| 1 | /* | 
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| 2 | *   ORXONOX - the hottest 3D action shooter ever to exist | 
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| 3 | *                    > www.orxonox.net < | 
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| 4 | * | 
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| 5 | * | 
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| 6 | *   License notice: | 
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| 7 | * | 
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| 8 | *   This program is free software; you can redistribute it and/or | 
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| 9 | *   modify it under the terms of the GNU General Public License | 
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| 10 | *   as published by the Free Software Foundation; either version 2 | 
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| 11 | *   of the License, or (at your option) any later version. | 
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| 12 | * | 
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| 13 | *   This program is distributed in the hope that it will be useful, | 
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| 14 | *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 15 | *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 16 | *   GNU General Public License for more details. | 
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| 17 | * | 
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| 18 | *   You should have received a copy of the GNU General Public License | 
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| 19 | *   along with this program; if not, write to the Free Software | 
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| 20 | *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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| 21 | * | 
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| 22 | *   Author: | 
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| 23 | *      Fabian 'x3n' Landau | 
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| 24 | *      Reto Grieder (physics) | 
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| 25 | *   Co-authors: | 
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| 26 | *      ... | 
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| 27 | * | 
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| 28 | */ | 
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| 29 |  | 
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| 30 | /** | 
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| 31 | @file Scene.cc | 
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| 32 | @brief Implementation of Scene Class | 
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| 33 | */ | 
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| 34 |  | 
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| 35 |  | 
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| 36 | #include "Scene.h" | 
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| 37 |  | 
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| 38 | #include <OgreRoot.h> | 
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| 39 | #include <OgreSceneManager.h> | 
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| 40 | #include <OgreSceneManagerEnumerator.h> | 
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| 41 | #include <OgreSceneNode.h> | 
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| 42 |  | 
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| 43 | #include <BulletCollision/BroadphaseCollision/btAxisSweep3.h> | 
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| 44 | #include <BulletCollision/CollisionDispatch/btDefaultCollisionConfiguration.h> | 
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| 45 | #include <BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h> | 
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| 46 | #include <BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h> | 
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| 47 |  | 
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| 48 | #include "core/CoreIncludes.h" | 
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| 49 | #include "core/GameMode.h" | 
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| 50 | #include "core/GUIManager.h" | 
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| 51 | #include "core/XMLPort.h" | 
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| 52 | #include "core/command/ConsoleCommandIncludes.h" | 
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| 53 | #include "tools/BulletConversions.h" | 
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| 54 | #include "tools/BulletDebugDrawer.h" | 
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| 55 | #include "tools/DebugDrawer.h" | 
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| 56 | #include "Radar.h" | 
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| 57 | #include "worldentities/WorldEntity.h" | 
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| 58 | #include "Level.h" | 
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| 59 | #include "RenderQueueListener.h" | 
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| 60 | #include "graphics/GlobalShader.h" | 
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| 61 |  | 
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| 62 | namespace orxonox | 
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| 63 | { | 
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| 64 | RegisterClass(Scene); | 
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| 65 |  | 
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| 66 | /** | 
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| 67 | @brief | 
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| 68 | Constructor, it sets common standard paramters for a scene depending on whether it will be rendered or not. | 
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| 69 | It also makes sure we user our own render queue listener for rendering instead of the standard listener provided by Ogre | 
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| 70 | */ | 
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| 71 | SetConsoleCommand("Scene", "debugDrawPhysics", &Scene::consoleCommand_debugDrawPhysics).addShortcut().defaultValue(1, true).defaultValue(2, 0.5f); | 
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| 72 |  | 
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| 73 | Scene::Scene(Context* context) : BaseObject(context), Synchronisable(context), Context(context) | 
