cyphesis/rulesets/BulletDomain.cpp
Erik Ogenvik d7bf27d180 Take plantable adjustment into account.
When an entity which is "planted" is adjusted, we also look
for if there's any offset specified for the height adjustment.
2016-06-26 19:08:54 +02:00

81 lines
2.8 KiB
C++

// Cyphesis Online RPG Server and AI Engine
// Copyright (C) 2010 Alistair Riddoch
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software Foundation,
// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "BulletDomain.h"
#include "common/debug.h"
#ifdef HAVE_BULLET
#include "btBulletCollisionCommon.h"
#endif // HAVE_BULLET
#include <cassert>
static const bool debug_flag = false;
BulletDomain::BulletDomain(LocatedEntity& entity) :
Domain(entity),
#ifdef HAVE_BULLET
// collision configuration contains default setup for memory,
// collision setup. Advanced users can create their own configuration.
m_collisionConfiguration(new btDefaultCollisionConfiguration()),
// use the default collision dispatcher. For parallel processing you can
// use a diffent dispatcher (see Extras/BulletMultiThreaded)
m_dispatcher(new btCollisionDispatcher(m_collisionConfiguration)),
// btDbvtBroadphase is a good general purpose broadphase.
// You can also try out btAxis3Sweep.
m_overlappingPairCache(new btAxisSweep3(btVector3(-1000,-1000,-1000),
btVector3(1000,1000,1000))),
// the default constraint solver. For parallel processing you can use a
// different solver (see Extras/BulletMultiThreaded)
// No need for constraint solver without dynamics
// btSequentialImpulseConstraintSolver* solver =
// new btSequentialImpulseConstraintSolver;
m_collisionWorld(new btCollisionWorld(m_dispatcher,
m_overlappingPairCache,
m_collisionConfiguration))
#else // HAVE_BULLET
m_collisionConfiguration(0),
m_dispatcher(0),
m_overlappingPairCache(0),
m_collisionWorld(0)
#endif // HAVE_BULLET
{
// No gravity in collision world
// collisionWorld->setGravity(btVector3(0,-10,0));
}
BulletDomain::~BulletDomain()
{
}
float BulletDomain::constrainHeight(LocatedEntity& entity, LocatedEntity * parent,
const Point3D & pos,
const std::string & mode)
{
return Domain::constrainHeight(entity, parent, pos, mode);
}
void BulletDomain::tick(double t)
{
}