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World.cpp
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World.cpp
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#include <tdme/engine/physics/World.h>
#include <algorithm>
#include <iostream>
#include <map>
#include <memory>
#include <string>
#include <unordered_set>
#include <reactphysics3d/utils/DefaultLogger.h>
#include <reactphysics3d/collision/shapes/AABB.h>
#include <reactphysics3d/collision/ContactManifold.h>
#include <reactphysics3d/collision/OverlapCallback.h>
#include <reactphysics3d/collision/RaycastInfo.h>
#include <reactphysics3d/constraint/ContactPoint.h>
#include <reactphysics3d/constraint/FixedJoint.h>
#include <reactphysics3d/constraint/Joint.h>
#include <reactphysics3d/engine/PhysicsWorld.h>
#include <reactphysics3d/engine/EventListener.h>
#include <reactphysics3d/mathematics/Ray.h>
#include <reactphysics3d/mathematics/Vector3.h>
#include <tdme/tdme.h>
#include <tdme/engine/physics/Body.h>
#include <tdme/engine/physics/BodyHierarchy.h>
#include <tdme/engine/physics/CollisionResponse.h>
#include <tdme/engine/physics/CollisionResponse_Entity.h>
#include <tdme/engine/physics/WorldListener.h>
#include <tdme/engine/primitives/BoundingBox.h>
#include <tdme/engine/primitives/BoundingVolume.h>
#include <tdme/engine/primitives/LineSegment.h>
#include <tdme/engine/primitives/OrientedBoundingBox.h>
#include <tdme/engine/Engine.h>
#include <tdme/engine/Entity.h>
#include <tdme/engine/Rotation.h>
#include <tdme/engine/Transform.h>
#include <tdme/math/Math.h>
#include <tdme/math/Matrix4x4.h>
#include <tdme/math/Quaternion.h>
#include <tdme/math/Vector3.h>
#include <tdme/utilities/Console.h>
#include <tdme/utilities/StringTools.h>
#include <tdme/utilities/Time.h>
using std::find;
using std::make_unique;
using std::map;
using std::remove;
using std::string;
using std::to_string;
using std::unordered_set;
using tdme::engine::physics::Body;
using tdme::engine::physics::BodyHierarchy;
using tdme::engine::physics::CollisionResponse;
using tdme::engine::physics::CollisionResponse_Entity;
using tdme::engine::physics::World;
using tdme::engine::physics::WorldListener;
using tdme::engine::primitives::BoundingBox;
using tdme::engine::primitives::BoundingVolume;
using tdme::engine::primitives::LineSegment;
using tdme::engine::primitives::OrientedBoundingBox;
using tdme::engine::Engine;
using tdme::engine::Entity;
using tdme::engine::Rotation;
using tdme::engine::Transform;
using tdme::math::Math;
using tdme::math::Matrix4x4;
using tdme::math::Quaternion;
using tdme::math::Vector3;
using tdme::utilities::Console;
using tdme::utilities::StringTools;
using tdme::utilities::Time;
World::World(const string& id)
{
//
reactphysics3d::PhysicsWorld::WorldSettings worldSettings;
worldSettings.worldName = id;
//
world = physicsCommon.createPhysicsWorld(worldSettings);
}
World::~World()
{
//
worldListeners.clear();
reset();
physicsCommon.destroyPhysicsWorld(world);
}
void World::reset()
{
// joints
{
vector<string> jointIds;
for (const auto& [jointId, joint]: jointsById) jointIds.push_back(jointId);
for (const auto& jointId: jointIds) removeJoint(jointId);
}
// bodies
{
auto _bodies = bodies;
for (auto body: _bodies) removeBody(body->getId());
bodyCollisionsLastFrame.clear();
}
}
Body* World::addRigidBody(const string& id, uint16_t collisionTypeId, bool enabled, const Transform& transform, float restitution, float friction, float mass, const Vector3& inertiaTensor, const vector<BoundingVolume*>& boundingVolumes, bool hierarchy)
{
removeBody(id);
//
auto body =
hierarchy == true?
