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namechange CustomMotionState to ObjectMotionState
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8d49b694cc
commit
3c67400e13
5 changed files with 38 additions and 38 deletions
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@ -15,10 +15,10 @@
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#include <AACube.h>
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#ifdef USE_BULLET_PHYSICS
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#include "CustomMotionState.h"
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#include "ObjectMotionState.h"
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#else // USE_BULLET_PHYSICS
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// CustomMotionState stubbery
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class CustomMotionState {
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// ObjectMotionState stubbery
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class ObjectMotionState {
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public:
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bool _foo;
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};
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@ -26,7 +26,7 @@ public:
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class EntityItem;
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class EntityMotionState : public CustomMotionState {
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class EntityMotionState : public ObjectMotionState {
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public:
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static void setWorldOffset(const glm::vec3& offset);
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static const glm::vec3& getWorldOffset();
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@ -1,5 +1,5 @@
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//
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// CustomMotionState.cpp
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// ObjectMotionState.cpp
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// libraries/physcis/src
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//
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// Created by Andrew Meadows 2014.11.05
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@ -14,7 +14,7 @@
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#include <math.h>
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#include "BulletUtil.h"
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#include "CustomMotionState.h"
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#include "ObjectMotionState.h"
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const float MIN_DENSITY = 200.0f;
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const float DEFAULT_DENSITY = 1000.0f;
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@ -29,7 +29,7 @@ const float MAX_FRICTION = 10.0f;
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const float DEFAULT_RESTITUTION = 0.0f;
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CustomMotionState::CustomMotionState() :
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ObjectMotionState::ObjectMotionState() :
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_density(DEFAULT_DENSITY),
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_volume(DEFAULT_VOLUME),
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_friction(DEFAULT_FRICTION),
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@ -39,50 +39,50 @@ CustomMotionState::CustomMotionState() :
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_body(NULL) {
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}
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CustomMotionState::~CustomMotionState() {
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ObjectMotionState::~ObjectMotionState() {
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// NOTE: you MUST remove this MotionState from the world before you call the dtor.
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assert(_body == NULL);
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}
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void CustomMotionState::setDensity(float density) {
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void ObjectMotionState::setDensity(float density) {
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_density = btMax(btMin(fabsf(density), MAX_DENSITY), MIN_DENSITY);
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}
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void CustomMotionState::setFriction(float friction) {
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void ObjectMotionState::setFriction(float friction) {
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_friction = btMax(btMin(fabsf(friction), MAX_FRICTION), 0.0f);
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}
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void CustomMotionState::setRestitution(float restitution) {
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void ObjectMotionState::setRestitution(float restitution) {
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_restitution = btMax(btMin(fabsf(restitution), 1.0f), 0.0f);
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}
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void CustomMotionState::setVolume(float volume) {
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void ObjectMotionState::setVolume(float volume) {
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_volume = btMax(btMin(fabsf(volume), MAX_VOLUME), MIN_VOLUME);
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}
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void CustomMotionState::setVelocity(const glm::vec3& velocity) const {
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void ObjectMotionState::setVelocity(const glm::vec3& velocity) const {
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btVector3 v;
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glmToBullet(velocity, v);
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_body->setLinearVelocity(v);
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}
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void CustomMotionState::setAngularVelocity(const glm::vec3& velocity) const {
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void ObjectMotionState::setAngularVelocity(const glm::vec3& velocity) const {
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btVector3 v;
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glmToBullet(velocity, v);
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_body->setAngularVelocity(v);
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}
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void CustomMotionState::setGravity(const glm::vec3& gravity) const {
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void ObjectMotionState::setGravity(const glm::vec3& gravity) const {
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btVector3 g;
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glmToBullet(gravity, g);
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_body->setGravity(g);
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}
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void CustomMotionState::getVelocity(glm::vec3& velocityOut) const {
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void ObjectMotionState::getVelocity(glm::vec3& velocityOut) const {
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bulletToGLM(_body->getLinearVelocity(), velocityOut);
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}
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void CustomMotionState::getAngularVelocity(glm::vec3& angularVelocityOut) const {
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void ObjectMotionState::getAngularVelocity(glm::vec3& angularVelocityOut) const {
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bulletToGLM(_body->getAngularVelocity(), angularVelocityOut);
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}
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@ -1,5 +1,5 @@
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//
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// CustomMotionState.h
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// ObjectMotionState.h
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// libraries/physcis/src
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//
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// Created by Andrew Meadows 2014.11.05
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@ -9,8 +9,8 @@
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#ifndef hifi_CustomMotionState_h
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#define hifi_CustomMotionState_h
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#ifndef hifi_ObjectMotionState_h
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#define hifi_ObjectMotionState_h
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#ifdef USE_BULLET_PHYSICS
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@ -25,10 +25,10 @@ enum MotionType {
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MOTION_TYPE_KINEMATIC // keyframed motion
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};
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class CustomMotionState : public btMotionState {
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class ObjectMotionState : public btMotionState {
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public:
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CustomMotionState();
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~CustomMotionState();
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ObjectMotionState();
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~ObjectMotionState();
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//// these override methods of the btMotionState base class
