コード例 #1
0
ファイル: PhysicsActor.cpp プロジェクト: SgtFlame/indiezen
//-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
void
PhysicsActor::setAdvancedCollisionPrediction(bool _mode)
{
    if (_mode)
    {
        NewtonBodySetContinuousCollisionMode(m_pActor, 1);
    }
    else
    {
        NewtonBodySetContinuousCollisionMode(m_pActor, 0);
    }
}
コード例 #2
0
	PuckEntity (DemoEntityManager* const scene, int materialID)
		:DemoEntity (dGetIdentityMatrix(), NULL)
		,m_launched(false)
	{
		scene->Append(this);

		NewtonWorld* const world = scene->GetNewton();

		dVector puckSize(WEIGHT_DIAMETER, WEIGHT_HEIGHT, 0.0f, 0.0f);

		// create the shape and visual mesh as a common data to be re used
		NewtonCollision* const collision = CreateConvexCollision (world, dGetIdentityMatrix(), puckSize, _CYLINDER_PRIMITIVE, materialID);

		// correction: make the puck an upright cylinder, this makes everything simpler  
		dMatrix collisionAligmentMatrix (dRollMatrix(3.141592f/2.0f));
		NewtonCollisionSetMatrix(collision, &collisionAligmentMatrix[0][0]);

		DemoMesh* const geometry = new DemoMesh("cylinder_1", collision, "smilli.tga", "smilli.tga", "smilli.tga");

		//dMatrix matrix = dRollMatrix(3.141592f/2.0f);
		dMatrix matrix (dGetIdentityMatrix());
		matrix.m_posit.m_x = -TABLE_LENGTH*0.5f+WEIGHT_DIAMETER;
		matrix.m_posit.m_z = -11.8f;
//matrix.m_posit.m_z += 4.0f;
		matrix.m_posit.m_y = 5.0f;

		m_puckBody = CreateSimpleSolid (scene, geometry, WEIGHT_MASS, matrix, collision, materialID);

		// Set moment of inertia
		// correction: this is deprecated, NewtonBodySetMassProperties produce the exact result
		//dVector I;
		//dFloat Mass = WEIGHT_MASS;
		//dFloat Radius = WEIGHT_RADIUS;
		//dFloat Height = WEIGHT_HEIGHT;
		//I.m_x = I.m_z = Mass*(3.0f*Radius*Radius+Height*Height)/12.0f;
		//I.m_y = Mass*Radius*Radius/2.0f;
		//NewtonBodySetMassMatrix(gPuckBody,Mass, I.m_x, I.m_y, I.m_z);	
		NewtonBodySetMassProperties(m_puckBody, WEIGHT_MASS, NewtonBodyGetCollision(m_puckBody));


		NewtonBodySetMaterialGroupID(m_puckBody, materialID);

		// remember to make continuous collision work with auto sleep mode, right now this is no working
		NewtonBodySetContinuousCollisionMode(m_puckBody, 1);
		NewtonBodySetAutoSleep(m_puckBody, 1);

		// Set callbacks
		NewtonBodySetForceAndTorqueCallback(m_puckBody, NewtonRigidBodySetForceCB);

		// do not forget to release the assets
		geometry->Release(); 
		NewtonDestroyCollision (collision);
	}
コード例 #3
0
ファイル: cm_physics.cpp プロジェクト: DerSaidin/OpenWolf
/*
=============
CMod_PhysicsAddEntity
=============
*/
void CMod_PhysicsAddEntity(sharedEntity_t * gEnt) {
	NewtonCollision* collision = NULL;
	NewtonBody* body = NULL;

	std::map<int, bspCmodel>::iterator it = bspModels.find (gEnt->s.modelindex);
	if ( it == bspModels.end() ) {
		return;
	}
	
	vec3_t inertia, com;
	dMatrix matrix (GetIdentityMatrix());
	bspCmodel* bmodel = &it->second;
	
	collision = NewtonCreateConvexHull (g_world, bmodel->vertices.size(), &bmodel->vertices[0].m_x, sizeof (dVector), 0.0f, &matrix[0][0]);
	body = NewtonCreateBody (g_world, collision);
	NewtonConvexCollisionCalculateVolume (collision);
	NewtonReleaseCollision (g_world, collision);
	
	bmodel->rigidBody = body;