new BodyHierarchy(this, id, Body::BODYTYPE_DYNAMIC, collisionTypeId, enabled, transform, restitution, friction, mass, inertiaTensor):
new Body(this, id, Body::BODYTYPE_DYNAMIC, collisionTypeId, enabled, transform, restitution, friction, mass, inertiaTensor, boundingVolumes);
//
if (hierarchy == true) {
static_cast<BodyHierarchy*>(body)->addBody(id, Transform(), boundingVolumes);
static_cast<BodyHierarchy*>(body)->update();
}
//
bodies.push_back(body);
rigidBodiesDynamic.push_back(body);
bodiesById[id] = body;
//
for (auto listener: worldListeners) {
listener->onAddedBody(id, Body::BODYTYPE_DYNAMIC, collisionTypeId, enabled, transform, restitution, friction, mass, inertiaTensor, boundingVolumes);
}
//
return body;
}
Body* World::addStaticCollisionBody(const string& id, uint16_t collisionTypeId, bool enabled, const Transform& transform, const vector<BoundingVolume*>& boundingVolumes, bool hierarchy) {
removeBody(id);
//
auto body =
hierarchy == true?
new BodyHierarchy(this, id, Body::BODYTYPE_COLLISION_STATIC, collisionTypeId, enabled, transform, 0.0f, 0.0f, 0.0f, Body::getNoRotationInertiaTensor()):
new Body(this, id, Body::BODYTYPE_COLLISION_STATIC, collisionTypeId, enabled, transform, 0.0f, 0.0f, 0.0f, Body::getNoRotationInertiaTensor(), boundingVolumes);
//
if (hierarchy == true) {
static_cast<BodyHierarchy*>(body)->addBody(id, Transform(), boundingVolumes);
static_cast<BodyHierarchy*>(body)->update();
}
//
bodies.push_back(body);
bodiesById[id] = body;
//
for (auto listener: worldListeners) {
listener->onAddedBody(id, Body::BODYTYPE_COLLISION_STATIC, collisionTypeId, enabled, transform, 0.0f, 0.0f, 0.0f, Body::getNoRotationInertiaTensor(), boundingVolumes);
}
//
return body;
}
Body* World::addDynamicCollisionBody(const string& id, uint16_t collisionTypeId, bool enabled, const Transform& transform, const vector<BoundingVolume*>& boundingVolumes, bool hierarchy) {
removeBody(id);
//
auto body =
hierarchy == true?
new BodyHierarchy(this, id, Body::BODYTYPE_COLLISION_DYNAMIC, collisionTypeId, enabled, transform, 0.0f, 0.0f, 0.0f, Body::getNoRotationInertiaTensor()):
new Body(this, id, Body::BODYTYPE_COLLISION_DYNAMIC, collisionTypeId, enabled, transform, 0.0f, 0.0f, 0.0f, Body::getNoRotationInertiaTensor(), boundingVolumes);
//
if (hierarchy == true) {
static_cast<BodyHierarchy*>(body)->addBody(id, Transform(), boundingVolumes);
static_cast<BodyHierarchy*>(body)->update();
}
//
bodies.push_back(body);
bodiesById[id] = body;
//
for (auto listener: worldListeners) {
listener->onAddedBody(id, Body::BODYTYPE_COLLISION_DYNAMIC, collisionTypeId, enabled, transform, 0.0f, 0.0f, 0.0f, Body::getNoRotationInertiaTensor(), boundingVolumes);
}
//
return body;
}
Body* World::addStaticRigidBody(const string& id, uint16_t collisionTypeId, bool enabled, const Transform& transform, float friction, const vector<BoundingVolume*>& boundingVolumes, bool hierarchy)
{
removeBody(id);
//
auto body =
hierarchy == true?
