Beispiel #1
7
 const btVector3 rotate( const btQuaternion& quat, const btVector3 & vec )
{
    float tmpX, tmpY, tmpZ, tmpW;
    tmpX = ( ( ( quat.getW() * vec.getX() ) + ( quat.getY() * vec.getZ() ) ) - ( quat.getZ() * vec.getY() ) );
    tmpY = ( ( ( quat.getW() * vec.getY() ) + ( quat.getZ() * vec.getX() ) ) - ( quat.getX() * vec.getZ() ) );
    tmpZ = ( ( ( quat.getW() * vec.getZ() ) + ( quat.getX() * vec.getY() ) ) - ( quat.getY() * vec.getX() ) );
    tmpW = ( ( ( quat.getX() * vec.getX() ) + ( quat.getY() * vec.getY() ) ) + ( quat.getZ() * vec.getZ() ) );
    return btVector3(
        ( ( ( ( tmpW * quat.getX() ) + ( tmpX * quat.getW() ) ) - ( tmpY * quat.getZ() ) ) + ( tmpZ * quat.getY() ) ),
        ( ( ( ( tmpW * quat.getY() ) + ( tmpY * quat.getW() ) ) - ( tmpZ * quat.getX() ) ) + ( tmpX * quat.getZ() ) ),
        ( ( ( ( tmpW * quat.getZ() ) + ( tmpZ * quat.getW() ) ) - ( tmpX * quat.getY() ) ) + ( tmpY * quat.getX() ) )
    );
}
Beispiel #2
0
    void PhysicsDebugDraw::drawLine(const btVector3& from,const btVector3& to,const btVector3& fromColor, const btVector3& toColor)
    {
		debugRenderer->drawLine(
			Vec3(from.getX(), from.getY(), from.getZ()),
			Vec3(to.getX(), to.getY(), to.getZ()),
			Vec4(fromColor.getX(), fromColor.getY(), fromColor.getZ(), 1.f),
			Vec4(toColor.getX(), toColor.getY(), toColor.getZ(), 1.f)
		);
    }
Beispiel #3
0
IMesh* MeshTools::createMeshFromSoftBody(btSoftBody* softBody)
{
	SMeshBuffer* buffer = new SMeshBuffer();
	video::S3DVertex vtx;
	vtx.Color.set(255,255,255,255);

    /* Each soft body contain an array of vertices (nodes/particles_mass)   */
    btSoftBody::tNodeArray&   nodes(softBody->m_nodes);

    // Convert bullet nodes to vertices
    for(int i=0;i<nodes.size();++i)
    {
        const btSoftBody::Node&	n=nodes[i];
        const btVector3 normal=n.m_n;
        const btVector3 pos=n.m_x;

        vtx.Pos.set(pos.getX(), pos.getY(), pos.getZ());
		vtx.Normal.set(normal.getX(), normal.getY(), normal.getZ());

        // TODO: calculate texture coords
        //vtx.TCoords.set(tsx, tsy);

        buffer->Vertices.push_back(vtx);
    }

    // Convert triangles of the softbody to an index list
    for(int i=0;i<softBody->m_faces.size();++i)
    {
        auto	faces = softBody->m_faces;

        btSoftBody::Node*   node_0=faces[i].m_n[0];
        btSoftBody::Node*   node_1=faces[i].m_n[1];
        btSoftBody::Node*   node_2=faces[i].m_n[2];

        const int indices[] =
        {
            int(node_0-&nodes[0]),
            int(node_1-&nodes[0]),
            int(node_2-&nodes[0])
        };

        for(int j=0;j<3;++j)
            buffer->Indices.push_back(indices[j]);
    }

	buffer->recalculateBoundingBox();

	// Default the mesh to stream because most likely we will be updating
	// the vertex positions every frame to deal with softbody movement.
	buffer->setHardwareMappingHint(EHM_STREAM);

