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Tidy up code in object physics handling
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1c57fb5d98
commit
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@ -50,8 +50,6 @@ void InstanceObject::tick(float dt) {
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if (dynamics && body) {
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if (_enablePhysics) {
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if (body->getBulletBody()->isStaticObject()) {
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// Apparently bodies must be removed and re-added if their mass
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// changes.
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body->changeMass(dynamics->mass);
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}
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}
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@ -157,7 +155,6 @@ void InstanceObject::changeModel(BaseModelInfo* incoming) {
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if (collision) {
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body = std::make_unique<CollisionInstance>();
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body->createPhysicsBody(this, collision, dynamics.get());
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body->getBulletBody()->setActivationState(ISLAND_SLEEPING);
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}
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}
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}
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@ -190,8 +187,7 @@ bool InstanceObject::takeDamage(const GameObject::DamageInfo& dmg) {
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smash = dynamics->collDamageFlags == 80;
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if (dmg.impulse >= dynamics->uprootForce &&
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(body->getBulletBody()->getCollisionFlags() &
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btRigidBody::CF_STATIC_OBJECT) != 0) {
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body->getBulletBody()->isStaticObject()) {
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_enablePhysics = true;
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}
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}
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@ -104,6 +104,7 @@ VehicleObject::VehicleObject(GameWorld* engine, const glm::vec3& pos,
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, physVehicle(nullptr) {
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collision->createPhysicsBody(this, modelinfo->getCollision(), nullptr,
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&info->handling);
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collision->getBulletBody()->forceActivationState(DISABLE_DEACTIVATION);
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physRaycaster = new VehicleRaycaster(this, engine->dynamicsWorld.get());
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btRaycastVehicle::btVehicleTuning tuning;
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@ -115,7 +116,6 @@ VehicleObject::VehicleObject(GameWorld* engine, const glm::vec3& pos,
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physVehicle =
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new btRaycastVehicle(tuning, collision->getBulletBody(), physRaycaster);
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physVehicle->setCoordinateSystem(0, 2, 1);
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// physBody->setActivationState(DISABLE_DEACTIVATION);
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engine->dynamicsWorld->addAction(physVehicle);
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float kC = 0.5f;
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@ -242,10 +242,6 @@ void VehicleObject::tickPhysics(float dt) {
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// todo: a real engine function
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float velFac = info->handling.maxVelocity;
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float engineForce = info->handling.acceleration * throttle * velFac;
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if (std::fabs(engineForce) >= 0.001f) {
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collision->getBulletBody()->activate(true);
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}
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float brakeF = getBraking();
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if (handbrake) {
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