619 lines
17 KiB
Haxe
619 lines
17 KiB
Haxe
package armory.trait.physics.bullet;
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#if arm_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;
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import iron.object.MeshObject;
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import iron.data.MeshData;
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/**
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RigidBody is used to allow objects to interact with Physics in your game including collisions and gravity.
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RigidBody can also be used with the getContacts method to detect collisions and run appropriate code.
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The Bullet physics engine is used for these calculations.
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**/
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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;
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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;
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public var angularDamping: Float;
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public var animated: Bool;
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public var staticObj: Bool;
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public var destroyed = false;
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var linearFactors: Array<Float>;
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var angularFactors: Array<Float>;
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var deactivationParams: Array<Float>;
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var ccd = false; // Continuous collision detection
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public var group = 1;
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public var mask = 1;
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var trigger = false;
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var bodyScaleX: Float; // Transform scale at creation time
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var bodyScaleY: Float;
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var bodyScaleZ: Float;
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var currentScaleX: Float;
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var currentScaleY: Float;
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var currentScaleZ: Float;
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var meshInterface: bullet.Bt.TriangleMesh;
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public var body: bullet.Bt.RigidBody = null;
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public var motionState: bullet.Bt.MotionState;
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public var btshape: bullet.Bt.CollisionShape;
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public var ready = false;
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static var nextId = 0;
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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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public var heightData: haxe.io.Bytes = null;
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#if js
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static var ammoArray: Int = -1;
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#end
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static var nullvec = true;
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static var vec1: bullet.Bt.Vector3;
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static var vec2: bullet.Bt.Vector3;
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static var vec3: bullet.Bt.Vector3;
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static var quat1: bullet.Bt.Quaternion;
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static var trans1: bullet.Bt.Transform;
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static var trans2: bullet.Bt.Transform;
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static var quat = new Quat();
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static var CF_STATIC_OBJECT = 1;
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static var CF_KINEMATIC_OBJECT = 2;
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static var CF_NO_CONTACT_RESPONSE = 4;
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static var CF_CHARACTER_OBJECT = 16;
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static var convexHullCache = new Map<MeshData, bullet.Bt.ConvexHullShape>();
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static var triangleMeshCache = new Map<MeshData, bullet.Bt.TriangleMesh>();
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static var usersCache = new Map<MeshData, Int>();
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public function new(shape = Shape.Box, mass = 1.0, friction = 0.5, restitution = 0.0, group = 1, mask = 1,
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params: Array<Float> = null, flags: Array<Bool> = null) {
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super();
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if (nullvec) {
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nullvec = false;
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vec1 = new bullet.Bt.Vector3(0, 0, 0);
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vec2 = new bullet.Bt.Vector3(0, 0, 0);
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vec3 = new bullet.Bt.Vector3(0, 0, 0);
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quat1 = new bullet.Bt.Quaternion(0, 0, 0, 0);
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trans1 = new bullet.Bt.Transform();
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trans2 = new bullet.Bt.Transform();
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}
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this.shape = shape;
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this.mass = mass;
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this.friction = friction;
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this.restitution = restitution;
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this.group = group;
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this.mask = mask;
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if (params == null) params = [0.04, 0.1, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0];
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if (flags == null) flags = [false, false, false, false];
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this.linearDamping = params[0];
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this.angularDamping = params[1];
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this.linearFactors = [params[2], params[3], params[4]];
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this.angularFactors = [params[5], params[6], params[7]];
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this.collisionMargin = params[8];
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this.deactivationParams = [params[9], params[10], params[11]];