	SMesh* mesh = new SMesh();
	mesh->addMeshBuffer(buffer);
	mesh->recalculateBoundingBox();
	buffer->drop();
	return mesh;
}
Beispiel #4
0
    void PhysicsDebugDraw::drawTriangle(const btVector3& a,const btVector3& b,const btVector3& c,const btVector3& color,btScalar alpha)
    {
		debugRenderer->drawTriangle(
			Vec3(a.getX(), a.getY(), a.getZ()),
			Vec3(b.getX(), b.getY(), b.getZ()),
			Vec3(c.getX(), c.getY(), c.getZ()),
			Vec4(color.getX(), color.getY(), color.getZ(), alpha)
		);
    }
void DebugDrawer::drawLine(const btVector3 &from, const btVector3 &to,
                           const btVector3 &color) {

  glBegin(GL_LINES);
  glColor3f(color.getX(), color.getY(), color.getZ());
  glVertex3f(from.getX(), from.getY(), from.getZ());
  glVertex3f(to.getX(), to.getY(), to.getZ());
  glEnd();
}
/// conservative test for overlap between two aabbs
static bool TestAabbAgainstAabb2(const btVector3 &aabbMin1, const btVector3 &aabbMax1,
								const btVector3 &aabbMin2, const btVector3 &aabbMax2)
{
	bool overlap = true;
	overlap = (aabbMin1.getX() > aabbMax2.getX() || aabbMax1.getX() < aabbMin2.getX()) ? false : overlap;
	overlap = (aabbMin1.getZ() > aabbMax2.getZ() || aabbMax1.getZ() < aabbMin2.getZ()) ? false : overlap;
	overlap = (aabbMin1.getY() > aabbMax2.getY() || aabbMax1.getY() < aabbMin2.getY()) ? false : overlap;
	return overlap;
}
void NEGLDebugDrawer::drawLine(const btVector3& from, const btVector3& to, const btVector3& fromColor) {

    glBegin(GL_LINES);
    glColor3f(1.0f, 0.04f, 0.0f);
    glVertex3d(from.getX(), from.getY(), from.getZ());
    glColor3f(1.0f, 0.04f, 0.0f);
    glVertex3d(to.getX(), to.getY(), to.getZ());
    glEnd();
}
void BulletGLDebugDraw::drawLine(const btVector3& from,const btVector3& to,const btVector3& fromColor, const btVector3& toColor)
{
	glBegin(GL_LINES);
		glColor3f(fromColor.getX(), fromColor.getY(), fromColor.getZ());
		glVertex3d(from.getX(), from.getY(), from.getZ());
		glColor3f(toColor.getX(), toColor.getY(), toColor.getZ());
		glVertex3d(to.getX(), to.getY(), to.getZ());
	glEnd();
}
Beispiel #9
0
void BulletDebugger::drawLine(const btVector3 & from, const btVector3 & to, const btVector3 & fromColor, const btVector3 & toColor) {
	points->push_back(from.getX());
	points->push_back(from.getY());
	points->push_back(from.getZ());
	points->push_back(1.0f);
	points->push_back(to.getX());
	points->push_back(to.getY());
	points->push_back(to.getZ());
	points->push_back(1.0f);
}
Beispiel #10
0
void	proPhysDebug::drawLine(const btVector3& from,const btVector3& to,const btVector3& color)
{
	peUint r = (peUint)color.getX()*255;
	peUint g = (peUint)color.getY()*255;
	peUint b = (peUint)color.getZ()*255;
	peUint uColor = (b<<16) + (g<<8) + (r) + (0xFF<<24);
	proVec3f lineFrom = Vec3f(from.getX(), from.getY(), from.getZ());
	proVec3f lineTo = Vec3f(to.getX(), to.getY(), to.getZ());
	proRenderDebug::Instance()->DrawLine3D(lineFrom, lineTo, uColor);
}
Beispiel #11
0
void	GLDebugDrawer::drawLine(const btVector3& from,const btVector3& to,const btVector3& fromColor, const btVector3& toColor)
{
    //std::cout << "drawline" << std::endl;
	glBegin(GL_LINES);
		glColor3f(fromColor.getX(), fromColor.getY(), fromColor.getZ());
		glVertex3d(from.getX(), from.getY(), from.getZ());
		glColor3f(toColor.getX(), toColor.getY(), toColor.getZ());
		glVertex3d(to.getX(), to.getY(), to.getZ());
	glEnd();
}
Beispiel #12
0
void nau::world::BulletDebugger::drawLine(const btVector3 & from, const btVector3 & to, const btVector3 & color) {
	points->push_back(from.getX());
	points->push_back(from.getY());
	points->push_back(from.getZ());
	points->push_back(1.0f);
	points->push_back(to.getX());
	points->push_back(to.getY());
	points->push_back(to.getZ());
	points->push_back(1.0f);
}
Beispiel #13
0
btHingeConstraint::btHingeConstraint(btRigidBody& rbA,btRigidBody& rbB, const btVector3& pivotInA,const btVector3& pivotInB,
									 const btVector3& axisInA,const btVector3& axisInB, bool useReferenceFrameA)
									 :btTypedConstraint(HINGE_CONSTRAINT_TYPE, rbA,rbB),
#ifdef _BT_USE_CENTER_LIMIT_
									 m_limit(),
#endif
									 m_angularOnly(false),
									 m_enableAngularMotor(false),
									 m_useSolveConstraintObsolete(HINGE_USE_OBSOLETE_SOLVER),
									 m_useOffsetForConstraintFrame(HINGE_USE_FRAME_OFFSET),
									 m_useReferenceFrameA(useReferenceFrameA),
									 m_flags(0)
{
	m_rbAFrame.getOrigin() = pivotInA;
	
