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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 "Log.h"
- #include "SceneGraph.h"
- #include "PxPhysicsAPI.h"
- using physx::PxRigidDynamicFlag;
- using physx::PxMat44;
- using physx::PxTransform;
- using physx::PxActorFlag;
- using physx::PxVec3;
- using physx::PxReal;
- using physx::PxRigidBody;
- using physx::PxRigidDynamic;
- using physx::PxPlaneGeometry;
- using physx::PxSphereGeometry;
- using physx::PxBoxGeometry;
- namespace crown
- {
-
- //-----------------------------------------------------------------------------
- Actor::Actor(ActorType::Enum type, const Vector3& pos, const Quaternion& rot)
- : m_type(type)
- {
- Matrix4x4 m(rot, pos);
- m.transpose();
- PxMat44 pose((PxReal*)(m.to_float_ptr()));
- switch (type)
- {
- case ActorType::STATIC:
- {
- m_actor = device()->physx()->createRigidStatic(PxTransform(pose));
- break;
- }
- case ActorType::DYNAMIC_PHYSICAL:
- case ActorType::DYNAMIC_KINEMATIC:
- {
- m_actor = device()->physx()->createRigidDynamic(PxTransform(pose));
- static_cast<PxRigidDynamic*>(m_actor)->setRigidDynamicFlag(PxRigidDynamicFlag::eKINEMATIC,
- type == ActorType::DYNAMIC_KINEMATIC);
- break;
- }
- default:
- {
- CE_FATAL("Oops, unknown actor type");
- break;
- }
- }
- m_mat = device()->physx()->createMaterial(0.5f, 0.5f, 0.5f);
- // FIXME
- create_sphere(Vector3(0, 0, 0), 0.5f);
- }
- //-----------------------------------------------------------------------------
- Actor::~Actor()
- {
- if (m_actor)
- {
- m_actor->release();
- }
- }
- //-----------------------------------------------------------------------------
- void Actor::create_sphere(const Vector3& position, float radius)
- {
- m_actor->createShape(PxSphereGeometry(radius), *m_mat);
- }
- //-----------------------------------------------------------------------------
- void Actor::create_box(const Vector3& position, float a, float b, float c)
- {
- m_actor->createShape(PxBoxGeometry(a, b, c), *m_mat);
- }
- //-----------------------------------------------------------------------------
- void Actor::create_plane(const Vector3& /*position*/, const Vector3& /*normal*/)
- {
- m_actor->createShape(PxPlaneGeometry(), *m_mat);
- }
- //-----------------------------------------------------------------------------
- void Actor::enable_gravity()
- {
- m_actor->setActorFlag(PxActorFlag::eDISABLE_GRAVITY, false);
- }
- //-----------------------------------------------------------------------------
- void Actor::disable_gravity()
- {
- m_actor->setActorFlag(PxActorFlag::eDISABLE_GRAVITY, true);
- }
- //-----------------------------------------------------------------------------
- bool Actor::is_static() const
- {
- return m_type == ActorType::STATIC;
- }
- //-----------------------------------------------------------------------------
- bool Actor::is_dynamic() const
- {
- return m_type == ActorType::DYNAMIC_PHYSICAL || m_type == ActorType::DYNAMIC_KINEMATIC;
- }
- //-----------------------------------------------------------------------------
- bool Actor::is_kinematic() const
- {
- return m_type == ActorType::DYNAMIC_KINEMATIC;
- }
- //-----------------------------------------------------------------------------
- bool Actor::is_physical() const
- {
- return m_type == ActorType::DYNAMIC_PHYSICAL;
- }
- //-----------------------------------------------------------------------------
- float Actor::linear_damping() const
- {
- return ((PxRigidDynamic*)m_actor)->getLinearDamping();
- }
- //-----------------------------------------------------------------------------
- void Actor::set_linear_damping(float rate)
- {
- ((PxRigidDynamic*)m_actor)->setLinearDamping(rate);
- }
- //-----------------------------------------------------------------------------
- float Actor::angular_damping() const
- {
- return ((PxRigidDynamic*)m_actor)->getAngularDamping();
- }
- //-----------------------------------------------------------------------------
- void Actor::set_angular_damping(float rate)
- {
- ((PxRigidDynamic*)m_actor)->setAngularDamping(rate);
- }
- //-----------------------------------------------------------------------------
- Vector3 Actor::linear_velocity() const
- {
- PxVec3 vel = ((PxRigidBody*)m_actor)->getLinearVelocity();
- Vector3 velocity(vel.x, vel.y, vel.z);
- return velocity;
- }
- //-----------------------------------------------------------------------------
- void Actor::set_linear_velocity(const Vector3& vel)
- {
- PxVec3 velocity(vel.x, vel.y, vel.z);
- ((PxRigidBody*)m_actor)->setLinearVelocity(velocity);
- }
- //-----------------------------------------------------------------------------
- Vector3 Actor::angular_velocity() const
- {
- PxVec3 vel = ((PxRigidBody*)m_actor)->getAngularVelocity();
- Vector3 velocity(vel.x, vel.y, vel.z);
- return velocity;
- }
- //-----------------------------------------------------------------------------
- void Actor::set_angular_velocity(const Vector3& vel)
- {
- PxVec3 velocity(vel.x, vel.y, vel.z);
- ((PxRigidBody*)m_actor)->setAngularVelocity(velocity);
- }
- //-----------------------------------------------------------------------------
- bool Actor::is_sleeping()
- {
- return ((PxRigidDynamic*)m_actor)->isSleeping();
- }
- //-----------------------------------------------------------------------------
- void Actor::wake_up()
- {
- ((PxRigidDynamic*)m_actor)->wakeUp();
- }
- } // namespace crown
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