593 lines
21 KiB
C++
593 lines
21 KiB
C++
#include "PhysicsBase.h"
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#include "EntityBase.h"
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// needed for GetEntityGameState() in ProcessCollisionEvent()
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#include "ModelBase.h"
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#include "coll2d.h"
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#define EPSILON 1.0e-4
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namespace Engine {
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/*
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* Inherited Module functions
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*/
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int PhysicsBase::OnInit (int argc, char* argv[]) {
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LogDebug ("Physics Init");
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mEntities.clear ();
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return 0;
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}
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void PhysicsBase::OnDestroy () {
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LogDebug ("Physics Destroy");
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}
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/*
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* Module specific functions
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*/
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void PhysicsBase::Move (float delta_msec) {
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EntityPhysicState* entity = NULL;
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std::map<unsigned int, EntityPhysicState*>::iterator entity_iter;
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std::map<unsigned int, EntityPhysicState*>::iterator collision_iter;
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vector3d velocity, orientation;
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for (entity_iter = mEntities.begin (); entity_iter != mEntities.end(); entity_iter++){
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entity = entity_iter->second;
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velocity = entity->GetVelocity ();
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if (velocity.length2() == 0.)
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continue;
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CheckContactCache (entity);
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entity->SetPosition (entity->GetPosition () + velocity * delta_msec);
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entity->SetOrientation (vector3d(0., entity->GetOrientation()[1] + entity->GetAngleVelocity() * delta_msec, 0.));
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}
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}
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int PhysicsBase::Simulate (float msec, ModelBase* model) {
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vector3d velocity, orientation;
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unsigned int entity_a_id, entity_b_id;
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int resolve_steps = 0;;
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float current_time = 0, stepsize = msec / (float) 10;
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while (current_time < msec) {
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if (msec - current_time < stepsize)
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stepsize = msec - current_time;
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coll2d::CollisionInfo info;
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bool collision_result = false;
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collision_result = CalcNextCollision (stepsize, entity_a_id, entity_b_id, info);
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if (collision_result == 0) {
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// there is no collision, so we integrate to the end of
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// the timestep
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current_time += stepsize;
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Move (stepsize);
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} else {
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LogDebug ("Collision between %u and %u", entity_a_id, entity_b_id);
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float collision_remaining_step = stepsize;
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resolve_steps = 0;
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// This is the collision loop. It loops until there is no collision any
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// more within the stepsize.
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while (collision_remaining_step > 0.) {
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// with this we count how often we iterate through and can
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// detect certain false behaviour
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resolve_steps ++;
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// info.time tells us in what time the contact will happen and
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// theoretically we can move to that point, however due to round-off
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// errors we might end up in a situation where the Entities overlap
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// which we must prevent to keep the collision detection working.
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//
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// Therefore we only move to a portion of the time and resolve the
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// collision then. This alpha variable controls how much of the time
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// we skip.
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float alpha = 0.001;
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// If the timestep is already very small, we try to resolve it
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// immediately.
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if (info.time < EPSILON ) {
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// if the timestep is too small we simply resolve the collision and
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// do not move beforehang
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LogDebug ("Time step too small ==> Resolving Step immediately");
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ResolveCollision (0., entity_a_id, entity_b_id, info);
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// Send the collision event to the Model (if we have one)
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if (model) {
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model->SendEntityCollisionEvent (entity_a_id, entity_b_id, info.time, info.point, info.normal);
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}
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// collision_remaining_step -= 1.0e-4;
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} else {
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Move (info.time * (1 - alpha));
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LogDebug ("Resolving Step between %u and %u t = %f alpha = %f", entity_a_id, entity_b_id, info.time, alpha);
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ResolveCollision (info.time * (1 - alpha), entity_a_id, entity_b_id, info);
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// Send the collision event to the Model (if we have one)
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if (model) {
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model->SendEntityCollisionEvent (entity_a_id, entity_b_id, info.time, info.point, info.normal);
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}
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collision_remaining_step -= info.time * (1 - alpha);
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}
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// At this point we resolved the collision we had found. Now we need
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// to check whether there is a new one
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collision_result = CalcNextCollision (collision_remaining_step, entity_a_id, entity_b_id, info);
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// If there was none, we happily move on to the end of the frame and
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// set collision_remaining_step to 0 so that we jump out of the
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// collision loop.