	// since no frame is given, assume this to be zero angle and just pick rb transform axis
	btVector3 rbAxisA1 = rbA.getCenterOfMassTransform().getBasis().getColumn(0);

	btVector3 rbAxisA2;
	btScalar projection = axisInA.dot(rbAxisA1);
	if (projection >= 1.0f - SIMD_EPSILON) {
		rbAxisA1 = -rbA.getCenterOfMassTransform().getBasis().getColumn(2);
		rbAxisA2 = rbA.getCenterOfMassTransform().getBasis().getColumn(1);
	} else if (projection <= -1.0f + SIMD_EPSILON) {
		rbAxisA1 = rbA.getCenterOfMassTransform().getBasis().getColumn(2);
		rbAxisA2 = rbA.getCenterOfMassTransform().getBasis().getColumn(1);      
	} else {
		rbAxisA2 = axisInA.cross(rbAxisA1);
		rbAxisA1 = rbAxisA2.cross(axisInA);
	}

	m_rbAFrame.getBasis().setValue( rbAxisA1.getX(),rbAxisA2.getX(),axisInA.getX(),
									rbAxisA1.getY(),rbAxisA2.getY(),axisInA.getY(),
									rbAxisA1.getZ(),rbAxisA2.getZ(),axisInA.getZ() );

	btQuaternion rotationArc = shortestArcQuat(axisInA,axisInB);
	btVector3 rbAxisB1 =  quatRotate(rotationArc,rbAxisA1);
	btVector3 rbAxisB2 =  axisInB.cross(rbAxisB1);	
	
	m_rbBFrame.getOrigin() = pivotInB;
	m_rbBFrame.getBasis().setValue( rbAxisB1.getX(),rbAxisB2.getX(),axisInB.getX(),
									rbAxisB1.getY(),rbAxisB2.getY(),axisInB.getY(),
									rbAxisB1.getZ(),rbAxisB2.getZ(),axisInB.getZ() );
	
#ifndef	_BT_USE_CENTER_LIMIT_
	//start with free
	m_lowerLimit = btScalar(1.0f);
	m_upperLimit = btScalar(-1.0f);
	m_biasFactor = 0.3f;
	m_relaxationFactor = 1.0f;
	m_limitSoftness = 0.9f;
	m_solveLimit = false;
#endif
	m_referenceSign = m_useReferenceFrameA ? btScalar(-1.f) : btScalar(1.f);
}
void BulletDebugDraw::drawLine(const btVector3& from,const btVector3& to,const btVector3& color)
{
//  DEBUG_PRINTF( "%s\n", __PRETTY_FUNCTION__ );

