Esempio n. 1
0
void PlayerBehaviourGround::resolve(const sf::Vector3f& manifold, CollisionWorld::Body* other)
{
    switch (other->getType())
    {
    case CollisionWorld::Body::Type::Water:
        setBehaviour<PlayerBehaviourWater>();
        break;
    case CollisionWorld::Body::Type::Block:
        if (manifold.x != 0.f) //prevents shifting vertically
        {
            move(sf::Vector2f(manifold.x, manifold.y) * manifold.z);
            float yVel = std::min(0.f, getVelocity().y);
            setVelocity({ 0.f, yVel });

            int cat = other->getParentCategory();

            if ((cat & (Category::CarriedOne | Category::CarriedTwo)) == 0 //don't take damage from blocks being carried,
                && other->getSpeed() > 10.f) //or if they aren't moving
            {
                float damageAmount = std::fabs(manifold.z * (damageMultiplier / getFootSenseCount()));//always take same damage regardless of blocks touching
                damage(damageAmount, other); 
                //std::cerr << damageAmount<< ": block damage " << std::endl;
            }
            else if ((cat & (Category::GrabbedOne | Category::GrabbedTwo)) == 0
                && hasChild(CollisionWorld::Body::Block))
            {
                //drop block
                Event e;
                e.type = Event::Player;
                e.player.action = Event::PlayerEvent::Released;
                e.player.playerId = getParentCategory();
                auto pos = getBody()->getCentre();
                e.player.positionX = pos.x;
                e.player.positionY = pos.y;
                raiseEvent(e);

                std::cerr << "release block in collision" << std::endl;
            }
            //std::cerr << manifold.z << std::endl;
        }
        break;
    case CollisionWorld::Body::Type::Solid:
        move(sf::Vector2f(manifold.x, manifold.y) * manifold.z);
        if (manifold.x == 0)
        {
            setVelocity({ getVelocity().x, 0.f }); //carry on moving if we hit ground
        }
        else if (manifold.y == 0) //don't die falling, just when crushed against wall
        {
            float damageAmount = std::fabs(manifold.z /** damageMultiplier*/);
            damage(damageAmount, other);
            setVelocity({});

            if (hasChild(CollisionWorld::Body::Block))
            {
                //drop block
                Event e;
                e.type = Event::Player;
                e.player.action = Event::PlayerEvent::Released;
                e.player.playerId = getParentCategory();
                auto pos = getBody()->getCentre();
                e.player.positionX = pos.x;
                e.player.positionY = pos.y;
                raiseEvent(e);

                std::cerr << "release block in collision" << std::endl;
            }
        }
        break;
    case CollisionWorld::Body::Type::Player:
        //move away if side collision 
        if (manifold.x != 0)
        {
            move(sf::Vector2f(manifold.x, manifold.y) * manifold.z);
            setVelocity({});
        }

        break;
    case CollisionWorld::Body::Type::Npc:
        //always die
        kill();
        break;
    case CollisionWorld::Body::Item:
    {
        Event e;
        e.node.action = Event::NodeEvent::KilledNode;
        e.node.type = getParentCategory();
        e.node.target = Category::Item;
        e.type = Event::Node;
        raiseEvent(e);
    }
        break;
    case CollisionWorld::Body::FreeForm:
    {
        if (other->getParentCategory() == Category::HatCarried) break;

        sf::Vector2f normal(manifold.x, manifold.y);
        move(normal * manifold.z);
        setVelocity(getVelocity() * 0.8f);
    }
    default: break;
    }
}
Esempio n. 2
0
btVector3 Leaf::getPosition()
{
	btVector3 positionFall = getBody()->getCenterOfMassPosition();
	return positionFall;
}
Esempio n. 3
0
void Leaf::setPosition(const btVector3& newPos){
	position = newPos;
	getBody()->translate(btVector3(position));

}
Esempio n. 4
0
void TalkToClient(ODSocket *socket_,char* clientIp){
	for (;;)
	{
		 
		MqHead head = getHead(socket_);
		if (head.type == 0)
		{
			return;
		}

		switch (head.type)
		{
		case Register::type:
			Register register_;
			if (getBody(socket_,register_) > 0){
				++p::playerMaxId;
				int result = p::account.DoUserRegister(register_,p::db,p::playerMaxId);
				if (result == kSucess)
				{
					UserRecord userRecord;
					userRecord.user_id = p::playerMaxId;
					userRecord.age = register_.age;
				 
					memcpy(userRecord.nick.name,register_.nick.name,register_.nick.len);
					userRecord.odSocket = *socket_;
					
					memcpy(userRecord.ip,clientIp,strlen(clientIp));

					memcpy(userRecord.address1,register_.address1,strlen(register_.address1));

					if (register_.address1_len > 0)
					{
						userRecord.address1_len = register_.address1_len;
						memcpy(userRecord.address1,register_.address1,register_.address1_len);
					}

					if (register_.address2_len > 0)
					{
						userRecord.address2_len = register_.address2_len;
						memcpy(userRecord.address2,register_.address2,register_.address2_len);
					}

					if (register_.address3_len > 0)
					{
						userRecord.address3_len = register_.address3_len;
						memcpy(userRecord.address3,register_.address3,register_.address3_len);
					}
					
					p::g_user[userRecord.user_id] = userRecord;