new BodyHierarchy(this, id, Body::BODYTYPE_STATIC, collisionTypeId, enabled, transform, 0.0f, friction, 0.0f, Body::getNoRotationInertiaTensor()):
new Body(this, id, Body::BODYTYPE_STATIC, collisionTypeId, enabled, transform, 0.0f, friction, 0.0f, Body::getNoRotationInertiaTensor(), boundingVolumes);
//
if (hierarchy == true) {
static_cast<BodyHierarchy*>(body)->addBody(id, Transform(), boundingVolumes);
static_cast<BodyHierarchy*>(body)->update();
}
//
bodies.push_back(body);
bodiesById[id] = body;
//
for (auto listener: worldListeners) {
listener->onAddedBody(id, Body::BODYTYPE_STATIC, collisionTypeId, enabled, transform, 0.0f, friction, 0.0f, Body::getNoRotationInertiaTensor(), boundingVolumes);
}
//
return body;
}
BodyHierarchy* World::getBodyHierarchy(const string& id) {
auto body = getBody(id);
if (body == nullptr) return nullptr;
return dynamic_cast<BodyHierarchy*>(body);
}
void World::removeBody(const string& id) {
auto bodyByIdIt = bodiesById.find(id);
if (bodyByIdIt != bodiesById.end()) {
auto body = bodyByIdIt->second;
bodies.erase(remove(bodies.begin(), bodies.end(), body), bodies.end());
rigidBodiesDynamic.erase(remove(rigidBodiesDynamic.begin(), rigidBodiesDynamic.end(), body), rigidBodiesDynamic.end());
bodiesById.erase(bodyByIdIt);
for (auto listener: worldListeners) {
listener->onRemovedBody(id, body->getType(), body->getCollisionTypeId());
}
//
delete body;
}
}
void World::addFixedJoint(const string& id, Body* body1, Body* body2) {
removeJoint(id);
if (body1->rigidBody == nullptr) {
Console::printLine("World::createFixedJoint(): body1: no rigid body attached");
return;
} else
if (body2->rigidBody == nullptr) {
Console::printLine("World::createFixedJoint(): body2: no rigid body attached");
return;
}
Vector3 anchorPoint = body1->getTransform().getTranslation().clone().add(body2->getTransform().getTranslation()).scale(0.5f);
reactphysics3d::FixedJointInfo jointInfo(body1->rigidBody, body2->rigidBody, reactphysics3d::Vector3(anchorPoint.getX(), anchorPoint.getY(), anchorPoint.getZ()));
jointInfo.isCollisionEnabled = false;
jointsById[id] = dynamic_cast<reactphysics3d::FixedJoint*>(world->createJoint(jointInfo));
}
void World::removeJoint(const string& id) {
auto jointByIdIt = jointsById.find(id);
if (jointByIdIt != jointsById.end()) {
auto joint = jointByIdIt->second;
world->destroyJoint(joint);
jointsById.erase(jointByIdIt);
}
}
void World::update(float deltaTime)
{
if (deltaTime < Math::EPSILON) return;
// do the job
world->update(deltaTime);
/*
// TODO: collision events
// collision events
{
// fire on collision begin, on collision
map<string, BodyCollisionStruct> bodyCollisionsCurrentFrame;
CollisionResponse collision;
auto manifolds = world->getContactsList();
for (auto manifold: manifolds) {
auto body1 = static_cast<Body*>(manifold->getBody1()->getUserData());
auto body2 = static_cast<Body*>(manifold->getBody2()->getUserData());
BodyCollisionStruct bodyCollisionStruct;
bodyCollisionStruct.body1Id = body1->getId();
bodyCollisionStruct.body2Id = body2->getId();
string bodyKey = bodyCollisionStruct.body1Id + "," + bodyCollisionStruct.body2Id;
string bodyKeyInverted = bodyCollisionStruct.body2Id + "," + bodyCollisionStruct.body1Id;
bodyCollisionsCurrentFrame[bodyKey] = bodyCollisionStruct;
for (int i=0; i<manifold->getNbContactPoints(); i++) {
auto contactPoint = manifold->getContactPoints();
while (contactPoint != nullptr) {
// construct collision
auto entity = collision.addResponse(-contactPoint->getPenetrationDepth());
auto normal = contactPoint->getNormal();
entity->setNormal(Vector3(normal.x, normal.y, normal.z));
auto shape1 = manifold->getShape1();
auto shape2 = manifold->getShape2();
auto shapeLocalToWorldTransform1 = shape1->getLocalToWorldTransform();
auto shapeLocalToWorldTransform2 = shape2->getLocalToWorldTransform();
auto& localPoint1 = contactPoint->getLocalPointOnShape1();
auto& localPoint2 = contactPoint->getLocalPointOnShape2();
auto worldPoint1 = shapeLocalToWorldTransform1 * localPoint1;
auto worldPoint2 = shapeLocalToWorldTransform2 * localPoint2;