  Integration::DynamicsDebugVertex vertex;
  vertex.position = Vector3( from.getX(), from.getY(), from.getZ() );
  vertex.color = Vector4( color.getX(), color.getY(), color.getZ(), 1.0f );
  mVertices.push_back( vertex );
  vertex.position = Vector3( to.getX(), to.getY(), to.getZ());
  mVertices.push_back( vertex );
}
Beispiel #15
0
void DebugDrawer::drawLine(const btVector3& from,const btVector3& to,const btVector3& color)
{
    if(!m_line_callback)
        return;
    float data[9] = {
        from.getX(), from.getY(), from.getZ(),
        to.getX(), to.getY(), to.getZ(),
        color.getX(), color.getY(), color.getZ()
    };
    m_line_callback(&data[0]);
}
Beispiel #16
0
void RigidSceneDebug::drawTriangle(const btVector3& a,const btVector3& b,const btVector3& c,const btVector3& color,btScalar alpha)
{
//	const btVector3	n=cross(b-a,c-a).normalized();
	glBegin(GL_TRIANGLES);		
	glColor4f(color.getX(), color.getY(), color.getZ(),alpha);
//	glNormal3d(n.getX(),n.getY(),n.getZ());
	glVertex3d(a.getX(),a.getY(),a.getZ());
	glVertex3d(b.getX(),b.getY(),b.getZ());
	glVertex3d(c.getX(),c.getY(),c.getZ());
	glEnd();
}
Beispiel #17
0
void CGmObjPhysMan::CGLDebugDrawer::drawLine(const btVector3& from,const btVector3& to,const btVector3& color)
{
	if (m_debugMode > 0)
	{
		glBegin(GL_LINES);
		glColor4f(color.getX(), color.getY(), color.getZ(),1.f);
		glVertex3d(from.getX(), from.getY(), from.getZ());
		glVertex3d(to.getX(), to.getY(), to.getZ());
		glEnd();
	}
}
Beispiel #18
0
double Leaf::bulletScalar(const btVector3& vec1, const btVector3& vec2)
{
	double X1 = vec1.getX();
	double X2 = vec2.getX();
	double Y1 = vec1.getY();
	double Y2 = vec2.getY();
	double Z1 = vec1.getZ();
	double Z2 = vec2.getZ();
	double ans = (X1*X2) + (Y1*Y2) + (Z1*Z2);
	ans = abs(ans);
	return ans;
}
Beispiel #19
0
void GLDebugDrawer::drawTriangle(const btVector3& a,const btVector3& b,const btVector3& c,const btVector3& color,btScalar alpha) {
	{
		const btVector3	n=btCross(b-a,c-a).normalized();
		glBegin(GL_TRIANGLES);		
		glColor4f(color.getX(), color.getY(), color.getZ(),alpha);
		glNormal3d(n.getX(),n.getY(),n.getZ());
		glVertex3d(a.getX(),a.getY(),a.getZ());
		glVertex3d(b.getX(),b.getY(),b.getZ());
		glVertex3d(c.getX(),c.getY(),c.getZ());
		glEnd();
	}
}
Beispiel #20
0
void CGmObjPhysMan::CGLDebugDrawer::drawTriangle(const btVector3& a,const btVector3& b,const btVector3& c,const btVector3& color,btScalar alpha)
{
	if (m_debugMode > 0)
	{
		const btVector3	n=cross(b-a,c-a).normalized();
		glBegin(GL_TRIANGLES);		
		glColor4f(color.getX(), color.getY(), color.getZ(),alpha);
		glNormal3d(n.getX(),n.getY(),n.getZ());
		glVertex3d(a.getX(),a.getY(),a.getZ());
		glVertex3d(b.getX(),b.getY(),b.getZ());
		glVertex3d(c.getX(),c.getY(),c.getZ());
		glEnd();
	}
}
btHingeConstraint::btHingeConstraint(btRigidBody& rbA,const btVector3& pivotInA,const btVector3& axisInA, bool useReferenceFrameA)
:btTypedConstraint(HINGE_CONSTRAINT_TYPE, rbA), m_angularOnly(false), m_enableAngularMotor(false), 
m_useSolveConstraintObsolete(HINGE_USE_OBSOLETE_SOLVER),
m_useOffsetForConstraintFrame(HINGE_USE_FRAME_OFFSET),
m_useReferenceFrameA(useReferenceFrameA),
m_flags(0),m_limit()
{

