From f030154fe727e25a2afe1f78b3998c2d2dba95e4 Mon Sep 17 00:00:00 2001 From: Stijn Buys Date: Tue, 18 Aug 2009 09:24:15 +0000 Subject: astyle cleanup, corrects not loading of material textures --- src/game/base/physics.cc | 45 ++++++++++++++++++++++----------------------- 1 file changed, 22 insertions(+), 23 deletions(-) (limited to 'src/game/base/physics.cc') diff --git a/src/game/base/physics.cc b/src/game/base/physics.cc index b76e0c1..3cc7427 100644 --- a/src/game/base/physics.cc +++ b/src/game/base/physics.cc @@ -49,12 +49,12 @@ CollisionShape::CollisionShape(model::Model *model, const bool moving) if (group->type() == model::FragmentGroup::None) { // for each fragment - for (model::FragmentGroup::iterator fit = group->begin(); fit != group->end(); fit++) { + for (model::FragmentGroup::iterator fit = group->begin(); fit != group->end(); fit++) { model::Fragment *fragment = (*fit); - const size_t index = fragment->index(); - const size_t triangle_count = (fragment->structural_size() + fragment->detail_size()) / 3; - + const size_t index = fragment->index(); + const size_t triangle_count = (fragment->structural_size() + fragment->detail_size()) / 3; + // load vertices from the global VertexArray into the bullet shape for (size_t i = 0; i < triangle_count; i++) { float *f = vertexarray->vertex() + index + (i * 9); @@ -81,8 +81,8 @@ CollisionShape::CollisionShape(model::Model *model, const bool moving) static_shape = new btBvhTriangleMeshShape(shape_mesh, true, false); shape_bulletshape = static_shape; } - - + + con_debug << " collision data for " << model->name() << ": " << count << " tris " << std::endl; #endif } @@ -136,10 +136,10 @@ void Physics::init() { con_print << "^BInitializing bullet physics..." << std::endl; - configuration = new btDefaultCollisionConfiguration(); + configuration = new btDefaultCollisionConfiguration(); dispatcher = new btCollisionDispatcher(configuration); solver = new btSequentialImpulseConstraintSolver; - + } void Physics::frame(const float seconds) @@ -183,12 +183,12 @@ void Physics::shutdown() PhysicsZone::PhysicsZone(const std::string &label) : core::Zone(label) { #ifdef HAVE_BULLET - btVector3 worldAabbMin(-10000,-10000,-10000); - btVector3 worldAabbMax(10000,10000,10000); + btVector3 worldAabbMin(-10000, -10000, -10000); + btVector3 worldAabbMax(10000, 10000, 10000); const int maxProxies = 1024; - - zone_cache = new btAxisSweep3(worldAabbMin,worldAabbMax,maxProxies); - zone_dynamics_world = new btDiscreteDynamicsWorld(Physics::dispatcher, zone_cache, Physics::solver,Physics::configuration); + + zone_cache = new btAxisSweep3(worldAabbMin, worldAabbMax, maxProxies); + zone_dynamics_world = new btDiscreteDynamicsWorld(Physics::dispatcher, zone_cache, Physics::solver, Physics::configuration); // disable gravity zone_dynamics_world->setGravity(btVector3(0.0f, 0.0f, 0.0f)); @@ -222,7 +222,7 @@ PhysicsBody::PhysicsBody(core::Entity *entity) #endif } -PhysicsBody::~PhysicsBody() +PhysicsBody::~PhysicsBody() { #ifdef HAVE_BULLET if (collider_body) { @@ -251,22 +251,22 @@ void PhysicsBody::init_physics(const float mass) } if (!collider_body) { - btVector3 inertia(0,0,0); + btVector3 inertia(0, 0, 0); btTransform t; t.setIdentity(); t.setOrigin(to_btVector3(entity()->location())); t.setBasis(to_btMatrix3x3(entity()->axis())); - - + + if (moving) { - collider_shape->bullet_shape()->calculateLocalInertia(mass,inertia); + collider_shape->bullet_shape()->calculateLocalInertia(mass, inertia); btMotionState *motionstate = new btDefaultMotionState(t); btRigidBody::btRigidBodyConstructionInfo body_info(mass, motionstate, collider_shape->bullet_shape(), inertia); - collider_body = new btRigidBody(body_info); + collider_body = new btRigidBody(body_info); collider_body->setUserPointer((void *)entity()); - collider_body->setLinearFactor(btVector3(1,1,1)); + collider_body->setLinearFactor(btVector3(1, 1, 1)); collider_body->setCcdMotionThreshold(0.0001f); } else { collider_body = new btRigidBody(mass, 0, collider_shape->bullet_shape(), inertia); @@ -276,7 +276,7 @@ void PhysicsBody::init_physics(const float mass) if (entity()->zone()) { PhysicsZone *zone = static_cast(entity()->zone()); - zone->dynamics_world()->addRigidBody(collider_body); + zone->dynamics_world()->addRigidBody(collider_body); if (moving) { //collider_body->setActivationState(ISLAND_SLEEPING); //collider_body->setActivationState(ACTIVE_TAG); @@ -292,8 +292,7 @@ void PhysicsBody::shutdown_physics() if (collider_body && entity()->zone()) { PhysicsZone *zone = static_cast(entity()->zone()); - if(collider_body->getMotionState()) - { + if (collider_body->getMotionState()) { delete collider_body->getMotionState(); } zone->dynamics_world()->removeCollisionObject(collider_body); -- cgit v1.2.3