					
				}
				
				head.type = RegisterResult::type;
				head.aid = p::playerMaxId;

				RegisterResult registerResult;
				registerResult.result = result;
				
				socket_->SendMsg(head,(char*)&registerResult,sizeof(registerResult));
				break;
			}

		case Login::type:
			Login login_;
			if (getBody(socket_,login_))
			{
				UserRecord userRecord;
				int result = p::account.DoUserLogin(login_,p::db,userRecord);
				if (result == kSucess)
				{
					userRecord.odSocket = *socket_;
					memcpy(userRecord.ip,clientIp,strlen(clientIp));
					p::g_user[userRecord.user_id] = userRecord;
				}

				head.type = LoginResult::type;
				head.aid = userRecord.user_id;

				LoginResult loginResult;
				loginResult.result = result;
				socket_->SendMsg(head,(char*)&loginResult,sizeof(loginResult));
			}
			break;

		case GetPlayerInfo::type:
			GetPlayerInfo info_;
			if (getBody(socket_,info_)){
				PlayerInfoResult playerInfoResult;
				UserRecord userRecord;
				Login login_;
				login_.phone_len = info_.phone_len;
				memcpy(login_.phone,info_.phone,login_.phone_len);

				int result = p::account.DoUserLogin(login_,p::db,userRecord);
				if (result == kSucess)
				{
					userRecord.odSocket = *socket_;
					memcpy(userRecord.ip,clientIp,strlen(clientIp));
					p::g_user[userRecord.user_id] = userRecord;
				}

				head.type = PlayerInfoResult::type;
				head.aid = userRecord.user_id;
				playerInfoResult.result = result;

				if (playerInfoResult.result == kSucess){
					playerInfoResult.nick.len =userRecord.nick.len;
					memcpy(playerInfoResult.nick.name, userRecord.nick.name,userRecord.nick.len);

					playerInfoResult.address1_len = userRecord.address1_len;
					memcpy(playerInfoResult.address1, userRecord.address1,playerInfoResult.address1_len);

					playerInfoResult.address2_len = userRecord.address2_len;
					memcpy(playerInfoResult.address2, userRecord.address2,playerInfoResult.address2_len);

					playerInfoResult.address3_len = userRecord.address3_len;
					memcpy(playerInfoResult.address3, userRecord.address3,playerInfoResult.address3_len);
				}
				socket_->SendMsg(head,(char*)&playerInfoResult,sizeof(playerInfoResult));
			}
			
				break;
		case LoginOut::type:
			LoginOut loginOut_;
			if (getBody(socket_,loginOut_)){
				cleanPlayerInfo(socket_);
			}
			break;
		default:
			break;
		}

		std::this_thread::sleep_for(std::chrono::milliseconds(50));
	}
}
/** Virtual function called when the plunger hits something.
 *  The plunger is special in that it is not deleted when hitting an object.
 *  Instead it stays around (though not as a graphical or physical object)
 *  till the rubber band expires.
 *  \param kart Pointer to the kart hit (NULL if not a kart).
 *  \param obj  Pointer to PhysicalObject object if hit (NULL otherwise).
 *  \returns True if there was actually a hit (i.e. not owner, and target is 
 *           not immune), false otherwise.
 */
bool Plunger::hit(AbstractKart *kart, PhysicalObject *obj)
{
    if(isOwnerImmunity(kart)) return false;

    RaceGUIBase* gui = World::getWorld()->getRaceGUI();
    irr::core::stringw hit_message;

    // pulling back makes no sense in battle mode, since this mode is not a race.
    // so in battle mode, always hide view
    if( m_reverse_mode || race_manager->isBattleMode() )
    {
        if(kart)
        {
            kart->blockViewWithPlunger();
            if (kart->getController()->isPlayerController())
                sfx_manager->quickSound("plunger");

            hit_message += StringUtils::insertValues(getHitString(kart),
                                                     core::stringw(kart->getName()),
                                                     core::stringw(m_owner->getName())
                                                    ).c_str();
            gui->addMessage(translations->fribidize(hit_message), NULL, 3.0f,
                            video::SColor(255, 255, 255, 255), false);
        }

        m_keep_alive = 0;
        // Make this object invisible.
        getNode()->setVisible(false);
        World::getWorld()->getPhysics()->removeBody(getBody());
    }
    else
    {
        m_keep_alive = m_owner->getKartProperties()->getRubberBandDuration();

