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source: code/branches/physics/src/ogrebullet/Dynamics/OgreBulletDynamicsRigidBody.cpp @ 1988

Last change on this file since 1988 was 1985, checked in by rgrieder, 16 years ago

Split up OgreBullet into Collisions and Dynamics as it was intended by the developers.

  • Property svn:eol-style set to native
File size: 9.1 KB
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1/***************************************************************************
2
3This source file is part of OGREBULLET
4(Object-oriented Graphics Rendering Engine Bullet Wrapper)
5For the latest info, see http://www.ogre3d.org/phpBB2addons/viewforum.php?f=10
6
7Copyright (c) 2007 tuan.kuranes@gmail.com (Use it Freely, even Statically, but have to contribute any changes)
8
9
10
11This program is free software; you can redistribute it and/or modify it under
12the terms of the GPL General Public License with runtime exception as published by the Free Software
13Foundation; either version 2 of the License, or (at your option) any later
14version.
15
16This program is distributed in the hope that it will be useful, but WITHOUT
17ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
18FOR A PARTICULAR PURPOSE. See the GPL General Public License with runtime exception for more details.
19
20You should have received a copy of the GPL General Public License with runtime exception along with
21this program; if not, write to the Free Software Foundation, Inc., 59 Temple
22Place - Suite 330, Boston, MA 02111-1307, USA, or go to
23http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
24-----------------------------------------------------------------------------
25*/
26
27#include "OgreBulletDynamics.h"
28
29#include "OgreBulletCollisionsShape.h"
30#include "OgreBulletCollisionsObject.h"
31#include "OgreBulletCollisionsWorld.h"
32#include "OgreBulletCollisionsObjectState.h"
33
34#include "OgreBulletDynamicsWorld.h"
35#include "OgreBulletDynamicsRigidBody.h"
36#include "OgreBulletDynamicsObjectState.h"
37
38using namespace Ogre;
39using namespace OgreBulletCollisions;
40
41namespace OgreBulletDynamics
42{
43
44    // -------------------------------------------------------------------------
45    RigidBody::RigidBody(const String &name, DynamicsWorld *world, const short collisionGroup, const short collisionMask)
46        :       
47        Object(name, world, false)
48    {
49                mCollisionGroup = collisionGroup;
50                mCollisionMask = collisionMask;
51    }
52    // -------------------------------------------------------------------------
53    RigidBody::~RigidBody()
54    {
55    } 
56    // -------------------------------------------------------------------------
57    void RigidBody::setShape(Ogre::SceneNode *node, 
58        OgreBulletCollisions::CollisionShape *shape,                         
59        const float      bodyRestitution,
60        const float      bodyFriction,
61        const float      bodyMass,
62        const Vector3 &pos, 
63        const Quaternion &quat)
64    {
65
66        mState = new ObjectState(this);
67
68        mRootNode = node;
69        mShapeNode = mRootNode->createChildSceneNode(mName + "Node");
70        mShapeNode->attachObject(this);
71
72        node->setPosition (pos);
73        node->setOrientation (quat);
74
75        mShape = shape;
76        showDebugShape(mWorld->getShowDebugShapes());
77
78        btVector3 localInertiaTensor = btVector3(0,0,0);
79                if (bodyMass > 0.0)
80                mShape->getBulletShape ()->calculateLocalInertia(bodyMass, localInertiaTensor);
81
82        btRigidBody *body = new btRigidBody(bodyMass, mState, mShape->getBulletShape (), localInertiaTensor);
83        body->setRestitution(bodyRestitution);
84        body->setFriction(bodyFriction);
85
86        mObject = body;
87
88                getDynamicsWorld()->addRigidBody(this, mCollisionGroup, mCollisionMask);
89    }
90
91    // -------------------------------------------------------------------------
92    void RigidBody::setStaticShape(Ogre::SceneNode *node, 
93        OgreBulletCollisions::CollisionShape *shape,
94        const float      bodyRestitution,
95        const float      bodyFriction,
96        const Vector3 &pos, 
97        const Quaternion &quat)
98    {
99        mState = new ObjectState(this);
100
101        mRootNode = node;
102
103        mShapeNode = mRootNode->createChildSceneNode(mName + "Node");
104        mShapeNode->attachObject(this);
105
106        node->setPosition (pos);
107        node->setOrientation (quat);
108
109        mShape = shape;
110        showDebugShape(mWorld->getShowDebugShapes());
111
112        btRigidBody *body = new btRigidBody(0.0, mState, mShape->getBulletShape ());
113
114        body->setRestitution(bodyRestitution);
115        body->setFriction(bodyFriction);
116
117        body->getWorldTransform().setOrigin(btVector3(pos.x, pos.y, pos.z));
118        body->getWorldTransform().setRotation(btQuaternion(quat.x, quat.y, quat.z, quat.w));
119
120        mObject = body;
121                getDynamicsWorld()->addRigidBody(this, mCollisionGroup, mCollisionMask);
122    }
123    // -------------------------------------------------------------------------
