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- //
- // BtPhysTest
- //
- // Copyright: (c) 2009-2012 Benjamin Huet <huet.benjamin@gmail.com>
- // (c) 2012 Sam Hocevar <sam@hocevar.net>
- //
-
- #if defined HAVE_CONFIG_H
- # include "config.h"
- #endif
-
- #if defined _WIN32
- # include <direct.h>
- #endif
-
- #if defined _XBOX
- # define _USE_MATH_DEFINES /* for M_PI */
- # include <xtl.h>
- # undef near /* Fuck Microsoft */
- # undef far /* Fuck Microsoft again */
- #elif defined _WIN32
- # define _USE_MATH_DEFINES /* for M_PI */
- # define WIN32_LEAN_AND_MEAN
- # include <windows.h>
- # undef near /* Fuck Microsoft */
- # undef far /* Fuck Microsoft again */
- #else
- # include <cmath>
- #endif
-
- #include "core.h"
- #include "loldebug.h"
-
- using namespace lol;
-
- #ifndef HAVE_PHYS_USE_BULLET
- #define HAVE_PHYS_USE_BULLET
- #endif /* HAVE_PHYS_USE_BULLET */
-
- #include "Physics/Include/LolPhysics.h"
- #include "Physics/Include/EasyPhysics.h"
- #include "PhysicObject.h"
- #include "BtPhysTest.h"
-
- using namespace lol::phys;
-
- #define CUBE_HALF_EXTENTS .5f
- #define EXTRA_HEIGHT 1.f
-
- int gNumObjects = 64;
-
- #define USE_WALL 1
- #define USE_PLATFORM 1
- #define USE_ROPE 0
- #define USE_BODIES 1
- #define USE_ROTATION 0
- #define USE_CHARACTER 1
- #define USE_STAIRS 1
-
- #define IPT_MOVE_FORWARD "Move_Forward"
- #define IPT_MOVE_BACKWARD "Move_Backward"
- #define IPT_MOVE_LEFT "Move_Left"
- #define IPT_MOVE_RIGHT "Move_Right"
- #define IPT_MOVE_UP "Move_Up"
- #define IPT_MOVE_DOWN "Move_Down"
- #define IPT_MOVE_JUMP "Move_Jump"
-
- BtPhysTest::BtPhysTest(bool editor)
- {
- m_loop_value = .0f;
-
- /* Create a camera that matches the settings of XNA BtPhysTest */
- m_camera = new Camera(vec3(0.f, 600.f, 0.f),
- vec3(0.f, 0.f, 0.f),
- vec3(0, 1, 0));
- m_camera->SetRotation(quat::fromeuler_xyz(0.f, 0.f, 0.f));
- m_camera->SetPerspective(45.f, 1280.f, 960.f, .1f, 1000.f);
- //m_camera->SetOrtho(1280.f / 6, 960.f / 6, -1000.f, 1000.f);
- Ticker::Ref(m_camera);
-
- m_ready = false;
-
- m_simulation = new Simulation();
- m_simulation->SetWorldLimit(vec3(-1000.0f, -1000.0f, -1000.0f), vec3(1000.0f, 1000.0f, 1000.0f));
- m_simulation->Init();
- vec3 NewGravity = vec3(.0f, -10.0f, .0f);
- m_simulation->SetGravity(NewGravity);
- m_simulation->SetContinuousDetection(true);
- m_simulation->SetTimestep(1.f / 120.f);
- Ticker::Ref(m_simulation);
-
- float offset = 29.5f;
- vec3 pos_offset = vec3(.0f, 30.f, .0f);
- if (USE_STAIRS)
- {
- vec3 new_offset = vec3(1.0f, .125f, .0f);
- quat NewRotation = quat::fromeuler_xyz(0.f, 0.f, 0.f);
- vec3 NewPosition = pos_offset + vec3(5.0f, -29.f, 15.0f);
- {
- NewRotation = quat::fromeuler_xyz(0.f, 0.f, 30.f);
- NewPosition += vec3(4.0f, .0f, -4.0f);
-
- PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 3);
- Ticker::Ref(NewPhyobj);
- m_stairs_list << NewPhyobj;
- }
- {
- NewRotation = quat::fromeuler_xyz(0.f, 0.f, 40.f);
- NewPosition += vec3(4.0f, .0f, -4.0f);
-
- PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 3);
- Ticker::Ref(NewPhyobj);
- m_stairs_list << NewPhyobj;
- }
- NewPosition = pos_offset + vec3(5.0f, -29.5f, 15.0f);
- NewRotation = quat::fromeuler_xyz(0.f, 0.f, 0.f);
- for (int i=0; i < 15; i++)
- {
- NewPosition += new_offset;
-
- PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 3);