	NewtonBodySetMaterialGroupID (body, defaultMaterialGroup);
	NewtonBodySetUserData (body, (void*)gEnt);
	NewtonBodySetDestructorCallback (body, PhysicsEntityDie);
	NewtonBodySetContinuousCollisionMode (body, 0);
	NewtonBodySetForceAndTorqueCallback (body, PhysicsEntityThink);
	NewtonBodySetTransformCallback (body, PhysicsEntitySetTransform);
	
	NewtonConvexCollisionCalculateInertialMatrix (collision, &inertia[0], &com[0]);
	NewtonBodySetCentreOfMass (body, &com[0]);
	
	VectorScale (inertia, 10.0f, inertia); // The inertia needs to be scaled by the mass.
	
	NewtonBodySetMassMatrix (body, 10.f, inertia[0], inertia[1], inertia[2]);
	
	matrix.m_posit.m_x = gEnt->s.origin[0] * UNITS_PER_METRE;
	matrix.m_posit.m_y = gEnt->s.origin[1] * UNITS_PER_METRE;
	matrix.m_posit.m_z = gEnt->s.origin[2] * UNITS_PER_METRE;
	NewtonBodySetMatrix (body, &matrix[0][0]);
	
	gEnt->s.pos.trType = TR_INTERPOLATE;
	VectorCopy (gEnt->s.origin, gEnt->s.pos.trBase);
	VectorCopy (gEnt->s.origin, gEnt->r.currentOrigin);
	
	gEnt->s.apos.trType = TR_INTERPOLATE;
	VectorCopy (gEnt->s.angles, gEnt->s.apos.trBase);
	VectorCopy (gEnt->s.angles, gEnt->r.currentAngles);
}
コード例 #4
0
// it fires a box when a key is pressed.
static void FireNewtonCcdBox(NewtonWorld* world, const dVector & postion, const dVector & velocity)
{
	NewtonCollision* collision = NewtonCreateBox(world, 1.0f, 1.0f, 1.0f, 0, NULL);

	dMatrix matrix(dGetIdentityMatrix());
	matrix.m_posit = postion;

	NewtonBody* const body = NewtonCreateDynamicBody(world, collision, &matrix[0][0]);

	// set the force callback for applying the force and torque
	NewtonBodySetForceAndTorqueCallback(body, ApplyGravity);

	// set the mass for this body
	dFloat mass = 1.0f;
	NewtonBodySetMassProperties(body, mass, collision);

	NewtonDestroyCollision(collision);

	NewtonBodySetVelocity(body, &velocity[0]);
	NewtonBodySetContinuousCollisionMode(body, 1);
}
コード例 #5
0
ファイル: flag.cpp プロジェクト: master4523/crimsonglory
void CFlag::Unserialize( RakNet::BitStream& bt )
{
    int stringLength = 0;
    char* inString = NULL;
    vector3df vScale;
    f32 fMass;
    int iBody;

    UNLOAD_STRING
    String modelname = inString;    delete[] inString; inString = NULL;

    UNLOAD_STRING
    String texname = inString;  delete[] inString; inString = NULL;

    bt.ReadVector( vScale.X, vScale.Y, vScale.Z );
    bt.Read( fMass );
    bt.Read( iBody );
    bt.Read( team );

    assemblePhysics( modelname.c_str(), ( BodyType )iBody, vScale, vector3df( 0, 0, 0 ), fMass, false );

    if ( ( !node ) || ( !body ) )
    {
      bInvalidEntity = true;
      return;
    }

    //bFix2DPos = bFix2DRot = false;

    node->setMaterialTexture( 0, IRR.video->getTexture( texname.c_str() ) );

