Added more data for bodies and added cylinder
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05aa3cc9e9
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@ -47,7 +47,7 @@ API_Impl::~API_Impl()
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}
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}
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// Bullet physics
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// Bullet physics
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ICustomBody* API_Impl::AddCollisionSphere(float radius, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass)
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ICustomBody* API_Impl::AddCollisionSphere(float radius, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction)
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{
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{
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SimpleRigidBody* body = new SimpleRigidBody;
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SimpleRigidBody* body = new SimpleRigidBody;
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@ -73,7 +73,8 @@ ICustomBody* API_Impl::AddCollisionSphere(float radius, ::Oyster::Math::Float4 r
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return body;
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return body;
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}
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}
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ICustomBody* API_Impl::AddCollisionBox(Float3 halfSize, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass)
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ICustomBody* API_Impl::AddCollisionBox(Float3 halfSize, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction)
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{
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{
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SimpleRigidBody* body = new SimpleRigidBody;
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SimpleRigidBody* body = new SimpleRigidBody;
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@ -100,6 +101,33 @@ ICustomBody* API_Impl::AddCollisionBox(Float3 halfSize, ::Oyster::Math::Float4 r
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return body;
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return body;
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}
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}
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ICustomBody* API_Impl::AddCollisionCylinder(::Oyster::Math::Float3 halfSize, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction)
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{
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SimpleRigidBody* body = new SimpleRigidBody;
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// Add collision shape
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btCollisionShape* collisionShape = new btCylinderShape(btVector3(halfSize.x, halfSize.y, halfSize.z));
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body->SetCollisionShape(collisionShape);
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// Add motion state
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btDefaultMotionState* motionState = new btDefaultMotionState(btTransform(btQuaternion(rotation.x, rotation.y, rotation.z, rotation.w),btVector3(position.x, position.y, position.z)));
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body->SetMotionState(motionState);
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// Add rigid body
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btVector3 fallInertia(0, 0, 0);
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collisionShape->calculateLocalInertia(mass, fallInertia);
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btRigidBody::btRigidBodyConstructionInfo rigidBodyCI(mass, motionState, collisionShape, fallInertia);
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btRigidBody* rigidBody = new btRigidBody(rigidBodyCI);
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rigidBody->setUserPointer(body);
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body->SetRigidBody(rigidBody);
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// Add rigid body to world
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this->dynamicsWorld->addRigidBody(rigidBody);
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this->customBodies.push_back(body);
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return body;
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}
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void API_Impl::UpdateWorld()
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void API_Impl::UpdateWorld()
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{
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{
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this->dynamicsWorld->stepSimulation(1.0f/60.0f, 1.0f, 1.0f/60.0f);
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this->dynamicsWorld->stepSimulation(1.0f/60.0f, 1.0f, 1.0f/60.0f);
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@ -22,8 +22,9 @@ namespace Oyster
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void ReleaseFromLimbo( const ICustomBody* objRef );
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void ReleaseFromLimbo( const ICustomBody* objRef );
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// Bullet physics
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// Bullet physics
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ICustomBody* AddCollisionSphere(float radius, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass);
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ICustomBody* AddCollisionSphere(float radius, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction);
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ICustomBody* AddCollisionBox(::Oyster::Math::Float3 halfSize, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass);
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ICustomBody* AddCollisionBox(::Oyster::Math::Float3 halfSize, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction);
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ICustomBody* AddCollisionCylinder(::Oyster::Math::Float3 halfSize, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction);
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void UpdateWorld();
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void UpdateWorld();
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@ -64,6 +64,27 @@ void SimpleRigidBody::SetSubscription(EventAction_Move function)
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this->onMovement = function;
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this->onMovement = function;
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}
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}
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void SimpleRigidBody::SetLinearVelocity(Float3 velocity)
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{
