blender/source/gameengine/Physics/Sumo/SumoPHYCallbackBridge.cpp

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#include "SumoPHYCallbackBridge.h"
#include "PHY_IPhysicsController.h"
#include "SM_Object.h"
SumoPHYCallbackBridge::SumoPHYCallbackBridge(void* clientData,PHY_ResponseCallback phyCallback)
:m_orgClientData(clientData),
m_phyCallback(phyCallback)
{
}
DT_Bool SumoPHYCallbackBridge::StaticSolidToPHYCallback(void *client_data,
void *client_object1,
void *client_object2,
const DT_CollData *coll_data)
{
SumoPHYCallbackBridge* bridge = static_cast<SumoPHYCallbackBridge*>(client_data);
bridge->SolidToPHY(client_object1,client_object2,coll_data);
return false;
}
DT_Bool SumoPHYCallbackBridge::SolidToPHY(void *client_object1,
void *client_object2,
const DT_CollData *coll_data)
{
SM_Object* smObject1 = static_cast<SM_Object*>(client_object1);
SM_Object* smObject2 = static_cast<SM_Object*>(client_object2);
PHY_IPhysicsController* ctrl1 = static_cast<PHY_IPhysicsController*>(smObject1->getPhysicsClientObject());
PHY_IPhysicsController* ctrl2 = static_cast<PHY_IPhysicsController*>(smObject2->getPhysicsClientObject());
if (!ctrl1 || !ctrl2)
{
//todo: check which objects are not linked up properly
return false;
}
if (coll_data)
{
PHY_CollData phyCollData;
phyCollData.m_point1[0] = coll_data->point1[0];
phyCollData.m_point1[1] = coll_data->point1[1];
phyCollData.m_point1[2] = coll_data->point1[2];
phyCollData.m_point1[3] = 0.f;
phyCollData.m_point2[0] = coll_data->point2[0];
phyCollData.m_point2[1] = coll_data->point2[1];
phyCollData.m_point2[2] = coll_data->point2[2];
phyCollData.m_point2[3] = 0.f;
phyCollData.m_normal[0] = coll_data->normal[0];
phyCollData.m_normal[1] = coll_data->normal[1];
phyCollData.m_normal[2] = coll_data->normal[2];
phyCollData.m_normal[3] = 0.f;
return m_phyCallback(m_orgClientData,
ctrl1,ctrl2,&phyCollData);
}
return m_phyCallback(m_orgClientData,
ctrl1,ctrl2,0);
}