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- #include "PhysicsMotionState.h"
- namespace gameplay
- {
- 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();
- }
- PhysicsMotionState::~PhysicsMotionState()
- {
- }
- void PhysicsMotionState::getWorldTransform(btTransform &transform) const
- {
- if (_node->getRigidBody() && _node->getRigidBody()->isKinematic())
- updateTransformFromNode();
- transform = _centerOfMassOffset.inverse() * _worldTransform;
- }
- void PhysicsMotionState::setWorldTransform(const btTransform &transform)
- {
- _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 PhysicsMotionState::updateTransformFromNode() const
- {
- // 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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