static int getTextWidth(const wchar_t* str,DWORD font = fontDefault) { AABB aabb; gGlobalClient->getFont(font)->getAABB(str, aabb); int w = aabb.getMaximum().x - aabb.getMinimum().x; if (w < 0) w = -w; return w; }
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; }