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| 74 | { | 
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| 75 | RegisterObject(Scene); | 
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| 76 |  | 
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| 77 | this->setScene(WeakPtr<Scene>(this), this->getObjectID()); // store a weak-pointer to itself (a strong-pointer would create a recursive dependency) | 
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| 78 |  | 
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| 79 | this->bShadows_ = true; | 
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| 80 | this->bDebugDrawPhysics_ = false; | 
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| 81 | this->debugDrawer_ = nullptr; | 
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| 82 | this->soundReferenceDistance_ = 20.0; | 
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| 83 | this->bIsUpdatingPhysics_ = false; | 
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| 84 |  | 
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| 85 | if (GameMode::showsGraphics()) | 
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| 86 | { | 
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| 87 | assert(Ogre::Root::getSingletonPtr()); | 
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| 88 | this->sceneManager_ = Ogre::Root::getSingleton().createSceneManager(Ogre::ST_GENERIC); | 
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| 89 | this->rootSceneNode_ = this->sceneManager_->getRootSceneNode(); | 
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| 90 | this->renderQueueListener_ = new RenderQueueListener(); | 
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| 91 | this->sceneManager_->addRenderQueueListener(this->renderQueueListener_);//add our own renderQueueListener | 
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| 92 |  | 
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| 93 | this->radar_ = new Radar(); | 
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| 94 | this->glowShader_ = new GlobalShader(this); | 
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| 95 | this->glowShader_->setScene(WeakPtr<Scene>(this), this->getObjectID()); // avoid circular reference | 
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| 96 | this->glowShader_->getShader().setCompositorName("Glow"); | 
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| 97 | } | 
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| 98 | else | 
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| 99 | { | 
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| 100 | // create a dummy SceneManager of our own since we don't have Ogre::Root. | 
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| 101 | this->sceneManager_ = new Ogre::DefaultSceneManager(""); | 
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| 102 | this->rootSceneNode_ = this->sceneManager_->getRootSceneNode(); | 
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| 103 |  | 
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| 104 | this->renderQueueListener_ = nullptr; | 
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| 105 | this->radar_ = nullptr; | 
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| 106 | this->glowShader_ = nullptr; | 
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| 107 | } | 
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| 108 |  | 
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| 109 | // No physics yet, XMLPort will do that. | 
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| 110 | const float defaultMaxWorldSize = 100000.0f; | 
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| 111 | this->negativeWorldRange_ = Vector3::UNIT_SCALE * -defaultMaxWorldSize; | 
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| 112 | this->positiveWorldRange_ = Vector3::UNIT_SCALE *  defaultMaxWorldSize; | 
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| 113 | this->gravity_ = Vector3::ZERO; | 
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| 114 | this->physicalWorld_   = nullptr; | 
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| 115 | this->solver_          = nullptr; | 
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| 116 | this->dispatcher_      = nullptr; | 
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| 117 | this->collisionConfig_ = nullptr; | 
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| 118 | this->broadphase_      = nullptr; | 
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| 119 |  | 
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| 120 | this->registerVariables(); | 
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| 121 | } | 
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| 122 |  | 
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| 123 | Scene::~Scene() | 
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| 124 | { | 
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| 125 | if (this->isInitialized()) | 
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| 126 | { | 
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| 127 | this->setPhysicalWorld(false); | 
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| 128 |  | 
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| 129 | if (this->radar_) | 
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| 130 | this->radar_->destroy(); | 
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| 131 | if (this->glowShader_) | 
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| 132 | this->glowShader_->destroy(); | 
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| 133 |  | 
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| 134 | if (GameMode::showsGraphics()) | 
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| 135 | { | 
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| 136 | this->sceneManager_->removeRenderQueueListener(this->renderQueueListener_); | 
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| 137 | delete this->renderQueueListener_; | 
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| 138 | Ogre::Root::getSingleton().destroySceneManager(this->sceneManager_); | 
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| 139 | } | 
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| 140 | else | 
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| 141 | delete this->sceneManager_; | 
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| 142 | } | 
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| 143 | } | 
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| 144 |  | 
