mirror of
https://github.com/bulletphysics/bullet3
synced 2025-01-11 01:40:10 +00:00
97 lines
3.2 KiB
C++
97 lines
3.2 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library Maya Plugin
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Copyright (c) 2008 Walt Disney Studios
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising
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from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must
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not claim that you wrote the original software. If you use this
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software in a product, an acknowledgment in the product documentation
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would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must
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not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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Written by: Nicola Candussi <nicola@fluidinteractive.com>
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*/
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//bt_box_shape.h
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#ifndef DYN_BT_BOX_SHAPE_H
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#define DYN_BT_BOX_SHAPE_H
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#include "box_shape_impl.h"
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#include "drawUtils.h"
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class bt_box_shape_t: public bt_collision_shape_t, public box_shape_impl_t
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{
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public:
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virtual void gl_draw(size_t draw_style)
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{
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// std::cout << "bt_box_shape_t::draw" << std::endl;
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btBoxShape *box_shape = static_cast<btBoxShape*>(shape());
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btVector3 const& e = box_shape->getHalfExtentsWithoutMargin();
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glPushMatrix();
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glScalef(2 * e.x(), 2 * e.y(), 2 * e.z());
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if(draw_style & collision_shape_t::kDSSolid) {
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solid_cube();
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} else {
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wire_cube();
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}
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glPopMatrix();
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}
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virtual void set_scale(vec3f const& s) {
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const btVector3& scale = shape()->getLocalScaling();
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if(scale.x() != s[0] || scale.y() != s[1] || scale.z() != s[2]) {
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shape()->setLocalScaling(btVector3(s[0], s[1], s[2]));
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update();
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}
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}
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virtual void get_scale(vec3f& s) {
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const btVector3& scale = shape()->getLocalScaling();
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s = vec3f(scale.x(), scale.y(), scale.z());
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}
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virtual float volume() { return m_volume; }
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virtual vec3f const& local_inertia() { return m_local_inertia; }
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virtual vec3f const& center() { return m_center; }
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virtual quatf const& rotation() { return m_rotation; }
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protected:
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friend class bt_solver_t;
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bt_box_shape_t(vec3f const& halfExtents):
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bt_collision_shape_t()
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{
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set_shape(new btBoxShape(btVector3(halfExtents[0], halfExtents[0], halfExtents[0])));
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update();
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}
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void update()
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{
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btBoxShape *box_shape = static_cast<btBoxShape*>(shape());
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btVector3 e = 2 * box_shape->getHalfExtentsWithoutMargin();
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m_volume = e.x() * e.y() * e.z();
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m_center = vec3f(0, 0, 0);
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m_rotation = qidentity<float>();
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m_local_inertia = vec3f((e.y() * e.y() + e.z() * e.z()) / 12.0f,
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(e.x() * e.x() + e.z() * e.z()) / 12.0f,
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(e.x() * e.x() + e.y() * e.y()) / 12.0f);
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}
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private:
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float m_volume;
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vec3f m_center;
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quatf m_rotation;
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vec3f m_local_inertia;
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};
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#endif
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