Added RayCastResult & a naïve integration for EasyCharacterController. Enjoy !legacy
@@ -45,8 +45,10 @@ protected: | |||
{ | |||
GAMEGROUP_BEFORE = 0, | |||
GAMEGROUP_DEFAULT, | |||
GAMEGROUP_AFTER, | |||
// Must be the last element | |||
GAMEGROUP_AFTER, | |||
GAMEGROUP_AFTER_POST, | |||
// Must be the last element | |||
GAMEGROUP_END | |||
} | |||
m_gamegroup; | |||
@@ -16,6 +16,7 @@ | |||
#if !defined __LOL_INPUT_INPUT_H__ | |||
#define __LOL_INPUT_INPUT_H__ | |||
#include <cstring> | |||
#include "lol/math/vector.h" | |||
#include "input/stick.h" | |||
@@ -108,7 +109,7 @@ struct ActionSetting | |||
ActionSetting(int NewActionId) | |||
{ | |||
//memset(this, 0, sizeof(ActionSetting)); | |||
memset(this, 0, sizeof(ActionSetting)); | |||
ActionId = NewActionId; | |||
} | |||
}; | |||
@@ -122,7 +123,7 @@ struct ButtonSetting | |||
ButtonSetting(int NewRawButtonId) | |||
{ | |||
//memset(this, 0, sizeof(ButtonSetting)); | |||
memset(this, 0, sizeof(ButtonSetting)); | |||
RawButtonId = NewRawButtonId; | |||
} | |||
int GetActionSettingIdx(int ActionId) | |||
@@ -51,13 +51,15 @@ int gNumObjects = 64; | |||
#define USE_WALL 1 | |||
#define USE_PLATFORM 1 | |||
#define USE_ROPE 1 | |||
#define USE_BODIES 1 | |||
#define USE_ROPE 0 | |||
#define USE_BODIES 0 | |||
#define USE_ROTATION 0 | |||
#define USE_CHARACTER 1 | |||
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), | |||
@@ -107,6 +109,7 @@ BtPhysTest::BtPhysTest(bool editor) | |||
} | |||
} | |||
PhysicsObject* BasePhyobj = NULL; | |||
if (USE_PLATFORM) | |||
{ | |||
quat NewRotation = quat::fromeuler_xyz(0.f, 0.f, 0.f); | |||
@@ -117,16 +120,16 @@ BtPhysTest::BtPhysTest(bool editor) | |||
m_platform_list << NewPhyobj; | |||
Ticker::Ref(NewPhyobj); | |||
NewPosition = pos_offset + vec3(-20.0f, -25.0f, 5.0f); | |||
NewPosition = pos_offset + vec3(-15.0f, -25.0f, 5.0f); | |||
NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1); | |||
PhysicsObject* BasePhyobj = NewPhyobj; | |||
BasePhyobj = NewPhyobj; | |||
m_platform_list << NewPhyobj; | |||
Ticker::Ref(NewPhyobj); | |||
NewRotation = quat::fromeuler_xyz(0.f, 0.f, 90.f); | |||
NewPosition = pos_offset + vec3(-25.0f, -25.0f, 5.0f); | |||
NewPosition = pos_offset + vec3(-20.0f, -25.0f, 5.0f); | |||
NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1); | |||
@@ -134,30 +137,32 @@ BtPhysTest::BtPhysTest(bool editor) | |||
m_platform_list << NewPhyobj; | |||
Ticker::Ref(NewPhyobj); | |||
NewPosition += vec3(-0.0f, .0f, .0f); | |||
NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1); | |||
//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); | |||
//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); | |||
//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); | |||
//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(-15.0f, 20.0f, .0f); | |||
vec3 NewPosition = pos_offset + vec3(-15.0f, -10.0f, .0f); | |||
PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 2); | |||
m_character_list << NewPhyobj; | |||
Ticker::Ref(NewPhyobj); | |||
//NewPhyobj->GetCharacter()->AttachTo(BasePhyobj->GetPhysic(), true, true); | |||
} | |||
if (USE_BODIES) | |||
@@ -280,8 +285,9 @@ void BtPhysTest::TickGame(float seconds) | |||
