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			375 lines
		
	
	
	
		
			13 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			375 lines
		
	
	
	
		
			13 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "physic.hpp"
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#include <btBulletDynamicsCommon.h>
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#include <btBulletCollisionCommon.h>
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#include <components/nifbullet/bullet_nif_loader.hpp>
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//#include <apps\openmw\mwworld\world.hpp>
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#include "CMotionState.h"
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#include "OgreRoot.h"
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#include "btKinematicCharacterController.h"
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#include "BtOgrePG.h"
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#include "BtOgreGP.h"
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#include "BtOgreExtras.h"
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#define BIT(x) (1<<(x))
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namespace OEngine {
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namespace Physic
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{
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    enum collisiontypes {
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        COL_NOTHING = 0, //<Collide with nothing
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        COL_WORLD = BIT(0), //<Collide with world objects
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        COL_ACTOR_INTERNAL = BIT(1), //<Collide internal capsule
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        COL_ACTOR_EXTERNAL = BIT(2) //<collide with external capsule
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    };
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    PhysicActor::PhysicActor(std::string name)
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    {
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        mName = name;
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        // The capsule is at the origin
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        btTransform transform;
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        transform.setIdentity();
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        // External capsule
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        externalGhostObject = new PairCachingGhostObject(name);
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        externalGhostObject->setWorldTransform( transform );
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        btScalar externalCapsuleHeight = 120;
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        btScalar externalCapsuleWidth = 19;
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        externalCollisionShape = new btCapsuleShapeZ( externalCapsuleWidth,  externalCapsuleHeight );
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        externalCollisionShape->setMargin( 0.1 );
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        externalGhostObject->setCollisionShape( externalCollisionShape );
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        externalGhostObject->setCollisionFlags( btCollisionObject::CF_CHARACTER_OBJECT );
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        // Internal capsule
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        internalGhostObject = new PairCachingGhostObject(name);
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        internalGhostObject->setWorldTransform( transform );
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        //internalGhostObject->getBroadphaseHandle()->s
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        btScalar internalCapsuleHeight =  110;
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        btScalar internalCapsuleWidth =  17;
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        internalCollisionShape = new btCapsuleShapeZ( internalCapsuleWidth, internalCapsuleHeight );
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        internalCollisionShape->setMargin( 0.1 );
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        internalGhostObject->setCollisionShape( internalCollisionShape );
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        internalGhostObject->setCollisionFlags( btCollisionObject::CF_CHARACTER_OBJECT );
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        mCharacter = new btKinematicCharacterController( externalGhostObject,internalGhostObject,btScalar( 40 ),1,4,20,9.8,0.2 );
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        mCharacter->setUpAxis(btKinematicCharacterController::Z_AXIS);
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        mCharacter->setUseGhostSweepTest(false);
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        mCharacter->mCollision = false;
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        setGravity(0);
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        mTranslation = btVector3(0,0,70);
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    }
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    PhysicActor::~PhysicActor()
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    {
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        delete mCharacter;
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        delete internalGhostObject;
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        delete internalCollisionShape;
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        delete externalGhostObject;
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        delete externalCollisionShape;
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    }
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    void PhysicActor::setGravity(float gravity)
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    {
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        mCharacter->setGravity(gravity);
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        //mCharacter->
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    }
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    void PhysicActor::enableCollisions(bool collision)
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    {
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        mCharacter->mCollision = collision;
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    }
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    void PhysicActor::setVerticalVelocity(float z)
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    {
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        mCharacter->setVerticalVelocity(z);
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    }
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    bool PhysicActor::getCollisionMode()
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    {
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        return mCharacter->mCollision;
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    }
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    void PhysicActor::setWalkDirection(const btVector3& mvt)
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    {
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        mCharacter->setWalkDirection( mvt );
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    }
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    void PhysicActor::Rotate(const btQuaternion& quat)
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    {
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        externalGhostObject->getWorldTransform().setRotation( externalGhostObject->getWorldTransform().getRotation() * quat );
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        internalGhostObject->getWorldTransform().setRotation( internalGhostObject->getWorldTransform().getRotation() * quat );
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    }
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    void PhysicActor::setRotation(const btQuaternion& quat)
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    {
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        externalGhostObject->getWorldTransform().setRotation( quat );
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        internalGhostObject->getWorldTransform().setRotation( quat );
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    }
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    btVector3 PhysicActor::getPosition(void)
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    {
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        return internalGhostObject->getWorldTransform().getOrigin() -mTranslation;
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    }
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    btQuaternion PhysicActor::getRotation(void)
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    {
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        return internalGhostObject->getWorldTransform().getRotation();
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    }
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    void PhysicActor::setPosition(const btVector3& pos)
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    {
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        internalGhostObject->getWorldTransform().setOrigin(pos+mTranslation);
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        externalGhostObject->getWorldTransform().setOrigin(pos+mTranslation);
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    }
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    ////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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    //////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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    RigidBody::RigidBody(btRigidBody::btRigidBodyConstructionInfo& CI,std::string name)
