Merge branch 'GamePhysics' of https://github.com/dean11/Danbias into GameLogic
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commit
1b5e8e11cb
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@ -38,6 +38,33 @@ SimpleRigidBody::~SimpleRigidBody()
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this->rigidBody = NULL;
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}
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SimpleRigidBody::State SimpleRigidBody::GetState() const
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{
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return this->state;
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}
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SimpleRigidBody::State& SimpleRigidBody::GetState( SimpleRigidBody::State &targetMem ) const
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{
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targetMem = this->state;
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return targetMem;
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}
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void SimpleRigidBody::SetState( const SimpleRigidBody::State &state )
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{
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btTransform trans;
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this->motionState->getWorldTransform(trans);
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trans.setRotation(btQuaternion(state.quaternion.imaginary.x, state.quaternion.imaginary.y, state.quaternion.imaginary.z, state.quaternion.real));
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trans.setOrigin(btVector3(state.centerPos.x, state.centerPos.y, state.centerPos.z));
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this->motionState->setWorldTransform(trans);
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this->rigidBody->setFriction(state.staticFrictionCoeff);
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this->rigidBody->setRestitution(state.restitutionCoeff);
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btVector3 fallInertia(0, 0, 0);
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collisionShape->calculateLocalInertia(state.mass, fallInertia);
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this->rigidBody->setMassProps(state.mass, fallInertia);
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this->state = state;
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}
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void SimpleRigidBody::SetCollisionShape(btCollisionShape* shape)
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{
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this->collisionShape = shape;
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@ -14,6 +14,10 @@ namespace Oyster
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SimpleRigidBody();
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virtual ~SimpleRigidBody();
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State GetState() const;
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State& GetState( State &targetMem ) const;
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void SetState( const State &state );
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void SetCollisionShape(btCollisionShape* shape);
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void SetMotionState(btDefaultMotionState* motionState);
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void SetRigidBody(btRigidBody* rigidBody);
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@ -123,6 +123,9 @@ namespace Oyster
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virtual ~ICustomBody() {};
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virtual State GetState() const = 0;
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virtual State & GetState( State &targetMem ) const = 0;
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virtual void SetState( const State &state ) = 0;
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virtual void SetSubscription(EventAction_AfterCollisionResponse function) = 0;
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virtual void SetSubscription(EventAction_Move function) = 0;
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