} | |||
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))); | |||
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)); | |||
} | |||
} | |||
@@ -293,12 +299,20 @@ void BtPhysTest::TickGame(float seconds) | |||
{ | |||
PhysicsObject* PhysObj = m_character_list[i]; | |||
EasyCharacterController* Character = (EasyCharacterController*)PhysObj->GetCharacter(); | |||
mat4 CtlrMx = Character->GetTransform(); | |||
int HMovement = Input::GetButtonState(275 /*SDLK_RIGHT*/) - Input::GetButtonState(276 /*SDLK_LEFT*/); | |||
int VMovement = Input::GetButtonState(273 /*SDLK_UP*/) - Input::GetButtonState(274 /*SDLK_DOWN*/); | |||
int RMovement = Input::GetButtonState(280 /*SDLK_PAGEUP*/) - Input::GetButtonState(281 /*SDLK_PAGEDOWN*/); | |||
vec3 CharMove = vec3((float)VMovement * seconds * 4.f, (float)RMovement * seconds * 10.f, (float)HMovement * seconds * 4.f); | |||
Character->SetMovementForFrame(CharMove); | |||
Character->SetMovementForFrame(vec3((float)VMovement * seconds * 4.f, (float)RMovement * seconds * 10.f, (float)HMovement * seconds * 4.f)); | |||
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); | |||
} | |||
} | |||
@@ -319,8 +333,8 @@ void BtPhysTest::TickGame(float seconds) | |||
PhysObjBarycenter /= factor; | |||
m_camera->SetTarget(m_camera->GetTarget() + (seconds / (seconds + 0.18f)) * (PhysObjBarycenter - m_camera->GetTarget())); | |||
vec3 CamPosCenter = m_camera->GetTarget() + vec3(.0f, 20.0f, .0f); | |||
m_camera->SetPosition(CamPosCenter + normalize(m_camera->GetPosition() - CamPosCenter) * 5.0f); | |||
vec3 CamPosCenter = m_camera->GetTarget() + vec3(.0f, 5.0f, .0f); | |||
m_camera->SetPosition(CamPosCenter + normalize(m_camera->GetPosition() - CamPosCenter) * 20.0f); | |||
} | |||
else | |||
{ | |||
@@ -219,14 +219,6 @@ public: | |||
m_physics->SetTransform(base_location, base_rotation); | |||
} | |||
void SetLinearVelocity(const lol::vec3& NewVelocity, bool bIsLocal=false) | |||
{ | |||
//if (m_is_character) | |||
// m_character->SetLinearVelocity(NewVelocity); | |||
//else | |||
// m_physics->SetLinearVelocity(NewVelocity); | |||
} | |||
lol::mat4 GetTransform() | |||
{ | |||
if (m_is_character) | |||
@@ -29,7 +29,8 @@ namespace lol | |||
namespace phys | |||
{ | |||
class EasyCharacterController : public EasyPhysic | |||
class EasyCharacterController : public EasyPhysic, | |||
public Entity | |||
{ | |||
#ifdef HAVE_PHYS_USE_BULLET | |||
@@ -37,8 +38,14 @@ class EasyCharacterController : public EasyPhysic | |||
public: | |||
EasyCharacterController(WorldEntity* NewOwnerEntity) : | |||
EasyPhysic(NewOwnerEntity), | |||
m_character(NULL) | |||
m_pair_caching_object(NULL), | |||
m_character(NULL), | |||
m_step_height(.0f), | |||
m_base_is_updating(false), | |||
m_base_cached_movement(vec3(0.f)), | |||
m_frame_cached_movement(vec3(0.f)) | |||
{ | |||
m_gamegroup = GAMEGROUP_EZP_CHAR_CTRLR; | |||
m_up_axis = 1; | |||
} | |||
~EasyCharacterController() | |||
@@ -52,15 +59,24 @@ public: | |||
virtual void RemoveFromSimulation(class Simulation* current_simulation); | |||
virtual void SetMovementForFrame(vec3 const &MoveQuantity); | |||
virtual void SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation); | |||
