Files
stk-code_catmod/src/physics/triangle_mesh.cpp
hikerstk 253f495021 Irrlicht only: added support for height computation for items
(and other models loaded for a track), items now do rotate
and can be collected (though no icons are displayed yet,
nor do attachments work).


git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/trunk/supertuxkart@3196 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2009-02-25 13:14:27 +00:00

92 lines
3.7 KiB
C++

// $Id: triangle_mesh.cpp 839 2006-10-24 00:01:56Z hiker $
//
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2006 Joerg Henrichs
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 3
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty ofati
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "triangle_mesh.hpp"
#include "modes/world.hpp"
// -----------------------------------------------------------------------------
TriangleMesh::~TriangleMesh()
{
if(m_body)
{
RaceManager::getWorld()->getPhysics()->removeBody(m_body);
delete m_body;
delete m_motion_state;
delete m_collision_shape;
}
} // ~TriangleMesh
// -----------------------------------------------------------------------------
void TriangleMesh::addTriangle(const btVector3 &t1, const btVector3 &t2,
const btVector3 &t3, const Material* m)
{
m_triangleIndex2Material.push_back(m);
m_mesh.addTriangle(t1, t2, t3);
} // addTriangle
// -----------------------------------------------------------------------------
/** Creates the physics body for this triangle mesh. If the body already
* exists (because it was created by a previous call to createBody)
* it is first removed from the world. This is used by loading the track
* where a physics body is used to determine the height of terrain. To have
* an optimised rigid body including all static objects, the track is then
* removed and all objects together with the track is converted again into
* a single rigid body. This avoids using irrlicht (or the graphics engine)
* for height of terrain detection).
*/
void TriangleMesh::createBody(btCollisionObject::CollisionFlags flags)
{
if(m_triangleIndex2Material.size()==0)
{
m_collision_shape = NULL;
m_motion_state = NULL;
m_body = NULL;
return;
}
// Now convert the triangle mesh into a static rigid body
m_collision_shape = new btBvhTriangleMeshShape(&m_mesh, true);
btTransform startTransform;
startTransform.setIdentity();
m_motion_state = new btDefaultMotionState(startTransform);
btRigidBody::btRigidBodyConstructionInfo info(0.0f, m_motion_state, m_collision_shape);
m_body=new btRigidBody(info);
RaceManager::getWorld()->getPhysics()->addBody(m_body);
m_user_pointer.set(this);
m_body->setUserPointer(&m_user_pointer);
m_body->setCollisionFlags(m_body->getCollisionFlags() |
flags |
btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK);
} // createBody
// -----------------------------------------------------------------------------
/** Removes the created body from the physics world. This is used when creating
* a temporary rigid body of the main track to get bullet raycasts. Then the
* main track is removed, and the track (main track including all additional
* objects which were loaded later) is converted again.
*/
void TriangleMesh::removeBody()
{
RaceManager::getWorld()->getPhysics()->removeBody(m_body);
delete m_body;
m_body = 0;
} // removeBody
// -----------------------------------------------------------------------------