コード例 #1
0
ファイル: ragdoll.cpp プロジェクト: 7zhang/studies
OBB* RagDoll::CreateBoneBox(Bone* parent, Bone *bone, D3DXVECTOR3 size, D3DXQUATERNION rot) {
    if (bone == NULL || parent == NULL)
        return NULL;

    D3DXMATRIX &parentMat = parent->CombinedTransformationMatrix;
    D3DXMATRIX &boneMat = bone->CombinedTransformationMatrix;
    D3DXVECTOR3 parentPos(parentMat(3, 0), parentMat(3, 1), parentMat(3, 2));
    D3DXVECTOR3 bonePos(boneMat(3, 0), boneMat(3, 1), boneMat(3, 2));

    D3DXQUATERNION q;
    D3DXVECTOR3 p, s;
    D3DXMatrixDecompose(&s, &q, &p, &parentMat);
    q *= rot;
    D3DXQuaternionNormalize(&q, &q);

    p = (parentPos + bonePos) * 0.5f;

    OBB *obb = new OBB(p, size, q, true);

    physicsEngine.GetWorld()->addRigidBody(obb->m_pBody);
    m_boxes.push_back(obb);

    parent->m_pObb = obb;
    parent->m_pivot = obb->SetPivot(parentPos);

    return obb;
}
コード例 #2
0
ファイル: ragdoll.cpp プロジェクト: 7zhang/studies
void RagDoll::CreateHinge(Bone* parent, OBB* A, OBB *B,
                          float upperLimit, float lowerLimit,
                          D3DXVECTOR3 hingeAxisA, D3DXVECTOR3 hingeAxisB,
                          bool ignoreCollisions) {
    if (parent == NULL || A == NULL || B == NULL)
        return;

    D3DXMATRIX &parentMat = parent->CombinedTransformationMatrix;
    btVector3 hingePos(parentMat(3, 0), parentMat(3, 1), parentMat(3, 2));
    D3DXVECTOR3 hingePosDX = D3DXVECTOR3(parentMat(3, 0), parentMat(3, 1), parentMat(3, 2));

    btRigidBody *a = A->m_pBody;
    btRigidBody *b = B->m_pBody;

    btTransform aTrans, bTrans;
    a->getMotionState()->getWorldTransform(aTrans);
    b->getMotionState()->getWorldTransform(bTrans);
    btVector3 aPos = aTrans.getOrigin();
    btVector3 bPos = bTrans.getOrigin();
    btQuaternion aRot = aTrans.getRotation();
    btQuaternion bRot = bTrans.getRotation();

    D3DXQUATERNION qa(aRot.x(), aRot.y(), aRot.z(), aRot.w());
    D3DXQUATERNION qb(bRot.x(), bRot.y(), bRot.z(), bRot.w());

    D3DXMATRIX matPosA, matPosB, matRotA, matRotB, worldA, worldB;
    D3DXMatrixTranslation(&matPosA, aPos.x(), aPos.y(), aPos.z());
    D3DXMatrixTranslation(&matPosB, bPos.x(), bPos.y(), bPos.z());
    D3DXMatrixRotationQuaternion(&matRotA, &qa);
    D3DXMatrixRotationQuaternion(&matRotB, &qb);
    D3DXMatrixMultiply(&worldA, &matRotA, &matPosA);
    D3DXMatrixMultiply(&worldB, &matRotB, &matPosB);

    D3DXVECTOR3 offA(0.0f, A->m_size.y * -0.5f, 0.0f);
    D3DXVECTOR3 offB(0.0f, B->m_size.y * 0.5f, 0.0f);

    D3DXMatrixInverse(&worldA, NULL, &worldA);
    D3DXMatrixInverse(&worldB, NULL, &worldB);

    D3DXVec3TransformCoord(&offA, &hingePosDX, &worldA);
    D3DXVec3TransformCoord(&offB, &hingePosDX, &worldB);

//  btVector3 offsetA(aPos.x() - hingePos.x(), aPos.y() - hingePos.y(), aPos.z() - hingePos.z());
//  btVector3 offsetB(bPos.x() - hingePos.x(), bPos.y() - hingePos.y(), bPos.z() - hingePos.z());

    btVector3 offsetA(offA.x, offA.y, offA.z);
    btVector3 offsetB(offB.x, offB.y, offB.z);

    aTrans.setIdentity();
    bTrans.setIdentity();
    aTrans.setOrigin(offsetA);
    bTrans.setOrigin(offsetB);
    aTrans.getBasis().setEulerZYX(hingeAxisA.x, hingeAxisA.y, hingeAxisA.z);
    bTrans.getBasis().setEulerZYX(hingeAxisB.x, hingeAxisB.y, hingeAxisB.z);

    btHingeConstraint *hingeC = new btHingeConstraint(*b, *a, bTrans, aTrans);
    hingeC->setLimit(lowerLimit, upperLimit);
    physicsEngine.GetWorld()->addConstraint(hingeC, ignoreCollisions);
}