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if (!collision_result) {
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Move (collision_remaining_step);
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collision_remaining_step = 0.;
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break;
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}
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assert (resolve_steps <= 50);
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}
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}
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}
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/* Postcondition: we simulated exactly msec milliseconds, no less, no more! */
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assert (current_time == msec);
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return 0;
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}
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void PhysicsBase::RegisterEntity (EntityPhysicState* entity) {
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unsigned int id = entity->mId;
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LogDebug ("Registering EntityPhysicState with id '%d'", id);
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if (mEntities.find (id) == mEntities.end ())
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mEntities[id] = entity;
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else {
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LogError ("Physics already has registered an Entity with id '%d'", id);
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}
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}
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void PhysicsBase::UnregisterEntity (const unsigned int id) {
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std::map<unsigned int, EntityPhysicState*>::iterator iter = mEntities.find(id);
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LogDebug ("Unregistering EntityPhysicState with id '%d'", id);
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if (iter != mEntities.end ()) {
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// Remove all the references of existing contacts to the Entity that is
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// going to be deleted.
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std::map<unsigned int, vector3d>::iterator temp_iter, contact_iter = iter->second->mContactNormals.begin();
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while (contact_iter != iter->second->mContactNormals.end()) {
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temp_iter = contact_iter;
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contact_iter ++;
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ContactCacheRemove (id, temp_iter->first);
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}
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// Remove the Entity from mEntities and erase the Entity
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EntityPhysicState* entity_physic_state = iter->second;
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mEntities.erase (iter);
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// We also have to delete the state!
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if (entity_physic_state->mShape)
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delete entity_physic_state->mShape;
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delete entity_physic_state;
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} else {
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LogError ("Could not unegister EntityPhysicState with id '%d': Entity not found!", id);
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}
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}
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/**
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* This function also sorts out collisions that might be invalid such as
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* Particle-Particle collision and the like.
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*/
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inline bool PhysicsBase::CheckPossibleCollisionPair (EntityPhysicState* entity_a, EntityPhysicState* entity_b) {
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// no collision checks against itself
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if (entity_a == entity_b)
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return false;
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// no checks if both are static
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if (entity_a->mStatic && entity_a->mStatic)
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return false;
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// no checks if both are particles
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if (entity_a->mBaseType == EntityBaseTypeParticle
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&& entity_b->mBaseType == EntityBaseTypeParticle)
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return false;
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// no checks if both are particles
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if (entity_a->mBaseType == EntityBaseTypeBlock
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&& entity_b->mBaseType == EntityBaseTypeBlock)
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return false;
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return true;
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}
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/**
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* \param stepsize The timestep for which we want to check whether a
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* collision occurs.
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* \param reference_entity_id If a collision occurs the Id of the entity that
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* is the reference entity is stored in this variable.
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* \param incidence_entity_id If a collision occurs the Id of the entity that
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* crashes into the reference entity is stored in this variable.
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* \param info Contains information about the collision (normal, time, point)
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*
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* This function calls PhysicsBase::CheckPossibleCollisionPair() to sort out
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* invalid collision pairs.
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*/
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bool PhysicsBase::CalcNextCollision (
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float stepsize,
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unsigned int &reference_entity_id,
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unsigned int &incidence_entity_id,
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coll2d::CollisionInfo &info) {
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std::map<unsigned int, EntityPhysicState*>::iterator collision_iter;
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std::map<unsigned int, EntityPhysicState*>::iterator collision_ref;
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// We have to find the next collision, so we check everything and
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// take the first one that will happen.
