Пример #1
0
ScenePlane::ScenePlane(const string &name_, const Planef &plane_) : SceneRigidBodyObject(name_), plane(plane_) {

    planeShape = new btStaticPlaneShape(btVector3(plane.v[0], plane.v[1], plane.v[2]), -plane.d);
    planeMotionState = new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1),btVector3(0,0,0)));

    btRigidBody::btRigidBodyConstructionInfo
    planeRigidBodyCI(0, planeMotionState, planeShape, btVector3(0,0,0));
    planeRigidBodyCI.m_restitution = 0.5;
    //  planeRigidBodyCI.m_friction = 2.0;
    planeRigidBody = new btRigidBody(planeRigidBodyCI);

}
u32 wsScene::addPrimitive(wsPrimitive* myPrimitive) {
  wsAssert(numPrimitives < WS_MAX_PRIMITIVES, "Cannot add another primitive to the scene. Maximum already reached.");
  primitives[numPrimitives] = myPrimitive;
  #if WS_PHYSICS_BACKEND == WS_BACKEND_BULLET
    switch (myPrimitive->getType()) {
      case WS_PRIM_TYPE_PLANE:
        {
          wsPlane* plane = (wsPlane*)myPrimitive;
          vec4 data = plane->getPosData();
          btCollisionShape* planeShape = wsNew(btStaticPlaneShape, btStaticPlaneShape(btVector3(data.x, data.y, data.z), data.w));
          btDefaultMotionState* planeState = wsNew(btDefaultMotionState, btDefaultMotionState(btTransform(btQuaternion(0.0f, 0.0f, 0.0f, 1.0f), btVector3(0.0f, 0.0f, 0.0f))));
          btRigidBody::btRigidBodyConstructionInfo planeRigidBodyCI(0, planeState, planeShape, btVector3(0,0,0));
          btRigidBody* groundRigidBody = wsNew(btRigidBody, btRigidBody(planeRigidBodyCI));
          physicsWorld->addRigidBody(groundRigidBody, myPrimitive->getCollisionClass(),
            collisionClasses[(u32)wsLog2(myPrimitive->getCollisionClass())]);
        }
        break;
      case WS_PRIM_TYPE_CUBE:
        {
          wsCube* cube = (wsCube*)myPrimitive;
          vec4 dimensions = cube->getDimensions();
          vec4 pos = cube->getPos();
          quat rot = cube->getRot();
          btCollisionShape* cubeShape = wsNew(btBoxShape, btBoxShape(btVector3(dimensions.x/2.0f, dimensions.y/2.0f, dimensions.z/2.0f)));
          btDefaultMotionState* cubeState = wsNew(btDefaultMotionState, btDefaultMotionState(btTransform(btQuaternion(rot.x, rot.y, rot.z, rot.w), btVector3(pos.x, pos.y, pos.z))));
          btRigidBody::btRigidBodyConstructionInfo cubeRigidBodyCI(0, cubeState, cubeShape, btVector3(0, 0, 0));
          btRigidBody* cubeRigidBody = wsNew(btRigidBody, btRigidBody(cubeRigidBodyCI));
          physicsWorld->addRigidBody(cubeRigidBody, myPrimitive->getCollisionClass(),
            collisionClasses[(u32)wsLog2(myPrimitive->getCollisionClass())]);
        }
        break;
      default:
        break;
    }
  #endif
  return numPrimitives++;
}