- Ticker::Ref(NewPhyobj);
- m_stairs_list << NewPhyobj;
- }
- }
-
- if (USE_WALL)
- {
- for (int i=0; i < 6; i++)
- {
- vec3 NewPosition = vec3(.0f);
- quat NewRotation = quat(1.f);
-
- PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation);
-
- int idx = i/2;
- NewPosition = pos_offset;
- NewPosition[idx] += offset;
- offset *= -1.f;
-
- if (idx != 1)
- {
- vec3 NewAxis = vec3(.0f);
- NewAxis[2 - idx] = 1;
- NewRotation = quat::rotate(90.f, NewAxis);
- }
-
- NewPhyobj->SetTransform(NewPosition, NewRotation);
- Ticker::Ref(NewPhyobj);
- m_ground_list << NewPhyobj;
- }
- }
-
- PhysicsObject* BasePhyobj = NULL;
- if (USE_PLATFORM)
- {
- quat NewRotation = quat::fromeuler_xyz(0.f, 0.f, 0.f);
- vec3 NewPosition = pos_offset + vec3(5.0f, -25.0f, -15.0f);
-
- PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);
-
- m_platform_list << NewPhyobj;
- Ticker::Ref(NewPhyobj);
-
- NewPosition = pos_offset + vec3(-15.0f, -25.0f, 5.0f);
-
- NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);
- BasePhyobj = NewPhyobj;
-
- m_platform_list << NewPhyobj;
- Ticker::Ref(NewPhyobj);
-
- NewRotation = quat::fromeuler_xyz(0.f, 0.f, 90.f);
- NewPosition = pos_offset + vec3(-20.0f, -25.0f, 5.0f);
-
- NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);
-
- NewPhyobj->GetPhysic()->AttachTo(BasePhyobj->GetPhysic(), true, true);
- m_platform_list << NewPhyobj;
- Ticker::Ref(NewPhyobj);
-
- //NewPosition += vec3(-0.0f, .0f, .0f);
- //NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);
-
- //NewPhyobj->GetPhysic()->AttachTo(BasePhyobj->GetPhysic(), true, false);
- //m_platform_list << NewPhyobj;
- //Ticker::Ref(NewPhyobj);
-
- //NewPosition += vec3(-2.0f, .0f, .0f);
- //NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);
-
- //NewPhyobj->GetPhysic()->AttachTo(BasePhyobj->GetPhysic(), false, false);
- //m_platform_list << NewPhyobj;
- //Ticker::Ref(NewPhyobj);
- }
-
- if (USE_CHARACTER)
- {
- quat NewRotation = quat::fromeuler_xyz(0.f, 0.f, 0.f);
- vec3 NewPosition = pos_offset + vec3(-5.0f, -10.0f, 15.0f);
-
- PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 2);
-
- m_character_list << NewPhyobj;
- Ticker::Ref(NewPhyobj);
-
-
- Input::LinkActionToKey(IPT_MOVE_FORWARD, Key::Up);
- Input::LinkActionToKey(IPT_MOVE_BACKWARD, Key::Down);
- Input::LinkActionToKey(IPT_MOVE_LEFT, Key::Left);
- Input::LinkActionToKey(IPT_MOVE_RIGHT, Key::Right);
- Input::LinkActionToKey(IPT_MOVE_JUMP, Key::Space);
- Input::LinkActionToKey(IPT_MOVE_UP, Key::PageUp);
- Input::LinkActionToKey(IPT_MOVE_DOWN, Key::PageDown);
-
- //NewPhyobj->GetCharacter()->AttachTo(BasePhyobj->GetPhysic(), true, true);
- }
-
- if (USE_BODIES)
- {
- for (int x=0; x < 6; x++)
- {
- for (int y=0; y < 6; y++)
- {
- for (int z=0; z < 5; z++)
- {
- PhysicsObject* new_physobj = new PhysicsObject(m_simulation, 1000.f,
- vec3(-20.f, 15.f, -20.f) +
- vec3(8.f * (float)x, 8.f * (float)y, 8.f * (float)z));
- m_physobj_list << new_physobj;
- Ticker::Ref(new_physobj);
- }
- }
- }
- }
-
- if (USE_ROPE)
- {
- Array<PhysicsObject*> RopeElements;
- for (int i = 0; i < 14; i++)
- {
- PhysicsObject* new_physobj = new PhysicsObject(m_simulation, 1000.f,
- vec3(0.f, 15.f, -20.f) +
- vec3(0.f, 0.f, 2.f * (float)i), 1);
- RopeElements << new_physobj;
- m_physobj_list << new_physobj;
- Ticker::Ref(new_physobj);
- if (RopeElements.Count() > 1)
