Added RayCastResult & a naïve integration for EasyCharacterController. Enjoy !legacy
@@ -45,8 +45,10 @@ protected: | |||||
{ | { | ||||
GAMEGROUP_BEFORE = 0, | GAMEGROUP_BEFORE = 0, | ||||
GAMEGROUP_DEFAULT, | GAMEGROUP_DEFAULT, | ||||
GAMEGROUP_AFTER, | |||||
// Must be the last element | |||||
GAMEGROUP_AFTER, | |||||
GAMEGROUP_AFTER_POST, | |||||
// Must be the last element | |||||
GAMEGROUP_END | GAMEGROUP_END | ||||
} | } | ||||
m_gamegroup; | m_gamegroup; | ||||
@@ -16,6 +16,7 @@ | |||||
#if !defined __LOL_INPUT_INPUT_H__ | #if !defined __LOL_INPUT_INPUT_H__ | ||||
#define __LOL_INPUT_INPUT_H__ | #define __LOL_INPUT_INPUT_H__ | ||||
#include <cstring> | |||||
#include "lol/math/vector.h" | #include "lol/math/vector.h" | ||||
#include "input/stick.h" | #include "input/stick.h" | ||||
@@ -108,7 +109,7 @@ struct ActionSetting | |||||
ActionSetting(int NewActionId) | ActionSetting(int NewActionId) | ||||
{ | { | ||||
//memset(this, 0, sizeof(ActionSetting)); | |||||
memset(this, 0, sizeof(ActionSetting)); | |||||
ActionId = NewActionId; | ActionId = NewActionId; | ||||
} | } | ||||
}; | }; | ||||
@@ -122,7 +123,7 @@ struct ButtonSetting | |||||
ButtonSetting(int NewRawButtonId) | ButtonSetting(int NewRawButtonId) | ||||
{ | { | ||||
//memset(this, 0, sizeof(ButtonSetting)); | |||||
memset(this, 0, sizeof(ButtonSetting)); | |||||
RawButtonId = NewRawButtonId; | RawButtonId = NewRawButtonId; | ||||
} | } | ||||
int GetActionSettingIdx(int ActionId) | int GetActionSettingIdx(int ActionId) | ||||
@@ -51,13 +51,15 @@ int gNumObjects = 64; | |||||
#define USE_WALL 1 | #define USE_WALL 1 | ||||
#define USE_PLATFORM 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_ROTATION 0 | ||||
#define USE_CHARACTER 1 | #define USE_CHARACTER 1 | ||||
BtPhysTest::BtPhysTest(bool editor) | BtPhysTest::BtPhysTest(bool editor) | ||||
{ | { | ||||
m_loop_value = .0f; | |||||
/* Create a camera that matches the settings of XNA BtPhysTest */ | /* Create a camera that matches the settings of XNA BtPhysTest */ | ||||
m_camera = new Camera(vec3(0.f, 600.f, 0.f), | m_camera = new Camera(vec3(0.f, 600.f, 0.f), | ||||
vec3(0.f, 0.f, 0.f), | vec3(0.f, 0.f, 0.f), | ||||
@@ -107,6 +109,7 @@ BtPhysTest::BtPhysTest(bool editor) | |||||
} | } | ||||
} | } | ||||
PhysicsObject* BasePhyobj = NULL; | |||||
if (USE_PLATFORM) | if (USE_PLATFORM) | ||||
{ | { | ||||
quat NewRotation = quat::fromeuler_xyz(0.f, 0.f, 0.f); | quat NewRotation = quat::fromeuler_xyz(0.f, 0.f, 0.f); | ||||
@@ -117,16 +120,16 @@ BtPhysTest::BtPhysTest(bool editor) | |||||
m_platform_list << NewPhyobj; | m_platform_list << NewPhyobj; | ||||
Ticker::Ref(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); | NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1); | ||||
PhysicsObject* BasePhyobj = NewPhyobj; | |||||
BasePhyobj = NewPhyobj; | |||||
m_platform_list << NewPhyobj; | m_platform_list << NewPhyobj; | ||||
Ticker::Ref(NewPhyobj); | Ticker::Ref(NewPhyobj); | ||||
NewRotation = quat::fromeuler_xyz(0.f, 0.f, 90.f); | 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); | NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1); | ||||
@@ -134,30 +137,32 @@ BtPhysTest::BtPhysTest(bool editor) | |||||
m_platform_list << NewPhyobj; | m_platform_list << NewPhyobj; | ||||
Ticker::Ref(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) | if (USE_CHARACTER) | ||||
{ | { | ||||
quat NewRotation = quat::fromeuler_xyz(0.f, 0.f, 0.f); | 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); | PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 2); | ||||
m_character_list << NewPhyobj; | m_character_list << NewPhyobj; | ||||
Ticker::Ref(NewPhyobj); | Ticker::Ref(NewPhyobj); | ||||
//NewPhyobj->GetCharacter()->AttachTo(BasePhyobj->GetPhysic(), true, true); | |||||
} | } | ||||
if (USE_BODIES) | if (USE_BODIES) | ||||
@@ -280,8 +285,9 @@ void BtPhysTest::TickGame(float seconds) | |||||
} | } | ||||