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        :btRigidBody(CI),mName(name)
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    {
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    };
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    ///////////////////////////////////////////////////////////////////////////////////////////////////////
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    ///////////////////////////////////////////////////////////////////////////////////////////////////////
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    PhysicEngine::PhysicEngine(BulletShapeLoader* shapeLoader)
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    {
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        // Set up the collision configuration and dispatcher
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        collisionConfiguration = new btDefaultCollisionConfiguration();
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        dispatcher = new btCollisionDispatcher(collisionConfiguration);
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        // The actual physics solver
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        solver = new btSequentialImpulseConstraintSolver;
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        //TODO: memory leak?
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        btOverlappingPairCache* pairCache = new btSortedOverlappingPairCache();
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        //pairCache->setInternalGhostPairCallback( new btGhostPairCallback() );
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        broadphase = new btDbvtBroadphase(pairCache);
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        // The world.
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        dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,broadphase,solver,collisionConfiguration);
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        dynamicsWorld->setGravity(btVector3(0,0,-10));
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        if(BulletShapeManager::getSingletonPtr() == NULL)
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        {
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            new BulletShapeManager();
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        }
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        //TODO:singleton?
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        mShapeLoader = shapeLoader;
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        isDebugCreated = false;
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    }
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    void PhysicEngine::createDebugRendering()
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    {
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        if(!isDebugCreated)
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        {
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            Ogre::SceneManagerEnumerator::SceneManagerIterator iter = Ogre::Root::getSingleton().getSceneManagerIterator();
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            iter.begin();
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            Ogre::SceneManager* scn = iter.getNext();
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            Ogre::SceneNode* node = scn->getRootSceneNode()->createChildSceneNode();
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            node->pitch(Ogre::Degree(-90));
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            mDebugDrawer = new BtOgre::DebugDrawer(node, dynamicsWorld);
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            dynamicsWorld->setDebugDrawer(mDebugDrawer);
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            isDebugCreated = true;
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            dynamicsWorld->debugDrawWorld();
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        }
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    }
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    void PhysicEngine::setDebugRenderingMode(int mode)
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    {
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        if(!isDebugCreated)
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        {
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            createDebugRendering();
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        }
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        mDebugDrawer->setDebugMode(mode);
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    }
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    PhysicEngine::~PhysicEngine()
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    {
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        delete dynamicsWorld;
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        delete solver;
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        delete collisionConfiguration;
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        delete dispatcher;
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        delete broadphase;
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        delete mShapeLoader;
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    }
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    RigidBody* PhysicEngine::createRigidBody(std::string mesh,std::string name,float scale)
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    {
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        //get the shape from the .nif
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        mShapeLoader->load(mesh,"General");
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        BulletShapeManager::getSingletonPtr()->load(mesh,"General");
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        BulletShapePtr shape = BulletShapeManager::getSingleton().getByName(mesh,"General");
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        shape->Shape->setLocalScaling(btVector3(scale,scale,scale));
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        //create the motionState
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        CMotionState* newMotionState = new CMotionState(this,name);
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        //create the real body
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        btRigidBody::btRigidBodyConstructionInfo CI = btRigidBody::btRigidBodyConstructionInfo(0,newMotionState,shape->Shape);
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        RigidBody* body = new RigidBody(CI,name);
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        body->collide = shape->collide;
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        return body;
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    }
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    void PhysicEngine::addRigidBody(RigidBody* body)
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    {
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        if(body->collide)
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        {
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            dynamicsWorld->addRigidBody(body,COL_WORLD,COL_WORLD|COL_ACTOR_INTERNAL|COL_ACTOR_EXTERNAL);
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        }
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        else
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        {
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            dynamicsWorld->addRigidBody(body,COL_WORLD,COL_NOTHING);
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        }
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        body->setActivationState(DISABLE_DEACTIVATION);
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        RigidBodyMap[body->mName] = body;
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    }
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    void PhysicEngine::removeRigidBody(std::string name)
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    {
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        std::map<std::string,RigidBody*>::iterator it = RigidBodyMap.find(name);
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        if (it != RigidBodyMap.end() )
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        {
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            RigidBody* body = it->second;
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            if(body != NULL)
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            {
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                // broadphase->getOverlappingPairCache()->removeOverlappingPairsContainingProxy(body->getBroadphaseProxy(),dispatcher);
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                /*std::map<std::string,PhysicActor*>::iterator it2 = PhysicActorMap.begin();
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                  for(;it2!=PhysicActorMap.end();it++)
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                  {
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                  it2->second->internalGhostObject->getOverlappingPairCache()->removeOverlappingPairsContainingProxy(body->getBroadphaseProxy(),dispatcher);
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                  it2->second->externalGhostObject->getOverlappingPairCache()->removeOverlappingPairsContainingProxy(body->getBroadphaseProxy(),dispatcher);
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                  }*/
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                dynamicsWorld->removeRigidBody(RigidBodyMap[name]);
