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- //
- // Lol Engine
- //
- // Copyright: (c) 2010-2013 Sam Hocevar <sam@hocevar.net>
- // (c) 2009-2013 Cdric Lecacheur <jordx@free.fr>
- // (c) 2009-2013 Benjamin "Touky" Huet <huet.benjamin@gmail.com>
- // This program is free software; 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 Sam Hocevar. See
- // http://www.wtfpl.net/ for more details.
- //
-
- #if HAVE_CONFIG_H
- # include "config.h"
- #endif
-
- #include "lolbtphysicsintegration.h"
- #include "lolphysics.h"
- #include "easycharactercontroller.h"
-
- namespace lol
- {
-
- namespace phys
- {
-
- //-------------------------------------------------------------------------
- //EASY_CHARACTER_CONTROLLER
- //--
-
- //Deactivated for Character controller
- void EasyCharacterController::InitBodyToRigid(bool ZeroMassIsKinematic)
- {
- }
-
- //Return correct Ghost Object
- btGhostObject* EasyCharacterController::GetGhostObjectInstance()
- {
- return new btPairCachingGhostObject();
- }
-
- //Init to Pair caching ghost object, since Character uses that one.
- void EasyCharacterController::InitBodyToGhost()
- {
- EasyPhysic::InitBodyToGhost();
-
- m_pair_caching_object = (btPairCachingGhostObject*)m_ghost_object;
- m_ghost_object->setCollisionFlags(btCollisionObject::CF_CHARACTER_OBJECT | m_ghost_object->getCollisionFlags());
- }
-
- //Add Physic object to the simulation
- void EasyCharacterController::AddToSimulation(class Simulation* current_simulation)
- {
- EasyPhysic::AddToSimulation(current_simulation);
-
- btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld();
- if (dynamics_world)
- {
- if (m_character)
- delete m_character;
-
- //m_character = new btKinematicCharacterController(m_pair_caching_object, m_convex_shape, m_step_height, m_up_axis);
- m_character = new BulletKinematicCharacterController(m_pair_caching_object, m_convex_shape, m_step_height, m_up_axis);
-
- //Deactivate Character controller basic behaviour.
- //m_character->setGravity(.0f);
- //m_character->setFallSpeed(.0f);
-
- dynamics_world->addAction(m_character);
- current_simulation->ObjectRegistration(true, this, Simulation::EEPT_CharacterController);
- Ticker::Ref(this);
- }
- }
-
- //Remove Physic object to the simulation
- void EasyCharacterController::RemoveFromSimulation(class Simulation* current_simulation)
- {
- EasyPhysic::RemoveFromSimulation(current_simulation);
-
- btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld();
- if (dynamics_world)
- {
- if (m_character)
- {
- dynamics_world->removeAction(m_character);
- current_simulation->ObjectRegistration(false, this, Simulation::EEPT_CharacterController);
- Ticker::Unref(this);
- }
- }
- }
-
- void EasyCharacterController::Jump()
- {
- m_character->Jump();
- }
-
- //Set movement for this frame
- void EasyCharacterController::SetMovementForFrame(vec3 const &MoveQuantity)
- {
- m_frame_cached_movement = MoveQuantity;
- }
-
- //-------------------------------------------------------------------------
- //Base Location/Rotation setup
- //--
- void EasyCharacterController::SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation)
- {
- if (m_base_is_updating)
- {
- m_base_cached_movement = base_location - m_local_to_world[3].xyz;
- m_local_to_world = lol::mat4::translate(m_local_to_world[3].xyz) * lol::mat4(base_rotation);
- if (m_ghost_object)
- m_ghost_object->setWorldTransform(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(LOL2BT_UNIT * m_local_to_world[3].xyz)));
- }
- else
- EasyPhysic::SetTransform(base_location, base_rotation);
- }
-
- //Internal callback when Base transform has changed.
- void EasyCharacterController::BaseTransformChanged(const lol::mat4& PreviousMatrix, const lol::mat4& NewMatrix)
- {
- m_base_is_updating = true;
- EasyPhysic::BaseTransformChanged(PreviousMatrix, NewMatrix);
- m_base_is_updating = false;
- }
-
- //---
- char const *EasyCharacterController::GetName()
- {
- return "<EasyCharacterController>";
- }
-
- //Physic Tick
- void EasyCharacterController::TickGame(float seconds)
- {
- Entity::TickGame(seconds);
-
- //Send final velocity in Bullet
- {
- int IterationsNb = (int)(seconds / m_owner_simulation->m_timestep);
- float NewSeconds = IterationsNb * m_owner_simulation->m_timestep;
- m_character->SetVelocityForTimeInterval((m_base_cached_movement + m_frame_cached_movement) / NewSeconds, NewSeconds);
- m_base_cached_movement = vec3(.0f);
- }
- }
-
- } /* namespace phys */
-
- } /* namespace lol */
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