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this->rigidBody->setLinearVelocity(btVector3(velocity.x, velocity.y, velocity.z));
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}
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void SimpleRigidBody::SetRotation(Float4 quaternion)
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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(quaternion.x, quaternion.y, quaternion.z, quaternion.w));
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this->motionState->setWorldTransform(trans);
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}
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void SimpleRigidBody::SetRotation(Float3 eulerAngles)
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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(eulerAngles.x, eulerAngles.y, eulerAngles.z));
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this->motionState->setWorldTransform(trans);
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}
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void SimpleRigidBody::CallSubscription_AfterCollisionResponse(ICustomBody* bodyA, ICustomBody* bodyB, Oyster::Math::Float kineticEnergyLoss)
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void SimpleRigidBody::CallSubscription_AfterCollisionResponse(ICustomBody* bodyA, ICustomBody* bodyB, Oyster::Math::Float kineticEnergyLoss)
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{
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{
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if(this->onMovement)
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if(this->onMovement)
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@ -21,6 +21,10 @@ namespace Oyster
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void SetSubscription(EventAction_AfterCollisionResponse function);
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void SetSubscription(EventAction_AfterCollisionResponse function);
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void SetSubscription(EventAction_Move function);
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void SetSubscription(EventAction_Move function);
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void SetLinearVelocity(Math::Float3 velocity);
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void SetRotation(Math::Float4 quaternion);
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void SetRotation(Math::Float3 eulerAngles);
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void CallSubscription_AfterCollisionResponse(ICustomBody* bodyA, ICustomBody* bodyB, Math::Float kineticEnergyLoss);
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void CallSubscription_AfterCollisionResponse(ICustomBody* bodyA, ICustomBody* bodyB, Math::Float kineticEnergyLoss);
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void CallSubscription_Move();
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void CallSubscription_Move();
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@ -80,9 +80,9 @@ namespace Oyster
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// Bullet physics
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// Bullet physics
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virtual ICustomBody* AddCollisionSphere(float radius, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass) = 0;
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virtual ICustomBody* AddCollisionSphere(float radius, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction) = 0;
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virtual ICustomBody* AddCollisionBox(::Oyster::Math::Float3 halfSize, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction) = 0;
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virtual ICustomBody* AddCollisionBox(::Oyster::Math::Float3 halfSize, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass) = 0;
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virtual ICustomBody* AddCollisionCylinder(::Oyster::Math::Float3 halfSize, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction) = 0;
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virtual void UpdateWorld() = 0;
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virtual void UpdateWorld() = 0;
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@ -144,6 +144,9 @@ namespace Oyster
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virtual void SetSubscription(EventAction_AfterCollisionResponse function) = 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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virtual void SetSubscription(EventAction_Move function) = 0;
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virtual void SetLinearVelocity(::Oyster::Math::Float3 velocity) = 0;
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virtual void SetRotation(::Oyster::Math::Float4 quaternion) = 0;
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virtual void SetRotation(::Oyster::Math::Float3 eulerAngles) = 0;
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/********************************************************
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/********************************************************
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* @return the void pointer set by SetCustomTag.
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* @return the void pointer set by SetCustomTag.
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@ -30,7 +30,12 @@ namespace Oyster
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::Oyster::Math::Float4x4 GetOrientation() const;
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::Oyster::Math::Float4x4 GetOrientation() const;
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::Oyster::Math::Float4x4 GetView() const;
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::Oyster::Math::Float4x4 GetView() const;
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::Oyster::Math::Float4x4 GetView( const ::Oyster::Math::Float3 &offset ) const;
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::Oyster::Math::Float4x4 GetView( const ::Oyster::Math::Float3 &offset ) const;
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void CustomBodyState::ApplyFriction( const ::Oyster::Math::Float3 &j);
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::Oyster::Math::Float GetMass() const;
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::Oyster::Math::Float GetStaticFriction() const;
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::Oyster::Math::Float GetDynamicFriction() const;
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::Oyster::Math::Float GetRestitution() const;
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// Variables for state
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// Variables for state
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::Oyster::Math::Float mass, restitutionCoeff, staticFrictionCoeff, dynamicFrictionCoeff;
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::Oyster::Math::Float mass, restitutionCoeff, staticFrictionCoeff, dynamicFrictionCoeff;
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