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this.animated = flags[0];
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this.trigger = flags[1];
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this.ccd = flags[2];
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this.staticObj = flags[3];
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notifyOnAdd(init);
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}
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inline function withMargin(f: Float) {
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return f - f * collisionMargin;
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}
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public function notifyOnReady(f: Void->Void) {
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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;
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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));
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vec1.setY(withMargin(transform.dim.y / 2));
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vec1.setZ(withMargin(transform.dim.z / 2));
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btshape = new bullet.Bt.BoxShape(vec1);
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}
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else if (shape == Shape.Sphere) {
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btshape = new bullet.Bt.SphereShape(withMargin(transform.dim.x / 2));
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}
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else if (shape == Shape.ConvexHull) {
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var shapeConvex = fillConvexHull(transform.scale, collisionMargin);
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btshape = shapeConvex;
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}
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else if (shape == Shape.Cone) {
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var coneZ = new bullet.Bt.ConeShapeZ(
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withMargin(transform.dim.x / 2), // Radius
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withMargin(transform.dim.z)); // Height
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var cone: bullet.Bt.ConeShape = coneZ;
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btshape = cone;
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}
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else if (shape == Shape.Cylinder) {
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vec1.setX(withMargin(transform.dim.x / 2));
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vec1.setY(withMargin(transform.dim.y / 2));
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vec1.setZ(withMargin(transform.dim.z / 2));
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var cylZ = new bullet.Bt.CylinderShapeZ(vec1);
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var cyl: bullet.Bt.CylinderShape = cylZ;
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btshape = cyl;
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}
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else if (shape == Shape.Capsule) {
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var r = transform.dim.x / 2;
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var capsZ = new bullet.Bt.CapsuleShapeZ(
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withMargin(r), // Radius
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withMargin(transform.dim.z - r * 2)); // Height between 2 sphere centers
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var caps: bullet.Bt.CapsuleShape = capsZ;
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btshape = caps;
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}
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else if (shape == Shape.Mesh) {
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meshInterface = fillTriangleMesh(transform.scale);
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if (mass > 0) {
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var shapeGImpact = new bullet.Bt.GImpactMeshShape(meshInterface);
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shapeGImpact.updateBound();
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var shapeConcave: bullet.Bt.ConcaveShape = shapeGImpact;
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btshape = shapeConcave;
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if (!physics.gimpactRegistered) {
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#if js
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new bullet.Bt.GImpactCollisionAlgorithm().registerAlgorithm(physics.dispatcher);
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#else
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shapeGImpact.registerAlgorithm(physics.dispatcher);
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#end
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physics.gimpactRegistered = true;
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}
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}
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else {
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var shapeBvh = new bullet.Bt.BvhTriangleMeshShape(meshInterface, true, true);
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var shapeTri: bullet.Bt.TriangleMeshShape = shapeBvh;
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var shapeConcave: bullet.Bt.ConcaveShape = shapeTri;
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btshape = shapeConcave;
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}
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}
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else if (shape == Shape.Terrain) {
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#if js
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var length = heightData.length;
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if (ammoArray == -1) {
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ammoArray = bullet.Bt.Ammo._malloc(length);
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}
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// From texture bytes
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for (i in 0...length) {
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bullet.Bt.Ammo.HEAPU8[ammoArray + i] = heightData.get(i);
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}
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var slice = Std.int(Math.sqrt(length)); // Assuming square terrain data
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var axis = 2; // z
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var dataType = 5; // u8
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btshape = new bullet.Bt.HeightfieldTerrainShape(slice, slice, ammoArray, 1 / 255, 0, 1, axis, dataType, false);
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vec1.setX(transform.dim.x / slice);
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vec1.setY(transform.dim.y / slice);