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            }
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        }
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    }
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    void PhysicEngine::deleteRigidBody(std::string name)
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    {
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        std::map<std::string,RigidBody*>::iterator it = RigidBodyMap.find(name);
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        if (it != RigidBodyMap.end() )
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        {
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            RigidBody* body = it->second;
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            if(body != NULL)
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            {
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                delete body;
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            }
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            RigidBodyMap.erase(it);
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        }
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    }
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    RigidBody* PhysicEngine::getRigidBody(std::string name)
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    {
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        RigidBody* body = RigidBodyMap[name];
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        return body;
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    }
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    void PhysicEngine::stepSimulation(double deltaT)
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    {
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        dynamicsWorld->stepSimulation(deltaT,1,1/50.);
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        if(isDebugCreated)
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        {
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            mDebugDrawer->step();
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        }
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    }
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    void PhysicEngine::addCharacter(std::string name)
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    {
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        PhysicActor* newActor = new PhysicActor(name);
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        dynamicsWorld->addCollisionObject( newActor->externalGhostObject, COL_ACTOR_EXTERNAL, COL_WORLD |COL_ACTOR_EXTERNAL );
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        dynamicsWorld->addCollisionObject( newActor->internalGhostObject, COL_ACTOR_INTERNAL, COL_WORLD |COL_ACTOR_INTERNAL );
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        dynamicsWorld->addAction( newActor->mCharacter );
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        PhysicActorMap[name] = newActor;
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    }
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    void PhysicEngine::removeCharacter(std::string name)
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    {
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        //std::cout << "remove";
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        std::map<std::string,PhysicActor*>::iterator it = PhysicActorMap.find(name);
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        if (it != PhysicActorMap.end() )
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        {
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            PhysicActor* act = it->second;
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            if(act != NULL)
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            {
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                /*broadphase->getOverlappingPairCache()->removeOverlappingPairsContainingProxy(act->externalGhostObject->getBroadphaseHandle(),dispatcher);
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                  broadphase->getOverlappingPairCache()->removeOverlappingPairsContainingProxy(act->internalGhostObject->getBroadphaseHandle(),dispatcher);
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                  std::map<std::string,PhysicActor*>::iterator it2 = PhysicActorMap.begin();
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                  for(;it2!=PhysicActorMap.end();it++)
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                  {
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                  it->second->internalGhostObject->getOverlappingPairCache()->removeOverlappingPairsContainingProxy(act->externalGhostObject->getBroadphaseHandle(),dispatcher);
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                  it->second->externalGhostObject->getOverlappingPairCache()->removeOverlappingPairsContainingProxy(act->externalGhostObject->getBroadphaseHandle(),dispatcher);
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                  it->second->internalGhostObject->getOverlappingPairCache()->removeOverlappingPairsContainingProxy(act->internalGhostObject->getBroadphaseHandle(),dispatcher);
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                  it->second->externalGhostObject->getOverlappingPairCache()->removeOverlappingPairsContainingProxy(act->internalGhostObject->getBroadphaseHandle(),dispatcher);
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                  }*/
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                //act->externalGhostObject->
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                dynamicsWorld->removeCollisionObject(act->externalGhostObject);
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                dynamicsWorld->removeCollisionObject(act->internalGhostObject);
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                dynamicsWorld->removeAction(act->mCharacter);
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                delete act;
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            }
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            PhysicActorMap.erase(it);
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        }
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        //std::cout << "ok";
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    }
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    PhysicActor* PhysicEngine::getCharacter(std::string name)
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    {
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        PhysicActor* act = PhysicActorMap[name];
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        return act;
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    }
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    void PhysicEngine::emptyEventLists(void)
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    {
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    }
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    std::pair<std::string,float> PhysicEngine::rayTest(btVector3& from,btVector3& to)
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    {
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        std::string name = "";
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        float d = -1;
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        float d1 = 10000.;
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        btCollisionWorld::ClosestRayResultCallback resultCallback1(from, to);
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        resultCallback1.m_collisionFilterMask = COL_WORLD;
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        dynamicsWorld->rayTest(from, to, resultCallback1);
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        if (resultCallback1.hasHit())
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        {
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            name = static_cast<RigidBody&>(*resultCallback1.m_collisionObject).mName;
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            d1 = resultCallback1.m_closestHitFraction;
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            d = d1;
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        }
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        btCollisionWorld::ClosestRayResultCallback resultCallback2(from, to);
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        resultCallback2.m_collisionFilterMask = COL_ACTOR_INTERNAL|COL_ACTOR_EXTERNAL;
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        dynamicsWorld->rayTest(from, to, resultCallback2);
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        float d2 = 10000.;
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        if (resultCallback2.hasHit())
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        {
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            d2 = resultCallback1.m_closestHitFraction;
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            if(d2<=d1)
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            {
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                name = static_cast<PairCachingGhostObject&>(*resultCallback2.m_collisionObject).mName;
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                d = d2;
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            }
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        }
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        return std::pair<std::string,float>(name,d);
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    }
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}};
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