void gkPhysicsController::createShape(void)
{
	GK_ASSERT(!m_shape && m_object);

	m_shape = _createShape();
}
Пример #2
0
void gkBlenderSceneConverter::convertGroups(utArray<Blender::Object*> &groups)
{
	gkGroupManager* mgr = gkGroupManager::getSingletonPtr();

	// This is a complete list of groups & containing objects.
	// The gkGameObjectGroup is a containter, the gkGameObjectGroupInstance
	// is where the object should be added / removed from the scene.
	
	//	for (Blender::Group* bgrp = (Blender::Group*)m_file->_getInternalFile()->m_group.first; bgrp != 0; 
	//	bgrp = (Blender::Group*)bgrp->id.next)

	gkBlendListIterator iter = m_file->_getInternalFile()->getGroupList();
	while (iter.hasMoreElements())
	{
		Blender::Group* bgrp = (Blender::Group*)iter.getNext();


		const gkResourceName groupName(GKB_IDNAME(bgrp), m_groupName);

		if (mgr->exists(groupName))
		{
			// Can most likely assert here
			continue;
		}

		gkGameObjectGroup* group = (gkGameObjectGroup*)mgr->create(groupName);


		for (Blender::GroupObject* bgobj = (Blender::GroupObject*)bgrp->gobject.first; bgobj; bgobj = bgobj->next)
		{
			if (bgobj->ob)
			{
				Blender::Object* bobj = bgobj->ob;

				if (!validObject(bobj))
					continue;

				gkGameObject* gobj = m_gscene->getObject(GKB_IDNAME(bobj));

				// add it to the list
				if (gobj)
					group->addObject(gobj);
			}
		}

		// Destroy if empty
		if (group->isEmpty())
			mgr->destroy(group);
		else
			mgr->attachGroupToScene(m_gscene, group);

	}

	// Process user created groups.
	utArray<Blender::Object*>::Iterator it = groups.iterator();
	while (it.hasMoreElements())
	{
		Blender::Object* bobj = it.getNext();


		// Should not fail
		GK_ASSERT((bobj->transflag& OB_DUPLIGROUP && bobj->dup_group != 0));


		// Owning group
		Blender::Group* bgobj = bobj->dup_group;
		const gkResourceName groupName(GKB_IDNAME(bgobj), m_groupName);


		if (mgr->exists(groupName))
		{
			gkGameObjectGroup* ggobj = (gkGameObjectGroup*)mgr->getByName(groupName);


			gkGameObjectInstance* inst = ggobj->createGroupInstance(m_gscene, gkResourceName(GKB_IDNAME(bobj), m_groupName));
			if (inst)
				convertObject(bobj, inst->getRoot());
		}
	}
}
gkPhysicsController* gkPhysicsController::castController(btCollisionObject* colObj)
{
	GK_ASSERT(colObj);
	return static_cast<gkPhysicsController*>(colObj->getUserPointer());
}
gkPhysicsController* gkPhysicsController::castController(void* colObj)
{
	GK_ASSERT(colObj);
	return castController(static_cast<btCollisionObject*>(colObj));
}
bool gkPhysicsController::sensorCollides(const gkString& prop, const gkString& material, bool onlyActor, bool testAllMaterials, utArray<gkGameObject*>* collisionList)
{
	if (collisionList){
		collisionList->clear();
	}
	if (onlyActor && !m_object->getProperties().isActor())
		return false;


	if (!m_localContacts.empty())
	{
		if (!collisionList && prop.empty() && material.empty())
		{
			// there are contacts and we do not care about property, nor empty, nor we need a list of objects (list = NULL)
			// any filter
			return true;
		}

		UTsize i, s;
		gkContactInfo::Array::Pointer p;

		i = 0;
		s = m_localContacts.size();
		p = m_localContacts.ptr();

		while (i < s)
		{
			GK_ASSERT(p[i].collider);
			gkGameObject* gobj = p[i].collider->getObject();


			if (onlyActor)
			{

				if (prop.empty() && material.empty())
					return true;

				if (gobj->getProperties().isActor())
				{
					if (!prop.empty())
					{
						if (gobj->hasVariable(prop)){
							if (!collisionList){
								return true;
							}
							else if (collisionList->find(gobj)==UT_NPOS)
								collisionList->push_back(gobj);
						}
					}
					else if (!material.empty())
					{
						if (gobj->hasSensorMaterial(material, !testAllMaterials))
						{
							if (!collisionList)
							{
								return true;
							}
							else if (collisionList->find(gobj)==UT_NPOS){
								collisionList->push_back(gobj);
							}
						}
					}
				}
			}
			else
			{
				if (prop.empty() && material.empty())
					if (!collisionList)
					{
						return true;
					}
					else if (collisionList->find(gobj)==UT_NPOS)
					{
						collisionList->push_back(gobj);
					}

				if (!prop.empty())
				{
					if (gobj->hasVariable(prop))
					{
						if (!collisionList)
						{
							return true;
						}
						else if (collisionList->find(gobj)==UT_NPOS)
						{
							collisionList->push_back(gobj);
						}
					}
				}
				else if (!material.empty())
				{
					if (gobj->hasSensorMaterial(material, !testAllMaterials)){
						if (!collisionList)
						{
							return true;
						}
						else if (collisionList->find(gobj)==UT_NPOS)
						{
							collisionList->push_back(gobj);
						}
					}
				}
			}

			++i;
		}
	}
	if (!collisionList)
		return false;
	else if (collisionList->empty())
		return false;
	else
		return true;
}
gkPhysicsProperties& gkPhysicsController::getProperties(void)
{
	GK_ASSERT(m_object);
	return m_props;
}
Пример #7
0
void gkGroupManager::notifyResourceDestroyedImpl(gkResource* res)
{
    gkGameObjectGroup* grp = static_cast<gkGameObjectGroup*>(res);
    GK_ASSERT(grp);
    if (grp) grp->destroyGameObjectInstances();
}