        // Make this object invisible by placing it faaar down. Not that if this
        // objects is simply removed from the scene graph, it might be auto-deleted
        // because the ref count reaches zero.
        scene::ISceneNode *node = getNode();
        if(node)
        {
            node->setVisible(false);
        }
        World::getWorld()->getPhysics()->removeBody(getBody());

        if(kart)
        {
            m_rubber_band->hit(kart);
            return false;
        }
        else if(obj)
        {
            Vec3 pos(obj->getBody()->getWorldTransform().getOrigin());
            m_rubber_band->hit(NULL, &pos);
        }
        else
        {
            m_rubber_band->hit(NULL, &(getXYZ()));
        }
    }

    // Rubber band attached. 
    return false;
}   // hit
Esempio n. 6
0
Vector Object::getVelocity()
{
	return getBody()->GetVelocity();	
}
Esempio n. 7
0
int	Object::getHeight(bool rotated)
{
	return getBody()->GetHeight(rotated);
}
Esempio n. 8
0
bool Warrior::think(Game *game){
		if(alertCooldown>0)alertCooldown--;
		if(attackCooldown>0)attackCooldown--;
		if(isDead() && this->getCurrentState()==DEATH_STATE && justStartedState())
			return true;
		else if(isDead() && this->getCurrentState()!=DEATH_STATE){
			this->setCurrentState((wstring)DEATH_STATE);
			body->SetActive(false);
		}
		else if (isDead())
			return false;
		if(isDisturbed<=0){
			b2Vec2 vel=getBody()->GetLinearVelocity();
			//vel.Normalize();
			vel*=-this->getVelocityDampener()*movementImpulse;
			getBody()->ApplyForceToCenter(vel);
		}else{
			if(order.type!=ATTACKUNITORDER)untargetUnit();
			if(isDisturbed>0)isDisturbed--;
			return false;
		}
		if(targetUnit!=NULL&&(targetUnit->isDead()||targetUnit->birthID!=birthIDTarget)){
			untargetUnit();
			if(order.type==ATTACKUNITORDER)
				order.type=STOPORDER;
		}
		if(targetUnit!=NULL&&state==attacking&& attackCooldown<=0){
			if(justStartedState()){
				this->onAttack(game,targetUnit,strengthBase*strengthFactor+strengthIncrease);
					state=standby;
					attackCooldown=attackSpeedBase*attackSpeedFactor; 
			}
		}
		if(lastThink--<=0){
			Physics* p =game->getGSM()->getPhysics();
			b2World* w=p->getWorld();
			if(order.type!=MOVEORDER)
				if(targetUnit==NULL){
					targetArea.upperBound-=targetArea.lowerBound;
					targetArea.lowerBound.x=getBody()->GetPosition().x-targetArea.upperBound.x/2.0f;
					targetArea.lowerBound.y=getBody()->GetPosition().y-targetArea.upperBound.y/2.0f;
					targetArea.upperBound+=targetArea.lowerBound;
					w->QueryAABB((&callback),targetArea);
					if(targetUnit!=NULL)lastWaypointGeneration=0;
				}
			if(targetUnit!=NULL){
				closeArea.upperBound-=closeArea.lowerBound;
				closeArea.lowerBound.x=getBody()->GetPosition().x-closeArea.upperBound.x/2.0f;
				closeArea.lowerBound.y=getBody()->GetPosition().y-closeArea.upperBound.y/2.0f;
				closeArea.upperBound+=closeArea.lowerBound;
				if(b2TestOverlap(targetUnit->getAABB(),closeArea)){	
					attackTargetedUnit();
					b2Vec2 vel=getBody()->GetLinearVelocity();
					vel*=.3f;
					getBody()->SetLinearVelocity(vel);
				}
				else{
					state=standby;
					if(order.type!=ATTACKUNITORDER){
						AABBCallback<CloseRange> range;
						CloseRange c;
						range.f=&c;
						range.self=this;
						w->QueryAABB((&range),closeArea);
					}
				}
					
