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Isgl3dPhysicsObject3D.mm
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/*
* iSGL3D: http://isgl3d.com
*
* Copyright (c) 2010-2012 Stuart Caunt
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#import "Isgl3dPhysicsObject3D.h"
#import "Isgl3dNode.h"
#include "btBulletDynamicsCommon.h"
@implementation Isgl3dPhysicsObject3D
@synthesize node = _node;
@synthesize rigidBody = _rigidBody;
+ (id)physicsObjectWithNode:(Isgl3dNode *)node andRigidBody:(btRigidBody *)rigidBody {
return [[[self alloc] initWithNode:node andRigidBody:rigidBody] autorelease];
}
- (id)initWithNode:(Isgl3dNode *)node andRigidBody:(btRigidBody *)rigidBody {
if ((self = [super init])) {
_node = [node retain];
_rigidBody = rigidBody;
}
return self;
}
- (void)dealloc {
[_node release];
delete _rigidBody->getMotionState();
delete _rigidBody->getCollisionShape();
delete _rigidBody;
[super dealloc];
}
- (void)applyForce:(Isgl3dVector3)force withPosition:(Isgl3dVector3)position {
btVector3 bodyForce(force.x, force.y, force.z);
btVector3 bodyPosition(position.x, position.y, position.z);
_rigidBody->applyForce(bodyForce, bodyPosition);
}
@end