Пример #1
0
 void addPickingConstraint(const btVector3& rayFrom, const btVector3& rayTo) {
   if (!dynamicsWorld) {
     return;
   }
   removePickingConstraint();
   if (pickedObjectIndex <= 0 || pickedObjectIndex >= dynamicsWorld->getNumCollisionObjects()) {
     return;
   }
   pickedBody = btRigidBody::upcast(dynamicsWorld->getCollisionObjectArray()[pickedObjectIndex]);
   btVector3 pickPos = rayTo;
   btVector3 localPivot = pickedBody->getCenterOfMassTransform().inverse() * pickPos;
   pickConstraint = new btPoint2PointConstraint(*pickedBody,localPivot);
   pickedBody->setActivationState(DISABLE_DEACTIVATION);
   dynamicsWorld->addConstraint(pickConstraint,true);
   pickingDistance = (rayFrom-rayTo).length();
   pickConstraint->m_setting.m_impulseClamp = 3.0f;
   pickConstraint->m_setting.m_tau = 0.001f;
 }
Пример #2
0
 void EmptyScene() {
   if (dynamicsWorld) {
     int i;
     for (i=dynamicsWorld->getNumCollisionObjects()-1; i>=0 ;i--) {
       btCollisionObject* obj = dynamicsWorld->getCollisionObjectArray()[i];
       btRigidBody* body = btRigidBody::upcast(obj);
       if (body && body->getMotionState()) {
         delete body->getMotionState();
       }
       dynamicsWorld->removeCollisionObject(obj);
       delete obj;
     }
     removePickingConstraint();
   }
   if (dynamicsWorld) {
     delete dynamicsWorld;
     dynamicsWorld = NULL;
   }
   if (solver) {
     delete solver;
     solver = NULL;
   }
   if (broadphase) {
     delete broadphase;
     broadphase = NULL;
   }
   if (dispatcher) {
     delete dispatcher;
     dispatcher = NULL;
   }
   if (collisionConfiguration) {
     delete collisionConfiguration;
     collisionConfiguration = NULL;
   }
   // Delete shapes
   std::map<std::string, btCollisionShape*>::iterator it = shapes.begin();
   while (it != shapes.end()) {
     delete (*it).second;
     it++;
   }
   shapes.clear();
   // Clear name table
   objectNames.clear();
 }