Files
lace/3-mid/physics/implement/bullet/source/c/bullet-object.cpp
2023-12-31 21:25:00 +11:00

376 lines
7.2 KiB
C++

#include "bullet-object.h"
#include "btBulletDynamicsCommon.h"
///////////////
/// C++ Support
//
class KinematicMotionState : public btMotionState
{
public:
KinematicMotionState (const btTransform &initialpos) { mPos1 = initialpos; }
virtual ~ KinematicMotionState () { }
virtual void getWorldTransform ( btTransform &worldTrans) const { worldTrans = mPos1; }
void setKinematicPos ( btTransform &currentPos) { mPos1 = currentPos; }
virtual void setWorldTransform (const btTransform &worldTrans) { }
protected:
btTransform mPos1;
};
///////////
/// Utility
//
btRigidBody*
to_bullet (Object* From)
{
return (btRigidBody*) From;
}
Object*
to_bt3 (btRigidBody* From)
{
return (Object*) From;
}
///////////////
/// C Interface
//
extern "C"
{
int
is_Kinematic (btRigidBody* Self)
{
return Self->getCollisionFlags()
& btCollisionObject::CF_KINEMATIC_OBJECT;
}
struct Object*
b3d_new_Object (Real Mass,
Shape* the_Shape,
int is_Kinematic)
{
btCollisionShape* bt_Shape = (btCollisionShape*) (the_Shape);
btScalar mass = Mass;
bool isDynamic = (mass != 0.f);
btVector3 localInertia (0,0,0);
btTransform groundTransform;
groundTransform.setIdentity();
if (isDynamic)
bt_Shape->calculateLocalInertia (mass, localInertia);
KinematicMotionState* myMotionState = new KinematicMotionState (groundTransform);
btRigidBody::btRigidBodyConstructionInfo rbInfo (mass, myMotionState, bt_Shape, localInertia);
btRigidBody* body = new btRigidBody (rbInfo);
if (is_Kinematic)
{
body->setCollisionFlags ( body->getCollisionFlags()
| btCollisionObject::CF_KINEMATIC_OBJECT);
body->setActivationState (DISABLE_DEACTIVATION);
}
if (isDynamic)
body->setActivationState (DISABLE_DEACTIVATION);
return (Object*) body;
}
Shape*
b3d_Object_Shape (Object* Self)
{
btRigidBody* the_Body = to_bullet (Self);
return (Shape*) the_Body->getCollisionShape ();
}
void*
b3d_Object_user_Data (Object* Self)
{
btRigidBody* the_Body = to_bullet (Self);
return the_Body->getUserPointer ();
}
void
b3d_Object_user_Data_is (Object* Self,
void* Now)
{
btRigidBody* the_Body = to_bullet (Self);
the_Body->setUserPointer (Now);
}
Real
b3d_Object_Mass (Object* Self)
{
btRigidBody* the_Body = to_bullet (Self);
Real inv_Mass = the_Body->getInvMass();
if (inv_Mass == 0.0)
return 0.0;
else
return 1.0 / inv_Mass;
}
void
b3d_Object_Friction_is (Object* Self,
Real Now)
{
btRigidBody* the_Body = to_bullet (Self);
the_Body->setFriction (Now);
}
void
b3d_Object_Restitution_is (Object* Self, Real Now)
{
btRigidBody* the_Body = to_bullet (Self);
the_Body->setRestitution (Now);
}
Vector_3
b3d_Object_Site (Object* Self)
{
btRigidBody* the_Body = to_bullet (Self);
Vector_3 the_Site;
btTransform& trans = the_Body->getWorldTransform ();
btVector3 bt_Site = trans.getOrigin();
the_Site.x = bt_Site.x();
the_Site.y = bt_Site.y();
the_Site.z = bt_Site.z();
return the_Site;
}
void
b3d_Object_Site_is (Object* Self, Vector_3* Now)
{
btRigidBody* the_Body = to_bullet (Self);
btTransform& trans = the_Body->getWorldTransform ();
trans.setOrigin (btVector3 (Now->x, Now->y, Now->z));