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| 145 | void Scene::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
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| 146 | { | 
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| 147 | SUPER(Scene, XMLPort, xmlelement, mode); | 
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| 148 |  | 
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| 149 | XMLPortParam(Scene, "skybox", setSkybox, getSkybox, xmlelement, mode); | 
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| 150 | XMLPortParam(Scene, "ambientlight", setAmbientLight, getAmbientLight, xmlelement, mode).defaultValues(ColourValue(0.2f, 0.2f, 0.2f, 1.0f)); | 
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| 151 | XMLPortParam(Scene, "shadow", setShadow, getShadow, xmlelement, mode).defaultValues(true); | 
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| 152 | XMLPortParam(Scene, "soundReferenceDistance", setSoundReferenceDistance, getSoundReferenceDistance, xmlelement, mode); | 
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| 153 |  | 
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| 154 | XMLPortParam(Scene, "gravity", setGravity, getGravity, xmlelement, mode); | 
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| 155 | XMLPortParam(Scene, "negativeWorldRange", setNegativeWorldRange, getNegativeWorldRange, xmlelement, mode); | 
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| 156 | XMLPortParam(Scene, "positiveWorldRange", setPositiveWorldRange, getPositiveWorldRange, xmlelement, mode); | 
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| 157 | XMLPortParam(Scene, "hasPhysics", setPhysicalWorld, hasPhysics, xmlelement, mode).defaultValues(true); | 
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| 158 |  | 
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| 159 | XMLPortObjectExtended(Scene, BaseObject, "", addObject, getObject, xmlelement, mode, true, false); | 
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| 160 | } | 
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| 161 |  | 
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| 162 | void Scene::registerVariables() | 
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| 163 | { | 
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| 164 | registerVariable(this->skybox_,             VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applySkybox)); | 
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| 165 | registerVariable(this->ambientLight_,       VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applyAmbientLight)); | 
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| 166 | registerVariable(this->negativeWorldRange_, VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_negativeWorldRange)); | 
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| 167 | registerVariable(this->positiveWorldRange_, VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_positiveWorldRange)); | 
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| 168 | registerVariable(this->gravity_,            VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_gravity)); | 
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| 169 | registerVariable(this->bHasPhysics_,        VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_hasPhysics)); | 
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| 170 | registerVariable(this->bShadows_,           VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applyShadows)); | 
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| 171 | } | 
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| 172 |  | 
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| 173 | void Scene::setNegativeWorldRange(const Vector3& range) | 
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| 174 | { | 
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| 175 | if (range.length() < 10.0f) | 
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| 176 | { | 
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| 177 | orxout(internal_warning) << "Setting the negative world range to a very small value: " | 
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| 178 | << multi_cast<std::string>(range) << endl; | 
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| 179 | } | 
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| 180 | if (this->hasPhysics()) | 
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| 181 | { | 
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| 182 | orxout(internal_warning) << "Attempting to set the physical world range at run time. " | 
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| 183 | << "This causes a complete physical reload which might take some time." << endl; | 
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| 184 | this->setPhysicalWorld(false); | 
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| 185 | this->negativeWorldRange_ = range; | 
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| 186 | this->setPhysicalWorld(true); | 
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| 187 | } | 
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| 188 | else | 
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| 189 | this->negativeWorldRange_ = range; | 
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| 190 | } | 
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| 191 |  | 
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| 192 | void Scene::setPositiveWorldRange(const Vector3& range) | 
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| 193 | { | 
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| 194 | if (range.length() < 10.0f) | 
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| 195 | { | 
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| 196 | orxout(internal_warning) << "Setting the positive world range to a very small value: " | 
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| 197 | << multi_cast<std::string>(range) << endl; | 
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| 198 | } | 
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| 199 | if (this->hasPhysics()) | 
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| 200 | { | 
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| 201 | orxout(internal_warning) << "Attempting to set the physical world range at run time. " | 
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| 202 | << "This causes a complete physical reload which might take some time." << endl; | 
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| 203 | this->setPhysicalWorld(false); | 
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| 204 | this->positiveWorldRange_ = range; | 