    // upvector joint
    vector3df upDirection( -1.0f, 0.0f, 0.0f );
    m_upVector = NewtonConstraintCreateUpVector( WORLD.GetPhysics()->nWorld, &upDirection.X, body );

    // continuous collision
    NewtonBodySetContinuousCollisionMode( body, 1 );

    //setRotation( vector3df(0, 0, 90 ) );
}
コード例 #6
0
	void cPhysicsBodyNewton::SetContinuousCollision(bool a_bOn)
	{
		NewtonBodySetContinuousCollisionMode(m_pNewtonBody, a_bOn ? 1 : 0);
	}
コード例 #7
0
static void CreateDebriPiece (const NewtonBody* sourceBody, NewtonMesh* mesh, dFloat volume)
{
	dFloat Ixx;
	dFloat Iyy;
	dFloat Izz;
	dFloat mass;
	dFloat shapeVolume;
	NewtonWorld* world;
	NewtonBody* rigidBody;
	NewtonCollision* collision;
	OGLMesh* meshInstance;
	SceneManager* system;
	RenderPrimitive* primitive;
	dVector inertia;
	dVector origin;
	dVector veloc;
	dVector omega;
	dMatrix matrix;

	world = NewtonBodyGetWorld (sourceBody);

	NewtonBodyGetMatrix (sourceBody, &matrix[0][0]);

	NewtonBodyGetMassMatrix (sourceBody, &mass, &Ixx, &Iyy, &Izz);

	// make a visual object
	meshInstance = new OGLMesh();

	meshInstance->BuildFromMesh (mesh);

	// create a visual geometry
	primitive = new RenderPrimitive (matrix, meshInstance);
	meshInstance->Release();

	// save the graphics system
	system = (SceneManager*) NewtonWorldGetUserData(world);
	system->AddModel (primitive);

	collision = NewtonCreateConvexHullFromMesh (world, mesh, 0.1f, DEBRI_ID);

	// calculate the moment of inertia and the relative center of mass of the solid
	shapeVolume = NewtonConvexCollisionCalculateVolume (collision);
	NewtonConvexCollisionCalculateInertialMatrix (collision, &inertia[0], &origin[0]);	

	mass = mass * shapeVolume / volume;
	Ixx = mass * inertia[0];
	Iyy = mass * inertia[1];
	Izz = mass * inertia[2];

	//create the rigid body
	rigidBody = NewtonCreateBody (world, collision);

	// set the correct center of gravity for this body
	NewtonBodySetCentreOfMass (rigidBody, &origin[0]);

	// set the mass matrix
	NewtonBodySetMassMatrix (rigidBody, mass, Ixx, Iyy, Izz);

	// save the pointer to the graphic object with the body.
	NewtonBodySetUserData (rigidBody, primitive);

	// assign the wood id
//	NewtonBodySetMaterialGroupID (rigidBody, NewtonBodyGetMaterialGroupID(source));

	// set continue collision mode
	NewtonBodySetContinuousCollisionMode (rigidBody, 1);

	// set a destructor for this rigid body
	NewtonBodySetDestructorCallback (rigidBody, PhysicsBodyDestructor);

	// set the transform call back function
	NewtonBodySetTransformCallback (rigidBody, PhysicsSetTransform);

	// set the force and torque call back function
	NewtonBodySetForceAndTorqueCallback (rigidBody, PhysicsApplyGravityForce);

	// set the matrix for both the rigid body and the graphic body
	NewtonBodySetMatrix (rigidBody, &matrix[0][0]);
	PhysicsSetTransform (rigidBody, &matrix[0][0], 0);

	NewtonBodyGetVelocity(sourceBody, &veloc[0]);
	NewtonBodyGetOmega(sourceBody, &omega[0]);
	veloc += omega * matrix.RotateVector(origin);

// for now so that I can see the body
veloc = dVector (0, 0, 0, 0);
//	omega = dVector (0, 0, 0, 0);

	NewtonBodySetVelocity(rigidBody, &veloc[0]);
	NewtonBodySetOmega(rigidBody, &omega[0]);

	NewtonReleaseCollision(world, collision);

}