			} 
			
			
			lastThink=10;
		}
		if(!waypoints.empty()){
			pair<float,float> coord=waypoints.back();
			float dx =(coord.first-getWorldX());
			float dy = (coord.second-getWorldY());
			b2Vec2 displacement(dx,dy);
			if(displacement.Length()<2){
				waypoints.pop_back();
			}
			displacement.Normalize();
			displacement*=this->getMovementImpulse();
			body->ApplyForceToCenter(displacement);
		}

		if(lastWaypointGeneration--<=0){
			handleOrders(game);
		}
		
		return false;
	}
Esempio n. 9
0
value caml_getBody(value e)
{
  CAMLparam1(e);
  CAMLreturn(alloc_Expr(getBody(Expr_val(e))));
}
void MonsterTortoise::checkPosSchedule()
{
	Vec2 newPos = getPosition();
	b2Body * body = getBody();
	b2Vec2 oldVelocity = body->GetLinearVelocity();
	if (newPos.x - m_lastPos.x >= -0.01f && newPos.x - m_lastPos.x <= 0.01f)
	{
		//转向处理
		if (!m_bIsDefend || (m_bIsDefend && m_bIsRoll))
		{
			changeVelocityDirection();
		}
	}
	else
	{
		if (m_bLeft)
		{
			if (!m_bIsDefend)
				body->SetLinearVelocity(b2Vec2(-MMSpeed_Tortoise, oldVelocity.y));
			//else if (oldVelocity.x < -0.00001f)
			//	getBody()->SetLinearVelocity(b2Vec2(-MMSpeed_TortoiseDefense, oldVelocity.y));
		}
		else
		{
			if (!m_bIsDefend)
				body->SetLinearVelocity(b2Vec2(MMSpeed_Tortoise, oldVelocity.y));
			//else if (oldVelocity.x > 0.00001f)
			//	getBody()->SetLinearVelocity(b2Vec2(MMSpeed_TortoiseDefense, oldVelocity.y));
		}
	}

	////防守非滚动状态x轴速度更改
	//if (m_bIsDefend && !m_bIsRoll && (oldVelocity.x < -0.00001f || oldVelocity.x > 0.00001f))
	//{
	//	body->SetAwake(false);
	//	body->SetLinearVelocity(b2Vec2(0.0f, oldVelocity.y));
	//}
	m_lastPos.set(newPos);

	//空中校验,是否踩着物体,光线投射
	if (!m_bIsDefend)
	{
		m_bStepObject = false;
		float fPtm = getPTMRatio();
		b2Vec2 beginPoint1(newPos.x / fPtm, newPos.y / fPtm);	//投射起点
		b2Vec2 endPoint1(beginPoint1.x, beginPoint1.y - getContentSize().height / fPtm);	//投射终点
		b2World * pWorld = GameScene::getInstance()->getWorld();
		pWorld->RayCast(this, beginPoint1, endPoint1);
		if (!m_bStepObject)
		{
			//由于可能透过细小缝隙,故而执行二次投射
			b2Vec2 beginPoint2(beginPoint1.x + (m_bLeft ? -1 : 1) * getContentSize().width / 4 / fPtm, beginPoint1.y);
			b2Vec2 endPoint2(beginPoint2.x, endPoint1.y);
			pWorld->RayCast(this, beginPoint2, endPoint2);
		}

		if (!m_bStepObject)
		{
			//再走将会掉下,掉头
			changeVelocityDirection();
		}
	}
}
void MonsterTortoise::resetVelocityX()
{
	b2Body * body = getBody();
	body->SetLinearVelocity(b2Vec2(0.0f, body->GetLinearVelocity().y));
}
void MonsterTortoise::marioContact(MarioSprite * pMario)
{
	if (pMario == nullptr)
	{
		CC_ASSERT(false);
		return;
	}

	if (getMonsterStatus() == MonsterStatus_Invalid)
	{
		return;
	}
	else if (m_bIsDefend)
	{
		//重置弹力系数
		b2Fixture * fixture = getBody()->GetFixtureList();

		b2Vec2 oldVelocity = getBody()->GetLinearVelocity();
		enMarioStatus marioStatus = pMario->getMarioStatus();
		if (m_bIsRoll)
		{
			if (marioStatus == MarioSt_LJump || marioStatus == MarioSt_LDown ||
				marioStatus == MarioSt_RJump || marioStatus == MarioSt_RDown)
			{
				//马里奥空中状态,停止防守龟滚动
				getBody()->SetLinearVelocity(b2Vec2(0.0f, oldVelocity.y));
				stopAllActions();
				m_bIsRoll = false;

