static duk_ret_t RigidBody_GetAngularVelocity(duk_context* ctx) { RigidBody* thisObj = GetThisWeakObject<RigidBody>(ctx); float3 ret = thisObj->GetAngularVelocity(); PushValueObjectCopy<float3>(ctx, ret, float3_ID, float3_Finalizer); return 1; }
float World::CalcKE(const RigidBody& rigidBody) { float fInvMass = rigidBody.GetInverseMass(); const Matrix3& rkInertia = rigidBody.GetWorldInertia(); const Vector3& rkPos = rigidBody.GetPosition(); const Vector3& rkLinMom = rigidBody.GetLinearMomentum(); const Matrix3& rkROrient = rigidBody.GetROrientation(); const Vector3& rkAngVel = rigidBody.GetAngularVelocity(); return fInvMass*rkLinMom.Dot(rkLinMom) + rkAngVel.Dot(rkInertia*rkAngVel); }
void RocketControllerSystem::processEntities(const vector<Entity*>& p_entities) { float dt = m_world->getDelta(); float waitUntilActivation = 0.5f; float rocketMaxAge = 15.0f; for (unsigned int i = 0; i < p_entities.size(); i++) { StandardRocket* rocket = static_cast<StandardRocket*>(p_entities[i]->getComponent(ComponentType::StandardRocket)); if (rocket->m_age == 0) { //Align with movement direction MeshOffsetTransform* meshOffset = static_cast<MeshOffsetTransform*> ( p_entities[i]->getComponent( ComponentType::MeshOffsetTransform) ); PhysicsBody* pb = static_cast<PhysicsBody*>(p_entities[i]->getComponent(ComponentType::PhysicsBody)); PhysicsSystem* ps = static_cast<PhysicsSystem*>(m_world->getSystem(SystemType::PhysicsSystem)); RigidBody* body = static_cast<RigidBody*>(ps->getController()->getBody(pb->m_id)); AglMatrix world = body->GetWorld(); world = meshOffset->offset.inverse()*world; world = pb->getOffset()*world; body->setTransform(world); } rocket->m_age += dt; //Check collision if (rocket->m_age > waitUntilActivation && rocket->m_age <= rocketMaxAge) { //Start targeting ships PhysicsBody* pb = static_cast<PhysicsBody*>(p_entities[i]->getComponent(ComponentType::PhysicsBody)); PhysicsSystem* ps = static_cast<PhysicsSystem*>(m_world->getSystem(SystemType::PhysicsSystem)); RigidBody* body = static_cast<RigidBody*>(ps->getController()->getBody(pb->m_id)); if (rocket->m_target >= 0) { ShipManagerSystem* shipManager = static_cast<ShipManagerSystem*>(m_world->getSystem(SystemType::ShipManagerSystem)); Entity* ship = m_world->getEntity(rocket->m_target); Transform* from = static_cast<Transform*>(p_entities[i]->getComponent(ComponentType::Transform)); Transform* to = static_cast<Transform*>(ship->getComponent(ComponentType::Transform)); //START APPLY IMPULSE MeshOffsetTransform* meshOffset = static_cast<MeshOffsetTransform*> ( p_entities[i]->getComponent( ComponentType::MeshOffsetTransform) ); AglVector3 imp = to->getTranslation() - from->getTranslation(); float distance = imp.length(); imp.normalize(); AglMatrix world = meshOffset->offset * pb->getOffset().inverse() * body->GetWorld(); AglVector3 rotAxis = AglVector3::crossProduct(imp, -world.GetForward()); rotAxis.normalize(); //Compute fraction of turn power that should be applied AglVector3 angVel = body->GetAngularVelocity(); float angVelAxis = max(AglVector3::dotProduct(angVel, rotAxis), 0); float amountToRotate = min(1.0f - AglVector3::dotProduct(imp, world.GetForward()), 1.0f); //0 -> 1 float frac = 1.0f; if (amountToRotate / angVelAxis < 0.25f) { frac = (amountToRotate / angVelAxis) / 0.25f; } rotAxis *= m_turnPower * dt * frac; frac = 1-frac; AglVector3 impulse = imp*0.25f + world.GetForward(); impulse.normalize(); impulse *= dt*m_enginePower*frac; ps->getController()->ApplyExternalImpulse(pb->m_id, impulse, rotAxis); } else { MeshOffsetTransform* meshOffset = static_cast<MeshOffsetTransform*> ( p_entities[i]->getComponent( ComponentType::MeshOffsetTransform) ); AglMatrix world = meshOffset->offset * pb->getOffset().inverse() * body->GetWorld(); AglVector3 impulse = world.GetForward() * m_enginePower * dt; ps->getController()->ApplyExternalImpulse(pb->m_id, impulse, AglVector3(0, 0, 0)); } //END APPLY IMPULSE //Check collision vector<unsigned int> cols = ps->getController()->CollidesWith(pb->m_id); bool staticCol = ps->getController()->CollidesWithStaticEnvironment(pb->m_id); if (cols.size() > 0 || staticCol) { explodeRocket(ps, pb, body, p_entities[i]); } }// if (rocket->m_age > waitUntilActivation && rocket->m_age <= rocketMaxAge) else if(rocket->m_age > rocketMaxAge) { PhysicsBody* pb = static_cast<PhysicsBody*>(p_entities[i]->getComponent(ComponentType::PhysicsBody)); PhysicsSystem* ps = static_cast<PhysicsSystem*>(m_world->getSystem(SystemType::PhysicsSystem)); RigidBody* body = static_cast<RigidBody*>(ps->getController()->getBody(pb->m_id)); explodeRocket(ps, pb, body, p_entities[i]); } } }