|
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159 |
- //
- // Lol Engine
- //
- // Copyright © 2010—2015 Sam Hocevar <sam@hocevar.net>
- // © 2009—2013 Benjamin “Touky” Huet <huet.benjamin@gmail.com>
- //
- // This library is free software. It comes without any warranty, to
- // the extent permitted by applicable law. You can redistribute it
- // and/or modify it under the terms of the Do What the Fuck You Want
- // to Public License, Version 2, as published by the WTFPL Task Force.
- // See http://www.wtfpl.net/ for more details.
- //
-
- #pragma once
-
- //
- // The EasyPhysic class
- // ------------------
- //
-
- #include <lol/engine.h>
-
- #include <bullet/btBulletDynamicsCommon.h>
- #include <bullet/btBulletCollisionCommon.h>
- #include <bullet/BulletCollision/CollisionDispatch/btGhostObject.h>
-
- namespace lol
- {
-
- namespace phys
- {
-
- class EasyPhysic
- {
-
- friend class Simulation;
- friend class EasyConstraint;
-
- public:
- EasyPhysic(WorldEntity* NewOwnerEntity);
- ~EasyPhysic();
-
- virtual void SetShapeToBox(lol::vec3& box_size);
- virtual void SetShapeToSphere(float radius);
- virtual void SetShapeToCone(float radius, float height);
- virtual void SetShapeToCylinder(lol::vec3& cyl_size);
- virtual void SetShapeToCapsule(float radius, float height);
-
- virtual bool CanChangeCollisionChannel() { return (m_rigid_body == nullptr); }
- virtual mat4 GetTransform();
- virtual void SetTransform(const vec3& base_location, const quat& base_rotation = quat(mat3(1.0f)));
- protected:
- virtual void BaseTransformChanged(const mat4& PreviousMatrix, const mat4& NewMatrix);
- public:
- virtual void SetMass(float mass);
- virtual float GetMass() { return m_mass; }
- virtual void SetHitRestitution(float hit_restitution);
- virtual void InitBodyToRigid(bool ZeroMassIsKinematic=false);
- virtual void InitBodyToGhost();
- virtual void AddToSimulation(class Simulation* current_simulation);
- virtual void RemoveFromSimulation(class Simulation* current_simulation);
-
- //Force/Impulse functions
- virtual void AddImpulse(const lol::vec3& impulse);
- virtual void AddImpulse(const lol::vec3& impulse, const lol::vec3& rel_pos);
- virtual void AddImpulseTorque(const lol::vec3& torque);
- virtual void AddForce(const lol::vec3& force);
- virtual void AddForce(const lol::vec3& force, const lol::vec3& rel_pos);
- virtual void AddForceTorque(const lol::vec3& torque);
-
- //Movements getter
- lol::vec3 GetLinearVelocity() const;
- lol::vec3 GetLinearForce() const;
- lol::vec3 GetAngularVelocity() const;
- lol::vec3 GetAngularForce() const;
-
- protected:
- virtual void SetLocalInertia(float mass);
- virtual void SetShapeTo(btCollisionShape* collision_shape);
-
- virtual btGhostObject* GetGhostObjectInstance();
-
- btCollisionObject* m_collision_object;
-
- btGhostObject* m_ghost_object;
-
- btRigidBody* m_rigid_body;
- btVector3 m_local_inertia;
-
- btCollisionShape* m_collision_shape;
- btConvexShape* m_convex_shape;
- btMotionState* m_motion_state;
-
- public:
- //Sets the collision Group & Mask.
- //Mask can change at runtime, not group !
- virtual bool SetCollisionChannel(int NewGroup, int NewMask)
- {
- if (CanChangeCollisionChannel())
- {
- m_collision_group = (1 << NewGroup);
- m_collision_mask = NewMask;
- return true;
- }
- return false;
- }
- int GetCollisionGroup() { return m_collision_group; }
- int GetCollisionMask() { return m_collision_mask; }
-
- //Base/Attachment logic
- virtual void AttachTo(EasyPhysic* NewBase, bool NewBaseLockLocation = true, bool NewBaseLockRotation = true)
- {
- if (NewBase == this || (NewBase && NewBase->m_base_physic == this))
- return;
-
- if (NewBase)
- {
- bool bAlreadyExists = false;
- for (int i = 0; i < NewBase->m_based_physic_list.count(); ++i)
- if (NewBase->m_based_physic_list[i] == this)
- bAlreadyExists = true;
- if (!bAlreadyExists)
- NewBase->m_based_physic_list << this;
- m_base_physic = NewBase;
- m_base_lock_location = NewBaseLockLocation;
- m_base_lock_rotation = NewBaseLockRotation;
- }
- else if (m_base_physic)
- {
- for (int i = 0; i < m_base_physic->m_based_physic_list.count(); ++i)
- if (m_base_physic->m_based_physic_list[i] == this)
- m_base_physic->m_based_physic_list.remove(i--);
- m_base_physic = nullptr;
- }
- }
-
- protected:
- lol::mat4 m_local_to_world;
- float m_mass;
- float m_hit_restitution;
- int m_collision_group;
- int m_collision_mask;
- WorldEntity* m_owner_entity;
- Simulation* m_owner_simulation;
-
- //Base/Attachment logic
- array<EasyPhysic*> m_based_physic_list; //List of objects based on this : this object moves, its based object MoveStep with it.
- EasyPhysic* m_base_physic; //Base for this object : The base moves, the object moves with it.
- bool m_base_lock_location; //when this is TRUE, location moves with rotation change.
- bool m_base_lock_rotation; //when this is TRUE, rotation moves with rotation change.
-
- //Touch logic
- array<EasyPhysic*> m_touching_physic; //Maintained by ghost objects
- };
-
- } /* namespace phys */
-
- } /* namespace lol */
-
|