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coll2d::CollisionInfo temp_info;
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info.time = 2.;
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for (collision_ref = mEntities.begin (); collision_ref != mEntities.end (); collision_ref ++) {
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if (collision_ref->second->mId != 0) {
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collision_ref->second->UpdateShape();
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}
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}
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for (collision_ref = mEntities.begin (); collision_ref != mEntities.end (); collision_ref ++) {
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if (collision_ref->second->mAlive == false)
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continue;
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for (collision_iter = collision_ref; collision_iter != mEntities.end (); collision_iter ++) {
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if (collision_iter->second->mAlive == false)
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continue;
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if (!CheckPossibleCollisionPair(collision_ref->second, collision_iter->second))
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continue;
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EntityPhysicState *entity_a, *entity_b;
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entity_a = collision_ref->second;
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entity_b = collision_iter->second;
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int coll2d_result = coll2d::check_collision (stepsize, entity_a->mShape, entity_b->mShape, &temp_info);
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if (!HandleColl2dError (coll2d_result, stepsize, entity_a, entity_b, temp_info)) {
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LogError ("Could not handle coll2d error: %d\n", coll2d_result);
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}
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if (coll2d_result > 0 && temp_info.time < info.time ) {
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info = temp_info;
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assert (info.reference_shape >= 0);
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if (info.reference_shape == 0) {
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reference_entity_id = collision_ref->first;
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incidence_entity_id = collision_iter->first;
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} else {
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reference_entity_id = collision_iter->first;
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incidence_entity_id = collision_ref->first;
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}
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}
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}
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}
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if (info.time != 2.)
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return true;
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return false;
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}
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/**
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* This function updates the velocity of the Entity with id of
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* incidence_entity_id so that it no more is in collision with with Entity
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* with id reference_entity_id. Additionally to that we also cache the
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* contact normals and check against them so that the new velocity does not
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* violate previous contacts.
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*
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* We store the cached contact normals both in the incidence and the reference
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* entity and we have to make sure that these references get cleared once one
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* of the two get deleted! This is done in PhysicsBase::UnregisterEntity().
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*/
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void PhysicsBase::ResolveCollision (float stepsize, unsigned int reference_entity_id, unsigned int incidence_entity_id, coll2d::CollisionInfo &info) {
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EntityPhysicState* reference_entity = mEntities[reference_entity_id];
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EntityPhysicState* incidence_entity = mEntities[incidence_entity_id];
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if (!reference_entity || !incidence_entity) {
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LogError ("Invalid entity IDs passed to %s: %u and %u", __FUNCTION__, reference_entity_id, incidence_entity_id);
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}
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assert (reference_entity && incidence_entity);
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// So far only resolving of collision of sphere collisions is
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// allowed
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assert (dynamic_cast<coll2d::Sphere*> (incidence_entity->mShape));
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// First we calculate the velocity along the normal and then we calculate
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// the velocity that is tangential to the plane and set the new velocity to
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// it.
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vector3d new_velocity = incidence_entity->mVelocity;
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new_velocity -= reference_entity->mVelocity;
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// It should be greater zero otherwise there was an error in the collision
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// detection.
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assert (new_velocity.length2 ());
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// The scalar proj tells us how far we went along the normal
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float proj = new_velocity * info.normal;
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// As there is a collision, and the incidence_entity is moving towards the
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// plane, this value must be strictly smaller than zero, otherwise we would
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// not penetrate the plane.
