#include "Bullet2CollisionSdk.h" #include "btBulletCollisionCommon.h" struct Bullet2CollisionSdkInternalData { btCollisionConfiguration* m_collisionConfig; btCollisionDispatcher* m_dispatcher; btBroadphaseInterface* m_aabbBroadphase; btCollisionWorld* m_collisionWorld; Bullet2CollisionSdkInternalData() :m_aabbBroadphase(0), m_dispatcher(0), m_collisionWorld(0) { } }; Bullet2CollisionSdk::Bullet2CollisionSdk() { m_internalData = new Bullet2CollisionSdkInternalData; } Bullet2CollisionSdk::~Bullet2CollisionSdk() { delete m_internalData; m_internalData = 0; } plCollisionWorldHandle Bullet2CollisionSdk::createCollisionWorld() { m_internalData->m_collisionConfig = new btDefaultCollisionConfiguration; m_internalData->m_dispatcher = new btCollisionDispatcher(m_internalData->m_collisionConfig); m_internalData->m_aabbBroadphase = new btDbvtBroadphase(); m_internalData->m_collisionWorld = new btCollisionWorld(m_internalData->m_dispatcher, m_internalData->m_aabbBroadphase, m_internalData->m_collisionConfig); return (plCollisionWorldHandle) m_internalData->m_collisionWorld; } void Bullet2CollisionSdk::deleteCollisionWorld(plCollisionWorldHandle worldHandle) { btCollisionWorld* world = (btCollisionWorld*) worldHandle; btAssert(m_internalData->m_collisionWorld == world); if (m_internalData->m_collisionWorld == world) { delete m_internalData->m_collisionWorld; m_internalData->m_collisionWorld=0; delete m_internalData->m_aabbBroadphase; m_internalData->m_aabbBroadphase=0; delete m_internalData->m_dispatcher; m_internalData->m_dispatcher=0; delete m_internalData->m_collisionConfig; m_internalData->m_collisionConfig=0; } } plCollisionShapeHandle Bullet2CollisionSdk::createSphereShape(plReal radius) { btSphereShape* sphereShape = new btSphereShape(radius); return (plCollisionShapeHandle) sphereShape; } void Bullet2CollisionSdk::deleteShape(plCollisionShapeHandle shapeHandle) { btCollisionShape* shape = (btCollisionShape*) shapeHandle; delete shape; } void Bullet2CollisionSdk::addCollisionObject(plCollisionWorldHandle worldHandle, plCollisionObjectHandle objectHandle) { btCollisionWorld* world = (btCollisionWorld*) worldHandle; btCollisionObject* colObj = (btCollisionObject*) objectHandle; btAssert(world && colObj); if (world == m_internalData->m_collisionWorld && colObj) { world->addCollisionObject(colObj); } } void Bullet2CollisionSdk::removeCollisionObject(plCollisionWorldHandle worldHandle, plCollisionObjectHandle objectHandle) { btCollisionWorld* world = (btCollisionWorld*) worldHandle; btCollisionObject* colObj = (btCollisionObject*) objectHandle; btAssert(world && colObj); if (world == m_internalData->m_collisionWorld && colObj) { world->removeCollisionObject(colObj); } } plCollisionObjectHandle Bullet2CollisionSdk::createCollisionObject( void* user_data, plCollisionShapeHandle shapeHandle , plVector3 startPosition,plQuaternion startOrientation ) { btCollisionShape* colShape = (btCollisionShape*) shapeHandle; btAssert(colShape); if (colShape) { btCollisionObject* colObj= new btCollisionObject; colObj->setCollisionShape(colShape); btTransform tr; tr.setOrigin(btVector3(startPosition[0],startPosition[1],startPosition[2])); tr.setRotation(btQuaternion(startOrientation[0],startOrientation[1],startOrientation[2],startOrientation[3])); colObj->setWorldTransform(tr); return (plCollisionObjectHandle) colObj; } return 0; } void Bullet2CollisionSdk::deleteCollisionObject(plCollisionObjectHandle bodyHandle) { btCollisionObject* colObj = (btCollisionObject*) bodyHandle; delete colObj; } struct Bullet2ContactResultCallback : public btCollisionWorld::ContactResultCallback { int m_numContacts; lwContactPoint* m_pointsOut; int m_pointCapacity; Bullet2ContactResultCallback() :m_numContacts(0) { } virtual btScalar addSingleResult(btManifoldPoint& cp, const btCollisionObjectWrapper* colObj0Wrap,int partId0,int index0,const btCollisionObjectWrapper* colObj1Wrap,int partId1,int index1) { if (m_numContactsm_collisionWorld && colObjA && colObjB) { Bullet2ContactResultCallback cb; world->contactPairTest(colObjA,colObjB,cb); return cb.m_numContacts; } return 0; } static plNearCallback gTmpFilter; static int gContactCount = 0; void Bullet2NearCallback(btBroadphasePair& collisionPair, btCollisionDispatcher& dispatcher, const btDispatcherInfo& dispatchInfo) { if (gTmpFilter) { gContactCount++; } } void Bullet2CollisionSdk::collideWorld( plCollisionWorldHandle worldHandle, plNearCallback filter, void* userData) { btCollisionWorld* world = (btCollisionWorld*) worldHandle; //chain the near-callback gTmpFilter = filter; gContactCount = 0; m_internalData->m_dispatcher->setNearCallback(Bullet2NearCallback); world->performDiscreteCollisionDetection(); gTmpFilter = 0; } plCollisionSdkHandle Bullet2CollisionSdk::createBullet2SdkHandle() { return (plCollisionSdkHandle) new Bullet2CollisionSdk; }