void CShadowController::AttachObject( void ) { IVP_Real_Object *pivp = m_pObject->GetObject(); IVP_Core *pCore = pivp->get_core(); m_saveRot = pCore->rot_speed_damp_factor; m_savedRI = *pCore->get_rot_inertia(); m_savedMass = pCore->get_mass(); m_savedMaterialIndex = m_pObject->GetMaterialIndexInternal(); m_pObject->SetMaterialIndex( MATERIAL_INDEX_SHADOW ); pCore->rot_speed_damp_factor = IVP_U_Float_Point( 100, 100, 100 ); if ( !m_allowPhysicsRotation ) { IVP_U_Float_Point ri( 1e15f, 1e15f, 1e15f ); pCore->set_rotation_inertia( &ri ); } if ( !m_allowPhysicsMovement ) { m_pObject->SetMass( 1e6f ); //pCore->inv_rot_inertia.hesse_val = 0.0f; m_pObject->EnableGravity( false ); } pCore->calc_calc(); pivp->get_environment()->get_controller_manager()->add_controller_to_core( this, pCore ); m_shadow.lastPosition.set_to_zero(); }
// convert square velocity magnitude from IVP to HL float CPhysicsObject::GetEnergy() { IVP_Core *pCore = m_pObject->get_core(); IVP_FLOAT energy = 0.0f; IVP_U_Float_Point tmp; energy = 0.5f * pCore->get_mass() * pCore->speed.dot_product(&pCore->speed); // 1/2mvv tmp.set_pairwise_mult(&pCore->rot_speed, pCore->get_rot_inertia()); // wI energy += 0.5f * tmp.dot_product(&pCore->rot_speed); // 1/2mvv + 1/2wIw return ConvertEnergyToHL( energy ); }