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vec1.setZ(transform.dim.z);
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btshape.setLocalScaling(vec1);
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#end
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}
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trans1.setIdentity();
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vec1.setX(transform.worldx());
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vec1.setY(transform.worldy());
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vec1.setZ(transform.worldz());
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trans1.setOrigin(vec1);
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quat.fromMat(transform.world);
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quat1.setValue(quat.x, quat.y, quat.z, quat.w);
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trans1.setRotation(quat1);
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var centerOfMassOffset = trans2;
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centerOfMassOffset.setIdentity();
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motionState = new bullet.Bt.DefaultMotionState(trans1, centerOfMassOffset);
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vec1.setX(0);
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vec1.setY(0);
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vec1.setZ(0);
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var inertia = vec1;
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if (staticObj || animated) mass = 0;
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if (mass > 0) btshape.calculateLocalInertia(mass, inertia);
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var bodyCI = new bullet.Bt.RigidBodyConstructionInfo(mass, motionState, btshape, inertia);
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body = new bullet.Bt.RigidBody(bodyCI);
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var bodyColl: bullet.Bt.CollisionObject = body;
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bodyColl.setFriction(friction);
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// body.setRollingFriction(friction); // This causes bodies to get stuck, apply angular damping instead
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if (shape == Shape.Sphere || shape == Shape.Cylinder || shape == Shape.Cone || shape == Shape.Capsule) {
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angularDamping += friction;
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}
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bodyColl.setRestitution(restitution);
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if (deactivationParams != null) {
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setDeactivationParams(deactivationParams[0], deactivationParams[1], deactivationParams[2]);
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}
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else {
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setActivationState(ActivationState.NoDeactivation);
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}
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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) {
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setLinearFactor(linearFactors[0], linearFactors[1], linearFactors[2]);
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}
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if (angularFactors != null) {
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setAngularFactor(angularFactors[0], angularFactors[1], angularFactors[2]);
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}
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if (trigger) bodyColl.setCollisionFlags(bodyColl.getCollisionFlags() | CF_NO_CONTACT_RESPONSE);
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if (animated) {
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bodyColl.setCollisionFlags(bodyColl.getCollisionFlags() | CF_KINEMATIC_OBJECT);
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bodyColl.setCollisionFlags(bodyColl.getCollisionFlags() & ~CF_STATIC_OBJECT);
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}
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if (staticObj && !animated) bodyColl.setCollisionFlags(bodyColl.getCollisionFlags() | CF_STATIC_OBJECT);
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if (ccd) setCcd(transform.radius);
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bodyScaleX = currentScaleX = transform.scale.x;
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bodyScaleY = currentScaleY = transform.scale.y;
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bodyScaleZ = currentScaleZ = transform.scale.z;
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id = nextId;
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nextId++;
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#if js
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//body.setUserIndex(nextId);
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untyped body.userIndex = id;
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#else
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bodyColl.setUserIndex(id);
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#end
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physics.addRigidBody(this);
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notifyOnRemove(removeFromWorld);
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if (onReady != null) onReady();
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#if js
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bullet.Bt.Ammo.destroy(bodyCI);
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#else
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bodyCI.delete();
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#end
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}
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function physicsUpdate() {
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if (!ready) return;
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if (animated) {
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syncTransform();
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}
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else {
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var bodyColl: bullet.Bt.CollisionObject = body;
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var trans = bodyColl.getWorldTransform();
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var p = trans.getOrigin();
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var q = trans.getRotation();
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var qw: bullet.Bt.QuadWord = q;
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transform.loc.set(p.x(), p.y(), p.z());
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transform.rot.set(qw.x(), qw.y(), qw.z(), qw.w());
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if (object.parent != null) {
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var ptransform = object.parent.transform;
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transform.loc.x -= ptransform.worldx();
