void DemoApplication::shootBox(const btVector3& destination) { if (m_dynamicsWorld) { float mass = 1.f*1000.; btTransform startTransform; startTransform.setIdentity(); btVector3 camPos = getCameraPosition(); startTransform.setOrigin(camPos); setShootBoxShape (); btRigidBody* body = this->localCreateRigidBody(mass, startTransform,m_shootBoxShape,3,1|2); body->setUserPointer((void*)-1); body->setLinearFactor(btVector3(1,1,1)); //body->setRestitution(1); btVector3 linVel(destination[0]-camPos[0],destination[1]-camPos[1],destination[2]-camPos[2]); linVel.normalize(); linVel*=m_ShootBoxInitialSpeed; body->getWorldTransform().setOrigin(camPos); body->getWorldTransform().setRotation(btQuaternion(0,0,0,1)); body->setLinearVelocity(linVel); body->setAngularVelocity(btVector3(0,0,0)); body->setCcdMotionThreshold(0.5); body->setCcdSweptSphereRadius(0.4f);//value should be smaller (embedded) than the half extends of the box (see ::setShootBoxShape) // printf("shootBox uid=%d\n", body->getBroadphaseHandle()->getUid()); // printf("camPos=%f,%f,%f\n",camPos.getX(),camPos.getY(),camPos.getZ()); // printf("destination=%f,%f,%f\n",destination.getX(),destination.getY(),destination.getZ()); } }
void DemoApplication::shootBox(const btVector3& destination) { if (m_dynamicsWorld) { float mass = 1.f; btTransform startTransform; startTransform.setIdentity(); btVector3 camPos = getCameraPosition(); startTransform.setOrigin(camPos); setShootBoxShape (); btRigidBody* body = this->localCreateRigidBody(mass, startTransform,m_shootBoxShape); body->setLinearFactor(btVector3(1,1,1)); //body->setRestitution(1); btVector3 linVel(destination[0]-camPos[0],destination[1]-camPos[1],destination[2]-camPos[2]); linVel.normalize(); linVel*=m_ShootBoxInitialSpeed; body->getWorldTransform().setOrigin(camPos); body->getWorldTransform().setRotation(btQuaternion(0,0,0,1)); body->setLinearVelocity(linVel); body->setAngularVelocity(btVector3(0,0,0)); body->setCcdMotionThreshold(1.); body->setCcdSweptSphereRadius(0.2f); } }
void FractureDemo::shootBox(const btVector3& destination) { if (m_dynamicsWorld) { btScalar mass = 1.f; btTransform startTransform; startTransform.setIdentity(); btVector3 camPos = getCameraPosition(); startTransform.setOrigin(camPos); setShootBoxShape (); btAssert((!m_shootBoxShape || m_shootBoxShape->getShapeType() != INVALID_SHAPE_PROXYTYPE)); //rigidbody is dynamic if and only if mass is non zero, otherwise static bool isDynamic = (mass != 0.f); btVector3 localInertia(0,0,0); if (isDynamic) m_shootBoxShape->calculateLocalInertia(mass,localInertia); //using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects btFractureBody* body = new btFractureBody(mass,0,m_shootBoxShape,localInertia,&mass,1,m_dynamicsWorld); body->setWorldTransform(startTransform); m_dynamicsWorld->addRigidBody(body); body->setLinearFactor(btVector3(1,1,1)); //body->setRestitution(1); btVector3 linVel(destination[0]-camPos[0],destination[1]-camPos[1],destination[2]-camPos[2]); linVel.normalize(); linVel*=m_ShootBoxInitialSpeed; body->getWorldTransform().setOrigin(camPos); body->getWorldTransform().setRotation(btQuaternion(0,0,0,1)); body->setLinearVelocity(linVel); body->setAngularVelocity(btVector3(0,0,0)); body->setCcdMotionThreshold(1.); body->setCcdSweptSphereRadius(0.2f); } }
void CcdPhysicsDemo::shootBox(const btVector3& destination) { if (m_dynamicsWorld) { float mass = 1.f; btTransform startTransform; startTransform.setIdentity(); btVector3 camPos = getCameraPosition(); startTransform.setOrigin(camPos); setShootBoxShape (); btRigidBody* body = this->localCreateRigidBody(mass, startTransform,m_shootBoxShape); body->setLinearFactor(btVector3(1,1,1)); //body->setRestitution(1); btVector3 linVel(destination[0]-camPos[0],destination[1]-camPos[1],destination[2]-camPos[2]); linVel.normalize(); linVel*=m_ShootBoxInitialSpeed; body->getWorldTransform().setOrigin(camPos); body->getWorldTransform().setRotation(btQuaternion(0,0,0,1)); body->setLinearVelocity(linVel); body->setAngularVelocity(btVector3(0,0,0)); body->setContactProcessingThreshold(1e30); ///when using m_ccdMode, disable regular CCD if (m_ccdMode==USE_CCD) { body->setCcdMotionThreshold(CUBE_HALF_EXTENTS); body->setCcdSweptSphereRadius(0.4f); } } }