protected: | |||
virtual void BaseTransformChanged(const lol::mat4& PreviousMatrix, const lol::mat4& NewMatrix); | |||
public: | |||
virtual void TickGame(float seconds); | |||
protected: | |||
virtual btGhostObject* GetGhostObject(); | |||
virtual btGhostObject* GetGhostObjectInstance(); | |||
btPairCachingGhostObject* m_pair_caching_object; | |||
btKinematicCharacterController* m_character; | |||
float m_step_height; | |||
int m_up_axis; | |||
bool m_base_is_updating; | |||
vec3 m_base_cached_movement; | |||
vec3 m_frame_cached_movement; | |||
#else // NO PHYSIC IMPLEMENTATION | |||
@@ -34,6 +34,7 @@ class EasyPhysic | |||
{ | |||
friend class EasyConstraint; | |||
friend class Simulation; | |||
#ifdef HAVE_PHYS_USE_BULLET | |||
@@ -48,8 +49,9 @@ public: | |||
virtual void SetShapeToCapsule(float radius, float height); | |||
virtual bool CanChangeCollisionChannel() { return (m_rigid_body == NULL); } | |||
virtual mat4 GetTransform(); | |||
virtual void SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation=lol::quat(lol::mat4(1.0f))); | |||
private: | |||
protected: | |||
virtual void BaseTransformChanged(const lol::mat4& PreviousMatrix, const lol::mat4& NewMatrix); | |||
public: | |||
virtual void SetMass(float mass); | |||
@@ -57,13 +59,12 @@ public: | |||
virtual void InitBodyToGhost(); | |||
virtual void AddToSimulation(class Simulation* current_simulation); | |||
virtual void RemoveFromSimulation(class Simulation* current_simulation); | |||
virtual mat4 GetTransform(); | |||
protected: | |||
virtual void SetLocalInertia(float mass); | |||
virtual void SetShapeTo(btCollisionShape* collision_shape); | |||
virtual btGhostObject* GetGhostObject(); | |||
virtual btGhostObject* GetGhostObjectInstance(); | |||
btCollisionObject* m_collision_object; | |||
@@ -88,6 +89,7 @@ public: | |||
virtual void SetShapeToCapsule(float radius, float height) { } | |||
virtual bool CanChangeCollisionChannel() { return true; } | |||
virtual mat4 GetTransform() { return mat4(1.0f); } | |||
virtual void SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation=lol::quat(lol::mat4(1.0f))) { } | |||
private: | |||
virtual void BaseTransformChanged(const lol::mat4& PreviousMatrix, const lol::mat4& NewMatrix) { } | |||
@@ -97,7 +99,6 @@ public: | |||
virtual void InitBodyToGhost() { } | |||
virtual void AddToSimulation(class Simulation* current_simulation) { } | |||
virtual void RemoveFromSimulation(class Simulation* current_simulation) { } | |||
virtual mat4 GetTransform() { return mat4(1.0f); } | |||
virtual void InitBodyToGhost() { } | |||
@@ -122,7 +123,7 @@ public: | |||
//Base/Attachment logic | |||
virtual void AttachTo(EasyPhysic* NewBase, bool NewBaseLockLocation = true, bool NewBaseLockRotation = true) | |||
{ | |||
if (NewBase == this || NewBase->m_base_physic == this) | |||
if (NewBase == this || (NewBase && NewBase->m_base_physic == this)) | |||
return; | |||
if (NewBase) | |||
@@ -137,11 +138,11 @@ public: | |||
m_base_lock_location = NewBaseLockLocation; | |||
m_base_lock_rotation = NewBaseLockRotation; | |||
} | |||
else | |||
else if (m_base_physic) | |||
{ | |||