entity->addHitPoint(Vector3(worldPoint1.x, worldPoint1.y, worldPoint1.z));
entity->addHitPoint(Vector3(worldPoint2.x, worldPoint2.y, worldPoint2.z));
contactPoint = contactPoint->getNext();
// fire events
if (bodyCollisionsLastFrame.find(bodyKey) == bodyCollisionsLastFrame.end() &&
bodyCollisionsLastFrame.find(bodyKeyInverted) == bodyCollisionsLastFrame.end()) {
// fire on collision begin
body1->fireOnCollisionBegin(body2, collision);
}
// fire on collision
body1->fireOnCollision(body2, collision);
// reset collision
collision.reset();
}
}
}
// fire on collision end
// check each collision last frame that disappeared in current frame
for (auto it: bodyCollisionsLastFrame) {
BodyCollisionStruct* bodyCollisionStruct = &it.second;
{
string bodyKey = bodyCollisionStruct->body1Id + "," + bodyCollisionStruct->body2Id;
auto bodyCollisionsCurrentFrameIt = bodyCollisionsCurrentFrame.find(bodyKey);
if (bodyCollisionsCurrentFrameIt != bodyCollisionsCurrentFrame.end()) continue;
}
{
string bodyKey = bodyCollisionStruct->body2Id + "," + bodyCollisionStruct->body1Id;
auto bodyCollisionsCurrentFrameIt = bodyCollisionsCurrentFrame.find(bodyKey);
if (bodyCollisionsCurrentFrameIt != bodyCollisionsCurrentFrame.end()) continue;
}
auto body1It = bodiesById.find(bodyCollisionStruct->body1Id);
auto body1 = body1It == bodiesById.end()?nullptr:body1It->second;
auto body2It = bodiesById.find(bodyCollisionStruct->body2Id);
auto body2 = body2It == bodiesById.end()?nullptr:body2It->second;
if (body1 == nullptr || body2 == nullptr) continue;
body1->fireOnCollisionEnd(body2);
}
// swap rigid body collisions current and last frame
bodyCollisionsLastFrame = bodyCollisionsCurrentFrame;
}
*/
// update transform for rigid body
for (auto body: rigidBodiesDynamic) {
// skip if disabled
if (body->isEnabled() == false) {
continue;
}
// skip if static or sleeping
if (body->isSleeping() == true) {
continue;
}
// rp3d transform
const auto& transform = body->rigidBody->getTransform();
const auto& transformPosition = transform.getPosition();
const auto& transformOrientation = transform.getOrientation();
// tdme2 transform
auto& physicsTransform = body->transform;
// rotations
// keep care that only 1 rotation exists
while (physicsTransform.getRotationCount() > 1) {
physicsTransform.removeRotation(physicsTransform.getRotationCount() - 1);
}
if (physicsTransform.getRotationCount() < 1) {
physicsTransform.addRotation(Vector3(0.0f, 1.0f, 0.0f), 0.0f);
}
// rotations
physicsTransform.getRotation(0).fromRotation(
Rotation::fromQuaternion(
Quaternion(
transformOrientation.x,
transformOrientation.y,
transformOrientation.z,
transformOrientation.w
)
)
);
// scale
physicsTransform.setScale(body->transformScale);
// translation
physicsTransform.setTranslation(Vector3(transformPosition.x, transformPosition.y, transformPosition.z));
// done
physicsTransform.update();
}
}
void World::synchronize(Engine* engine)
{
for (auto i = 0; i < rigidBodiesDynamic.size(); i++) {
// update rigid body
auto body = rigidBodiesDynamic[i];
// skip on sleeping objects
if (body->isSleeping() == true) continue;
// synch with engine entity
auto entity = engine->getEntity(body->getId());
if (entity == nullptr) {
Console::printLine("World::entity '" + body->getId() + "' not found");
continue;
}
// enable
entity->setEnabled(body->isEnabled());
// apply transform to engine entity
if (body->isEnabled() == true) entity->setTransform(body->transform);
}
}
Body* World::determineHeight(uint16_t collisionTypeIds, float stepUpMax, const Vector3& point, Vector3& heightPoint, float minHeight, float maxHeight)
{
// TODO: we seem to have a bug here
//
class CustomCallbackClass : public reactphysics3d::RaycastCallback {
public:
CustomCallbackClass(float stepUpMax, const Vector3& point, float height = 10000.0f): stepUpMax(stepUpMax), point(point), height(height), body(nullptr) {
}
virtual reactphysics3d::decimal notifyRaycastHit(const reactphysics3d::RaycastInfo& info) {
Vector3 hitPoint(info.worldPoint.x, info.worldPoint.y, info.worldPoint.z);
