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- /*
- Copyright (c) 2013 Daniele Bartolini, Michele Rossi
- Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto
- Permission is hereby granted, free of charge, to any person
- obtaining a copy of this software and associated documentation
- files (the "Software"), to deal in the Software without
- restriction, including without limitation the rights to use,
- copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the
- Software is furnished to do so, subject to the following
- conditions:
- The above copyright notice and this permission notice shall be
- included in all copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
- EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
- OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
- NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
- HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
- WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
- OTHER DEALINGS IN THE SOFTWARE.
- */
- #include "Actor.h"
- #include "Vector3.h"
- #include "Quaternion.h"
- #include "Matrix4x4.h"
- #include "Unit.h"
- #include "PhysicsGraph.h"
- #include "Device.h"
- #include "Physics.h"
- #include "PxPhysicsAPI.h"
- namespace crown
- {
-
- //-----------------------------------------------------------------------------
- Actor::Actor(PhysicsGraph& pg, int32_t node, ActorType::Enum type)
- : m_physics_graph(pg)
- , m_node(node)
- , m_type(type)
- {
- Vector3 pos = m_physics_graph.m_local_poses[node].translation();
- physx::PxVec3 position(pos.x, pos.y, pos.z);
- switch (type)
- {
- case ActorType::STATIC:
- {
- m_actor = device()->physx()->createRigidStatic(physx::PxTransform(position));
- break;
- }
- case ActorType::DYNAMIC:
- {
- m_actor = device()->physx()->createRigidDynamic(physx::PxTransform(position));
- break;
- }
- default:
- {
- CE_FATAL("Unable to recognize actor type");
- }
- }
- }
- //-----------------------------------------------------------------------------
- Vector3 Actor::local_position() const
- {
- return m_physics_graph.local_position(m_node);
- }
- //-----------------------------------------------------------------------------
- Quaternion Actor::local_rotation() const
- {
- return m_physics_graph.local_rotation(m_node);
- }
- //-----------------------------------------------------------------------------
- Matrix4x4 Actor::local_pose() const
- {
- return m_physics_graph.local_pose(m_node);
- }
- //-----------------------------------------------------------------------------
- Vector3 Actor::world_position() const
- {
- return m_physics_graph.world_position(m_node);
- }
- //-----------------------------------------------------------------------------
- Quaternion Actor::world_rotation() const
- {
- return m_physics_graph.world_rotation(m_node);
- }
- //-----------------------------------------------------------------------------
- Matrix4x4 Actor::world_pose() const
- {
- return m_physics_graph.world_pose(m_node);
- }
- //-----------------------------------------------------------------------------
- void Actor::set_local_position(Unit* unit, const Vector3& pos)
- {
- unit->set_local_position(m_node, pos);
- }
- //-----------------------------------------------------------------------------
- void Actor::set_local_rotation(Unit* unit, const Quaternion& rot)
- {
- unit->set_local_rotation(m_node, rot);
- }
- //-----------------------------------------------------------------------------
- void Actor::set_local_pose(Unit* unit, const Matrix4x4& pose)
- {
- unit->set_local_pose(m_node, pose);
- }
- //-----------------------------------------------------------------------------
- void Actor::create_sphere(Vector3& position, float radius)
- {
- // FIXME FIXME FIXME
- physx::PxMaterial* mat = device()->physx()->createMaterial(0.5f, 0.5f, 0.1f);
- m_actor->createShape(physx::PxSphereGeometry(radius), *mat);
- // physx::PxRigidBodyExt::updateMassAndInertia(*m_actor, 1.0f);
- }
- } // namespace crown
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