				if (marioStatus == MarioSt_LDown || marioStatus == MarioSt_RDown)
				{
					//回弹马里奥
					b2Vec2 marioVelocity = pMario->getBody()->GetLinearVelocity();
					pMario->getBody()->SetLinearVelocity(b2Vec2(marioVelocity.x, -marioVelocity.y));
				}
			}
			else
			{
				//马里奥地上状态,杀死马里奥
				GameScene::getInstance()->reduceLife();
			}
		}
		else
		{
			if ((pMario->getMarioStatus() & 0x1000) == 0)
			{
				//左向滚动
				m_bLeft = true;
				getBody()->SetLinearVelocity(b2Vec2(-MMSpeed_TortoiseDefense, oldVelocity.y));
			}
			else
			{
				//右向滚动
				m_bLeft = false;
				getBody()->SetLinearVelocity(b2Vec2(MMSpeed_TortoiseDefense, oldVelocity.y));
			}
			m_bIsRoll = true;
			stopAllActions();
			Animation * animation = AnimationCache::getInstance()->getAnimation("tortoiseDefend");
			runAction(Animate::create(animation));

			if (marioStatus == MarioSt_LDown || marioStatus == MarioSt_RDown)
			{
				//回弹马里奥
				b2Vec2 marioVelocity = pMario->getBody()->GetLinearVelocity();
				pMario->getBody()->SetLinearVelocity(b2Vec2(marioVelocity.x, -marioVelocity.y));
			}
		}
	}
	else
	{
		if (pMario->getMarioStatus() == MarioSt_LDown || pMario->getMarioStatus() == MarioSt_RDown ||
			pMario->getMarioStatus() == MarioSt_LTumble || pMario->getMarioStatus() == MarioSt_RTumble)
		{
			const Size & monsterSize = getMonsterSize();
			const Size & marioSize = pMario->getMarioSize();
			Vec2 pos = getPosition();
			Vec2 posM = pMario->getPosition();
			bool bMarioTumble = (pMario->getMarioStatus() == MarioSt_LTumble || pMario->getMarioStatus() == MarioSt_RTumble);

			if ((pos.y <= posM.y) &&
				(pos.x - posM.x > -monsterSize.width / 2 - marioSize.width / 2) &&
				(pos.x - posM.x < monsterSize.width / 2 + marioSize.width / 2))
			{
				//乌龟变为防守状态
				if (!bMarioTumble)
				{
					stopAllActions();
					getBody()->SetLinearVelocity(b2Vec2(0.0f, 0.0f));
					m_bIsDefend = true;
					m_bIsRoll = false;

					SpriteFrame * frame = SpriteFrameCache::getInstance()->getSpriteFrameByName(
						"monster/tortoise_defend/tortoise_defend1.png");
					setSpriteFrame(frame);
					updateFixStatus = UpdateTortoise_Defend;
					playEffect(Effect_KillMonster);

					//回弹马里奥
					b2Vec2 marioVelocity = pMario->getBody()->GetLinearVelocity();
					pMario->getBody()->SetLinearVelocity(b2Vec2(marioVelocity.x, -marioVelocity.y));
				}
				else
				{
					if (posM.x >= pos.x)
					{
						//左向滚动
						m_bLeft = true;
						getBody()->SetLinearVelocity(b2Vec2(-MMSpeed_TortoiseDefense, 0.0f));
					}
					else
					{
						//右向滚动
						m_bLeft = false;
						getBody()->SetLinearVelocity(b2Vec2(MMSpeed_TortoiseDefense, 0.0f));
					}
					m_bIsDefend = true;
					m_bIsRoll = true;
					m_lastPos.set(getPosition());
					updateFixStatus = UpdateTortoise_Defend;
					stopAllActions();
					Animation * animation = AnimationCache::getInstance()->getAnimation("tortoiseDefend");
					runAction(Animate::create(animation));
				}
			}
			else
			{
				GameScene::getInstance()->reduceLife();
			}
		}
		else
		{
			GameScene::getInstance()->reduceLife();
		}
	}

}
Esempio n. 13
0
void PhysicsGeom::changed(ConstFieldMaskArg whichField, 
                            UInt32            origin,
                            BitVector         details)
{
    Inherited::changed(whichField, origin, details);

    //Do not respond to changes that have a Sync origin
    if(origin & ChangedOrigin::Sync)
    {
        return;
    }