for (int i = 0; i < NewBase->m_based_physic_list.Count(); ++i) | |||
if (NewBase->m_based_physic_list[i] == this) | |||
NewBase->m_based_physic_list.Remove(i--); | |||
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 = NULL; | |||
} | |||
} | |||
@@ -19,6 +19,13 @@ | |||
namespace lol | |||
{ | |||
//Override Gamegroups names for Physic-useage | |||
//"_ENT_" means that this is a group for Entities that use EasyPhysic primitives. | |||
//"_EZP_" means that this is a group for EasyPhysic primitives. | |||
#define GAMEGROUP_ENT_PLATFORM GAMEGROUP_BEFORE | |||
#define GAMEGROUP_ENT_MAIN GAMEGROUP_DEFAULT | |||
#define GAMEGROUP_EZP_CHAR_CTRLR GAMEGROUP_AFTER | |||
#define GAMEGROUP_SIMULATION GAMEGROUP_AFTER_POST | |||
#ifdef HAVE_PHYS_USE_BULLET | |||
@@ -31,6 +38,10 @@ namespace lol | |||
#define LOL2BT_VEC3(ELEMENT) btVector3((ELEMENT).x, (ELEMENT).y, (ELEMENT).z) | |||
#define BT2LOL_VEC3(ELEMENT) (*(lol::vec3*)(&(ELEMENT))) | |||
//Same as above with Unit taken into account | |||
#define LOL2BTU_VEC3(ELEMENT) btVector3((ELEMENT).x * LOL2BT_UNIT, (ELEMENT).y * LOL2BT_UNIT, (ELEMENT).z * LOL2BT_UNIT) | |||
#define BT2LOLU_VEC3(ELEMENT) (*(lol::vec3*)(&(ELEMENT))) * BT2LOL_UNIT | |||
#define LOL2BT_QUAT(ELEMENT) btQuaternion((ELEMENT).x, (ELEMENT).y, (ELEMENT).z, (ELEMENT).w) | |||
#define BT2LOL_QUAT(ELEMENT) lol::quat((ELEMENT).getW(), BT2LOL_VEC3((ELEMENT).getAxis()) | |||
@@ -9,8 +9,10 @@ | |||
#define __LOLPHYSICS_H__ | |||
#ifdef HAVE_PHYS_USE_BULLET | |||
#include <cstring> | |||
#include <bullet/btBulletDynamicsCommon.h> | |||
#include <bullet/btBulletCollisionCommon.h> | |||
#include <BulletDynamics/Character/btKinematicCharacterController.h> | |||
#include "LolBtPhysicsIntegration.h" | |||
#include "EasyPhysics.h" | |||
#include "EasyConstraint.h" | |||
@@ -22,6 +24,42 @@ namespace lol | |||
namespace phys | |||
{ | |||
enum eRaycastType | |||
{ | |||
ERT_Closest, | |||
ERT_AllHit, | |||
ERT_AnyHit, //Will stop at the first hit. Hit data are supposed to be irrelevant | |||
ERT_MAX | |||
}; | |||
struct RayCastResult | |||
{ | |||
RayCastResult(int CollisionFilterGroup=1, int CollisionFilterMask=(0xFF)) | |||
{ | |||
memset(this, 0, sizeof(RayCastResult)); | |||
m_collision_filter_group = CollisionFilterGroup; | |||
m_collision_filter_mask = CollisionFilterMask; | |||
} | |||
void Reset() | |||
{ | |||
m_collider_list.Empty(); | |||
m_hit_normal_list.Empty(); | |||
m_hit_point_list.Empty(); | |||
m_hit_fraction_list.Empty(); | |||
} | |||
Array<EasyPhysic*> m_collider_list; | |||
Array<vec3> m_hit_normal_list; | |||
Array<vec3> m_hit_point_list; | |||
Array<float> m_hit_fraction_list; | |||
short int m_collision_filter_group; | |||
short int m_collision_filter_mask; | |||
unsigned int m_flags; //??? | |||
}; | |||
class Simulation : public Entity | |||
{ | |||
public: | |||
@@ -33,6 +71,7 @@ public: | |||
m_dynamics_world(0), | |||
m_timestep(1.f/60.f) | |||
{ | |||
m_gamegroup = GAMEGROUP_SIMULATION; | |||
} | |||
~Simulation() | |||
{ | |||
@@ -79,6 +118,111 @@ public: | |||
} | |||
} | |||
//Reap-Off of the btKinematicClosestNotMeRayResultCallback | |||
class LolClosestNotMeRayResultCallback : public btCollisionWorld::ClosestRayResultCallback | |||
