Created
          January 9, 2015 05:25 
        
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    testing bullet physics collision in Cinder
  
        
  
    
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  | Voxel* VoxelMapperApp::findVoxel(btRigidBody* pBody) { | |
| // search through our list of gameobjects finding | |
| // the one with a rigid body that matches the given one | |
| for (std::vector<Voxel>::iterator iter = mVoxels.begin(); iter != mVoxels.end(); ++iter) { | |
| if ((iter)->getPhyObj().get()->getRigidBody().get() == pBody) { | |
| // found the body, so return the corresponding Voxel object | |
| return &(*iter);//this feels janky! | |
| } | |
| } | |
| return 0; | |
| } | |
| void VoxelMapperApp::onCollisionBegin( btRigidBody *rigid0, btRigidBody *rigid1 ) | |
| { | |
| using namespace bullet; | |
| Voxel *phyObj0 = findVoxel( (btRigidBody*) rigid0); | |
| phyObj0->setCol(ColorAT<float>(0,1,0));//arbitrary color green | |
| Voxel *phyObj1 = findVoxel( (btRigidBody*) rigid1); | |
| phyObj1->setCol(ColorAT<float>(0,0,1));//arbitrary color blue | |
| } | |
| void VoxelMapperApp::onCollisionEnd( btRigidBody *rigid0, btRigidBody *rigid1 ) | |
| { | |
| using namespace bullet; | |
| Voxel *phyObj0 = findVoxel( (btRigidBody*) rigid0); | |
| phyObj0->setCol(ColorAT<float>(1,1,0)); | |
| Voxel *phyObj1 = findVoxel( (btRigidBody*) rigid1); | |
| phyObj1->setCol(ColorAT<float>(1,0,0)); | |
| } | |
| void VoxelMapperApp::createVoxel(const glm::vec3 &pos) | |
| { | |
| auto scale = vec3( 1, 1, 1 ); | |
| // We create a Cube batch. The cube's points are conveniently from 0, 0, 0 origin, with a scale of 1, 1, 1. | |
| auto batch = gl::Batch::create( geom::Cube(), gl::getStockShader( gl::ShaderDef().color() ) ); | |
| // All I need to do is create a Box Shape at a scale of 1, 1, 1. | |
| auto rigidBody = bullet::RigidBody::create( bullet::RigidBody::Format() | |
| .collisionShape( bullet::createSphereShape( scale.x ) ) | |
| .mass( 0 ) | |
| .initialPosition( pos ) | |
| .addToWorld( true ) ); | |
| // Then put them together in the Voxel object. | |
| mVoxels.emplace_back( batch, rigidBody ); | |
| rigidBody->setUserPointerRigidBody(&mVoxels.back()); | |
| } | |
| void VoxelMapperApp::createMovable(const glm::vec3 &pos) | |
| { | |
| auto scale = vec3( 1, 1, 1 ); | |
| // We create a Cube batch. The cube's points are conveniently from 0, 0, 0 origin, with a scale of 1, 1, 1. | |
| auto batch = gl::Batch::create( geom::Cube(), gl::getStockShader( gl::ShaderDef().color() ) ); | |
| // All I need to do is create a Box Shape at a scale of 1, 1, 1. | |
| auto rigidBody = bullet::RigidBody::create( bullet::RigidBody::Format() | |
| .collisionShape( bullet::createBoxShape( scale ) ) | |
| .mass( 1 ) | |
| .initialPosition( pos ) | |
| .addToWorld( true ) ); | |
| // Then put them together in the Voxel object. | |
| mVoxels.emplace_back( batch, rigidBody ); | |
| rigidBody->setUserPointerRigidBody(&mVoxels.back()); | |
| } | 
  
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