    if(whichField & BodyFieldMask)
    {
        if(getBody() != NULL)
        {
	        dGeomSetBody(_GeomID, getBody()->getBodyID());
        }
        else
        {
	        dGeomSetBody(_GeomID, 0);
        }
    }
    if(whichField & PositionFieldMask)
    {
	    dGeomSetPosition(_GeomID, getPosition().x(),getPosition().y(),getPosition().z());
    }
    if(whichField & RotationFieldMask)
    {
	    dMatrix3 rotation;
	    Vec4f v1 =  getRotation()[0];
	    Vec4f v2 =  getRotation()[1];
	    Vec4f v3 =  getRotation()[2];
	    rotation[0]   = v1.x();
	    rotation[1]   = v1.y();
	    rotation[2]   = v1.z();
	    rotation[3]   = 0;
	    rotation[4]   = v2.x();
	    rotation[5]   = v2.y();
	    rotation[6]   = v2.z();
	    rotation[7]   = 0;
	    rotation[8]   = v3.x();
	    rotation[9]   = v3.y();
	    rotation[10]  = v3.z();
	    rotation[11]  = 0;
	    dGeomSetRotation(_GeomID, rotation);
    }
    if(whichField & QuaternionFieldMask)
    {
	    dQuaternion q;
	    q[0]=getQuaternion().w();
	    q[1]=getQuaternion().x();
	    q[2]=getQuaternion().y();
	    q[3]=getQuaternion().z();
	    dGeomSetQuaternion(_GeomID,q);
    }
    if(whichField & OffsetPositionFieldMask &&
        getBody() != NULL)
    {
	    dGeomSetOffsetPosition(_GeomID, getOffsetPosition().x(),getOffsetPosition().y(),getOffsetPosition().z());
    }
    if(whichField & OffsetRotationFieldMask &&
        getBody() != NULL)
    {
	    dMatrix3 rotation;
	    Vec4f v1 =  getOffsetRotation()[0];
	    Vec4f v2 =  getOffsetRotation()[1];
	    Vec4f v3 =  getOffsetRotation()[2];
	    rotation[0]   = v1.x();
	    rotation[1]   = v1.y();
	    rotation[2]   = v1.z();
	    rotation[3]   = 0;
	    rotation[4]   = v2.x();
	    rotation[5]   = v2.y();
	    rotation[6]   = v2.z();
	    rotation[7]   = 0;
	    rotation[8]   = v3.x();
	    rotation[9]   = v3.y();
	    rotation[10]  = v3.z();
	    rotation[11]  = 0;
	    dGeomSetOffsetRotation(_GeomID, rotation);
    }
    if(whichField & OffsetQuaternionFieldMask && getBody() != NULL)
    {
	    dQuaternion q;
	    q[0]=getOffsetQuaternion().w();
	    q[1]=getOffsetQuaternion().x();
	    q[2]=getOffsetQuaternion().y();
	    q[3]=getOffsetQuaternion().z();
	    dGeomSetOffsetQuaternion(_GeomID,q);
    }
    if(whichField & CategoryBitsFieldMask)
    {
	    dGeomSetCategoryBits(_GeomID, getCategoryBits());
    }
    if(whichField & CollideBitsFieldMask)
    {
	    dGeomSetCollideBits(_GeomID, getCollideBits());
    }
    if(whichField & SpaceFieldMask)
    {
        dSpaceID CurSpace(dGeomGetSpace(_GeomID));
     
        if(CurSpace != 0 &&
           (getSpace() == NULL ||
            CurSpace != getSpace()->getSpaceID()))
        {
            dSpaceRemove(CurSpace,_GeomID);
        }

        if(getSpace() != NULL)
        {
	        dSpaceAdd(getSpace()->getSpaceID(), _GeomID);
        }
    }
    if(whichField & EnableFieldMask)
    {
        if(getEnable())
        {
            dGeomEnable(_GeomID);
        }
        else
        {
            dGeomDisable(_GeomID);
        }
    }
}
void ParseFile_Recurse(FILE* fd, Settings& settings,int& lineCount){
	std::string key,value;
	char lastCharParsed;

