Created
May 17, 2020 15:13
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class GameObject( | |
model: Model, | |
private val shape: btCollisionShape, | |
mass: Float | |
) : ModelInstance( | |
model | |
), Disposable { | |
// For ray picking | |
val center = Vector3() | |
val dimensions = Vector3() | |
var radius = 0f | |
private val bounds: BoundingBox = BoundingBox() | |
// end for ray picking | |
// for animation | |
var controller: AnimationController | |
// end for animation | |
private val localInertia = Vector3() | |
private val constructionInfo = | |
btRigidBody.btRigidBodyConstructionInfo( | |
mass, | |
null, | |
shape, | |
localInertia | |
) | |
val body: btRigidBody = | |
btRigidBody(constructionInfo) | |
val motion: MyMotionState = | |
MyMotionState() | |
init { | |
// for ray picking | |
calculateBoundingBox(bounds) | |
bounds.getCenter(center) | |
bounds.getDimensions(dimensions) | |
radius = dimensions.len() / 2f | |
// end ray picking | |
motion.transform = transform | |
if (mass > 0f) | |
shape.calculateLocalInertia(mass, localInertia) | |
else | |
localInertia.set(0f, 0f, 0f) | |
body.collisionShape = shape | |
body.motionState = motion | |
controller = AnimationController(this) | |
} | |
override fun dispose() { | |
body.dispose() | |
shape.dispose() | |
motion.dispose() | |
constructionInfo.dispose() | |
} | |
} | |
fun GameObject.transform(position: Vector3) { | |
// transform.setFromEulerAngles(MathUtils.random(360f), MathUtils.random(360f), MathUtils.random(360f)) | |
transform.setTranslation(position) | |
body.proceedToTransform(transform) | |
} |
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