armory/Sources/armory/trait/physics/bullet/RigidBody.hx

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package armory.trait.physics.bullet;
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#if arm_bullet
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import haxebullet.Bullet;
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import iron.math.Vec4;
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import iron.math.Quat;
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import iron.object.Transform;
import iron.object.MeshObject;
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/**
* RigidBody is used to allow objects to interact with Physics in your game including collisions and gravity.
* RigidBody can also be used with the getContacts method to detect collisions and run appropriate code.
* The Bullet physics engine is used for these calculations.
*/
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@:access(armory.trait.physics.bullet.PhysicsWorld)
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class RigidBody extends iron.Trait {
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var shape:Shape;
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public var physics:PhysicsWorld;
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public var transform:Transform = null;
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public var mass:Float;
public var friction:Float;
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public var restitution:Float;
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public var collisionMargin:Float;
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public var linearDamping:Float;
public var angularDamping:Float;
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public var animated:Bool;
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public var destroyed = false;
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var linearFactors:Array<Float>;
var angularFactors:Array<Float>;
var deactivationParams:Array<Float>;
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var ccd = false; // Continuous collision detection
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public var group = 1;
public var trigger = false;
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var bodyScaleX:Float; // Transform scale at creation time
var bodyScaleY:Float;
var bodyScaleZ:Float;
var currentScaleX:Float;
var currentScaleY:Float;
var currentScaleZ:Float;
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public var body:BtRigidBodyPointer = null;
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public var motionState:BtMotionStatePointer;
public var btshape:BtCollisionShapePointer;
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public var ready = false;
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static var nextId = 0;
public var id = 0;
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public var onReady:Void->Void = null;
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public var onContact:Array<RigidBody->Void> = null;
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static var nullvec = true;
static var vec1:BtVector3;
static var vec2:BtVector3;
static var vec3:BtVector3;
static var quat1:BtQuaternion;
static var trans1:BtTransform;
static var trans2:BtTransform;
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static var quat = new Quat();
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public function new(mass = 1.0, shape = Shape.Box, friction = 0.5, restitution = 0.0, collisionMargin = 0.0,
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linearDamping = 0.04, angularDamping = 0.1, animated = false,
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linearFactors:Array<Float> = null, angularFactors:Array<Float> = null,
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group = 1, trigger = false, deactivationParams:Array<Float> = null, ccd = false) {
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super();
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if (nullvec) {
nullvec = false;
vec1 = BtVector3.create(0, 0, 0);
vec2 = BtVector3.create(0, 0, 0);
vec3 = BtVector3.create(0, 0, 0);
quat1 = BtQuaternion.create(0, 0, 0, 0);
trans1 = BtTransform.create();
trans2 = BtTransform.create();
}
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this.mass = mass;
this.shape = shape;
this.friction = friction;
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this.restitution = restitution;
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this.collisionMargin = collisionMargin;
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this.linearDamping = linearDamping;
this.angularDamping = angularDamping;
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this.animated = animated;
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this.linearFactors = linearFactors;
this.angularFactors = angularFactors;
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this.group = group;
this.trigger = trigger;
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this.deactivationParams = deactivationParams;
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this.ccd = ccd;
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notifyOnAdd(init);
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}
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inline function withMargin(f:Float) {
return f - f * collisionMargin;
}
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public function notifyOnReady(f:Void->Void) {
onReady = f;
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if (ready) onReady();
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}
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public function init() {