	do{
		lastCharParsed = getKey(fd,key);
		removeTrailingSpaces(key);
		if(lastCharParsed == '=' && key.size()>0){
			lastCharParsed = getBody(fd,value);
			removeTrailingSpaces(value);
			settings.values[key] = value;
				//Now lets add a new nested tree of if statements
				//sorry future me about this mess
				if(lastCharParsed=='#'){
					readRestOfLine(fd);
					lineCount++;
				}else if(lastCharParsed=='}'){
					return; //unwind the stack to be done with this group
				}else if(lastCharParsed=='\n'){
					//nothing special
					lineCount++;
				}else if(lastCharParsed=='{'){
					printf("ERROR: CONFIG:%d: Opening new group ( { ) while specifing value\n",lineCount);
				}else if(lastCharParsed=='='){
					printf("ERROR: CONFIG:%d: Value specifing ( = ) while specifing value\n",lineCount);
				}else if( !feof(fd) ){
					printf("ERROR: CONFIG:%d: Reached EOF Unexpectedly (value parsing)\n",lineCount);
				}
		}else if(lastCharParsed == '{' && key.size()>0){
			//found a named group, so recurse down to get everything inside of it
			ParseFile_Recurse(fd,settings.groups[key],lineCount);
		}else if(lastCharParsed == '}' && key.size()==0){
			//found that we are closing the group we are currently in
			return; // unwind the stack
		}else if(lastCharParsed == '\n' && key.size()==0){
			//just ignore blank lines
			lineCount++;
		}else if(lastCharParsed == '#' && key.size()==0){
			//ignore lines that only have comments
			readRestOfLine(fd);
			lineCount++;
		}
		// end of good states, following are bad states
		else if( lastCharParsed=='#' && key.size()>0 ){
			readRestOfLine(fd);
			lineCount++;
			printf("ERROR: CONFIG:%d: found a comment token ( # ) while parsing label\n",lineCount);
		}else if( lastCharParsed=='=' && key.size()==0 ){
			readRestOfLine(fd);
			lineCount++;
			printf("ERROR: CONFIG:%d: found a ( = ) token with an empty label\n",lineCount);
		}else if( lastCharParsed=='}' && key.size()>0 ){
			printf("ERROR: CONFIG:%d: found a ( } ) token with a non-empty label\n",lineCount);
		}else if( lastCharParsed=='\n' && key.size()>0 ){
			printf("ERROR: CONFIG:%d: reached end of line with a non-empty label\n",lineCount);
			lineCount++;
		}else if( lastCharParsed=='{' && key.size()>0 ){
			printf("ERROR: CONFIG:%d: found a ( { ) token with an empty label\n",lineCount);
		}else if( feof(fd) ){
			if(key.size()>0)
				printf("ERROR: CONFIG:%d: Reached EOF Unexpectedly (key parsing)\n",lineCount);
			//else no-one cares as we are not losing any information
		}

	}while(!feof(fd));
}
Esempio n. 15
0
void Object::rotate(float rotate)
{
	getBody()->Rotate(rotate);
}
Esempio n. 16
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/** Creates a bullet physics body for the flyable item.
 *  \param forw_offset How far ahead of the kart the flyable should be
 *         positioned. Necessary to avoid exploding a rocket inside of the
 *         firing kart.
 *  \param velocity Initial velocity of the flyable.
 *  \param shape Collision shape of the flyable.
 *  \param gravity Gravity to use for this flyable.
 *  \param rotates True if the item should rotate, otherwise the angular factor
 *         is set to 0 preventing rotations from happening.
 *  \param turn_around True if the item is fired backwards.
 *  \param custom_direction If defined the initial heading for this item,
 *         otherwise the kart's heading will be used.
 */
void Flyable::createPhysics(float forw_offset, const Vec3 &velocity,
                            btCollisionShape *shape,
                            float restitution, const btVector3& gravity,
                            const bool rotates, const bool turn_around,
                            const btTransform* custom_direction)
{
    // Get Kart heading direction
    btTransform trans = ( !custom_direction ? m_owner->getAlignedTransform()
                                            : *custom_direction          );

    // Apply offset
    btTransform offset_transform;
    offset_transform.setIdentity();
    assert(!std::isnan(m_average_height));
    assert(!std::isnan(forw_offset));
    offset_transform.setOrigin(Vec3(0,m_average_height,forw_offset));

    // turn around
    if(turn_around)
    {
        btTransform turn_around_trans;
        //turn_around_trans.setOrigin(trans.getOrigin());
        turn_around_trans.setIdentity();
        turn_around_trans.setRotation(btQuaternion(btVector3(0, 1, 0), M_PI));
        trans  *= turn_around_trans;
    }

    trans  *= offset_transform;

    m_shape = shape;
    createBody(m_mass, trans, m_shape, restitution);
    m_user_pointer.set(this);
    Physics::getInstance()->addBody(getBody());

    m_body->setGravity(gravity);

    // Rotate velocity to point in the right direction
    btVector3 v=trans.getBasis()*velocity;

    if(m_mass!=0.0f)  // Don't set velocity for kinematic or static objects
    {
#ifdef DEBUG
        // Just to get some additional information if the assert is triggered
        if(std::isnan(v.getX()) || std::isnan(v.getY()) || std::isnan(v.getZ()))
        {
            Log::debug("[Flyable]", "vel %f %f %f v %f %f %f",
                        velocity.getX(),velocity.getY(),velocity.getZ(),
                        v.getX(),v.getY(),v.getZ());
        }
#endif
        assert(!std::isnan(v.getX()));
        assert(!std::isnan(v.getY()));
        assert(!std::isnan(v.getZ()));
        m_body->setLinearVelocity(v);
        if(!rotates) m_body->setAngularFactor(0.0f);   // prevent rotations
    }
    m_body->setCollisionFlags(m_body->getCollisionFlags() |
                              btCollisionObject::CF_NO_CONTACT_RESPONSE);