auto _body = static_cast<Body*>(info.body->getUserData());
if (hitPoint.getY() < height && hitPoint.getY() <= point.getY() + stepUpMax) {
height = hitPoint.getY();
body = static_cast<Body*>(info.body->getUserData());
}
return reactphysics3d::decimal(info.hitFraction);
};
Body* getBody() {
return body;
}
float getHeight() {
return height;
}
private:
float stepUpMax;
Vector3 point;
float height;
Body* body;
};
reactphysics3d::Vector3 startPoint(point.getX(), maxHeight, point.getZ());
reactphysics3d::Vector3 endPoint(point.getX(), minHeight, point.getZ());
reactphysics3d::Ray ray(startPoint, endPoint);
CustomCallbackClass customCallbackObject(stepUpMax, point, maxHeight);
world->raycast(ray, &customCallbackObject, collisionTypeIds);
if (customCallbackObject.getBody() != nullptr) {
heightPoint.set(point);
heightPoint.setY(customCallbackObject.getHeight());
//
return customCallbackObject.getBody();
} else {
return nullptr;
}
}
Body* World::doRayCasting(uint16_t collisionTypeIds, const Vector3& start, const Vector3& end, Vector3& hitPoint, const string& actorId)
{
class CustomCallbackClass : public reactphysics3d::RaycastCallback {
public:
CustomCallbackClass(const string& actorId): actorId(actorId), body(nullptr) {
}
virtual reactphysics3d::decimal notifyRaycastHit(const reactphysics3d::RaycastInfo& info) {
auto _body = static_cast<Body*>(info.body->getUserData());
if (actorId.size() == 0 || _body->getId() != actorId) {
body = _body;
hitPoint.set(info.worldPoint.x, info.worldPoint.y, info.worldPoint.z);
return reactphysics3d::decimal(info.hitFraction);
} else {
return reactphysics3d::decimal(1.0);
}
};
Body* getBody() {
return body;
}
const Vector3& getHitPoint() {
return hitPoint;
}
private:
string actorId;
Vector3 hitPoint;
Body* body;
};
reactphysics3d::Vector3 startPoint(start.getX(), start.getY(), start.getZ());
reactphysics3d::Vector3 endPoint(end.getX(), end.getY(), end.getZ());
reactphysics3d::Ray ray(startPoint, endPoint);
CustomCallbackClass customCallbackObject(actorId);
world->raycast(ray, &customCallbackObject, collisionTypeIds);
if (customCallbackObject.getBody() != nullptr) {
hitPoint.set(customCallbackObject.getHitPoint());
return customCallbackObject.getBody();
} else {
return nullptr;
}
}
bool World::doesCollideWith(uint16_t collisionTypeIds, Body* body, vector<Body*>& collisionBodies) {
// callback
class CustomOverlapCallback: public reactphysics3d::OverlapCallback {
public:
CustomOverlapCallback(int collisionTypeIds, Body* body, vector<Body*>& collisionBodies): collisionTypeIds(collisionTypeIds), body(body), collisionBodies(collisionBodies) {
}
void onOverlap(CallbackData &callbackData) {
for (auto i = 0; i < callbackData.getNbOverlappingPairs(); i++) {
auto overlappingPair = callbackData.getOverlappingPair(i);
auto body1 = static_cast<Body*>(overlappingPair.getBody1()->getUserData());
auto body2 = static_cast<Body*>(overlappingPair.getBody2()->getUserData());
if (body != body1 && ((body1->getCollisionTypeId() & collisionTypeIds) != 0)) collisionBodies.push_back(body1);
if (body != body2 && ((body2->getCollisionTypeId() & collisionTypeIds) != 0)) collisionBodies.push_back(body2);
}
}
private:
int collisionTypeIds;
Body* body;
vector<Body*>& collisionBodies;
};
// do the test
CustomOverlapCallback customOverlapCallback(collisionTypeIds, body, collisionBodies);
world->testOverlap(body->rigidBody, customOverlapCallback);
// done
return collisionBodies.size() > 0;
}
bool World::doesCollideWith(uint16_t collisionTypeIds, const Transform& transform, vector<BoundingVolume*> boundingVolumes, vector<Body*>& collisionBodies) {
auto collisionBody = addStaticCollisionBody("tdme.world->doescollidewith", 32768, true, transform, boundingVolumes);
doesCollideWith(collisionTypeIds, collisionBody, collisionBodies);
removeBody("tdme.world->doescollidewith");
return collisionBodies.size() > 0;
}
bool World::doCollide(Body* body1, Body* body2) {
return world->testOverlap(body1->rigidBody, body2->rigidBody);
}
bool World::getCollisionResponse(Body* body1, Body* body2, CollisionResponse& collision) {
