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- #include "Base.h"
- #include "PhysicsCollisionObject.h"
- #include "PhysicsController.h"
- #include "Game.h"
- #include "Node.h"
- #include "ScriptListener.h"
- namespace gameplay
- {
- /**
- * Internal class used to implement the collidesWith(PhysicsCollisionObject*) function.
- * @script{ignore}
- */
- struct CollidesWithCallback : public btCollisionWorld::ContactResultCallback
- {
- /**
- * Called with each contact. Needed to implement collidesWith(PhysicsCollisionObject*).
- */
- btScalar addSingleResult(btManifoldPoint& cp, const btCollisionObject* a, int partIdA, int indexA, const btCollisionObject* b, int partIdB, int indexB)
- {
- result = true;
- return 0.0f;
- }
- /**
- * The result of the callback.
- */
- bool result;
- };
- PhysicsCollisionObject::PhysicsCollisionObject(Node* node)
- : _node(node), _motionState(NULL), _collisionShape(NULL), _enabled(true), _scriptListeners(NULL)
- {
- }
- PhysicsCollisionObject::~PhysicsCollisionObject()
- {
- SAFE_DELETE(_motionState);
- if (_scriptListeners)
- {
- for (unsigned int i = 0; i < _scriptListeners->size(); i++)
- {
- SAFE_DELETE((*_scriptListeners)[i]);
- }
- SAFE_DELETE(_scriptListeners);
- }
- GP_ASSERT(Game::getInstance()->getPhysicsController());
- Game::getInstance()->getPhysicsController()->destroyShape(_collisionShape);
- }
- PhysicsCollisionShape::Type PhysicsCollisionObject::getShapeType() const
- {
- GP_ASSERT(getCollisionShape());
- return getCollisionShape()->getType();
- }
- Node* PhysicsCollisionObject::getNode() const
- {
- return _node;
- }
- PhysicsCollisionShape* PhysicsCollisionObject::getCollisionShape() const
- {
- return _collisionShape;
- }
- bool PhysicsCollisionObject::isKinematic() const
- {
- switch (getType())
- {
- case GHOST_OBJECT:
- case CHARACTER:
- return true;
- default:
- GP_ASSERT(getCollisionObject());
- return getCollisionObject()->isKinematicObject();
- }
- }
- bool PhysicsCollisionObject::isDynamic() const
- {
- GP_ASSERT(getCollisionObject());
- return !getCollisionObject()->isStaticOrKinematicObject();
- }
- bool PhysicsCollisionObject::isEnabled() const
- {
- return _enabled;
- }
- void PhysicsCollisionObject::setEnabled(bool enable)
- {
- if (enable)
- {
- if (!_enabled)
- {
- Game::getInstance()->getPhysicsController()->addCollisionObject(this);
- _motionState->updateTransformFromNode();
- _enabled = true;
- }
- }
- else
- {
- if (_enabled)
- {
- Game::getInstance()->getPhysicsController()->removeCollisionObject(this, false);
- _enabled = false;
- }
- }
- }
- void PhysicsCollisionObject::addCollisionListener(CollisionListener* listener, PhysicsCollisionObject* object)
- {
- GP_ASSERT(Game::getInstance()->getPhysicsController());
- Game::getInstance()->getPhysicsController()->addCollisionListener(listener, this, object);
- }
- void PhysicsCollisionObject::removeCollisionListener(CollisionListener* listener, PhysicsCollisionObject* object)
- {
- GP_ASSERT(Game::getInstance()->getPhysicsController());
- Game::getInstance()->getPhysicsController()->removeCollisionListener(listener, this, object);
- }
- void PhysicsCollisionObject::addCollisionListener(const char* function, PhysicsCollisionObject* object)
- {
- if (!_scriptListeners)
- _scriptListeners = new std::vector<ScriptListener*>();
- ScriptListener* listener = new ScriptListener(function);
- _scriptListeners->push_back(listener);
- addCollisionListener(listener, object);
- }
- void PhysicsCollisionObject::removeCollisionListener(const char* function, PhysicsCollisionObject* object)
- {
- if (!_scriptListeners)
- return;
- std::string functionStr = function;
- for (unsigned int i = 0; i < _scriptListeners->size(); i++)
- {
- if ((*_scriptListeners)[i]->_function == functionStr)
- {
- removeCollisionListener((*_scriptListeners)[i], object);
- SAFE_DELETE((*_scriptListeners)[i]);
- _scriptListeners->erase(_scriptListeners->begin() + i);
- return;
- }
- }
- }
- bool PhysicsCollisionObject::collidesWith(PhysicsCollisionObject* object) const
- {
- GP_ASSERT(Game::getInstance()->getPhysicsController() && Game::getInstance()->getPhysicsController()->_world);
- GP_ASSERT(object && object->getCollisionObject());
- GP_ASSERT(getCollisionObject());
- static CollidesWithCallback callback;
- callback.result = false;
- Game::getInstance()->getPhysicsController()->_world->contactPairTest(getCollisionObject(), object->getCollisionObject(), callback);
- return callback.result;
- }
- PhysicsCollisionObject::CollisionPair::CollisionPair(PhysicsCollisionObject* objectA, PhysicsCollisionObject* objectB)
- : objectA(objectA), objectB(objectB)
- {
- // unused
- }
- bool PhysicsCollisionObject::CollisionPair::operator < (const CollisionPair& collisionPair) const
- {
- // If the pairs are equal, then return false.