	// since no frame is given, assume this to be zero angle and just pick rb transform axis
	// fixed axis in worldspace
	btVector3 rbAxisA1, rbAxisA2;
	btPlaneSpace1(axisInA, rbAxisA1, rbAxisA2);

	m_rbAFrame.getOrigin() = pivotInA;
	m_rbAFrame.getBasis().setValue( rbAxisA1.getX(),rbAxisA2.getX(),axisInA.getX(),
									rbAxisA1.getY(),rbAxisA2.getY(),axisInA.getY(),
									rbAxisA1.getZ(),rbAxisA2.getZ(),axisInA.getZ() );

	btVector3 axisInB = rbA.getCenterOfMassTransform().getBasis() * axisInA;

	btQuaternion rotationArc = shortestArcQuat(axisInA,axisInB);
	btVector3 rbAxisB1 =  quatRotate(rotationArc,rbAxisA1);
	btVector3 rbAxisB2 = axisInB.cross(rbAxisB1);


	m_rbBFrame.getOrigin() = rbA.getCenterOfMassTransform()(pivotInA);
	m_rbBFrame.getBasis().setValue( rbAxisB1.getX(),rbAxisB2.getX(),axisInB.getX(),
									rbAxisB1.getY(),rbAxisB2.getY(),axisInB.getY(),
									rbAxisB1.getZ(),rbAxisB2.getZ(),axisInB.getZ() );
	
	m_referenceSign = m_useReferenceFrameA ? btScalar(-1.f) : btScalar(1.f);
}
Beispiel #22
0
void physGrapplePoint(){
	lookAt = GetLookAt();

   

   glm::vec3 at = glm::vec3(lookAt.x,lookAt.y,lookAt.z);
   glm::vec3 targ = glm::vec3(tmp.getX(),tmp.getY(),tmp.getZ());
   glm::vec3 loc = targ-at;
   float dist = sqrt(loc.x*loc.x+loc.y*loc.y+loc.z*loc.z);
   targ-=at;
   targ*=10;
   //
   dist/=3;
   dist = dist>1?dist:1;
   dist = targ.y>0?dist:dist/1.4;
   //
   player->setLinearVelocity(btVector3(targ.x,targ.y/dist,targ.z));
   if(dist<1.1 && !hold){
      if(flip==0){
         flip = 1;
         //printf("pls rotate camera to normal of building\n");
//         rotateCamera(pi);
      }
      playerJump = 1;
      playerGrappleActive=0;
      //setPlayerSpeed(0,10,0);
      //printf("reset\n");
   }
}
Beispiel #23
0
void shootBox(const btVector3& destination)
{
	float mass = 1.f;
	btTransform startTransform;
	startTransform.setIdentity();
	btVector3 camPos = getCameraPosition();
	startTransform.setOrigin(camPos);



	const btScalar BOX_DIMENSIONS = 3.0f;

	btBoxShape* box = new btBoxShape( btVector3(BOX_DIMENSIONS, 0.1f, BOX_DIMENSIONS*4/3) );
	box->initializePolyhedralFeatures();
	m_shootBoxShape = box;

	btRigidBody* body = localCreateRigidBody(mass, startTransform,m_shootBoxShape);
	body->setLinearFactor(btVector3(1,1,1));
	//body->setRestitution(1);

	btVector3 linVel(destination[0]-camPos[0],destination[1]-camPos[1],destination[2]-camPos[2]);
	linVel.normalize();
	linVel*=m_ShootBoxInitialSpeed;

	body->getWorldTransform().setOrigin(camPos);
	body->getWorldTransform().setRotation(btQuaternion(0,0,0,1));
	body->setLinearVelocity(linVel);
	body->setAngularVelocity(btVector3(0,0,0));
	body->setCcdMotionThreshold(0.5);
	body->setCcdSweptSphereRadius(0.4f);//value should be smaller (embedded) than the half extends of the box (see ::setShootBoxShape)
	LOGI("shootBox uid=%d\n", body->getBroadphaseHandle()->getUid());
	LOGI("camPos=%f,%f,%f\n",camPos.getX(),camPos.getY(),camPos.getZ());
	LOGI("destination=%f,%f,%f\n",destination.getX(),destination.getY(),destination.getZ());

}
Beispiel #24
0
/*
 * hitBomb
 * aktualisiert comboCount und Punkte und spielt sounds ab
 * @param pos Position der Bombe
 */
void GameModeTraining::hitBomb(btVector3 pos) {

	playSound(hit_bomb, pos.getX(), pos.getZ());

	this->comboTime = 0.0;
	this->comboCount = 0;
}
	void SingularityDebugDrawer::drawSphere(const btVector3& p, btScalar radius, const btVector3& color) {

		glTranslatef(p.getX(), p.getY(), p.getZ());

		int lats = 5;
		int longs = 5;