{ | |||
public: | |||
LolClosestNotMeRayResultCallback(btCollisionObject* Me, const btVector3& rayFromWorld, const btVector3& rayToWorld) : | |||
btCollisionWorld::ClosestRayResultCallback(rayFromWorld, rayToWorld) | |||
{ | |||
m_me = Me; | |||
} | |||
virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult,bool normalInWorldSpace) | |||
{ | |||
if (rayResult.m_collisionObject == m_me) | |||
return 1.0; | |||
return ClosestRayResultCallback::addSingleResult(rayResult, normalInWorldSpace); | |||
} | |||
protected: | |||
btCollisionObject* m_me; | |||
}; | |||
//Will stop at the first hit. Hit data are supposed to be irrelevant | |||
class AnyHitRayResultCallback : public btCollisionWorld::ClosestRayResultCallback | |||
{ | |||
public: | |||
AnyHitRayResultCallback(const btVector3& rayFromWorld, const btVector3& rayToWorld) : | |||
btCollisionWorld::ClosestRayResultCallback(rayFromWorld, rayToWorld) | |||
{ | |||
} | |||
virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult,bool normalInWorldSpace) | |||
{ | |||
return .0f; | |||
} | |||
}; | |||
//Returns true when hitting something. If SourceCaster is set, it will be ignored by Raycast. | |||
bool RayHits(RayCastResult& HitResult, eRaycastType RaycastType, const vec3& RayFrom, const vec3& RayTo, EasyPhysic* SourceCaster=NULL) | |||
{ | |||
bool bResult = false; | |||
btCollisionWorld::RayResultCallback* BtRayResult = NULL; | |||
btCollisionWorld::ClosestRayResultCallback* BtRayResult_Closest; | |||
btCollisionWorld::AllHitsRayResultCallback* BtRayResult_AllHits; | |||
switch (RaycastType) | |||
{ | |||
case ERT_Closest: | |||
{ | |||
if (SourceCaster) | |||
BtRayResult_Closest = new LolClosestNotMeRayResultCallback(SourceCaster->m_collision_object, LOL2BTU_VEC3(RayFrom), LOL2BTU_VEC3(RayTo)); | |||
else | |||
BtRayResult_Closest = new btCollisionWorld::ClosestRayResultCallback(LOL2BTU_VEC3(RayFrom), LOL2BTU_VEC3(RayTo)); | |||
BtRayResult = BtRayResult_Closest; | |||
break; | |||
} | |||
case ERT_AllHit: | |||
{ | |||
BtRayResult_AllHits = new btCollisionWorld::AllHitsRayResultCallback(LOL2BTU_VEC3(RayFrom), LOL2BTU_VEC3(RayTo)); | |||
BtRayResult = BtRayResult_AllHits; | |||
break; | |||
} | |||
case ERT_AnyHit: | |||
{ | |||
BtRayResult_Closest = new AnyHitRayResultCallback(LOL2BTU_VEC3(RayFrom), LOL2BTU_VEC3(RayTo)); | |||
BtRayResult = BtRayResult_Closest; | |||
break; | |||
} | |||
} | |||
m_dynamics_world->rayTest(LOL2BTU_VEC3(RayFrom), LOL2BTU_VEC3(RayTo), *BtRayResult); | |||
if (BtRayResult->hasHit()) | |||
{ | |||
bResult = true; | |||
switch (RaycastType) | |||
{ | |||
case ERT_Closest: | |||
{ | |||
HitResult.m_collider_list << (EasyPhysic*)BtRayResult_Closest->m_collisionObject->getUserPointer(); | |||
HitResult.m_hit_normal_list << BT2LOLU_VEC3(BtRayResult_Closest->m_hitNormalWorld); | |||
HitResult.m_hit_point_list << BT2LOLU_VEC3(BtRayResult_Closest->m_hitPointWorld); | |||
HitResult.m_hit_fraction_list << BtRayResult_Closest->m_closestHitFraction; | |||
break; | |||
} | |||
case ERT_AllHit: | |||
{ | |||
for (int i = 0; i < BtRayResult_AllHits->m_collisionObjects.size(); i++) | |||
{ | |||