124    void RigidBody::setStaticShape(OgreBulletCollisions::CollisionShape *shape,
125        const float      bodyRestitution,
126        const float      bodyFriction,
127        const Vector3 &pos, 
128        const Quaternion &quat)
129    {
130        //mState = new ObjectState(this);
131
132        mShape = shape;
133        btRigidBody *body = new btRigidBody(0.0, 0, mShape->getBulletShape ());
134
135        body->setRestitution(bodyRestitution);
136        body->setFriction(bodyFriction);
137
138        body->getWorldTransform().setOrigin(btVector3(pos.x, pos.y, pos.z));
139        body->getWorldTransform().setRotation(btQuaternion(quat.x, quat.y, quat.z, quat.w));
140
141        mObject = body;
142                getDynamicsWorld()->addRigidBody(this, mCollisionGroup, mCollisionMask);
143        }
144        // -------------------------------------------------------------------------
145        void RigidBody::setKinematicObject(bool isKinematic) {
146                if (this->isKinematicObject() != isKinematic) {
147                        //flip kinematic state
148                        getBulletRigidBody()->setCollisionFlags(
149                                getBulletRigidBody()->getCollisionFlags() ^ btCollisionObject::CF_KINEMATIC_OBJECT);
150                }
151        } 
152    // -------------------------------------------------------------------------
153    void RigidBody::setLinearVelocity( const Ogre::Vector3 &vel )
154    {
155        getBulletRigidBody()->setLinearVelocity (btVector3(vel.x, vel.y, vel.z));
156    }
157    // -------------------------------------------------------------------------
158    void RigidBody::setLinearVelocity( const Ogre::Real x, const Ogre::Real y, const Ogre::Real z )
159    {
160        getBulletRigidBody()->setLinearVelocity (btVector3(x, y, z));
161    }
162    // -------------------------------------------------------------------------
163        Ogre::Vector3 RigidBody::getLinearVelocity()
164        {
165                const btVector3 lv = getBulletRigidBody()->getLinearVelocity();
166                return BtOgreConverter::to(lv);
167        }
168    // -------------------------------------------------------------------------
169    void RigidBody::applyImpulse( const Ogre::Vector3 &impulse, const Ogre::Vector3 &position )
170    {
171        getBulletRigidBody()->applyImpulse (OgreBtConverter::to(impulse), OgreBtConverter::to(position));
172    }
173    // -------------------------------------------------------------------------
174    void RigidBody::applyForce( const Ogre::Vector3 &impulse, const Ogre::Vector3 &position )
175    {
176        getBulletRigidBody()->applyForce(OgreBtConverter::to(impulse), OgreBtConverter::to(position));
177    }
178    // -------------------------------------------------------------------------
179    Ogre::Vector3 RigidBody::getCenterOfMassPivot( const Ogre::Vector3 &pivotPosition ) const
180    {
181        const btVector3 centerOfMassPivot(getCenterOfMassTransform().inverse()* OgreBtConverter::to(pivotPosition));
182        return BtOgreConverter::to(centerOfMassPivot);
183    }
184    // -------------------------------------------------------------------------
185    void RigidBody::setDeactivationTime( const float ftime )
186    {
187        getBulletRigidBody()->setDeactivationTime( ftime );
188    }
189    // -------------------------------------------------------------------------
190    void RigidBody::setDamping( const Ogre::Real linearDamping, const Ogre::Real angularDamping )
191    {
192        getBulletRigidBody()->setDamping( linearDamping,  angularDamping);
193    }
194    // -------------------------------------------------------------------------
195    // -------------------------------------------------------------------------
196    // -------------------------------------------------------------------------
197    void WheeledRigidBody::setPosition(const btVector3 &pos)
198    { 
199        //should update wheels as well ?
200        mRootNode->setPosition(pos[0], pos[1], pos[2]);
201    };
202    // -------------------------------------------------------------------------
203    void WheeledRigidBody::setOrientation(const btQuaternion &quat)
204    { 
205        mRootNode->setOrientation(quat.getW(),quat.getX(), quat.getY(), quat.getZ());
206    };
207    // -------------------------------------------------------------------------
208    void WheeledRigidBody::setTransform(const btVector3 &pos, const btQuaternion &quat)
209    {
210        mRootNode->setPosition(pos[0], pos[1], pos[2]);
211        mRootNode->setOrientation(quat.getW(),quat.getX(), quat.getY(), quat.getZ());
212
213        mVehicle->setTransform();
214    }
215    // -------------------------------------------------------------------------
216    void WheeledRigidBody::setTransform(const btTransform& worldTrans)
217    { 
218        mRootNode->setPosition(worldTrans.getOrigin()[0], worldTrans.getOrigin()[1],worldTrans.getOrigin()[2]);
219        mRootNode->setOrientation(worldTrans.getRotation().getW(),worldTrans.getRotation().getX(), worldTrans.getRotation().getY(), worldTrans.getRotation().getZ());
220
221        mVehicle->setTransform();
222    }
223}
224
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