171. {
  172. // unused
  173. }
  174. bool PhysicsCollisionObject::CollisionPair::operator < (const CollisionPair& collisionPair) const
  175. {
  176. // If the pairs are equal, then return false.
  177. if ((objectA == collisionPair.objectA && objectB == collisionPair.objectB) || (objectA == collisionPair.objectB && objectB == collisionPair.objectA))
  178. return false;
  179. // We choose to compare based on objectA arbitrarily.
  180. if (objectA < collisionPair.objectA)
  181. return true;
  182. if (objectA == collisionPair.objectA)
  183. return objectB < collisionPair.objectB;
  184. return false;
  185. }
  186. PhysicsCollisionObject::PhysicsMotionState::PhysicsMotionState(Node* node, PhysicsCollisionObject* collisionObject, const Vector3* centerOfMassOffset) :
  187. _node(node), _collisionObject(collisionObject), _centerOfMassOffset(btTransform::getIdentity())
  188. {
  189. if (centerOfMassOffset)
  190. {
  191. // Store the center of mass offset.
  192. _centerOfMassOffset.setOrigin(BV(*centerOfMassOffset));
  193. }
  194. updateTransformFromNode();
  195. }
  196. PhysicsCollisionObject::PhysicsMotionState::~PhysicsMotionState()
  197. {
  198. }
  199. void PhysicsCollisionObject::PhysicsMotionState::getWorldTransform(btTransform &transform) const
  200. {
  201. GP_ASSERT(_node);
  202. GP_ASSERT(_collisionObject);
  203. if (_collisionObject->isKinematic())
  204. updateTransformFromNode();
  205. transform = _centerOfMassOffset.inverse() * _worldTransform;
  206. }
  207. void PhysicsCollisionObject::PhysicsMotionState::setWorldTransform(const btTransform &transform)
  208. {
  209. GP_ASSERT(_node);
  210. _worldTransform = transform * _centerOfMassOffset;
  211. const btQuaternion& rot = _worldTransform.getRotation();
  212. const btVector3& pos = _worldTransform.getOrigin();
  213. _node->setRotation(rot.x(), rot.y(), rot.z(), rot.w());
  214. _node->setTranslation(pos.x(), pos.y(), pos.z());
  215. }
  216. void PhysicsCollisionObject::PhysicsMotionState::updateTransformFromNode() const
  217. {
  218. GP_ASSERT(_node);
  219. // Store the initial world transform (minus the scale) for use by Bullet later on.
  220. Quaternion rotation;
  221. const Matrix& m = _node->getWorldMatrix();
  222. m.getRotation(&rotation);
  223. if (!_centerOfMassOffset.getOrigin().isZero())
  224. {
  225. // When there is a center of mass offset, we modify the initial world transformation
  226. // so that when physics is initially applied, the object is in the correct location.
  227. btTransform offset = btTransform(BQ(rotation), btVector3(0.0f, 0.0f, 0.0f)) * _centerOfMassOffset.inverse();
  228. btVector3 origin(m.m[12] + _centerOfMassOffset.getOrigin().getX() + offset.getOrigin().getX(),
  229. m.m[13] + _centerOfMassOffset.getOrigin().getY() + offset.getOrigin().getY(),
  230. m.m[14] + _centerOfMassOffset.getOrigin().getZ() + offset.getOrigin().getZ());
  231. _worldTransform = btTransform(BQ(rotation), origin);
  232. }
  233. else
  234. {
  235. _worldTransform = btTransform(BQ(rotation), btVector3(m.m[12], m.m[13], m.m[14]));
  236. }
  237. }
  238. void PhysicsCollisionObject::PhysicsMotionState::setCenterOfMassOffset(const Vector3& centerOfMassOffset)
  239. {
  240. _centerOfMassOffset.setOrigin(BV(centerOfMassOffset));
  241. }
  242. PhysicsCollisionObject::ScriptListener::ScriptListener(const char* url)
  243. : url(url)
  244. {
  245. function = Game::getInstance()->getScriptController()->loadUrl(url);
  246. }
  247. void PhysicsCollisionObject::ScriptListener::collisionEvent(PhysicsCollisionObject::CollisionListener::EventType type,
  248. const PhysicsCollisionObject::CollisionPair& collisionPair, const Vector3& contactPointA, const Vector3& contactPointB)
  249. {
  250. Game::getInstance()->getScriptController()->executeFunction<void>(function.c_str(),
  251. "[PhysicsCollisionObject::CollisionListener::EventType]<PhysicsCollisionObject::CollisionPair><Vector3><Vector3>",
  252. type, &collisionPair, &contactPointA, &contactPointB);
  253. }
  254. }