////////////////////////////////////////////////////////////////////////// //! build a ship ////////////////////////////////////////////////////////////////////////// PhysicsBodyRefPtr buildShip(Vec3f Dimensions, Pnt3f Position) { Real32 Radius(osgMax(Dimensions.x(), Dimensions.y())/2.0f); Real32 Length(Dimensions.z() - 2.0f*Radius); Matrix m; //create OpenSG mesh GeometryRefPtr box; NodeRefPtr boxNode = makeBox(Dimensions.x(), Dimensions.y(), Dimensions.z(), 1, 1, 1); box = dynamic_cast<Geometry*>(boxNode->getCore()); SimpleMaterialRefPtr box_mat = SimpleMaterial::create(); box_mat->setAmbient(Color3f(0.0,0.0,0.0)); box_mat->setDiffuse(Color3f(1.0,1.0 ,0.0)); box->setMaterial(box_mat); TransformRefPtr boxTrans; NodeRefPtr boxTransNode = makeCoredNode<Transform>(&boxTrans); m.setIdentity(); m.setTranslate(Position - Vec3f(0.0f,0.0f,0.5f*Dimensions.z())); boxTrans->setMatrix(m); for(UInt32 i(0) ; i<box->getPositions()->size() ; ++i) { box->getPositions()->setValue<Pnt3f>(box->getPositions()->getValue<Pnt3f>(i) + Vec3f(0.0,0.0,Dimensions.z()/2.0f),i); } //create ODE data PhysicsBodyRefPtr CapsuleBody = PhysicsBody::create(physicsWorld); CapsuleBody->setPosition(Vec3f(Position - Vec3f(0.0f,0.0f,0.5f*Dimensions.z()))); CapsuleBody->setLinearDamping(0.01); CapsuleBody->setMaxAngularSpeed(0.0); CapsuleBody->setCapsuleMass(1.0,3,Radius, Length); PhysicsCapsuleGeomRefPtr CapsuleGeom = PhysicsCapsuleGeom::create(); CapsuleGeom->setBody(CapsuleBody); CapsuleGeom->setOffsetPosition(Vec3f(0.0f,0.0f,0.5f*Dimensions.z())); CapsuleGeom->setSpace(hashSpace); CapsuleGeom->setRadius(Radius); CapsuleGeom->setLength(Length); //add attachments boxNode->addAttachment(CapsuleGeom); boxTransNode->addAttachment(CapsuleBody); boxTransNode->addChild(boxNode); //add to SceneGraph spaceGroupNode->addChild(boxTransNode); commitChanges(); return CapsuleBody; }
////////////////////////////////////////////////////////////////////////// //! build a character ////////////////////////////////////////////////////////////////////////// PhysicsBodyRefPtr buildCharacter(Vec3f Dimensions, Pnt3f Position, Node* const spaceGroupNode, PhysicsWorld* const physicsWorld, PhysicsHashSpace* const physicsSpace ) { Real32 Radius(osgMax(Dimensions.x(), Dimensions.y())/2.0f); Real32 Length(Dimensions.z() - 2.0f*Radius); Matrix m; //create OpenSG mesh GeometryRefPtr box; //NodeRefPtr characterNode = makeBox(Dimensions.x(), Dimensions.y(), Dimensions.z(), 1, 1, 1); NodeRefPtr characterNode = SceneFileHandler::the()->read("Data/Jack.osb"); if(characterNode == NULL) { characterNode = makeBox(Dimensions.x(), Dimensions.y(), Dimensions.z(), 1, 1, 1); } box = dynamic_cast<Geometry*>(characterNode->getCore()); TransformRefPtr boxTrans; NodeRefPtr boxTransNode = makeCoredNode<Transform>(&boxTrans); m.setIdentity(); m.setTranslate(Position); boxTrans->setMatrix(m); //create ODE data PhysicsBodyRefPtr boxBody = PhysicsBody::create(physicsWorld); boxBody->setPosition(Vec3f(Position)); //boxBody->setLinearDamping(0.001); //boxBody->setAngularDamping(0.001); boxBody->setMaxAngularSpeed(0.0); boxBody->setCapsuleMass(1.0,3,Radius, Length); PhysicsCapsuleGeomRefPtr CapsuleGeom = PhysicsCapsuleGeom::create(); CapsuleGeom->setBody(boxBody); CapsuleGeom->setSpace(physicsSpace); CapsuleGeom->setRadius(Radius); CapsuleGeom->setLength(Length); //add attachments characterNode->addAttachment(CapsuleGeom); boxTransNode->addAttachment(boxBody); boxTransNode->addChild(characterNode); //add to SceneGraph spaceGroupNode->addChild(boxTransNode); commitChanges(); return boxBody; }