- {
- EasyConstraint* new_constraint = new EasyConstraint();
-
- vec3 A2B = .5f * (RopeElements[i]->GetPhysic()->GetTransform().v3.xyz -
- RopeElements[i - 1]->GetPhysic()->GetTransform().v3.xyz);
- new_constraint->SetPhysObjA(RopeElements[i - 1]->GetPhysic(), lol::mat4::translate(A2B));
- new_constraint->SetPhysObjB(RopeElements[i]->GetPhysic(), lol::mat4::translate(-A2B));
- new_constraint->InitConstraintToPoint2Point();
- new_constraint->DisableCollisionBetweenObjs(true);
- new_constraint->AddToSimulation(m_simulation);
- m_constraint_list << new_constraint;
- }
- }
- }
- }
-
- void BtPhysTest::TickGame(float seconds)
- {
- WorldEntity::TickGame(seconds);
-
- if (Input::WasReleased(Key::Escape))
- Ticker::Shutdown();
-
- m_loop_value += seconds;
- if (m_loop_value > M_PI * 2.0f)
- m_loop_value -= M_PI * 2.0f;
-
- vec3 GroundBarycenter = vec3(.0f);
- vec3 PhysObjBarycenter = vec3(.0f);
- float factor = .0f;
-
- if (USE_WALL)
- {
- for (int i = 0; i < m_ground_list.Count(); i++)
- {
- PhysicsObject* PhysObj = m_ground_list[i];
- mat4 GroundMat = PhysObj->GetTransform();
-
- GroundBarycenter += GroundMat.v3.xyz;
- factor += 1.f;
- }
-
- GroundBarycenter /= factor;
-
- for (int i = 0; i < m_ground_list.Count(); i++)
- {
- PhysicsObject* PhysObj = m_ground_list[i];
-
- mat4 GroundMat = PhysObj->GetTransform();
- vec3 CenterToGround = GroundMat.v3.xyz - GroundBarycenter;
- vec3 CenterToCam = m_camera->m_position - GroundBarycenter;
-
- if (dot(normalize(CenterToCam - CenterToGround),
- normalize(CenterToGround)) > 0.f)
- PhysObj->SetRender(false);
- else
- PhysObj->SetRender(true);
- }
- }
-
- if (USE_ROTATION)
- {
- for (int i = 0; i < m_ground_list.Count(); i++)
- {
- PhysicsObject* PhysObj = m_ground_list[i];
-
- mat4 GroundMat = PhysObj->GetTransform();
- mat4 CenterMx = mat4::translate(GroundBarycenter);
- GroundMat = inverse(CenterMx) * GroundMat;
- GroundMat = CenterMx *
- mat4(quat::fromeuler_xyz(vec3(.0f, 20.f, 20.0f) * seconds))
- * GroundMat;
- PhysObj->SetTransform(GroundMat.v3.xyz, quat(GroundMat));
- }
- }
-
- if (USE_PLATFORM)
- {
- for (int i = 0; i < m_platform_list.Count(); i++)
- {
- PhysicsObject* PhysObj = m_platform_list[i];
-
- mat4 GroundMat = PhysObj->GetTransform();
- if (i == 0)
- {
- GroundMat = GroundMat * mat4(quat::fromeuler_xyz(vec3(20.f, .0f, .0f) * seconds));
- PhysObj->SetTransform(GroundMat.v3.xyz, quat(GroundMat));
- }
- else if (i == 1)
- {
- GroundMat =
- mat4::translate(vec3(-15.0f, 5.0f, lol::cos(m_loop_value) * 8.f)) *
- mat4(quat::fromeuler_xyz(vec3(.0f, lol::cos(m_loop_value) * 20.f, .0f)));
- PhysObj->SetTransform(GroundMat.v3.xyz, quat(GroundMat));
- }
- }
- }
-
- if (USE_CHARACTER)
- {
- for (int i = 0; i < m_character_list.Count(); i++)
- {
- PhysicsObject* PhysObj = m_character_list[i];
- EasyCharacterController* Character = (EasyCharacterController*)PhysObj->GetCharacter();
- mat4 CtlrMx = Character->GetTransform();
-
- int HMovement = Input::GetStatus(IPT_MOVE_RIGHT) - Input::GetStatus(IPT_MOVE_LEFT);
- int VMovement = Input::GetStatus(IPT_MOVE_FORWARD) - Input::GetStatus(IPT_MOVE_BACKWARD);
- int RMovement = Input::GetStatus(IPT_MOVE_UP) - Input::GetStatus(IPT_MOVE_DOWN);
- vec3 CharMove = vec3((float)VMovement * seconds * 4.f, (float)RMovement * seconds * 10.f, (float)HMovement * seconds * 4.f);
-
- if (Input::WasReleased(IPT_MOVE_JUMP))