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if (proj > 0.) {
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LogError ("Projection invalid: %e", proj);
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info.doPrint ("Collision Info:\n");
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}
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assert (proj < 0.);
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// Collision handling start:
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// This is the code that tells us how we deal with collisions and how to
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// prevent them. To get real dynamics one has to adjust this section:
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vector3d old_velocity = incidence_entity->mVelocity;
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new_velocity = old_velocity + info.normal * proj * (-1.0);
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incidence_entity->SetVelocity (new_velocity);
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// Collision handling end
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// And we also add the normal to the cached contacts for both incidence
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// and reference entity
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ContactCacheAdd (incidence_entity, reference_entity, info.normal);
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// Now we check whether we are violating any of the cached contacts. For
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// this we loop through all contacts and try to adjust the velocity of
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// incidence_entity until we no more violate the cached contacts.
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std::map<unsigned int, vector3d>::iterator iter = incidence_entity->mContactNormals.begin();
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int readjust = 0;
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while (iter != incidence_entity->mContactNormals.end()) {
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vector3d contact_normal = iter->second;
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float contact_velocity = new_velocity * contact_normal;
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if (contact_velocity < 0.) {
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if (reference_entity_id == iter->first) {
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// In this case, the projection was not good enough. We simultaneously
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// damp the velocity and push a little harder. If it was damped too
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// much or we had to readjust too often, we set the velocity to zero.
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LogDebug ("Resolved collision needs to be readjusted");
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new_velocity = incidence_entity->GetVelocity();
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new_velocity *= 0.5;
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if (new_velocity.length2() < EPSILON)
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new_velocity.setValues (0., 0., 0.);
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else
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new_velocity += info.normal * 0.001;
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incidence_entity->SetVelocity (new_velocity);
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readjust++;
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// More than 10 readjusts? -> set velocity to zero
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if (readjust > 10)
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new_velocity.setValues (0., 0., 0.);
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// and we redo all the checking:
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iter = incidence_entity->mContactNormals.begin();
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continue;
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}
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// In this case the proposed velocity is violating another contact
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// and we set the velocity to zero.
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LogDebug ("Cached collision: %e -> resetting velocity", contact_velocity);
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// contact_normal.print ("contact normal: ");
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new_velocity.setValues (0., 0., 0.);
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incidence_entity->mVelocity = new_velocity;
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} else if (contact_velocity > 0.01) {
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// If we move sufficiently fast away from a contact we remove the
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// contact from the cache.
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// * Attention! * As the function ContactCacheRemove() deletes an entry
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// of mContactNormals we have to increase the iterator *before* we
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// remove the cache. Otherwise the iterator might become invalid!
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unsigned int contact_id = iter->first;
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iter++;
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ContactCacheRemove (contact_id, incidence_entity_id);
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continue;
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}
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iter++;
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}
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}
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/*
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* Contact Cache Functions
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*/
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void PhysicsBase::ContactCacheAdd (EntityPhysicState* incidence_entity, EntityPhysicState* reference_entity, vector3d normal) {
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incidence_entity->mContactNormals[reference_entity->mId] = normal;
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reference_entity->mContactNormals[incidence_entity->mId] = normal * -1.;
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LogDebug ("Adding normal (%f,%f,%f) id=%d to entity %d",
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normal[0], normal[1], normal[2],
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reference_entity->mId, incidence_entity->mId);
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LogDebug ("Adding normal (%f,%f,%f) id=%d to entity %d",
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normal[0] * -1., normal[1] * -1., normal[2] * -1.,
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incidence_entity->mId, reference_entity->mId);
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}
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void PhysicsBase::ContactCacheRemove (unsigned int entity_a_id, unsigned int entity_b_id) {