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| 205 | this->setPhysicalWorld(true); | 
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| 206 | } | 
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| 207 | else | 
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| 208 | this->positiveWorldRange_ = range; | 
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| 209 | } | 
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| 210 |  | 
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| 211 | void Scene::setGravity(const Vector3& gravity) | 
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| 212 | { | 
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| 213 | this->gravity_ = gravity; | 
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| 214 | if (this->hasPhysics()) | 
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| 215 | this->physicalWorld_->setGravity(multi_cast<btVector3>(this->gravity_)); | 
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| 216 | } | 
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| 217 |  | 
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| 218 | void Scene::setPhysicalWorld(bool wantPhysics) | 
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| 219 | { | 
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| 220 | this->bHasPhysics_ = wantPhysics; | 
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| 221 | if (wantPhysics && !hasPhysics()) | 
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| 222 | { | 
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| 223 | // Note: These are all little known default classes and values. | 
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| 224 | //       It would require further investigation to properly dertermine the right choices. | 
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| 225 | this->broadphase_      = new bt32BitAxisSweep3( | 
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| 226 | multi_cast<btVector3>(this->negativeWorldRange_), multi_cast<btVector3>(this->positiveWorldRange_)); | 
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| 227 | this->collisionConfig_ = new btDefaultCollisionConfiguration(); | 
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| 228 | this->dispatcher_      = new btCollisionDispatcher(this->collisionConfig_); | 
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| 229 | this->solver_          = new btSequentialImpulseConstraintSolver(); | 
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| 230 |  | 
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| 231 | this->physicalWorld_   = new btDiscreteDynamicsWorld(this->dispatcher_, this->broadphase_, this->solver_, this->collisionConfig_); | 
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| 232 | this->physicalWorld_->setGravity(multi_cast<btVector3>(this->gravity_)); | 
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| 233 |  | 
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| 234 | if (GameMode::showsGraphics() && this->sceneManager_) | 
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| 235 | { | 
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| 236 | this->debugDrawer_ = new BulletDebugDrawer(this->sceneManager_); | 
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| 237 | this->physicalWorld_->setDebugDrawer(this->debugDrawer_); | 
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| 238 | } | 
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| 239 |  | 
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| 240 | // also set the collision callback variable. | 
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| 241 | // Note: This is a global variable which we assign a static function. | 
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| 242 | // TODO: Check whether this (or anything about Bullet) works with multiple physics engine instances. | 
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| 243 | gContactAddedCallback = &Scene::collisionCallback; | 
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| 244 | } | 
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| 245 | else if (!wantPhysics && hasPhysics()) | 
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| 246 | { | 
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| 247 | // Remove all WorldEntities and shove them to the queue since they would still like to be in a physical world. | 
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| 248 | for (WorldEntity* object : this->physicalObjects_) | 
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| 249 | { | 
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| 250 | this->physicalWorld_->removeRigidBody(object->physicalBody_); | 
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| 251 | this->physicalObjectQueue_.insert(object); | 
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| 252 | } | 
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| 253 | this->physicalObjects_.clear(); | 
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| 254 |  | 
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| 255 | delete this->debugDrawer_; | 
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| 256 | delete this->physicalWorld_; | 
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| 257 | delete this->solver_; | 
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| 258 | delete this->dispatcher_; | 
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| 259 | delete this->collisionConfig_; | 
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| 260 | delete this->broadphase_; | 
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| 261 | this->physicalWorld_   = nullptr; | 
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| 262 | this->solver_          = nullptr; | 
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| 263 | this->dispatcher_      = nullptr; | 
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| 264 | this->collisionConfig_ = nullptr; | 
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| 265 | this->broadphase_      = nullptr; | 
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| 266 | } | 
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| 267 | } | 
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| 268 |  | 
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| 269 | void Scene::tick(float dt) | 
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| 270 | { | 
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| 271 | if (!GameMode::showsGraphics()) | 
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| 272 | { | 
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| 273 | // We need to update the scene nodes if we don't render | 