HitResult.m_collider_list << (EasyPhysic*)BtRayResult_AllHits->m_collisionObjects[i]->getUserPointer(); | |||
HitResult.m_hit_normal_list << BT2LOLU_VEC3(BtRayResult_AllHits->m_hitNormalWorld[i]); | |||
HitResult.m_hit_point_list << BT2LOLU_VEC3(BtRayResult_AllHits->m_hitPointWorld[i]); | |||
HitResult.m_hit_fraction_list << BtRayResult_AllHits->m_hitFractions[i]; | |||
} | |||
break; | |||
} | |||
} | |||
} | |||
delete BtRayResult; | |||
return bResult; | |||
} | |||
void Exit() | |||
{ | |||
delete m_dynamics_world; | |||
@@ -128,6 +272,7 @@ private: | |||
public: | |||
void Init() { } | |||
void TickGame(float seconds) { } | |||
bool RayHits(RayCastResult& HitResult, eRaycastType RaycastType, const vec3& RayFrom, const vec3& RayTo, EasyPhysic* SourceCaster=NULL) { return false; } | |||
void Exit() { } | |||
private: | |||
void CustomSetContinuousDetection(bool ShouldUseCCD) { } | |||
@@ -36,7 +36,7 @@ void EasyCharacterController::InitBodyToRigid(bool ZeroMassIsKinematic) | |||
} | |||
//Return correct Ghost Object | |||
btGhostObject* EasyCharacterController::GetGhostObject() | |||
btGhostObject* EasyCharacterController::GetGhostObjectInstance() | |||
{ | |||
return new btPairCachingGhostObject(); | |||
} | |||
@@ -63,6 +63,7 @@ void EasyCharacterController::AddToSimulation(class Simulation* current_simulati | |||
m_character = new btKinematicCharacterController(m_pair_caching_object, m_convex_shape, m_step_height, m_up_axis); | |||
dynamics_world->addAction(m_character); | |||
Ticker::Ref(this); | |||
} | |||
} | |||
@@ -75,14 +76,50 @@ void EasyCharacterController::RemoveFromSimulation(class Simulation* current_sim | |||
if (dynamics_world) | |||
{ | |||
if (m_character) | |||
{ | |||
dynamics_world->removeAction(m_character); | |||
Ticker::Unref(this); | |||
} | |||
} | |||
} | |||
//Set movement for this frame | |||
void EasyCharacterController::SetMovementForFrame(vec3 const &MoveQuantity) | |||
{ | |||
m_character->setWalkDirection(LOL2BT_VEC3(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.v3.xyz; | |||
m_local_to_world = lol::mat4::translate(m_local_to_world.v3.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.v3.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; | |||
} | |||
//Physic Tick | |||
void EasyCharacterController::TickGame(float seconds) | |||
{ | |||
Entity::TickGame(seconds); | |||
m_character->setVelocityForTimeInterval(LOL2BT_VEC3(LOL2BT_UNIT * /*0.1f **/ (m_base_cached_movement + m_frame_cached_movement)) / seconds, seconds); | |||
//m_character->setWalkDirection(); | |||
} | |||
#endif // HAVE_PHYS_USE_BULLET | |||
@@ -40,7 +40,8 @@ EasyPhysic::EasyPhysic(WorldEntity* NewOwnerEntity) : | |||
m_mass(.0f), | |||
m_collision_group(1), | |||
m_collision_mask(1), | |||
m_owner_entity(NewOwnerEntity) | |||
m_owner_entity(NewOwnerEntity), | |||
m_base_physic(NULL) | |||
{ | |||
} | |||
@@ -112,26 +113,45 @@ void EasyPhysic::SetShapeToCapsule(float radius, float height) | |||
//------------------------------------------------------------------------- | |||
//Base Location/Rotation setup | |||
//-- | |||
//Getter | |||
mat4 EasyPhysic::GetTransform() | |||
{ | |||
m_local_to_world = lol::mat4(1.0f); | |||
if (m_rigid_body && m_motion_state) | |||
