Example #1
0
PhysicsInterface::BodyObject Bullet::createCapsuleBody(float height, float radius, float mass, bool fixed,
                                                       const Entity* entity, const SimpleTransform& initialTransform)
{
    auto collisionShape = new btCapsuleShape(radius, height);

    // Calculate inertia
    auto localInertia = btVector3(0.0f, 0.0f, 0.0f);
    if (!fixed)
        collisionShape->calculateLocalInertia(mass, localInertia);

    // Motion state for this body
    auto motionState = new btDefaultMotionState(toBullet(initialTransform));

    // Create Bullet rigid body
    auto bulletBody = new btRigidBody(
        btRigidBody::btRigidBodyConstructionInfo(fixed ? 0.0f : mass, motionState, collisionShape, localInertia));

    bulletBody->setDamping(DefaultLinearDamping, DefaultAngularDamping);
    bulletBody->setSleepingThresholds(DefaultLinearSleepingThreshold, DefaultAngularSleepingThreshold);
    bulletBody->setRestitution(0.0f);

    // Add body to the simulation
    dynamicsWorld_->addRigidBody(bulletBody);

    // Create local body
    auto body = new Body(bulletBody, entity, fixed);
    bodies_.append(body);

    body->ownedCollisionShape = collisionShape;

    bulletBody->setUserPointer(body);

    return body;
}
Example #2
0
PhysicsRigidBody* PhysicsMgr::createRigidBodyFromCompund(float mass, Matrix44* transform, PhysicsCompoundShape * tzwShape)
{
	auto rig = new PhysicsRigidBody();
	bool isDynamic = (mass != 0.f);
	btVector3 localInertia(0, 0, 0);
	auto shape = tzwShape->getShape();
	if (isDynamic)
		shape->calculateLocalInertia(mass, localInertia);
	btTransform startTransform;
	startTransform.setFromOpenGLMatrix(transform->data());
	auto btRig = shared()->createRigidBodyInternal(mass, startTransform, shape, btVector4(1, 0, 0, 1));
	rig->setRigidBody(btRig);
	rig->genUserIndex();
	btRig->setUserIndex(rig->userIndex());
	btRig->setUserPointer(rig);
	return rig;
}
Example #3
0
PhysicsInterface::BodyObject Bullet::createBoundingBoxBody(const AABB& aabb, float mass, bool fixed,
                                                           const Entity* entity,
                                                           const SimpleTransform& initialTransform)
{
    auto collisionShape = new btBoxShape(toBullet((aabb.getMaximum() - aabb.getMinimum()) * 0.5f));

    // Calculate inertia
    auto localInertia = btVector3(0.0f, 0.0f, 0.0f);
    if (!fixed)
        collisionShape->calculateLocalInertia(mass, localInertia);

    // Motion state for this body
    auto motionState = new btDefaultMotionState(toBullet(initialTransform),
                                                btTransform(btQuaternion::getIdentity(), toBullet(aabb.getCenter())));

    // Create Bullet rigid body
    auto bulletBody = new btRigidBody(
        btRigidBody::btRigidBodyConstructionInfo(fixed ? 0.0f : mass, motionState, collisionShape, localInertia));

    bulletBody->setDamping(DefaultLinearDamping, DefaultAngularDamping);
    bulletBody->setSleepingThresholds(DefaultLinearSleepingThreshold, DefaultAngularSleepingThreshold);
    bulletBody->setRestitution(0.0f);

    // Add body to the simulation
    dynamicsWorld_->addRigidBody(bulletBody);

    // Create local body
    auto body = new Body(bulletBody, entity, fixed);
    bodies_.append(body);

    body->ownedCollisionShape = collisionShape;

    bulletBody->setUserPointer(body);

    return body;
}
Example #4
0
bool Physics3DRigidBody::init(Physics3DRigidBodyDes* info)
{
    if (info->shape == nullptr)
        return false;
    
    btScalar mass = info->mass;
    auto shape = info->shape->getbtShape();
    auto localInertia = convertVec3TobtVector3(info->localInertia);
    if (mass != 0.f)
    {
        shape->calculateLocalInertia(mass,localInertia);
    }
    
    auto transform = convertMat4TobtTransform(info->originalTransform);
    btDefaultMotionState* myMotionState = new btDefaultMotionState(transform);
    btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,shape,localInertia);
    _btRigidBody = new btRigidBody(rbInfo);
    _type = Physics3DObject::PhysicsObjType::RIGID_BODY;
    _physics3DShape = info->shape;
    _physics3DShape->retain();
    if (info->disableSleep)
        _btRigidBody->setActivationState(DISABLE_DEACTIVATION);
    return true;
}
Example #5
0
bool CLiftableObject::lift() {
	assert(m_eState == LOS_AT_DEFAULT_LOCATION);

	m_eState = LOS_LIFTED;
	sendCreateInnerObjectEvent(IOCE_LIFT);


    btRigidBody *pRB = btRigidBody::upcast(m_pCollisionObject);
    btRigidBody *pNewRB(NULL);
    assert(pRB);
    if (m_bRecreateOnLift) {

        Ogre::String meshFile;

        // create dynamic close of pRB -> pNewRB, and delete the other one in the next frame

        auto pSN = m_ObjectManager.getMap().getRootSceneNode()->createChildSceneNode();