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//virtual void getWorldTransform (btTransform &worldTrans) const;
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@ -70,4 +70,4 @@ protected:
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};
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#endif // USE_BULLET_PHYSICS
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#endif // hifi_CustomMotionState_h
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#endif // hifi_ObjectMotionState_h
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@ -46,7 +46,7 @@ void PhysicsEngine::updateEntities(QSet<EntityItem*>& entitiesToDelete) {
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EntityItem* entity = *item_itr;
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void* physicsInfo = entity->getPhysicsInfo();
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if (physicsInfo) {
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CustomMotionState* motionState = static_cast<CustomMotionState*>(physicsInfo);
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ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
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updateObject(motionState, entity->getUpdateFlags());
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}
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entity->clearUpdateFlags();
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@ -103,7 +103,7 @@ void PhysicsEngine::removeEntity(EntityItem* entity) {
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assert(entity);
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void* physicsInfo = entity->getPhysicsInfo();
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if (physicsInfo) {
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CustomMotionState* motionState = static_cast<CustomMotionState*>(physicsInfo);
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ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
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removeObject(motionState);
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entity->setPhysicsInfo(NULL);
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}
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@ -122,7 +122,7 @@ void PhysicsEngine::clearEntities() {
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for (entityItr = _entities.begin(); entityItr != _entities.end(); ++entityItr) {
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void* physicsInfo = (*entityItr)->getPhysicsInfo();
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if (physicsInfo) {
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CustomMotionState* motionState = static_cast<CustomMotionState*>(physicsInfo);
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ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
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removeObject(motionState);
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}
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}
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@ -242,7 +242,7 @@ bool PhysicsEngine::removeVoxel(const glm::vec3& position, float scale) {
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// CF_DISABLE_VISUALIZE_OBJECT = 32, //disable debug drawing
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// CF_DISABLE_SPU_COLLISION_PROCESSING = 64//disable parallel/SPU processing
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bool PhysicsEngine::addObject(CustomMotionState* motionState) {
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bool PhysicsEngine::addObject(ObjectMotionState* motionState) {
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assert(motionState);
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ShapeInfo info;
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motionState->computeShapeInfo(info);
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@ -289,7 +289,7 @@ bool PhysicsEngine::addObject(CustomMotionState* motionState) {
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return false;
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}
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bool PhysicsEngine::removeObject(CustomMotionState* motionState) {
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bool PhysicsEngine::removeObject(ObjectMotionState* motionState) {
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assert(motionState);
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btRigidBody* body = motionState->_body;
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if (body) {
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@ -305,7 +305,7 @@ bool PhysicsEngine::removeObject(CustomMotionState* motionState) {
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return false;
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}
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bool PhysicsEngine::updateObject(CustomMotionState* motionState, uint32_t flags) {
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bool PhysicsEngine::updateObject(ObjectMotionState* motionState, uint32_t flags) {
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btRigidBody* body = motionState->_body;
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if (!body) {
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return false;
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@ -322,7 +322,7 @@ bool PhysicsEngine::updateObject(CustomMotionState* motionState, uint32_t flags)
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}
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// private
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void PhysicsEngine::updateObjectHard(btRigidBody* body, CustomMotionState* motionState, uint32_t flags) {
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void PhysicsEngine::updateObjectHard(btRigidBody* body, ObjectMotionState* motionState, uint32_t flags) {
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MotionType newType = motionState->getMotionType();
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// pull body out of physics engine
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@ -398,7 +398,7 @@ void PhysicsEngine::updateObjectHard(btRigidBody* body, CustomMotionState* motio
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}
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// private
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void PhysicsEngine::updateObjectEasy(btRigidBody* body, CustomMotionState* motionState, uint32_t flags) {
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void PhysicsEngine::updateObjectEasy(btRigidBody* body, ObjectMotionState* motionState, uint32_t flags) {
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if (flags & PHYSICS_UPDATE_POSITION) {
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btTransform transform;
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motionState->getWorldTransform(transform);
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@ -39,7 +39,7 @@ const uint32_t PHYSICS_UPDATE_EASY = PHYSICS_UPDATE_POSITION | PHYSICS_UPDATE_VE
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#include <EntitySimulation.h>
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#include "BulletUtil.h"
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#include "CustomMotionState.h"
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#include "ObjectMotionState.h"
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#include "PositionHashKey.h"
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#include "ShapeManager.h"
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#include "ThreadSafeDynamicsWorld.h"
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/// \param motionState pointer to Object's MotionState
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/// \return true if Object added
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bool addObject(CustomMotionState* motionState);
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bool addObject(ObjectMotionState* motionState);
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/// \param motionState pointer to Object's MotionState
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/// \return true if Object removed
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bool removeObject(CustomMotionState* motionState);
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bool removeObject(ObjectMotionState* motionState);
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/// \param motionState pointer to Object's MotionState
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/// \param flags set of bits indicating what categories of properties need to be updated
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/// \return true if entity updated
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bool updateObject(CustomMotionState* motionState, uint32_t flags);
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bool updateObject(ObjectMotionState* motionState, uint32_t flags);
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protected:
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void updateObjectHard(btRigidBody* body, CustomMotionState* motionState, uint32_t flags);
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void updateObjectEasy(btRigidBody* body, CustomMotionState* motionState, uint32_t flags);
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void updateObjectHard(btRigidBody* body, ObjectMotionState* motionState, uint32_t flags);
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void updateObjectEasy(btRigidBody* body, ObjectMotionState* motionState, uint32_t flags);
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btClock _clock;
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btDefaultCollisionConfiguration* _collisionConfig;
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