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| 274 | this->rootSceneNode_->_update(true, false); | 
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| 275 | } | 
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| 276 | if (this->hasPhysics()) | 
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| 277 | { | 
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| 278 | // TODO: This here is bad practice! It will slow down the first tick() by ages. | 
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| 279 | //       Rather have an initialise() method as well, called by the Level after everything has been loaded. | 
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| 280 | if (this->physicalObjectQueue_.size() > 0) | 
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| 281 | { | 
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| 282 | // Add all scheduled WorldEntities | 
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| 283 | for (WorldEntity* object : this->physicalObjectQueue_) | 
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| 284 | { | 
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| 285 | this->physicalWorld_->addRigidBody(object->physicalBody_); | 
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| 286 | this->physicalObjects_.insert(object); | 
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| 287 | } | 
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| 288 | this->physicalObjectQueue_.clear(); | 
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| 289 | } | 
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| 290 |  | 
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| 291 | // Note: 60 means that Bullet will do physics correctly down to 1 frames per seconds. | 
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| 292 | //       Under that mark, the simulation will "loose time" and get unusable. | 
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| 293 | this->bIsUpdatingPhysics_ = true; | 
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| 294 | this->physicalWorld_->stepSimulation(dt, 60); | 
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| 295 | this->bIsUpdatingPhysics_ = false; | 
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| 296 |  | 
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| 297 | if (this->bDebugDrawPhysics_) | 
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| 298 | this->physicalWorld_->debugDrawWorld(); | 
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| 299 | } | 
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| 300 | } | 
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| 301 |  | 
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| 302 | void Scene::setSkybox(const std::string& skybox) | 
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| 303 | { | 
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| 304 | try | 
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| 305 | { | 
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| 306 | if (GameMode::showsGraphics() && this->sceneManager_) | 
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| 307 | this->sceneManager_->setSkyBox(true, skybox); | 
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| 308 | } | 
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| 309 | catch (const Ogre::Exception&) | 
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| 310 | { | 
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| 311 | orxout(internal_error) << "Could not load skybox '" << skybox << "':" << endl; | 
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| 312 | orxout(internal_error) << Exception::handleMessage() << endl; | 
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| 313 | } | 
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| 314 |  | 
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| 315 | this->skybox_ = skybox; | 
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| 316 | } | 
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| 317 |  | 
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| 318 | void Scene::setAmbientLight(const ColourValue& colour) | 
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| 319 | { | 
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| 320 | if (GameMode::showsGraphics() && this->sceneManager_) | 
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| 321 | this->sceneManager_->setAmbientLight(colour); | 
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| 322 |  | 
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| 323 | this->ambientLight_ = colour; | 
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| 324 | } | 
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| 325 |  | 
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| 326 | void Scene::setShadow(bool bShadow) | 
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| 327 | { | 
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| 328 | if (GameMode::showsGraphics() && this->sceneManager_) | 
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| 329 | { | 
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| 330 | if (bShadow) | 
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| 331 | this->sceneManager_->setShadowTechnique(Ogre::SHADOWTYPE_STENCIL_ADDITIVE); | 
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| 332 | else | 
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| 333 | this->sceneManager_->setShadowTechnique(Ogre::SHADOWTYPE_NONE); | 
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| 334 | } | 
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| 335 |  | 
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| 336 | this->bShadows_ = bShadow; | 
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| 337 | } | 
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| 338 |  | 
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| 339 | void Scene::addObject(BaseObject* object) | 
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| 340 | { | 
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| 341 | this->objects_.push_back(object); | 
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| 342 | } | 
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| 343 |  | 
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| 344 | BaseObject* Scene::getObject(unsigned int index) const | 
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| 345 | { | 
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| 346 | unsigned int i = 0; | 
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| 347 | for (BaseObject* object : this->objects_) | 