{ | |||
btTransform CurTransform; | |||
m_motion_state->getWorldTransform(CurTransform); | |||
CurTransform.getOpenGLMatrix(&m_local_to_world[0][0]); | |||
} | |||
else if (m_collision_object) | |||
m_collision_object->getWorldTransform().getOpenGLMatrix(&m_local_to_world[0][0]); | |||
return m_local_to_world; | |||
} | |||
//Setter | |||
void EasyPhysic::SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation) | |||
{ | |||
lol::mat4 PreviousMatrix = m_local_to_world; | |||
m_local_to_world = lol::mat4::translate(base_location) * lol::mat4(base_rotation); | |||
if (m_ghost_object) | |||
m_ghost_object->setWorldTransform(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(base_location * LOL2BT_UNIT))); | |||
m_ghost_object->setWorldTransform(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(LOL2BT_UNIT * base_location))); | |||
else | |||
{ | |||
if (m_motion_state) | |||
m_motion_state->setWorldTransform(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(base_location * LOL2BT_UNIT))); | |||
m_motion_state->setWorldTransform(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(LOL2BT_UNIT * base_location))); | |||
else | |||
m_motion_state = new btDefaultMotionState(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(base_location * LOL2BT_UNIT))); | |||
m_motion_state = new btDefaultMotionState(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(LOL2BT_UNIT * base_location))); | |||
} | |||
for (int i = 0; i < m_based_physic_list.Count(); i++) | |||
{ | |||
if (m_based_physic_list[i]) | |||
m_based_physic_list[i]->BaseTransformChanged(PreviousMatrix, m_local_to_world); | |||
else | |||
m_based_physic_list.Remove(i--); | |||
} | |||
} | |||
//Internal callback when Base transform has changed. | |||
@@ -196,7 +216,7 @@ void EasyPhysic::InitBodyToRigid(bool SetToKinematic) | |||
} | |||
//Return correct Ghost Object | |||
btGhostObject* EasyPhysic::GetGhostObject() | |||
btGhostObject* EasyPhysic::GetGhostObjectInstance() | |||
{ | |||
return new btGhostObject(); | |||
} | |||
@@ -207,7 +227,7 @@ void EasyPhysic::InitBodyToGhost() | |||
if (m_collision_object) | |||
delete m_collision_object; | |||
m_ghost_object = GetGhostObject(); | |||
m_ghost_object = GetGhostObjectInstance(); | |||
m_ghost_object->setCollisionShape(m_collision_shape); | |||
m_collision_object = m_ghost_object; | |||
m_collision_object->setUserPointer(this); | |||
@@ -294,24 +314,6 @@ void EasyPhysic::RemoveFromSimulation(class Simulation* current_simulation) | |||
} | |||
} | |||
//------------------------------------------------------------------------- | |||
//Getter functons | |||
//-- | |||
mat4 EasyPhysic::GetTransform() | |||
{ | |||
m_local_to_world = lol::mat4(1.0f); | |||
if (m_rigid_body && m_motion_state) | |||
{ | |||
btTransform CurTransform; | |||
m_motion_state->getWorldTransform(CurTransform); | |||
CurTransform.getOpenGLMatrix(&m_local_to_world[0][0]); | |||
} | |||
else if (m_collision_object) | |||
m_collision_object->getWorldTransform().getOpenGLMatrix(&m_local_to_world[0][0]); | |||
return m_local_to_world; | |||
} | |||
//Set Local Inertia | |||
void EasyPhysic::SetLocalInertia(float mass) | |||
{ | |||