- Character->Jump();
- Character->SetMovementForFrame(CharMove);
-
- RayCastResult HitResult;
- if (m_simulation->RayHits(HitResult, ERT_Closest, Character->GetTransform().v3.xyz, (Character->GetTransform().v3.xyz + vec3(.0f, -1.f, .0f)), Character))
- Character->AttachTo(HitResult.m_collider_list[0], true, true);
- else
- Character->AttachTo(NULL);
- }
- }
-
- if (USE_CHARACTER)
- {
- PhysObjBarycenter = vec3(.0f);
- factor = .0f;
-
- for (int i = 0; i < m_character_list.Count(); i++)
- {
- PhysicsObject* PhysObj = m_character_list[i];
- mat4 GroundMat = PhysObj->GetTransform();
-
- PhysObjBarycenter += GroundMat.v3.xyz;
- factor += 1.f;
- }
-
- PhysObjBarycenter /= factor;
-
- m_camera->SetTarget(m_camera->GetTarget() + (seconds / (seconds + 0.18f)) * (PhysObjBarycenter - m_camera->GetTarget()));
- vec3 CamPosCenter = m_camera->GetTarget() + vec3(.0f, 5.0f, .0f);
- m_camera->SetPosition(CamPosCenter + normalize(m_camera->GetPosition() - CamPosCenter) * 20.0f);
- }
- else
- {
- PhysObjBarycenter = vec3(.0f);
- for (int i = 0; i < m_physobj_list.Count(); i++)
- {
- PhysicsObject* PhysObj = m_physobj_list[i];
- mat4 GroundMat = PhysObj->GetTransform();
-
- PhysObjBarycenter += GroundMat.v3.xyz;
- factor += 1.f;
- }
-
- PhysObjBarycenter /= factor;
-
- m_camera->SetTarget(PhysObjBarycenter);
- m_camera->SetPosition(GroundBarycenter + normalize(GroundBarycenter - PhysObjBarycenter) * 60.0f);
- }
-
- }
-
- void BtPhysTest::TickDraw(float seconds)
- {
- WorldEntity::TickDraw(seconds);
-
- if (!m_ready)
- {
- /* FIXME: this object never cleans up */
- m_ready = true;
- }
-
- //Video::SetClearColor(vec4(0.0f, 0.0f, 0.12f, 1.0f));
-
- }
-
- BtPhysTest::~BtPhysTest()
- {
- Ticker::Unref(m_camera);
-
- while (m_constraint_list.Count())
- {
- EasyConstraint* CurPop = m_constraint_list.Last();
- m_constraint_list.Pop();
- CurPop->RemoveFromSimulation(m_simulation);
- delete CurPop;
- }
- while (m_ground_list.Count())
- {
- PhysicsObject* CurPop = m_ground_list.Last();
- m_ground_list.Pop();
- CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
- Ticker::Unref(CurPop);
- }
- while (m_stairs_list.Count())
- {
- PhysicsObject* CurPop = m_stairs_list.Last();
- m_stairs_list.Pop();
- CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
- Ticker::Unref(CurPop);
- }
- while (m_character_list.Count())
- {
- PhysicsObject* CurPop = m_character_list.Last();
- m_character_list.Pop();
- CurPop->GetCharacter()->RemoveFromSimulation(m_simulation);
- Ticker::Unref(CurPop);
- }
- while (m_platform_list.Count())
- {
- PhysicsObject* CurPop = m_platform_list.Last();
- m_platform_list.Pop();
- CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
- Ticker::Unref(CurPop);
- }
- while (m_physobj_list.Count())
- {
- PhysicsObject* CurPop = m_physobj_list.Last();
- m_physobj_list.Pop();
- CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
- Ticker::Unref(CurPop);
- }
- Ticker::Unref(m_simulation);
-
- }
-
- int main(int argc, char **argv)
- {
- Application app("BtPhysTest", ivec2(1280, 720), 60.0f);
-
- #if defined _MSC_VER && !defined _XBOX
- _chdir("..");
- #elif defined _WIN32 && !defined _XBOX
- _chdir("../..");
- #endif
-
- new BtPhysTest(argc > 1);
- app.ShowPointer(false);
-
- app.Run();
-
- return EXIT_SUCCESS;
- }
-
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