Пример #1
0
void PhysicsEngine::doOwnershipInfection(const btCollisionObject* objectA, const btCollisionObject* objectB) {
    BT_PROFILE("ownershipInfection");

    const btCollisionObject* characterObject = _characterController ? _characterController->getCollisionObject() : nullptr;

    ObjectMotionState* motionStateA = static_cast<ObjectMotionState*>(objectA->getUserPointer());
    ObjectMotionState* motionStateB = static_cast<ObjectMotionState*>(objectB->getUserPointer());

    if (motionStateB &&
        ((motionStateA && motionStateA->getSimulatorID() == _sessionID && !objectA->isStaticObject()) ||
         (objectA == characterObject))) {
        // NOTE: we might own the simulation of a kinematic object (A)
        // but we don't claim ownership of kinematic objects (B) based on collisions here.
        if (!objectB->isStaticOrKinematicObject() && motionStateB->getSimulatorID() != _sessionID) {
            quint8 priority = motionStateA ? motionStateA->getSimulationPriority() : PERSONAL_SIMULATION_PRIORITY;
            motionStateB->bump(priority);
        }
    } else if (motionStateA &&
               ((motionStateB && motionStateB->getSimulatorID() == _sessionID && !objectB->isStaticObject()) ||
                (objectB == characterObject))) {
        // SIMILARLY: we might own the simulation of a kinematic object (B)
        // but we don't claim ownership of kinematic objects (A) based on collisions here.
        if (!objectA->isStaticOrKinematicObject() && motionStateA->getSimulatorID() != _sessionID) {
            quint8 priority = motionStateB ? motionStateB->getSimulationPriority() : PERSONAL_SIMULATION_PRIORITY;
            motionStateA->bump(priority);
        }
    }
}
Пример #2
0
void PhysicsEngine::bump(ObjectMotionState* motionState) {
    // Find all objects that touch the object corresponding to motionState and flag the other objects
    // for simulation ownership by the local simulation.

    assert(motionState);
    btCollisionObject* object = motionState->getRigidBody();

    int numManifolds = _collisionDispatcher->getNumManifolds();
    for (int i = 0; i < numManifolds; ++i) {
        btPersistentManifold* contactManifold =  _collisionDispatcher->getManifoldByIndexInternal(i);
        if (contactManifold->getNumContacts() > 0) {
            const btCollisionObject* objectA = static_cast<const btCollisionObject*>(contactManifold->getBody0());
            const btCollisionObject* objectB = static_cast<const btCollisionObject*>(contactManifold->getBody1());
            if (objectB == object) {
                if (!objectA->isStaticOrKinematicObject()) {
                    ObjectMotionState* motionStateA = static_cast<ObjectMotionState*>(objectA->getUserPointer());
                    if (motionStateA) {
                        motionStateA->bump(VOLUNTEER_SIMULATION_PRIORITY);
                        objectA->setActivationState(ACTIVE_TAG);
                    }
                }
            } else if (objectA == object) {
                if (!objectB->isStaticOrKinematicObject()) {
                    ObjectMotionState* motionStateB = static_cast<ObjectMotionState*>(objectB->getUserPointer());
                    if (motionStateB) {
                        motionStateB->bump(VOLUNTEER_SIMULATION_PRIORITY);
                        objectB->setActivationState(ACTIVE_TAG);
                    }
                }
            }
        }
    }
}
Пример #3
0
void PhysicsEngine::doOwnershipInfection(const btCollisionObject* objectA, const btCollisionObject* objectB) {
    BT_PROFILE("ownershipInfection");
    if (_sessionID.isNull()) {
        return;
    }

    const btCollisionObject* characterObject = _characterController ? _characterController->getCollisionObject() : nullptr;

    ObjectMotionState* a = static_cast<ObjectMotionState*>(objectA->getUserPointer());
    ObjectMotionState* b = static_cast<ObjectMotionState*>(objectB->getUserPointer());

    if (b && ((a && a->getSimulatorID() == _sessionID && !objectA->isStaticObject()) || (objectA == characterObject))) {
        // NOTE: we might own the simulation of a kinematic object (A) 
        // but we don't claim ownership of kinematic objects (B) based on collisions here.
        if (!objectB->isStaticOrKinematicObject()) {
            b->bump();
        }
    } else if (a && ((b && b->getSimulatorID() == _sessionID && !objectB->isStaticObject()) || (objectB == characterObject))) {
        // SIMILARLY: we might own the simulation of a kinematic object (B) 
        // but we don't claim ownership of kinematic objects (A) based on collisions here.
        if (!objectA->isStaticOrKinematicObject()) {
            a->bump();
        }
    }
}