    m_saved_transform = getTrans();
    m_saved_lv = m_body->getLinearVelocity();
    m_saved_av = m_body->getAngularVelocity();
    m_saved_gravity = gravity;
}   // createPhysics
Esempio n. 17
0
void Object::setRotationAxis(Vector axis)
{
	getBody()->GetShape()->setRotationAxis(axis);
}
Esempio n. 18
0
//-----------------------------------------------------------------------------
Flyable::~Flyable()
{
    if(m_shape) delete m_shape;
    Physics::getInstance()->removeBody(getBody());
}   // ~Flyable
Esempio n. 19
0
int Object::getWidth(bool rotated)
{
	return getBody()->GetWidth(rotated);
}
Esempio n. 20
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/** Updates this flyable. It calls Moveable::update. If this function returns
 *  true, the flyable will be deleted by the projectile manager.
 *  \param dt Time step size.
 *  \returns True if this object can be deleted.
 */
bool Flyable::updateAndDelete(int ticks)
{
    if (m_undo_creation)
        return false;

    if (hasAnimation())
    {
        if (!RewindManager::get()->isRewinding())
        {
            m_animation->update(ticks);
            Moveable::update(ticks);
        }
        return false;
    }   // if animation

    m_ticks_since_thrown += ticks;
    if(m_max_lifespan > -1 && m_ticks_since_thrown > m_max_lifespan)
        hit(NULL);

    if(m_has_hit_something) return true;

    //Vec3 xyz=getBody()->getWorldTransform().getOrigin();
    const Vec3 &xyz=getXYZ();
    // Check if the flyable is outside of the track. If so, explode it.
    const Vec3 *min, *max;
    Track::getCurrentTrack()->getAABB(&min, &max);

    // I have seen that the bullet AABB can be slightly different from the
    // one computed here - I assume due to minor floating point errors
    // (e.g. 308.25842 instead of 308.25845). To avoid a crash with a bullet
    // assertion (see bug 3058932) I add an epsilon here - but admittedly
    // that does not really explain the bullet crash, since bullet tests
    // against its own AABB, and should therefore not cause the assertion.
    // But since we couldn't reproduce the problem, and the epsilon used
    // here does not hurt, I'll leave it in.
    float eps = 0.1f;
    assert(!std::isnan(xyz.getX()));
    assert(!std::isnan(xyz.getY()));
    assert(!std::isnan(xyz.getZ()));
    if(xyz[0]<(*min)[0]+eps || xyz[2]<(*min)[2]+eps || xyz[1]<(*min)[1]+eps ||
       xyz[0]>(*max)[0]-eps || xyz[2]>(*max)[2]-eps || xyz[1]>(*max)[1]-eps   )
    {
        hit(NULL);    // flyable out of track boundary
        return true;
    }

    if (m_do_terrain_info)
    {
        Vec3 towards = getBody()->getGravity();
        towards.normalize();
        // Add the position offset so that the flyable can adjust its position
        // (usually to do the raycast from a slightly higher position to avoid
        // problems finding the terrain in steep uphill sections).
        // Towards is a unit vector. so we can multiply -towards to offset the
        // position by one unit.
        TerrainInfo::update(xyz + m_position_offset*(-towards), towards);

        // Make flyable anti-gravity when the it's projected on such surface
        const Material* m = TerrainInfo::getMaterial();
        if (m && m->hasGravity())
        {
            getBody()->setGravity(TerrainInfo::getNormal() * -70.0f);
        }
        else
        {
            getBody()->setGravity(Vec3(0, 1, 0) * -70.0f);
        }
    }

    if(m_adjust_up_velocity)
    {
        float hat = (xyz - getHitPoint()).length();

        // Use the Height Above Terrain to set the Z velocity.
        // HAT is clamped by min/max height. This might be somewhat
        // unphysical, but feels right in the game.

        float delta = m_average_height - std::max(std::min(hat, m_max_height),
                                                  m_min_height);
        Vec3 v = getVelocity();
        assert(!std::isnan(v.getX()));
        assert(!std::isnan(v.getX()));
        assert(!std::isnan(v.getX()));
        float heading = atan2f(v.getX(), v.getZ());
        assert(!std::isnan(heading));
        float pitch   = getTerrainPitch(heading);
        float vel_up = m_force_updown*(delta);
        if (hat < m_max_height) // take into account pitch of surface
            vel_up += v.length_2d()*tanf(pitch);
        assert(!std::isnan(vel_up));
        v.setY(vel_up);
        setVelocity(v);
    }   // if m_adjust_up_velocity

    Moveable::update(ticks);

    return false;
}   // updateAndDelete
Esempio n. 21
0
float Object::getRotation()
{
	return getBody()->GetRotation();
}
Esempio n. 22
0
 void iPhysics::destroyBody(uint64 bodyID)
 {
     destroyBody(getBody(bodyID));
 }