		int i, j;
		for(i = 0; i <= lats; i++) {
			btScalar lat0 = SIMD_PI * (-btScalar(0.5) + (btScalar)(i - 1) / lats);
			btScalar z0  = radius*sin(lat0);
			btScalar zr0 =  radius*cos(lat0);

			btScalar lat1 = SIMD_PI * (-btScalar(0.5) + (btScalar) i / lats);
			btScalar z1 = radius*sin(lat1);
			btScalar zr1 = radius*cos(lat1);

			glBegin(GL_QUAD_STRIP);
			for(j = 0; j <= longs; j++) {
				btScalar lng = 2 * SIMD_PI * (btScalar)(j - 1) / longs;
				btScalar x = cos(lng);
				btScalar y = sin(lng);

				glNormal3f(x * zr0, y * zr0, z0);
				glVertex3f(x * zr0, y * zr0, z0);
				glNormal3f(x * zr1, y * zr1, z1);
				glVertex3f(x * zr1, y * zr1, z1);
			}
			glEnd();
		}

		glPopMatrix();
	}
Beispiel #26
0
Mouth::Mouth(btDynamicsWorld* ownerWorld, void* owner, const btVector3& dimensions, float weight, btTransform& offset, btTransform& transform)
{
	m_ownerWorld = ownerWorld;

	// Add a box body
		shape = new btBoxShape( dimensions );

		btVector3 localInertia(0,0,0);
		if (weight != 0.f) // weight of non zero = dynamic
			shape->calculateLocalInertia(weight,localInertia);

		myMotionState = new btDefaultMotionState(offset*transform);
		
		btRigidBody::btRigidBodyConstructionInfo rbInfo(weight,myMotionState,shape,localInertia);
		body = new btRigidBody(rbInfo);

		body->setUserPointer(owner);
		body->setDamping(0.05, 0.85);
		body->setDeactivationTime(0.001);
		body->setSleepingThresholds(1.6, 2.5);

		m_ownerWorld->addRigidBody(body);

	// Mouth piece
		ghostObject = new btPairCachingGhostObject();
		ghostObject->setCollisionShape( new btBoxShape( btVector3( dimensions.getX()+0.01f, dimensions.getY()+0.01f, dimensions.getZ()+0.01f ) ) );
		ghostObject->setCollisionFlags( btCollisionObject::CF_KINEMATIC_OBJECT | btCollisionObject::CF_NO_CONTACT_RESPONSE );
		ghostObject->setWorldTransform(offset*transform);
		ghostObject->setUserPointer(owner);

		m_ownerWorld->addCollisionObject(ghostObject);

	// create a pointer to the body's motionstate
}
Beispiel #27
0
void btVector3_to_Vector3(JNIEnv * const &jenv, jobject &target, const btVector3 &source)
{
	vector3_ensurefields(jenv, target);
	jenv->SetFloatField(target, vector3_x, source.getX());
	jenv->SetFloatField(target, vector3_y, source.getY());
	jenv->SetFloatField(target, vector3_z, source.getZ());
}
Beispiel #28
0
/*
 * fruitHitFloor
 * spielt sounds ab, aktualisiert die Höchstentfernung  wenn höher als letzte
 * @param pos Position der Frucht
 */
void GameModeTennis::fruitHitFloor(btVector3 pos) {
	int distance = (int)round(sqrt(pow(pos.getX(), 2) + pow(pos.getZ(), 2)));

	if (gamestate->getPoints() < distance){
		gamestate->setPoints(distance);
	}
}
Beispiel #29
0
void OgreBtDebugDrawer::drawContactPoint(const btVector3 &PointOnB,
		const btVector3& normalOnB, const btScalar distance, const int lifeTime,
		const btVector3& color) {
	drawContactPoint(OgreBulletUtils::convert(PointOnB),
			OgreBulletUtils::convert(normalOnB), distance, lifeTime,
			Ogre::ColourValue(color.getX(), color.getY(), color.getZ()));
}
Beispiel #30
0
void OgreBtDebugDrawer::drawTriangle(const btVector3 &v0, const btVector3 &v1,
		const btVector3 &v2, const btVector3 &color, const btScalar alpha) {
	drawTriangle(OgreBulletUtils::convert(v0), OgreBulletUtils::convert(v1),
			OgreBulletUtils::convert(v2),
			Ogre::ColourValue(color.getX(), color.getY(), color.getZ()),
			Ogre::Real(alpha));
}