the_Body->activate();
if (is_Kinematic (the_Body))
{
KinematicMotionState* the_Motion_State = (KinematicMotionState*) the_Body->getMotionState();
the_Motion_State->setKinematicPos (trans);
}
}
Matrix_3x3
b3d_Object_Spin (Object* Self)
{
btRigidBody* the_Body = to_bullet (Self);
Vector_3 the_Site;
btTransform& trans = the_Body->getWorldTransform ();
btMatrix3x3 the_Spin = trans.getBasis();
btVector3& R1 = the_Spin [0];
btVector3& R2 = the_Spin [1];
btVector3& R3 = the_Spin [2];
return Matrix_3x3 (R1 [0], R1 [1], R1 [2],
R2 [0], R2 [1], R2 [2],
R3 [0], R3 [1], R3 [2]);
}
void
b3d_Object_Spin_is (Object* Self, Matrix_3x3* Now)
{
btRigidBody* the_Body = to_bullet (Self);
btTransform& trans = the_Body->getWorldTransform();
trans.setBasis (btMatrix3x3 (Now->m00, Now->m01, Now->m02,
Now->m10, Now->m11, Now->m12,
Now->m20, Now->m21, Now->m22));
if (is_Kinematic (the_Body))
{
KinematicMotionState* the_Motion_State = (KinematicMotionState*) the_Body->getMotionState();
the_Motion_State->setKinematicPos (trans);
}
}
Matrix_4x4
b3d_Object_Transform (Object* Self)
{
btRigidBody* the_Body = to_bullet (Self);
btTransform& trans = the_Body->getWorldTransform ();
btScalar gl_Matrix [16];
trans.getOpenGLMatrix (gl_Matrix);
return Matrix_4x4 (gl_Matrix);
}
void
b3d_Object_Transform_is (Object* Self, Matrix_4x4* Now)
{
btRigidBody* the_Body = to_bullet (Self);
if (is_Kinematic (the_Body))
{
btTransform trans;
KinematicMotionState* the_Motion_State = (KinematicMotionState*) the_Body->getMotionState();
trans.setFromOpenGLMatrix (&Now->m00);
the_Motion_State->setKinematicPos (trans);
}
else
{
btTransform& trans = the_Body->getWorldTransform ();
trans.setFromOpenGLMatrix (&Now->m00);
}
}
Vector_3
b3d_Object_Speed (Object* Self)
{
btRigidBody* the_Body = to_bullet (Self);
Vector_3 the_Speed;
btVector3 bt_Speed = the_Body->getLinearVelocity ();
the_Speed.x = bt_Speed.x();
the_Speed.y = bt_Speed.y();
the_Speed.z = bt_Speed.z();
return the_Speed;
}
void
b3d_Object_Speed_is (Object* Self, Vector_3* Now)
{
btRigidBody* the_Body = to_bullet (Self);
the_Body->setLinearVelocity (btVector3 (Now->x, Now->y, Now->z));
}
Vector_3
b3d_Object_Gyre (Object* Self)
{
btRigidBody* the_Body = to_bullet (Self);
Vector_3 the_Gyre;
btVector3 bt_Gyre = the_Body->getAngularVelocity ();
the_Gyre.x = bt_Gyre.x();
the_Gyre.y = bt_Gyre.y();
the_Gyre.z = bt_Gyre.z();
return the_Gyre;
}
void
b3d_Object_Gyre_is (Object* Self, Vector_3* Now)
{
btRigidBody* the_Body = to_bullet (Self);
the_Body->setAngularVelocity (btVector3 (Now->x, Now->y, Now->z));
}
void
b3d_Object_apply_Torque (Object* Self, Vector_3* Torque)
{
btRigidBody* the_Body = to_bullet (Self);
the_Body->applyTorque (btVector3 (Torque->x, Torque->y, Torque->z));
}
void
b3d_Object_apply_Torque_impulse (Object* Self, Vector_3* Torque)
{
btRigidBody* the_Body = to_bullet (Self);
the_Body->applyTorqueImpulse (btVector3 (Torque->x, Torque->y, Torque->z));
}
void
b3d_Object_apply_Force (Object* Self, Vector_3* Force)
{
btRigidBody* the_Body = to_bullet (Self);
the_Body->applyCentralImpulse (btVector3 (Force->x, Force->y, Force->z));
}
} // extern "C"