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if (ready) return;
ready = true;
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if (!Std.is(object, MeshObject)) return; // No mesh data
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transform = object.transform;
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physics = armory.trait.physics.PhysicsWorld.active;
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if (shape == Shape.Box) {
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vec1.setX(withMargin(transform.dim.x / 2));
vec1.setY(withMargin(transform.dim.y / 2));
vec1.setZ(withMargin(transform.dim.z / 2));
btshape = BtBoxShape.create(vec1);
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}
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else if (shape == Shape.Sphere) {
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btshape = BtSphereShape.create(withMargin(transform.dim.x / 2));
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}
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else if (shape == Shape.ConvexHull) {
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var shapeConvex = BtConvexHullShape.create();
fillConvexHull(shapeConvex, transform.scale, collisionMargin);
btshape = shapeConvex;
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}
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else if (shape == Shape.Cone) {
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btshape = BtConeShapeZ.create(
withMargin(transform.dim.x / 2), // Radius
withMargin(transform.dim.z)); // Height
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}
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else if (shape == Shape.Cylinder) {
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vec1.setX(withMargin(transform.dim.x / 2));
vec1.setY(withMargin(transform.dim.y / 2));
vec1.setZ(withMargin(transform.dim.z / 2));
btshape = BtCylinderShapeZ.create(vec1);
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}
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else if (shape == Shape.Capsule) {
var r = transform.dim.x / 2;
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btshape = BtCapsuleShapeZ.create(
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withMargin(r), // Radius
withMargin(transform.dim.z - r * 2)); // Height between 2 sphere centers
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}
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else if (shape == Shape.Mesh || shape == Shape.Terrain) {
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var meshInterface = BtTriangleMesh.create(true, true);
fillTriangleMesh(meshInterface, transform.scale);
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if (mass > 0) {
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var shapeGImpact = BtGImpactMeshShape.create(meshInterface);
shapeGImpact.updateBound();
btshape = shapeGImpact;
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if (!physics.gimpactRegistered) {
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#if js
GImpactCollisionAlgorithm.create().registerAlgorithm(physics.dispatcher);
#else
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BtGImpactCollisionAlgorithm.registerAlgorithm(physics.dispatcher);
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#end
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physics.gimpactRegistered = true;
}
}
else {
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btshape = BtBvhTriangleMeshShape.create(meshInterface, true, true);
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}
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}
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//else if (shape == Shape.Terrain) {
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// var data:Array<Dynamic> = [];
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// btshape = BtHeightfieldTerrainShape.create(3, 3, data, 1, -10, 10, 2, 0, true);
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//}
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trans1.setIdentity();
vec1.setX(transform.worldx());
vec1.setY(transform.worldy());
vec1.setZ(transform.worldz());
trans1.setOrigin(vec1);
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quat.fromMat(transform.world);
quat1.setX(quat.x);
quat1.setY(quat.y);
quat1.setZ(quat.z);
quat1.setW(quat.w);
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trans1.setRotation(quat1);
var centerOfMassOffset = trans2;
centerOfMassOffset.setIdentity();
motionState = BtDefaultMotionState.create(trans1, centerOfMassOffset);
vec1.setX(0);
vec1.setY(0);
vec1.setZ(0);
var inertia = vec1;
if (mass > 0) btshape.calculateLocalInertia(mass, inertia);
var bodyCI = BtRigidBodyConstructionInfo.create(mass, motionState, btshape, inertia);
body = BtRigidBody.create(bodyCI);
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body.setFriction(friction);
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// body.setRollingFriction(friction); // This causes bodies to get stuck, apply angular damping instead
if (shape == Shape.Sphere || shape == Shape.Cylinder || shape == Shape.Cone || shape == Shape.Capsule) {
angularDamping += friction;
}
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body.setRestitution(restitution);
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if (deactivationParams != null) {
setDeactivationParams(deactivationParams[0], deactivationParams[1], deactivationParams[2]);
}
else {
setActivationState(ActivationState.NoDeactivation);
}
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if (linearDamping != 0.04 || angularDamping != 0.1) {
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body.setDamping(linearDamping, angularDamping);
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}