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transform.loc.y -= ptransform.worldy();
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transform.loc.z -= ptransform.worldz();
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}
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transform.buildMatrix();
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}
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if (onContact != null) {
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var rbs = physics.getContacts(this);
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if (rbs != null) for (rb in rbs) for (f in onContact) f(rb);
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}
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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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var bodyColl: bullet.Bt.CollisionObject = body;
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bodyColl.activate(false);
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}
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public function disableGravity() {
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vec1.setValue(0, 0, 0);
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body.setGravity(vec1);
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}
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public function enableGravity() {
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body.setGravity(physics.world.getGravity());
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}
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public function setGravity(v: Vec4) {
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vec1.setValue(v.x, v.y, v.z);
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body.setGravity(vec1);
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}
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public function setActivationState(newState: Int) {
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var bodyColl: bullet.Bt.CollisionObject = body;
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bodyColl.setActivationState(newState);
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}
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public function setDeactivationParams(linearThreshold: Float, angularThreshold: Float, time: Float) {
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body.setSleepingThresholds(linearThreshold, angularThreshold);
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// body.setDeactivationTime(time); // not available in ammo
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}
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public function applyForce(force: Vec4, loc: Vec4 = null) {
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activate();
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vec1.setValue(force.x, force.y, force.z);
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if (loc == null) {
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body.applyCentralForce(vec1);
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}
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else {
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vec2.setValue(loc.x, loc.y, loc.z);
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body.applyForce(vec1, vec2);
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}
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}
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public function applyImpulse(impulse: Vec4, loc: Vec4 = null) {
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activate();
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vec1.setValue(impulse.x, impulse.y, impulse.z);
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if (loc == null) {
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body.applyCentralImpulse(vec1);
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}
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else {
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vec2.setValue(loc.x, loc.y, loc.z);
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body.applyImpulse(vec1, vec2);
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}
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}
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public function applyTorque(torque: Vec4) {
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activate();
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vec1.setValue(torque.x, torque.y, torque.z);
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body.applyTorque(vec1);
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}
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public function applyTorqueImpulse(torque: Vec4) {
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activate();
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vec1.setValue(torque.x, torque.y, torque.z);
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body.applyTorqueImpulse(vec1);
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}
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public function setLinearFactor(x: Float, y: Float, z: Float) {
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vec1.setValue(x, y, z);
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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.setValue(x, y, z);
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body.setAngularFactor(vec1);
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}
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public function getLinearVelocity(): Vec4 {
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var v = body.getLinearVelocity();
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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.setValue(x, y, z);
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body.setLinearVelocity(vec1);
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}
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public function getAngularVelocity(): Vec4 {
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var v = body.getAngularVelocity();
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return new Vec4(v.x(), v.y(), v.z());
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}
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public function setAngularVelocity(x: Float, y: Float, z: Float) {
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vec1.setValue(x, y, z);
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body.setAngularVelocity(vec1);
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}
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public function setFriction(f: Float) {
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var bodyColl: bullet.Bt.CollisionObject = body;
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bodyColl.setFriction(f);
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// bodyColl.setRollingFriction(f);
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this.friction = f;
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}