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assert (entity_a_id != entity_b_id);
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EntityPhysicState *entity_a, *entity_b;
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#ifdef WIN32
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entity_a = mEntities[entity_a_id];
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entity_b = mEntities[entity_b_id];
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#else
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entity_a = mEntities.at(entity_a_id);
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entity_b = mEntities.at(entity_b_id);
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#endif
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// Check the entries exist
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assert (entity_a->mContactNormals.find (entity_b_id) != entity_a->mContactNormals.end());
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assert (entity_b->mContactNormals.find (entity_a_id) != entity_b->mContactNormals.end());
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#ifdef WIN32
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vector3d contact_normal = entity_a->mContactNormals[entity_b_id];
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#else
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vector3d contact_normal = entity_a->mContactNormals.at(entity_b_id);
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#endif
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LogDebug ("Removing normal (%f,%f,%f) id=%d from entity %d",
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contact_normal[0], contact_normal[1], contact_normal[2],
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entity_a_id, entity_b_id);
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entity_a->mContactNormals.erase (entity_a->mContactNormals.find(entity_b_id));
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#ifdef WIN32
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contact_normal = entity_b->mContactNormals[entity_a_id];
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#else
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contact_normal = entity_b->mContactNormals.at(entity_a_id);
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#endif
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LogDebug ("Removing normal (%f,%f,%f) id=%d from entity %d",
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contact_normal[0], contact_normal[1], contact_normal[2],
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entity_b_id, entity_a_id);
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entity_b->mContactNormals.erase (entity_b->mContactNormals.find(entity_a_id));
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}
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/** \brief Checks whether we are still in contact with the entities stored in mContactNormals
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*
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* To check whether we still are in contact, we modify temporarily the
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* velocity of the given Entity that it moves towards the contact point (i.e.
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* we add the negative normal to the velocity) and re-check for a collision.
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* If the collision has a time value of 0.0 and the reported normal stays the
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* same, we know, that the two Entities are still in contact. If not, we lost
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* contact.
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*
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* We can skip the test, if the scalar product of the normal and velocity are
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* positive (in this case we move away from the plane)
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*/
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void PhysicsBase::CheckContactCache (EntityPhysicState* entity) {
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std::map<unsigned int, vector3d>::iterator contacts_iter, current_iter;
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contacts_iter = entity->mContactNormals.begin();
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while (contacts_iter != entity->mContactNormals.end()) {
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// * Attention! *
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// current_iter can be used throughout this environment and contacts_iter
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// can already now be increased as it *must not* be used! This is due to
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// the nature of ContactCacheRemove() which might make contacts_iter
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// invalid if we were using that.
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current_iter = contacts_iter;
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contacts_iter ++;
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unsigned int contact_entity_id = current_iter->first;
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#ifdef WIN32
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EntityPhysicState* contact_entity = mEntities[contact_entity_id];
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#else
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EntityPhysicState* contact_entity = mEntities.at (contact_entity_id);
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#endif
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vector3d normal = current_iter->second;
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vector3d old_velocity = entity->GetVelocity();
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// If we already move away from the normal, we delete the contact.
|
|
if (normal * old_velocity > 0.01) {
|
|
LogDebug ("Lost Contact with entity %d!", current_iter->first);
|
|
ContactCacheRemove (entity->mId, current_iter->first);
|
|
continue;
|
|
} else {
|
|
vector3d new_velocity (old_velocity);
|
|
new_velocity -= normal;
|
|
entity->SetVelocity (new_velocity);
|
|
|
|
entity->UpdateShape();
|
|
contact_entity->UpdateShape();
|
|
|
|
coll2d::CollisionInfo info;
|
|
int coll2d_result;
|
|
|
|
coll2d_result = coll2d::check_collision (1.0, entity->mShape, contact_entity->mShape, &info);
|
|
|
|
if (!HandleColl2dError (coll2d_result, 1.0, entity, contact_entity, info)) {
|
|
// error
|
|
LogError ("Error when performing collision check: %s\n", __FUNCTION__);
|
|
}
|
|
|
|
if (coll2d_result > 0) {
|
|
// no contact, so delete it:
|
|
LogDebug ("Lost Contact with entity %d!", current_iter->first);
|
|
ContactCacheRemove (entity->mId, current_iter->first);
|
|
|
|
entity->SetVelocity (old_velocity);
|
|
continue;
|
|
} else if ( coll2d_result < 0){
|
|
// contact
|
|
if (info.time != 0. || normal != info.normal) {
|
|
LogError ("Something strange happened when checking for contacts in %s", __FUNCTION__);
|
|
}
|
|
}
|
|
|
|
entity->SetVelocity (old_velocity);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* So far we ignore overlapping if one entity is an EntityBaseTypeActor and
|
|
* the other a EntityBaseTypeParticle.