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if (linearFactors != null) {
setLinearFactor(linearFactors[0], linearFactors[1], linearFactors[2]);
}
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if (angularFactors != null) {
setAngularFactor(angularFactors[0], angularFactors[1], angularFactors[2]);
}
if (trigger) body.setCollisionFlags(body.getCollisionFlags() | BtCollisionObject.CF_NO_CONTACT_RESPONSE);
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if (ccd) setCcd(transform.radius);
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bodyScaleX = currentScaleX = transform.scale.x;
bodyScaleY = currentScaleY = transform.scale.y;
bodyScaleZ = currentScaleZ = transform.scale.z;
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id = nextId;
nextId++;
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#if js
//body.setUserIndex(nextId);
untyped body.userIndex = id;
#elseif cpp
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body.setUserIndex(id);
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#end
physics.addRigidBody(this);
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notifyOnRemove(removeFromWorld);
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if (onReady != null) onReady();
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#if js
Ammo.destroy(bodyCI);
#end
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}
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function physicsUpdate() {
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if (!ready) return;
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if (object.animation != null || animated) {
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syncTransform();
}
else {
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var trans = body.getWorldTransform();
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var p = trans.getOrigin();
var q = trans.getRotation();
transform.loc.set(p.x(), p.y(), p.z());
transform.rot.set(q.x(), q.y(), q.z(), q.w());
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if (object.parent != null) {
var ptransform = object.parent.transform;
transform.loc.x -= ptransform.worldx();
transform.loc.y -= ptransform.worldy();
transform.loc.z -= ptransform.worldz();
}
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transform.buildMatrix();
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}
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if (onContact != null) {
var rbs = physics.getContacts(this);
if (rbs != null) for (rb in rbs) for (f in onContact) f(rb);
}
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}
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public function removeFromWorld() {
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if (physics != null) physics.removeRigidBody(this);
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}
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public function activate() {
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body.activate(false);
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}
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public function disableGravity() {
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vec1.setX(0);
vec1.setY(0);
vec1.setZ(0);
body.setGravity(vec1);
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}
public function enableGravity() {
body.setGravity(physics.world.getGravity());
}
public function setGravity(v:Vec4) {
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vec1.setX(v.x);
vec1.setY(v.y);
vec1.setZ(v.z);
body.setGravity(vec1);
}
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public function setActivationState(newState:Int) {
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body.setActivationState(newState);
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}
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public function setDeactivationParams(linearThreshold:Float, angularThreshold:Float, time:Float) {
body.setSleepingThresholds(linearThreshold, angularThreshold);
// body.setDeactivationTime(time); // not available in ammo
}
public function applyForce(force:Vec4, loc:Vec4 = null) {
activate();
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vec1.setX(force.x);
vec1.setY(force.y);
vec1.setZ(force.z);
if (loc == null) {
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body.applyCentralForce(vec1);
}
else {
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vec2.setX(loc.x);
vec2.setY(loc.y);
vec2.setZ(loc.z);
body.applyForce(vec1, vec2);
}
}
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public function applyImpulse(impulse:Vec4, loc:Vec4 = null) {
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activate();
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vec1.setX(impulse.x);
vec1.setY(impulse.y);
vec1.setZ(impulse.z);
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if (loc == null) {
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body.applyCentralImpulse(vec1);
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}
else {
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vec2.setX(loc.x);
vec2.setY(loc.y);
vec2.setZ(loc.z);
body.applyImpulse(vec1, vec2);
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}
}
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public function applyTorque(torque:Vec4) {
activate();
vec1.setX(torque.x);
vec1.setY(torque.y);
vec1.setZ(torque.z);
body.applyTorque(vec1);
}
public function applyTorqueImpulse(torque:Vec4) {
activate();
vec1.setX(torque.x);
vec1.setY(torque.y);
vec1.setZ(torque.z);
body.applyTorqueImpulse(vec1);
}
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public function setLinearFactor(x:Float, y:Float, z:Float) {
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vec1.setX(x);
vec1.setY(y);
