Merge remote-tracking branch 'origin/Physics' into PlayerRunEdits

This commit is contained in:
Dander7BD 2014-02-27 12:58:26 +01:00
commit 10577c3a67
1 changed files with 25 additions and 28 deletions

View File

@ -362,11 +362,6 @@ void API_Impl::ReleaseFromLimbo( const ICustomBody* objRef )
void API_Impl::ApplyEffect(Oyster::Collision3D::ICollideable* collideable, void* args, EventAction_ApplyEffect effect)
{
btRigidBody* body;
btCollisionShape* shape;
btMotionState* state;
btRigidBody::btRigidBodyConstructionInfo rigidBodyCI(0, NULL, NULL);
Sphere* sphere;
Box* box;
Cone* cone;
@ -374,59 +369,61 @@ void API_Impl::ApplyEffect(Oyster::Collision3D::ICollideable* collideable, void*
switch(collideable->type)
{
case ICollideable::Type::Type_sphere:
{
sphere = dynamic_cast<Sphere*>(collideable);
// Add collision shape
shape = new btSphereShape(sphere->radius);
btSphereShape btSphere(sphere->radius);
// Add motion state
state = new btDefaultMotionState(btTransform(btQuaternion(0.0f, 0.0f, 0.0f, 1.0f),btVector3(sphere->center.x, sphere->center.y, sphere->center.z)));
btDefaultMotionState state = btDefaultMotionState(btTransform(btQuaternion(0.0f, 0.0f, 0.0f, 1.0f),btVector3(sphere->center.x, sphere->center.y, sphere->center.z)));
// Add rigid body
rigidBodyCI = btRigidBody::btRigidBodyConstructionInfo(0, state, shape);
body = new btRigidBody(rigidBodyCI);
btRigidBody::btRigidBodyConstructionInfo rigidBodyCI = btRigidBody::btRigidBodyConstructionInfo(0, &state, &btSphere);
btRigidBody body = btRigidBody(rigidBodyCI);
ContactSensorCallback callback(body, effect, args);
this->dynamicsWorld->contactTest(&body, callback);
}
break;
case ICollideable::Type::Type_box:
{
box = dynamic_cast<Box*>(collideable);
// Add collision shape
shape = new btBoxShape(btVector3(box->boundingOffset.x, box->boundingOffset.y, box->boundingOffset.z));
btBoxShape btBox = btBoxShape(btVector3(box->boundingOffset.x, box->boundingOffset.y, box->boundingOffset.z));
// Add motion state
state = new btDefaultMotionState(btTransform(btQuaternion(0.0f, 0.0f, 0.0f, 1.0f),btVector3(box->center.x, box->center.y, box->center.z)));
btDefaultMotionState state = btDefaultMotionState(btTransform(btQuaternion(0.0f, 0.0f, 0.0f, 1.0f),btVector3(box->center.x, box->center.y, box->center.z)));
// Add rigid body
rigidBodyCI = btRigidBody::btRigidBodyConstructionInfo(0, state, shape);
body = new btRigidBody(rigidBodyCI);
btRigidBody::btRigidBodyConstructionInfo rigidBodyCI = btRigidBody::btRigidBodyConstructionInfo(0, &state, &btBox);
btRigidBody body = btRigidBody(rigidBodyCI);
ContactSensorCallback callback(body, effect, args);
this->dynamicsWorld->contactTest(&body, callback);
}
break;
case ICollideable::Type::Type_cone:
{
cone = dynamic_cast<Cone*>(collideable);
// Add collision shape
shape = new btConeShapeZ(cone->radius, cone->length);
btConeShapeZ coneShape = btConeShapeZ(cone->radius, cone->length);
// Add motion state
state = new btDefaultMotionState(btTransform(btQuaternion(cone->quaternion.x, cone->quaternion.y, cone->quaternion.z, cone->quaternion.w),btVector3(cone->center.x, cone->center.y, cone->center.z)));
btDefaultMotionState state = btDefaultMotionState(btTransform(btQuaternion(cone->quaternion.x, cone->quaternion.y, cone->quaternion.z, cone->quaternion.w),btVector3(cone->center.x, cone->center.y, cone->center.z)));
// Add rigid body
rigidBodyCI = btRigidBody::btRigidBodyConstructionInfo (0, state, shape);
body = new btRigidBody(rigidBodyCI);
btRigidBody::btRigidBodyConstructionInfo rigidBodyCI = btRigidBody::btRigidBodyConstructionInfo (0, &state, &coneShape);
btRigidBody body = btRigidBody(rigidBodyCI);
ContactSensorCallback callback(body, effect, args);
this->dynamicsWorld->contactTest(&body, callback);
}
break;
default:
return;
}
ContactSensorCallback callback(*body, effect, args);
this->dynamicsWorld->contactTest(body, callback);
delete state;
state = NULL;
delete shape;
shape = NULL;
delete body;
body = NULL;
}
namespace Oyster