        CPhysicsCollisionObject *pCO = m_ObjectManager.getMap().getPhysicsManager()->findCollisionShape(m_pCollisionObject->getCollisionShape());
        auto shape = pCO->getShape();
        meshFile = m_ObjectManager.getMap().getPhysicsManager()->getCollisionShapeKey(*pCO);

        float mass = 100.0f;
        btVector3 inertia;
        shape->calculateLocalInertia(mass, inertia);
        btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,
            new BtOgre::RigidBodyState(pSN, m_pCollisionObject->getWorldTransform(), btTransform(btQuaternion::getIdentity(), BtOgre::Convert::toBullet(-pCO->getOffset()))),
                shape,inertia);


        pNewRB = new btRigidBody(rbInfo);
        // object now belongs to player, so dont interact with each other


        // create the entity

        Ogre::Entity *pEnt = m_ObjectManager.getMap().getSceneManager()->createEntity(meshFile);
        pSN->attachObject(pEnt);

        //m_ObjectManager.getMap().destroyObjectsEntity(this, NULL, BtOgre::Convert::toOgre(pNewRB->getWorldTransform().getOrigin()));

        //m_ObjectManager.getMap().getPhysicsManager()->createLater(const_cast<btRigidBody*>(pNewRB));
        //m_ObjectManager.getMap().getPhysicsManager()->deleteLater(const_cast<btRigidBody*>(pRB));
        delete pRB->getMotionState();
        delete pRB;

        m_pCollisionObject = pNewRB;
        setAsUserPointer(pNewRB);
    }
    else {
        pNewRB = pRB;
    }
    assert(pNewRB);
    m_ObjectManager.getMap().getPhysicsManager()->getWorld()->removeCollisionObject(const_cast<btRigidBody*>(pRB));
    m_ObjectManager.getMap().getPhysicsManager()->getWorld()->addRigidBody(pNewRB, COL_DAMAGE_P, COL_STATIC | COL_WALL | COL_CHARACTER_N);

    // is there an linked object to delete on lift?
    Ogre::String sRemoveObjectOnLift(m_UserData.getStringUserData("removeObjectOnLift"));
    if (sRemoveObjectOnLift.length() > 0) {
        m_ObjectManager.getObjectBySafeStateId(sRemoveObjectOnLift)->suicide();
    }

	return true;
}
Example #6
0
void RigidBodyNode::sync_shapes(bool do_not_lock) {
    has_static_shapes_ = false;
    if (!shapes_.size()) {
        if (body_->getCollisionShape() != bullet_empty_shape_) {
            CONDITION_LOCK(ph_ && !do_not_lock, ph_->lock());
            body_->setCollisionShape(bullet_empty_shape_);
        }
    } else {
        if (body_->isStaticObject()) {  //Static rigid body shape construction

            if (shapes_.size() == 1 && shapes_[0].shape->is_static_shape()) {
                //Rigid body has only one collision shape
                //
                //TODO: Implement offset transform for static rigid bodies.
                //      Now the transform of the collision shape is ignored.
                //      Do not forget to fix set_mass and set_kinematic funcs.
                auto sh = shapes_[0].shape->construct_static();
                assert(sh);
                CONDITION_LOCK(ph_ && !do_not_lock, ph_->lock());
                body_->setCollisionShape(sh);
                if (!shapes_[0].shape->has_identical_shape_constructor())
                    has_static_shapes_ = true;
            } else {
                //Rigid body has more than one collision shape or
                //it cannot be static
                auto cs = new btCompoundShape();
                for (auto sh : shapes_) {
                    if (sh.shape->is_static_shape()) {
                        cs->addChildShape(
                            math::mat4_to_btTransform(sh.transform),
                            sh.shape->construct_static());
                        if (!sh.shape->has_identical_shape_constructor())
                            has_static_shapes_ = true;
                    } else if (sh.shape->is_dynamic_shape())
                        sh.shape->construct_dynamic(
                            cs, math::mat4_to_btTransform(sh.transform));
                }
                //If all the shapes support dynamic bodies, recalculate inertia
                //(in case if the body becomes dynamic)
                if (!has_static_shapes_) {
                    cs->calculateLocalInertia(mass_, inertia_);
                    body_->setMassProps(mass_, inertia_);
                }
                CONDITION_LOCK(ph_ && !do_not_lock, ph_->lock());
                body_->setCollisionShape(cs);
                if (bullet_compound_shape_)
                    delete bullet_compound_shape_;
                bullet_compound_shape_ = cs;
             }

        }
        else {  //Dynamic rigid body shape construction

            auto cs = new btCompoundShape();

            for (auto sh : shapes_) {
                if (sh.shape->is_dynamic_shape())
                    sh.shape->construct_dynamic(
                        cs, math::mat4_to_btTransform(sh.transform));
            }
            cs->calculateLocalInertia(mass_, inertia_);
            body_->setMassProps(mass_, inertia_);
            CONDITION_LOCK(ph_ && !do_not_lock, ph_->lock());
            body_->setCollisionShape(cs);
            if (bullet_compound_shape_)
                delete bullet_compound_shape_;
            bullet_compound_shape_ = cs;

        }
    }
}