- if ((objectA == collisionPair.objectA && objectB == collisionPair.objectB) || (objectA == collisionPair.objectB && objectB == collisionPair.objectA))
- return false;
- // We choose to compare based on objectA arbitrarily.
- if (objectA < collisionPair.objectA)
- return true;
- if (objectA == collisionPair.objectA)
- return objectB < collisionPair.objectB;
- return false;
- }
- PhysicsCollisionObject::PhysicsMotionState::PhysicsMotionState(Node* node, const Vector3* centerOfMassOffset) : _node(node),
- _centerOfMassOffset(btTransform::getIdentity())
- {
- if (centerOfMassOffset)
- {
- // Store the center of mass offset.
- _centerOfMassOffset.setOrigin(BV(*centerOfMassOffset));
- }
- updateTransformFromNode();
- }
- PhysicsCollisionObject::PhysicsMotionState::~PhysicsMotionState()
- {
- }
- void PhysicsCollisionObject::PhysicsMotionState::getWorldTransform(btTransform &transform) const
- {
- GP_ASSERT(_node);
- if (_node->getCollisionObject() && _node->getCollisionObject()->isKinematic())
- updateTransformFromNode();
- transform = _centerOfMassOffset.inverse() * _worldTransform;
- }
- void PhysicsCollisionObject::PhysicsMotionState::setWorldTransform(const btTransform &transform)
- {
- GP_ASSERT(_node);
- _worldTransform = transform * _centerOfMassOffset;
-
- const btQuaternion& rot = _worldTransform.getRotation();
- const btVector3& pos = _worldTransform.getOrigin();
- _node->setRotation(rot.x(), rot.y(), rot.z(), rot.w());
- _node->setTranslation(pos.x(), pos.y(), pos.z());
- }
- void PhysicsCollisionObject::PhysicsMotionState::updateTransformFromNode() const
- {
- GP_ASSERT(_node);
- // Store the initial world transform (minus the scale) for use by Bullet later on.
- Quaternion rotation;
- const Matrix& m = _node->getWorldMatrix();
- m.getRotation(&rotation);
- if (!_centerOfMassOffset.getOrigin().isZero())
- {
- // When there is a center of mass offset, we modify the initial world transformation
- // so that when physics is initially applied, the object is in the correct location.
- btTransform offset = btTransform(BQ(rotation), btVector3(0.0f, 0.0f, 0.0f)) * _centerOfMassOffset.inverse();
- btVector3 origin(m.m[12] + _centerOfMassOffset.getOrigin().getX() + offset.getOrigin().getX(),
- m.m[13] + _centerOfMassOffset.getOrigin().getY() + offset.getOrigin().getY(),
- m.m[14] + _centerOfMassOffset.getOrigin().getZ() + offset.getOrigin().getZ());
- _worldTransform = btTransform(BQ(rotation), origin);
- }
- else
- {
- _worldTransform = btTransform(BQ(rotation), btVector3(m.m[12], m.m[13], m.m[14]));
- }
- }
- }
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