Lephisto/src/dynamic_body.cpp
2018-01-18 20:30:41 +00:00

80 lines
2.1 KiB
C++

#include "libs.h"
#include "dynamic_body.h"
#include "space.h"
#include "frame.h"
DynamicBody::DynamicBody(void) : ModelBody() {
m_flags = Body::FLAG_CAN_MOVE_FRAME;
m_body = dBodyCreate(Space::world);
dMassSetBox(&m_mass, 1, 50, 50, 50);
dMassAdjust(&m_mass, 1.0f);
dBodySetMass(m_body, &m_mass);
}
void DynamicBody::Enable(void) {
ModelBody::Enable();
dBodyEnable(m_body);
}
void DynamicBody::Disable(void) {
ModelBody::Disable();
dBodyDisable(m_body);
}
void DynamicBody::SetRotMatrix(const matrix4x4d& r) {
dMatrix3 _m;
r.SaveToOdeMatrix(_m);
dBodySetRotation(m_body, _m);
}
void DynamicBody::GetRotMatrix(matrix4x4d& m) {
m.LoadFromOdeMatrix(dBodyGetRotation(m_body));
}
void DynamicBody::SetMassDistributionFromCollMesh(const CollMesh* m) {
/*
* XXX: This is silly. the radius of mass distribution should be
* defined on the model, not cooked up in some stupid way.
*/
vector3d min = vector3d(FLT_MAX);
vector3d max = vector3d(-FLT_MAX);
for(int i = 0; i < 3*m->nv; i += 3) {
min.x = MIN(m->pVertex[i], min.x);
min.y = MIN(m->pVertex[i+1], min.y);
min.z = MIN(m->pVertex[i+2], min.z);
max.x = MAX(m->pVertex[i], max.x);
max.y = MAX(m->pVertex[i+1], max.y);
max.z = MAX(m->pVertex[i+2], max.z);
}
float size = ((max.x-min.x) + (max.y-min.y) + (max.z-min.z)) / 6.0f;
dMassSetSphere(&m_mass, 1, size);
/* Boxes go mental after a while due to inertia tensor being fishy. */
//dMassSetBox(&m_mass, 1, max.x-min.x, max.y-min.y, max.z-min.z);
dBodySetMass(m_body, &m_mass);
}
vector3d DynamicBody::GetAngularMomentum(void) {
matrix4x4d I;
I.LoadFromOdeMatrix(m_mass.I);
return I * vector3d(dBodyGetAngularVel(m_body));
}
DynamicBody::~DynamicBody(void) {
dBodyDestroy(m_body);
}
vector3d DynamicBody::GetVelocity(void) {
const dReal* v = dBodyGetLinearVel(m_body);
return vector3d(v[0], v[1], v[2]);
}
void DynamicBody::SetVelocity(vector3d v) {
dBodySetLinearVel(m_body, v.x, v.y, v.z);
}
void DynamicBody::SetAngVelocity(vector3d v) {
dBodySetAngularVel(m_body, v.x, v.y, v.z);
}