Esempio n. 1
0
	static dFloat RayCastFilter (const NewtonBody* const body, const NewtonCollision* const collisionHit, const dFloat* const contact, const dFloat* const normal, dLong collisionID, void* const userData, dFloat intersetParam)
	{
		dFloat mass;
		dFloat Ixx;
		dFloat Iyy;
		dFloat Izz;

		// check if we are hitting a sub shape
		const NewtonCollision* const parent = NewtonCollisionGetParentInstance(collisionHit);
		if (parent) {
			// you can use this to filter sub collision shapes.  
			dAssert (NewtonCollisionGetSubCollisionHandle (collisionHit));
		}

		dMousePickClass* const data = (dMousePickClass*) userData;
		NewtonBodyGetMassMatrix (body, &mass, &Ixx, &Iyy, &Izz);
		if ((mass > 0.0f) || (NewtonBodyGetType(body) == NEWTON_KINEMATIC_BODY)) {
			data->m_body = body;
		}

		
		if (intersetParam < data->m_param) {
			data->m_param = intersetParam;
			data->m_normal = dVector (normal[0], normal[1], normal[2]);
		}
		return intersetParam;
	}
Esempio n. 2
0
static void DebugShowBodyCollision (const NewtonBody* const body, DEBUG_DRAW_MODE mode)
{
	switch (NewtonBodyGetType(body)) 
	{
		case NEWTON_DYNAMIC_BODY:
		{
			int sleepState = NewtonBodyGetSleepState(body);
			if (sleepState == 1) {
				// indicate when body is sleeping 
				glColor3f(0.42f, 0.73f, 0.98f);
			} else {
				// body is active
				glColor3f(1.0f, 1.0f, 1.0f);
			}
			break;
		}

		case NEWTON_KINEMATIC_BODY:
			glColor3f(1.0f, 1.0f, 0.0f);
			break;

		case NEWTON_DEFORMABLE_BODY:
			glColor3f (0.0f, 1.0f, 1.0f);
			break;
	}
	dMatrix matrix;
	NewtonBodyGetMatrix(body, &matrix[0][0]);



	NewtonCollisionForEachPolygonDo (NewtonBodyGetCollision(body), &matrix[0][0], DebugShowGeometryCollision, (void*) mode);
}
Esempio n. 3
0
	// implement a ray cast pre-filter
	static unsigned RayCastPrefilter (const NewtonBody* body,  const NewtonCollision* const collision, void* const userData)
	{
		// ray cannot pick trigger volumes
		//return NewtonCollisionIsTriggerVolume(collision) ? 0 : 1;

		const NewtonCollision* const parent = NewtonCollisionGetParentInstance(collision);
		if (parent) {
			// you can use this to filter sub collision shapes.  
			dAssert (NewtonCollisionGetSubCollisionHandle (collision));
		}

		return (NewtonBodyGetType(body) == NEWTON_DYNAMIC_BODY) ? 1 : 0;
	}