|
|
*
|
|
* If this function returns true everything is ok and we can safely continue
|
|
* otherwise it is recommended to quit the application.
|
|
*
|
|
* \returns true if there was no error at all or we were able to deal with it
|
|
*/
|
|
bool PhysicsBase::HandleColl2dError (int coll2d_result, float stepsize,
|
|
EntityPhysicState* entity_a, EntityPhysicState* entity_b, coll2d::CollisionInfo &info)
|
|
{
|
|
if (coll2d_result < 0) {
|
|
if (coll2d_result == CHECK_ERROR_OVERLAP) {
|
|
// this can happen if an Actor is faster than its thrown Particle,
|
|
// we ignore this for now
|
|
/// \todo Handle overlaps of Actors and Particles better or define clear guidelines. Note this also in Entity.h
|
|
if ( (entity_a->mBaseType == EntityBaseTypeParticle && entity_b->mBaseType == EntityBaseTypeActor)
|
|
|| (entity_b->mBaseType == EntityBaseTypeParticle && entity_a->mBaseType == EntityBaseTypeActor) )
|
|
LogDebug ("Ignoring CHECK_ERROR_OVERLAP");
|
|
return true;
|
|
} else {
|
|
LogError ("coll2d Error: %d (stepsize = %f, id_a = %d, id_b = %d)", coll2d_result, stepsize, entity_a->mId, entity_b->mId);
|
|
entity_a->mShape->doPrint ("Debug: entity_a");
|
|
entity_b->mShape->doPrint ("Debug: entity_b");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
EntityPhysicState* CreateEntityPhysicState (EntityBaseType type, unsigned int id) {
|
|
EntityPhysicState* entity_physics = new EntityPhysicState ();
|
|
if (!entity_physics) {
|
|
LogError ("Could not allocate enough memory for EntityPhysicState of type '%d'", type);
|
|
}
|
|
// default values for all Entities
|
|
entity_physics->mId = id;
|
|
entity_physics->mBaseType = type;
|
|
|
|
// specific values for each Entity type
|
|
if (type == EntityBaseTypeNone) {
|
|
entity_physics->mShape = new coll2d::Sphere (0.01);
|
|
assert (entity_physics->mShape);
|
|
} else if (type == EntityBaseTypeActor) {
|
|
entity_physics->mShape = new coll2d::Sphere (0.4);
|
|
assert (entity_physics->mShape);
|
|
} else if (type == EntityBaseTypeBlock) {
|
|
entity_physics->mShape = new coll2d::Polygon (4);
|
|
assert (entity_physics->mShape);
|
|
|
|
static_cast<coll2d::Polygon*> (entity_physics->mShape)->setVertice (0, vector3d (-0.5, 0., 0.5));
|
|
static_cast<coll2d::Polygon*> (entity_physics->mShape)->setVertice (1, vector3d (0.5, 0., 0.5));
|
|
static_cast<coll2d::Polygon*> (entity_physics->mShape)->setVertice (2, vector3d (0.5, 0., -0.5));
|
|
static_cast<coll2d::Polygon*> (entity_physics->mShape)->setVertice (3, vector3d (-0.5, 0., -0.5));
|
|
} else if (type == EntityBaseTypeParticle) {
|
|
entity_physics->mShape = new coll2d::Sphere (0.05);
|
|
assert (entity_physics->mShape);
|
|
} else {
|
|
LogError ("No EntityPhysicState defined for Entity type '%d'", type);
|
|
}
|
|
|
|
return entity_physics;
|
|
}
|
|
|
|
}
|
|
|
|
|