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| 348 | { | 
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| 349 | if (i == index) | 
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| 350 | return object; | 
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| 351 | ++i; | 
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| 352 | } | 
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| 353 | return nullptr; | 
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| 354 | } | 
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| 355 |  | 
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| 356 | void Scene::addPhysicalObject(WorldEntity* object) | 
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| 357 | { | 
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| 358 | if (object) | 
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| 359 | { | 
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| 360 | std::set<WorldEntity*>::iterator it = this->physicalObjects_.find(object); | 
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| 361 | if (it != this->physicalObjects_.end()) | 
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| 362 | return; | 
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| 363 |  | 
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| 364 | this->physicalObjectQueue_.insert(object); | 
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| 365 | } | 
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| 366 | } | 
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| 367 |  | 
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| 368 | void Scene::removePhysicalObject(WorldEntity* object) | 
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| 369 | { | 
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| 370 | // check queue first | 
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| 371 | std::set<WorldEntity*>::iterator it = this->physicalObjectQueue_.find(object); | 
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| 372 | if (it != this->physicalObjectQueue_.end()) | 
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| 373 | { | 
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| 374 | this->physicalObjectQueue_.erase(it); | 
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| 375 | return; | 
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| 376 | } | 
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| 377 |  | 
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| 378 | it = this->physicalObjects_.find(object); | 
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| 379 | if (it == this->physicalObjects_.end()) | 
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| 380 | return; | 
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| 381 | this->physicalObjects_.erase(it); | 
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| 382 |  | 
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| 383 | if (this->hasPhysics()) | 
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| 384 | this->physicalWorld_->removeRigidBody(object->physicalBody_); | 
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| 385 | } | 
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| 386 |  | 
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| 387 | /*static*/ bool Scene::collisionCallback(btManifoldPoint& cp, const btCollisionObject* colObj0, int partId0, | 
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| 388 | int index0, const btCollisionObject* colObj1, int partId1, int index1) | 
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| 389 | { | 
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| 390 | // get the WorldEntity pointers | 
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| 391 | StrongPtr<WorldEntity> object0 = static_cast<WorldEntity*>(colObj0->getUserPointer()); | 
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| 392 | StrongPtr<WorldEntity> object1 = static_cast<WorldEntity*>(colObj1->getUserPointer()); | 
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| 393 |  | 
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| 394 | // get the CollisionShape pointers | 
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| 395 | const btCollisionShape* cs0 = colObj0->getCollisionShape(); | 
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| 396 | const btCollisionShape* cs1 = colObj1->getCollisionShape(); | 
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| 397 |  | 
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| 398 | // false means that bullet will assume we didn't modify the contact | 
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| 399 | bool modified = false; | 
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| 400 | if (object0->isCollisionCallbackActive()) | 
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| 401 | modified |= object0->collidesAgainst(object1, cs1, cp); | 
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| 402 | if (object1->isCollisionCallbackActive()) | 
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| 403 | modified |= object1->collidesAgainst(object0, cs0, cp); | 
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| 404 |  | 
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| 405 | return modified; | 
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| 406 | } | 
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| 407 |  | 
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| 408 | void Scene::setDebugDrawPhysics(bool bDraw, bool bFill, float fillAlpha) | 
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| 409 | { | 
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| 410 | this->bDebugDrawPhysics_ = bDraw; | 
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| 411 | if (this->debugDrawer_) | 
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| 412 | this->debugDrawer_->configure(bFill, fillAlpha); | 
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| 413 | } | 
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| 414 |  | 
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| 415 | /*static*/ void Scene::consoleCommand_debugDrawPhysics(bool bDraw, bool bFill, float fillAlpha) | 
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| 416 | { | 
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| 417 | for (Scene* scene : ObjectList<Scene>()) | 
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| 418 | scene->setDebugDrawPhysics(bDraw, bFill, fillAlpha); | 
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| 419 | } | 
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| 420 | } | 
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