void AbstractPhysicsObject::syncInactiveImplementationObject(PHYSICS_ACTOR &obj) { if(!dynamicActor) return; if (moveToVelocity) { obj->setVelocity(velocity); moveToVelocity = false; } if (moveToAngularVelocity) { obj->setAngularVelocity(angularVelocity); moveToAngularVelocity = false; } if (doImpulse) { obj->addImpulse(impulsePosition, impulse); impulsePosition = VC3(0,0,0); impulse = VC3(0,0,0); doImpulse = false; } if (moveToPosition) { if (attemptedPosition) { obj->movePosition(position); attemptedPosition = false; } else { obj->setPosition(position); } moveToPosition = false; } if (moveToRotation) { if (attemptedRotation) { obj->moveRotation(rotation); attemptedRotation = false; } else { obj->setRotation(rotation); } moveToRotation = false; } this->dirty = false; }
void StaticPhysicsObject::syncInactiveImplementationObject(PHYSICS_ACTOR &obj) { if (moveToPosition) { obj->setPosition(position); moveToPosition = false; } if (moveToRotation) { obj->setRotation(rotation); moveToRotation = false; } this->dirty = false; }
void AbstractPhysicsObject::syncImplementationObject(PHYSICS_ACTOR &obj) { if(!dynamicActor) return; if (this->toSleep) { this->toSleep = false; obj->putToSleep(); } VC3 prevVel = velocity; VC3 prevAngVel = angularVelocity; if (this->enableYMovementSet) { this->enableYMovementSet = false; #ifdef PHYSICS_PHYSX obj->enableFeature(frozenbyte::physics::ActorBase::FREEZE_POSITION_Y, false); #endif #ifdef PHYSICS_ODE #pragma message("FIXME: enableYMovement") // obj->enableYMovement(); #endif } if (moveToVelocity) { obj->setVelocity(velocity); moveToVelocity = false; } else { obj->getVelocity(velocity); } if (moveToAngularVelocity) { obj->setAngularVelocity(angularVelocity); moveToAngularVelocity = false; } else { obj->getAngularVelocity(angularVelocity); } if (doImpulse) { obj->addImpulse(impulsePosition, impulse); impulsePosition = VC3(0,0,0); impulse = VC3(0,0,0); doImpulse = false; } if (moveToPosition) { if (attemptedPosition) { obj->movePosition(position); attemptedPosition = false; } else { obj->setPosition(position); } moveToPosition = false; } else { obj->getPosition(position); } if (moveToRotation) { if (attemptedRotation) { obj->moveRotation(rotation); attemptedRotation = false; } else { obj->setRotation(rotation); } moveToRotation = false; } else { obj->getRotation(rotation); } obj->getMassCenterPosition(massCenterPosition); if (this->disableAngularVelocitySet) { this->disableAngularVelocitySet = false; #ifdef PHYSICS_PHYSX obj->enableFeature(frozenbyte::physics::ActorBase::FREEZE_ROTATION_X, true); obj->enableFeature(frozenbyte::physics::ActorBase::FREEZE_ROTATION_Y, true); obj->enableFeature(frozenbyte::physics::ActorBase::FREEZE_ROTATION_Z, true); #endif #ifdef PHYSICS_ODE obj->disableAngularVelocity(); #endif } if (this->disableYMovementSet) { this->disableYMovementSet = false; #ifdef PHYSICS_PHYSX obj->enableFeature(frozenbyte::physics::ActorBase::FREEZE_POSITION_Y, true); #endif #ifdef PHYSICS_ODE #pragma message("FIXME: disableYMovement") // obj->disableYMovement(); #endif } #ifdef PHYSICS_FEEDBACK #ifdef PHYSICS_ODE obj->getFeedbackNormal(this->feedbackNormal); obj->getFeedbackNormalLeft(this->feedbackNormalLeft); obj->getFeedbackNormalRight(this->feedbackNormalRight); #endif #endif // FIXME: should calculate this in correct measures... m/s^2 maybe... // now, it's based on the frequency of the syncImplementationObject calls... // (m/tick^2?) this->acceleration = velocity - prevVel; this->angularAcceleration = angularVelocity - prevAngVel; this->previousVelocity = prevVel; this->previousAngularVelocity = prevAngVel; this->dirty = false; }