vec1.setZ(z);
body.setLinearFactor(vec1);
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}
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public function setAngularFactor(x:Float, y:Float, z:Float) {
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vec1.setX(x);
vec1.setY(y);
vec1.setZ(z);
body.setAngularFactor(vec1);
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}
public function getLinearVelocity():Vec4 {
var v = body.getLinearVelocity();
return new Vec4(v.x(), v.y(), v.z());
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}
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public function setLinearVelocity(x:Float, y:Float, z:Float) {
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vec1.setX(x);
vec1.setY(y);
vec1.setZ(z);
body.setLinearVelocity(vec1);
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}
public function getAngularVelocity():Vec4 {
var v = body.getAngularVelocity();
return new Vec4(v.x(), v.y(), v.z());
}
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public function setAngularVelocity(x:Float, y:Float, z:Float) {
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vec1.setX(x);
vec1.setY(y);
vec1.setZ(z);
body.setAngularVelocity(vec1);
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}
public function setFriction(f:Float) {
body.setFriction(f);
body.setRollingFriction(f);
this.friction = f;
}
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public function notifyOnContact(f:RigidBody->Void) {
if (onContact == null) onContact = [];
onContact.push(f);
}
public function removeContact(f:RigidBody->Void) {
onContact.remove(f);
}
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public function syncTransform() {
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var t = transform;
t.buildMatrix();
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vec1.setX(t.worldx());
vec1.setY(t.worldy());
vec1.setZ(t.worldz());
trans1.setOrigin(vec1);
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quat.fromMat(t.world);
quat1.setX(quat.x);
quat1.setY(quat.y);
quat1.setZ(quat.z);
quat1.setW(quat.w);
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trans1.setRotation(quat1);
body.setCenterOfMassTransform(trans1);
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if (currentScaleX != t.scale.x || currentScaleY != t.scale.y || currentScaleZ != t.scale.z) setScale(t.scale);
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activate();
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}
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// Continuous collision detection
public function setCcd(sphereRadius:Float, motionThreshold = 1e-7) {
body.setCcdSweptSphereRadius(sphereRadius);
body.setCcdMotionThreshold(motionThreshold);
}
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function setScale(v:Vec4) {
currentScaleX = v.x;
currentScaleY = v.y;
currentScaleZ = v.z;
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vec1.setX(bodyScaleX * v.x);
vec1.setY(bodyScaleY * v.y);
vec1.setZ(bodyScaleZ * v.z);
btshape.setLocalScaling(vec1);
physics.world.updateSingleAabb(body);
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}
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function fillConvexHull(shape:BtConvexHullShapePointer, scale:Vec4, margin:Float) {
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var positions = cast(object, MeshObject).data.geom.positions;
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var sx = scale.x * (1.0 - margin) * (1 / 32767);
var sy = scale.y * (1.0 - margin) * (1 / 32767);
var sz = scale.z * (1.0 - margin) * (1 / 32767);
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for (i in 0...Std.int(positions.length / 4)) {
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vec1.setX(positions[i * 3] * sx);
vec1.setY(positions[i * 3 + 1] * sy);
vec1.setZ(positions[i * 3 + 2] * sz);
shape.addPoint(vec1, true);
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}
}
function fillTriangleMesh(triangleMesh:BtTriangleMeshPointer, scale:Vec4) {
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var positions = cast(object, MeshObject).data.geom.positions;
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var indices = cast(object, MeshObject).data.geom.indices;
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var sx = scale.x * (1 / 32767);
var sy = scale.y * (1 / 32767);
var sz = scale.z * (1 / 32767);
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for (ar in indices) {
for (i in 0...Std.int(ar.length / 3)) {
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vec1.setX(positions[ar[i * 3 + 0] * 3 + 0] * sx);
vec1.setY(positions[ar[i * 3 + 0] * 3 + 1] * sy);
vec1.setZ(positions[ar[i * 3 + 0] * 3 + 2] * sz);
vec2.setX(positions[ar[i * 3 + 1] * 3 + 0] * sx);
vec2.setY(positions[ar[i * 3 + 1] * 3 + 1] * sy);
vec2.setZ(positions[ar[i * 3 + 1] * 3 + 2] * sz);
vec3.setX(positions[ar[i * 3 + 2] * 3 + 0] * sx);
vec3.setY(positions[ar[i * 3 + 2] * 3 + 1] * sy);
vec3.setZ(positions[ar[i * 3 + 2] * 3 + 2] * sz);
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triangleMesh.addTriangle(vec1, vec2, vec3);
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}
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}
}
}
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@:enum abstract Shape(Int) from Int to Int {
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var Box = 0;
var Sphere = 1;
var ConvexHull = 2;
var Mesh = 3;
var Cone = 4;
var Cylinder = 5;
var Capsule = 6;
var Terrain = 7;
}
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@:enum abstract ActivationState(Int) from Int to Int {
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var Active = 1;
var NoDeactivation = 4;
var NoSimulation = 5;
}
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#end