Improve physics bindings

This commit is contained in:
luboslenco
2024-11-29 12:54:02 +01:00
parent d9098e9a39
commit e6f5ac79c2
3 changed files with 32 additions and 8 deletions
+22 -7
View File
@@ -162,15 +162,19 @@ void *_jolt_body_create(int shape, float mass, float dimx, float dimy, float dim
Body *body;
ShapeSettings::ShapeResult result;
if (dimx <= 0.2) dimx = 0.21;
if (dimy <= 0.2) dimy = 0.21;
if (dimz <= 0.2) dimz = 0.21;
if (shape == 0) {
// Box
BoxShapeSettings shape_settings(RVec3(dimx, dimy, dimz));
BoxShapeSettings shape_settings(RVec3(dimx / 2.0, dimy / 2.0, dimz / 2.0));
shape_settings.SetEmbedded();
result = shape_settings.Create();
}
else if (shape == 1) {
// Sphere
SphereShapeSettings shape_settings(dimx);
SphereShapeSettings shape_settings(dimx / 2.0);
shape_settings.SetEmbedded();
result = shape_settings.Create();
}
@@ -197,12 +201,13 @@ void *_jolt_body_create(int shape, float mass, float dimx, float dimy, float dim
// if (ccd) {
if (shape != 2) { // != Mesh
settings.mMotionQuality = EMotionQuality::LinearCast;
}
MassProperties mass_prop;
mass_prop.ScaleToMass(mass);
settings.mMassPropertiesOverride = mass_prop;
settings.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
MassProperties mass_prop;
mass_prop.ScaleToMass(mass);
settings.mMassPropertiesOverride = mass_prop;
settings.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
}
body = body_interface.CreateBody(settings);
body_interface.AddBody(body->GetID(), EActivation::Activate);
@@ -237,6 +242,12 @@ void _jolt_body_get_rot(void *b, void *r) {
q->w = rotation.GetW();
}
void _jolt_body_sync_transform(void *b, vec4_t p, quat_t r) {
BodyInterface &body_interface = physics_system->GetBodyInterface();
Body *body = (Body *)b;
body_interface.SetPositionAndRotation(body->GetID(), RVec3(p.x, p.y, p.z), Quat(r.x, r.y, r.z, r.w), EActivation::Activate);
}
extern "C" {
void jolt_world_create() {
_jolt_world_create();
@@ -269,4 +280,8 @@ extern "C" {
void jolt_body_get_rot(void *b, void *r) {
_jolt_body_get_rot(b, r);
}
void jolt_body_sync_transform(void *b, vec4_t p, quat_t r) {
_jolt_body_sync_transform(b, p, r);
}
}
+4
View File
@@ -1,6 +1,9 @@
#pragma once
#include "iron_vec4.h"
#include "iron_quat.h"
#ifdef __cplusplus
extern "C" {
#endif
@@ -20,6 +23,7 @@ void* jolt_body_create(int shape, float mass, float dimx, float dimy, float dimz
void jolt_body_apply_impulse(void *b, float x, float y, float z);
void jolt_body_get_pos(void *b, void *p);
void jolt_body_get_rot(void *b, void *r);
void jolt_body_sync_transform(void *b, vec4_t p, quat_t r);
#ifdef __cplusplus
}