Example #1
0
void CPhysicsObject::EnableGravity(bool enable) {
	if (IsGravityEnabled() == enable || IsStatic()) return;

	if (enable) {
		m_pObject->setGravity(m_pEnv->GetBulletEnvironment()->getGravity());
		m_pObject->setFlags(m_pObject->getFlags() & ~BT_DISABLE_WORLD_GRAVITY);
	} else {
		m_pObject->setGravity(btVector3(0,0,0));
		m_pObject->setFlags(m_pObject->getFlags() | BT_DISABLE_WORLD_GRAVITY);
	}
}
void CPhysicsObject::EnableGravity( bool enable )
{
	if ( IsStatic() )
		return;


	bool isEnabled = IsGravityEnabled();
	
	if ( enable == isEnabled )
		return;

	IVP_Controller *pGravity = m_pObject->get_core()->environment->get_gravity_controller();
	if ( enable )
	{
		m_pObject->get_core()->add_core_controller( pGravity );
	}
	else
	{
		m_pObject->get_core()->rem_core_controller( pGravity );
	}
}
void CPhysicsObject::WriteToTemplate( vphysics_save_cphysicsobject_t &objectTemplate )
{
	if ( m_collideType == COLLIDE_BALL )
	{
		objectTemplate.pCollide = NULL;
		objectTemplate.sphereRadius = GetSphereRadius();
	}
	else
	{
		objectTemplate.pCollide = GetCollide();
		objectTemplate.sphereRadius = 0;
	}
	objectTemplate.isStatic = IsStatic();
	objectTemplate.collisionEnabled = IsCollisionEnabled();
	objectTemplate.gravityEnabled = IsGravityEnabled();
	objectTemplate.dragEnabled = IsDragEnabled();
	objectTemplate.motionEnabled = IsMotionEnabled();
	objectTemplate.isAsleep = IsAsleep();
	objectTemplate.isTrigger = IsTrigger();
	objectTemplate.materialIndex = m_materialIndex;
	objectTemplate.mass = GetMass();

	objectTemplate.rotInertia = GetInertia();
	GetDamping( &objectTemplate.speedDamping, &objectTemplate.rotSpeedDamping );
	objectTemplate.massCenterOverride = m_massCenterOverride;
    
	objectTemplate.callbacks = m_callbacks;
	objectTemplate.gameFlags = m_gameFlags;
	objectTemplate.volume = GetVolume();
	objectTemplate.dragCoefficient = m_dragCoefficient;
	objectTemplate.angDragCoefficient = m_angDragCoefficient;
	objectTemplate.pShadow = m_pShadow;
	objectTemplate.hasShadowController = (m_pShadow != NULL) ? true : false;
	//bool			m_shadowTempGravityDisable;
	objectTemplate.collideType = m_collideType;
	objectTemplate.contentsMask = m_contentsMask;
	GetPosition( &objectTemplate.origin, &objectTemplate.angles );
	GetVelocity( &objectTemplate.velocity, &objectTemplate.angVelocity );
}