Exemple #1
0
void World::
reset()
{
	btCollisionObjectArray a = dynamicsWorld->getCollisionObjectArray();
	for (int i = 0; i < a.size(); i++) {
		auto o = a[i];
		if (!o->isStaticOrKinematicObject()) {
			std::cout << "Object: " << o->getUserPointer() << std::endl;

			btTransform t = o->getWorldTransform();
			btVector3 v = t.getOrigin();

			if (v.getY() < -10) {

				std::shared_ptr<app::gl::AppObject> new_object;

				dynamicsWorld->removeCollisionObject(o);
				for (auto i = objects.begin(); i != objects.end(); ++i) {
					if (i->get() == o->getUserPointer()) {
						new_object = std::make_shared<app::gl::AppObject>(*(i->get()));
						v.setX(disx(gen));
						v.setY(disy(gen));
						v.setZ(disz(gen));
						t.setOrigin(v);
						new_object->setWorldTransform(t);
						objects.erase(i);
						break;
					}
				}
				addToWorld(new_object,
						btRigidBody::btRigidBodyConstructionInfo(new_object->getMass(),
								nullptr, nullptr, new_object->getInitialInertia()));
			} else {

				v.setX(disx(gen));
				v.setY(disy(gen));
				v.setZ(disz(gen));
				t.setOrigin(v);
				o->setWorldTransform(t);
				o->setInterpolationLinearVelocity(btVector3(0,0,0));
				o->setInterpolationAngularVelocity(btVector3(0,0,0));
				o->setActivationState(1);
				o->activate(true);
			}

		}
	}
}
Exemple #2
0
bool GameWorld::ContactProcessedCallback(btManifoldPoint &mp, void *body0, void *body1)
{
	auto obA = static_cast<btCollisionObject*>(body0);
	auto obB = static_cast<btCollisionObject*>(body1);

	if( !( obA->getUserPointer() && obB->getUserPointer() ) ) {
		return false;
	}

	GameObject* a = static_cast<GameObject*>(obA->getUserPointer());
	GameObject* b = static_cast<GameObject*>(obB->getUserPointer());

	bool valA = a && a->type() == GameObject::Instance;
	bool valB = b && b->type() == GameObject::Instance;

	if( ! (valA && valB) &&	(valB || valA) ) {

		// Figure out which is the dynamic instance.
		InstanceObject* dynInst = nullptr;
		const btRigidBody* instBody = nullptr, * otherBody = nullptr;

		btVector3 src, dmg;

		if( valA ) {
			dynInst = static_cast<InstanceObject*>(a);
			instBody = static_cast<const btRigidBody*>(obA);
			otherBody = static_cast<const btRigidBody*>(obB);
			src = mp.getPositionWorldOnB();
			dmg = mp.getPositionWorldOnA();
		}
		else {
			dynInst = static_cast<InstanceObject*>(b);
			instBody = static_cast<const btRigidBody*>(obB);
			otherBody = static_cast<const btRigidBody*>(obA);
			src = mp.getPositionWorldOnA();
			dmg = mp.getPositionWorldOnB();
		}

		if( dynInst->dynamics != nullptr && instBody->isStaticObject() ) {
			// Attempt to determine relative velocity.
			auto dV  = (otherBody->getLinearVelocity());
			auto impulse = dV.length()/ (otherBody->getInvMass());

			if( dynInst->dynamics->uprootForce <= impulse ) {
				dynInst->takeDamage({
										{dmg.x(), dmg.y(), dmg.z()},
										{src.x(), src.y(), src.z()},
										0.f,
										GameObject::DamageInfo::Physics,
										impulse
									});
			}
		}
	}

	// Handle vehicles
	if(a) handleVehicleResponse(a, mp, true);
	if(b) handleVehicleResponse(b, mp, false);

	return true;
}