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public function notifyOnContact(f: RigidBody->Void) {
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if (onContact == null) onContact = [];
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onContact.push(f);
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}
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public function removeContact(f: RigidBody->Void) {
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onContact.remove(f);
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}
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function setScale(v: Vec4) {
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currentScaleX = v.x;
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currentScaleY = v.y;
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currentScaleZ = v.z;
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vec1.setX(v.x / bodyScaleX);
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vec1.setY(v.y / bodyScaleY);
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vec1.setZ(v.z / bodyScaleZ);
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btshape.setLocalScaling(vec1);
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var worldDyn: bullet.Bt.DynamicsWorld = physics.world;
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var worldCol: bullet.Bt.CollisionWorld = worldDyn;
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worldCol.updateSingleAabb(body);
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}
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public function syncTransform() {
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var t = transform;
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t.buildMatrix();
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vec1.setValue(t.worldx(), t.worldy(), t.worldz());
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trans1.setOrigin(vec1);
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quat.fromMat(t.world);
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quat1.setValue(quat.x, quat.y, quat.z, quat.w);
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trans1.setRotation(quat1);
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if (animated) body.getMotionState().setWorldTransform(trans1);
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else 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
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public function setCcd(sphereRadius: Float, motionThreshold = 1e-7) {
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var bodyColl: bullet.Bt.CollisionObject = body;
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bodyColl.setCcdSweptSphereRadius(sphereRadius);
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bodyColl.setCcdMotionThreshold(motionThreshold);
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}
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function fillConvexHull(scale: Vec4, margin: kha.FastFloat): bullet.Bt.ConvexHullShape {
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// Check whether shape already exists
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var data = cast(object, MeshObject).data;
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var shape = convexHullCache.get(data);
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if (shape != null) {
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usersCache.set(data, usersCache.get(data) + 1);
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return shape;
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}
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shape = new bullet.Bt.ConvexHullShape();
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convexHullCache.set(data, shape);
|
|
usersCache.set(data, 1);
|
|
|
|
var positions = data.geom.positions.values;
|
|
|
|
var sx: kha.FastFloat = scale.x * (1.0 - margin) * (1 / 32767);
|
|
var sy: kha.FastFloat = scale.y * (1.0 - margin) * (1 / 32767);
|
|
var sz: kha.FastFloat = scale.z * (1.0 - margin) * (1 / 32767);
|
|
|
|
if (data.raw.scale_pos != null) {
|
|
sx *= data.raw.scale_pos;
|
|
sy *= data.raw.scale_pos;
|
|
sz *= data.raw.scale_pos;
|
|
}
|
|
|
|
for (i in 0...Std.int(positions.length / 4)) {
|
|
vec1.setX(positions[i * 4 ] * sx);
|
|
vec1.setY(positions[i * 4 + 1] * sy);
|
|
vec1.setZ(positions[i * 4 + 2] * sz);
|
|
shape.addPoint(vec1, true);
|
|
}
|
|
return shape;
|
|
}
|
|
|
|
function fillTriangleMesh(scale: Vec4): bullet.Bt.TriangleMesh {
|
|
// Check whether shape already exists
|
|
var data = cast(object, MeshObject).data;
|
|
var triangleMesh = triangleMeshCache.get(data);
|
|
if (triangleMesh != null) {
|
|
usersCache.set(data, usersCache.get(data) + 1);
|
|
return triangleMesh;
|
|
}
|
|
|
|
triangleMesh = new bullet.Bt.TriangleMesh(true, true);
|
|
triangleMeshCache.set(data, triangleMesh);
|
|
usersCache.set(data, 1);
|
|
|
|
var positions = data.geom.positions.values;
|
|
var indices = data.geom.indices;
|
|
|
|
var sx: kha.FastFloat = scale.x * (1 / 32767);
|
|
var sy: kha.FastFloat = scale.y * (1 / 32767);
|
|
var sz: kha.FastFloat = scale.z * (1 / 32767);
|
|
|
|
if (data.raw.scale_pos != null) {
|
|
sx *= data.raw.scale_pos;
|
|
sy *= data.raw.scale_pos;
|
|
sz *= data.raw.scale_pos;
|
|
}
|
|
|
|
for (ar in indices) {
|
|
for (i in 0...Std.int(ar.length / 3)) {
|
|
vec1.setX(positions[ar[i * 3 ] * 4 ] * sx);
|
|
vec1.setY(positions[ar[i * 3 ] * 4 + 1] * sy);
|
|
vec1.setZ(positions[ar[i * 3 ] * 4 + 2] * sz);
|
|
vec2.setX(positions[ar[i * 3 + 1] * 4 ] * sx);
|
|
vec2.setY(positions[ar[i * 3 + 1] * 4 + 1] * sy);
|
|
vec2.setZ(positions[ar[i * 3 + 1] * 4 + 2] * sz);
|
|
vec3.setX(positions[ar[i * 3 + 2] * 4 ] * sx);
|
|
vec3.setY(positions[ar[i * 3 + 2] * 4 + 1] * sy);
|
|
vec3.setZ(positions[ar[i * 3 + 2] * 4 + 2] * sz);
|
|
triangleMesh.addTriangle(vec1, vec2, vec3);
|
|
}
|
|
}
|
|
return triangleMesh;
|
|
}
|
|
|
|
public function delete() {
|
|
#if js
|
|
bullet.Bt.Ammo.destroy(motionState);
|
|
bullet.Bt.Ammo.destroy(body);
|
|
#else
|
|
motionState.delete();
|
|
body.delete();
|
|
#end
|
|
|
|
// Delete shape if no other user is found
|
|
if (shape == Shape.ConvexHull || shape == Shape.Mesh) {
|
|
var data = cast(object, MeshObject).data;
|
|
var i = usersCache.get(data) - 1;
|
|
usersCache.set(data, i);
|
|
if(shape == Shape.Mesh) deleteShape();
|
|
if (i <= 0) {
|
|
if(shape == Shape.ConvexHull)
|
|
{
|
|
deleteShape();
|
|
convexHullCache.remove(data);
|
|
}
|
|
else
|
|
{
|
|
triangleMeshCache.remove(data);
|
|
if(meshInterface != null)
|
|
{
|
|
#if js
|
|
bullet.Bt.Ammo.destroy(meshInterface);
|
|
#else
|
|
meshInterface.delete();
|
|
#end
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else deleteShape();
|
|
}
|
|
|
|
inline function deleteShape() {
|
|
#if js
|
|
bullet.Bt.Ammo.destroy(btshape);
|
|
#else
|
|
btshape.delete();
|
|
#end
|
|
}
|
|
}
|
|
|
|
@:enum abstract Shape(Int) from Int to Int {
|
|
var Box = 0;
|
|
var Sphere = 1;
|
|
var ConvexHull = 2;
|
|
var Mesh = 3;
|
|
var Cone = 4;
|
|
var Cylinder = 5;
|
|
var Capsule = 6;
|
|
var Terrain = 7;
|
|
}
|
|
|
|
@:enum abstract ActivationState(Int) from Int to Int {
|
|
var Active = 1;
|
|
var NoDeactivation = 4;
|
|
var NoSimulation = 5;
|
|
}
|
|
|
|
#end
|