[167] | 1 | #include <stdio.h> |
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| 2 | #include "BulletObject.h" |
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| 3 | |
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| 4 | BulletObject::BulletObject(Environment *bullet) |
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| 5 | { |
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| 6 | m_bullet = bullet; |
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| 7 | } |
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| 8 | |
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| 9 | |
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| 10 | btRigidBody* BulletObject::localCreateRigidBody (btScalar mass, const btTransform& startTransform, btCollisionShape* shape) { |
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| 11 | bool isDynamic = (mass != 0.f); |
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| 12 | |
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| 13 | btVector3 localInertia(0,0,0); |
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| 14 | if (isDynamic) |
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| 15 | shape->calculateLocalInertia(mass,localInertia); |
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| 16 | |
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| 17 | btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform); |
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| 18 | btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,shape,localInertia); |
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| 19 | btRigidBody* body = new btRigidBody(rbInfo); |
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| 20 | |
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| 21 | m_bullet->getDynamicsWorld()->addRigidBody(body); |
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| 22 | |
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| 23 | return body; |
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| 24 | } |
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| 25 | |
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| 26 | btRigidBody* BulletObject::createBulletObject(btCollisionShape* colShape, btVector3 position, btScalar mass) |
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| 27 | { |
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| 28 | m_bullet->getCollisionShapes().push_back(colShape); |
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| 29 | |
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| 30 | btTransform startTransform; |
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| 31 | startTransform.setIdentity(); |
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| 32 | startTransform.setOrigin(SCALING*position); |
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| 33 | |
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| 34 | btRigidBody *body = localCreateRigidBody(mass, startTransform, colShape); |
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| 35 | body->setActivationState(ISLAND_SLEEPING); |
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| 36 | |
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| 37 | return body; |
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| 38 | } |
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| 39 | |
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| 40 | |
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| 41 | btRigidBody* BulletObject::createBulletObject(btCollisionShape* colShape, btTransform transform, btScalar mass) |
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| 42 | { |
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| 43 | m_bullet->getCollisionShapes().push_back(colShape); |
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| 44 | |
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| 45 | btRigidBody *body = localCreateRigidBody(mass, transform, colShape); |
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| 46 | body->setActivationState(ISLAND_SLEEPING); |
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| 47 | |
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| 48 | return body; |
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| 49 | } |
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