bool csBulletCollider::CreateSphereGeometry (const csSphere& sphere) { // TODO: the body won't be set if one create a body, then AttachCollider, // then CreateGeometry on the collider delete shape; shape = 0; delete[] vertices; vertices = 0; delete[] indices; indices = 0; shape = new btSphereShape (sphere.GetRadius () * dynSys->internalScale); geomType = SPHERE_COLLIDER_GEOMETRY; if (isStaticBody) { // TODO: add local transform? localTransform.Identity (); if (!(sphere.GetCenter () < 0.0001f)) localTransform.SetOrigin (sphere.GetCenter ()); body->compoundChanged = true; body->RebuildBody (); } return true; }
csSphere csReversibleTransform::This2Other (const csSphere &s) const { csSphere news; news.SetCenter (This2Other (s.GetCenter ())); // @@@ It would be nice if we could quickly detect if a given // transformation is orthonormal. In that case we don't need to transform // the radius. // To transform the radius we transform a vector with the radius // relative to the transform. csVector3 v_radius (s.GetRadius ()); v_radius = This2OtherRelative (v_radius); float radius = (float)fabs (v_radius.x); if (radius < (float)fabs (v_radius.y)) radius = (float)fabs (v_radius.y); if (radius < (float)fabs (v_radius.z)) radius = (float)fabs (v_radius.z); news.SetRadius (radius); return news; }
void csPortalContainer::GetBoundingSpheres (iRenderView* rview, csReversibleTransform* tr_o2c, csVector3* camera_origin, csSphere& world_sphere, csSphere& cam_sphere) { iCamera* camera = rview->GetCamera (); const csReversibleTransform& camtrans = camera->GetTransform (); const csMovable& cmovable = meshwrapper->GetCsMovable (); if (movable_nr != cmovable.GetUpdateNumber ()) { const csReversibleTransform movtrans = cmovable.GetFullTransform (); ObjectToWorld (cmovable, movtrans); } csSphere sphere; sphere.SetCenter (object_bbox.GetCenter ()); sphere.SetRadius (object_radius); uint8 local_t2c[sizeof(csReversibleTransform)]; if (tr_o2c == 0) { #include "csutil/custom_new_disable.h" tr_o2c = new (local_t2c) csReversibleTransform; #include "csutil/custom_new_enable.h" } *tr_o2c = camtrans; if (!movable_identity) { const csReversibleTransform movtrans = cmovable.GetFullTransform (); *tr_o2c /= movtrans; world_sphere = movtrans.This2Other (sphere); } else { world_sphere = sphere; } cam_sphere = tr_o2c->Other2This (sphere); if (camera_origin) *camera_origin = cam_sphere.GetCenter (); }
csRef<iMeshWrapper> DynamicsDebugger::CreateSphereMesh (csSphere sphere, iMaterialWrapper* material, iSector* sector) { // Find the pointer to the engine plugin csRef<iEngine> engine = csQueryRegistry<iEngine> (manager->object_reg); if (!engine) { manager->Report (CS_REPORTER_SEVERITY_ERROR, "No iEngine plugin!"); return 0; } // Create the sphere mesh factory. csRef<iMeshFactoryWrapper> sphereFact = engine->CreateMeshFactory ("crystalspace.mesh.object.genmesh", "sphereFact"); if (sphereFact == 0) { manager->Report (CS_REPORTER_SEVERITY_ERROR, "Error creating sphere mesh factory!"); return 0; } // Generate the sphere topology csRef<iGeneralFactoryState> gmstate = scfQueryInterface<iGeneralFactoryState> (sphereFact->GetMeshObjectFactory ()); csVector3 radius (sphere.GetRadius ()); csEllipsoid ellips (sphere.GetCenter (), radius); gmstate->GenerateSphere (ellips, 16); // Create the mesh. csRef<iMeshWrapper> mesh (engine->CreateMeshWrapper (sphereFact, "sphere", sector)); mesh->GetMeshObject ()->SetMaterialWrapper (material); return mesh; }