// callback
class CustomCollisionCallback: public reactphysics3d::CollisionCallback {
public:
CustomCollisionCallback(CollisionResponse& collision): collision(collision) {
}
void onContact(const CallbackData &callbackData) {
for (auto i = 0; i < callbackData.getNbContactPairs(); i++) {
auto contactPair = callbackData.getContactPair(i);
auto body1 = contactPair.getBody1();
auto body2 = contactPair.getBody2();
auto collider1 = contactPair.getCollider1();
auto collider2 = contactPair.getCollider2();
for (auto j = 0; j < contactPair.getNbContactPoints(); j++) {
auto contactPoint = contactPair.getContactPoint(j);
// construct collision
auto entity = collision.addResponse(-contactPoint.getPenetrationDepth());
auto normal = contactPoint.getWorldNormal();
entity->setNormal(Vector3(normal.x, normal.y, normal.z));
auto collider1LocalToWorldTransform1 = collider1->getLocalToWorldTransform();
auto collider2LocalToWorldTransform2 = collider2->getLocalToWorldTransform();
const auto& localPoint1 = contactPoint.getLocalPointOnCollider1();
const auto& localPoint2 = contactPoint.getLocalPointOnCollider2();
auto worldPoint1 = collider1LocalToWorldTransform1 * localPoint1;
auto worldPoint2 = collider2LocalToWorldTransform2 * localPoint2;
entity->addHitPoint(Vector3(worldPoint1.x, worldPoint1.y, worldPoint1.z));
entity->addHitPoint(Vector3(worldPoint2.x, worldPoint2.y, worldPoint2.z));
}
}
}
private:
CollisionResponse& collision;
};
// do the test
CustomCollisionCallback customCollisionCallback(collision);
world->testCollision(body1->rigidBody, body2->rigidBody, customCollisionCallback);
return collision.getEntityCount() > 0;
}
World* World::clone(const string& id, uint16_t collisionTypeIds)
{
//
auto clonedWorld = new World(id);
for (auto body: bodies) {
// clone obv
Body* clonedBody = nullptr;
auto bodyType = body->getType();
// test type
if ((body->getCollisionTypeId() & collisionTypeIds) == 0) continue;
// clone rigid body
switch (bodyType) {
case Body::BODYTYPE_STATIC:
clonedBody = clonedWorld->addStaticRigidBody(body->id, body->getCollisionTypeId(), body->isEnabled(), body->transform, body->getFriction(), body->boundingVolumes);
break;
case Body::BODYTYPE_DYNAMIC:
clonedBody = clonedWorld->addRigidBody(body->id, body->getCollisionTypeId(), body->isEnabled(), body->transform, body->getRestitution(), body->getFriction(), body->getMass(), body->inertiaTensor, body->boundingVolumes);
break;
case Body::BODYTYPE_COLLISION_STATIC:
clonedBody = clonedWorld->addStaticCollisionBody(body->id, body->getCollisionTypeId(), body->isEnabled(), body->transform, body->boundingVolumes);
break;
case Body::BODYTYPE_COLLISION_DYNAMIC:
clonedBody = clonedWorld->addDynamicCollisionBody(body->id, body->getCollisionTypeId(), body->isEnabled(), body->transform, body->boundingVolumes);
break;
default:
Console::printLine("World::clone(): Unsupported type: " + to_string(bodyType));
continue;
}
// synch additional properties
synchronize(clonedBody, body);
}
//
return clonedWorld;
}
void World::synchronize(Body* clonedBody, Body* body)
{
clonedBody->setCollisionTypeIds(body->getCollisionTypeIds());
clonedBody->setEnabled(body->isEnabled());
clonedBody->setMass(body->getMass());
clonedBody->setTransform(body->transform);
if (clonedBody->getType() == Body::BODYTYPE_DYNAMIC) {
clonedBody->setLinearVelocity(body->getLinearVelocity());
clonedBody->setAngularVelocity(body->getAngularVelocity());
}
}
void World::synchronize(World* world)
{
for (auto i = 0; i < rigidBodiesDynamic.size(); i++) {
auto body = rigidBodiesDynamic.at(i);
auto clonedBody = world->getBody(body->id);
if (clonedBody == nullptr) {
Console::printLine("Cloned world::entity '" + body->id + "' not found");
continue;
}
// synch rigid bodies
synchronize(clonedBody, body);
}
}
void World::addWorldListener(WorldListener* listener)
{
worldListeners.push_back(listener);
}
void World::removeWorldListener(WorldListener* listener)
{
worldListeners.erase(remove(worldListeners.begin(), worldListeners.end(), listener), worldListeners.end());
}