Example #1
0
//----------------------------------------------------------------------------
void RigidBody::createPhysShape()
{
	//Physics* physics = isServerObject() ? gServerPhysics : gClientPhysics;
	Physics* physics = Physics::getPhysics(isServerObject());
	if (physics)
	{
		PhysInfo physDescr;
		//transform into radian
		VectorF angleRadians = mDataBlock->mRotation/180.f*float(M_PI);
		physDescr.transform.set(angleRadians, mDataBlock->mPos);
		physDescr.owner = this;
		physDescr.shapeType = (PhysInfo::ShapeType)mDataBlock->mShapeType;
		physDescr.mass = mDataBlock->mass;
		if (physDescr.shapeType==PhysInfo::ST_SPHERE)
		{
			Box3F scaledObjBox = mObjBox;
			scaledObjBox.minExtents.convolve(mObjScale);
			scaledObjBox.maxExtents.convolve(mObjScale);
			F32 radius = (scaledObjBox.maxExtents - scaledObjBox.getCenter()).len();
			physDescr.params = VectorF(radius,0.f,0.f);
		}
		else //if (physDescr.shapeType==PhysInfo::ST_BOX)
		{
			Box3F rotBox = mObjBox;
			physDescr.transform.mul(rotBox);
			VectorF length = VectorF(rotBox.len_x(),rotBox.len_y(),rotBox.len_z());
			length.convolve(mObjScale);

			physDescr.params = length;
		}
		//physDescr.params = VectorF(1.f,1.f,1.f);
		//physDescr.shapeType = PhysInfo::ST_SPHERE;
		//physDescr.mass = 5.f;
		//physDescr.params = VectorF(0.5f,0.f,0.f);
		mPhysShape = physics->createPhysShape(physDescr);
		mPhysShape->setTransform(mObjToWorld);
		mPhysShape->setForce(mForce);
		mPhysShape->setTorque(mTorque);
		mPhysShape->setLinVelocity(mLinVelocity);
		mPhysShape->setAngVelocity(mAngVelocity);
	}
}
void WorldEditorSelection::scale(const VectorF & scale)
{
   for( iterator iter = begin(); iter != end(); ++ iter )
   {
      SceneObject* object = dynamic_cast< SceneObject* >( *iter );
      if( !object )
         continue;
         
      VectorF current = object->getScale();
      current.convolve(scale);

      // clamp scale to sensible limits
      current.setMax( Point3F( 0.01f ) );
      current.setMin( Point3F( 1000.0f ) );

      object->setScale(current);
   }

   mCentroidValid = false;
}
void WorldEditorSelection::scale(const VectorF & scale, const Point3F & center)
{
   for( iterator iter = begin(); iter != end(); ++ iter )
   {
      SceneObject* object = dynamic_cast< SceneObject* >( *iter );
      if( !object )
         continue;

      VectorF current = object->getScale();
      current.convolve(scale);

      // clamp scale to sensible limits
      current.setMax( Point3F( 0.01f ) );
      current.setMin( Point3F( 1000.0f ) );

      // Apply the scale first.  If the object's scale doesn't change with
      // this operation then this object doesn't scale.  In this case
      // we don't want to continue with the offset operation.
      VectorF prevScale = object->getScale();
      object->setScale(current);
      if( !object->getScale().equal(current) )
         continue;

      // determine the actual scale factor to apply to the object offset
      // need to account for the scale limiting above to prevent offsets
      // being reduced to 0 which then cannot be restored by unscaling
      VectorF adjustedScale = current / prevScale;

      MatrixF mat = object->getTransform();

      Point3F pos;
      mat.getColumn(3, &pos);

      Point3F offset = pos - center;
      offset *= adjustedScale;

      object->setPosition(offset + center);
   }
}