else if (i == 1) | 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)); | PhysObj->SetTransform(GroundMat.v3.xyz, quat(GroundMat)); | ||||
} | } | ||||
} | } | ||||
@@ -293,12 +299,20 @@ void BtPhysTest::TickGame(float seconds) | |||||
{ | { | ||||
PhysicsObject* PhysObj = m_character_list[i]; | PhysicsObject* PhysObj = m_character_list[i]; | ||||
EasyCharacterController* Character = (EasyCharacterController*)PhysObj->GetCharacter(); | EasyCharacterController* Character = (EasyCharacterController*)PhysObj->GetCharacter(); | ||||
mat4 CtlrMx = Character->GetTransform(); | |||||
int HMovement = Input::GetButtonState(275 /*SDLK_RIGHT*/) - Input::GetButtonState(276 /*SDLK_LEFT*/); | 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 VMovement = Input::GetButtonState(273 /*SDLK_UP*/) - Input::GetButtonState(274 /*SDLK_DOWN*/); | ||||
int RMovement = Input::GetButtonState(280 /*SDLK_PAGEUP*/) - Input::GetButtonState(281 /*SDLK_PAGEDOWN*/); | 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; | PhysObjBarycenter /= factor; | ||||
m_camera->SetTarget(m_camera->GetTarget() + (seconds / (seconds + 0.18f)) * (PhysObjBarycenter - m_camera->GetTarget())); | 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 | else | ||||
{ | { | ||||
@@ -219,14 +219,6 @@ public: | |||||
m_physics->SetTransform(base_location, base_rotation); | 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() | lol::mat4 GetTransform() | ||||
{ | { | ||||
if (m_is_character) | if (m_is_character) | ||||
@@ -29,7 +29,8 @@ namespace lol | |||||
namespace phys | namespace phys | ||||
{ | { | ||||
class EasyCharacterController : public EasyPhysic | |||||
class EasyCharacterController : public EasyPhysic, | |||||
public Entity | |||||
{ | { | ||||
#ifdef HAVE_PHYS_USE_BULLET | #ifdef HAVE_PHYS_USE_BULLET | ||||
@@ -37,8 +38,14 @@ class EasyCharacterController : public EasyPhysic | |||||
public: | public: | ||||
EasyCharacterController(WorldEntity* NewOwnerEntity) : | EasyCharacterController(WorldEntity* NewOwnerEntity) : | ||||
EasyPhysic(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; | m_up_axis = 1; | ||||
} | } | ||||
~EasyCharacterController() | ~EasyCharacterController() | ||||
@@ -52,15 +59,24 @@ public: | |||||
virtual void RemoveFromSimulation(class Simulation* current_simulation); | virtual void RemoveFromSimulation(class Simulation* current_simulation); | ||||
virtual void SetMovementForFrame(vec3 const &MoveQuantity); | 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: | protected: | ||||
virtual btGhostObject* GetGhostObject(); | |||||
virtual btGhostObject* GetGhostObjectInstance(); | |||||
btPairCachingGhostObject* m_pair_caching_object; | btPairCachingGhostObject* m_pair_caching_object; | ||||
btKinematicCharacterController* m_character; | btKinematicCharacterController* m_character; | ||||
float m_step_height; | float m_step_height; | ||||
int m_up_axis; | int m_up_axis; | ||||
bool m_base_is_updating; | |||||
vec3 m_base_cached_movement; | |||||
vec3 m_frame_cached_movement; | |||||
#else // NO PHYSIC IMPLEMENTATION | #else // NO PHYSIC IMPLEMENTATION | ||||
@@ -34,6 +34,7 @@ class EasyPhysic | |||||
{ | { | ||||
friend class EasyConstraint; | friend class EasyConstraint; | ||||
friend class Simulation; | |||||
#ifdef HAVE_PHYS_USE_BULLET | #ifdef HAVE_PHYS_USE_BULLET | ||||
@@ -48,8 +49,9 @@ public: | |||||
virtual void SetShapeToCapsule(float radius, float height); | virtual void SetShapeToCapsule(float radius, float height); | ||||
virtual bool CanChangeCollisionChannel() { return (m_rigid_body == NULL); } | 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))); | 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); | virtual void BaseTransformChanged(const lol::mat4& PreviousMatrix, const lol::mat4& NewMatrix); | ||||
public: | public: | ||||
virtual void SetMass(float mass); | virtual void SetMass(float mass); | ||||
@@ -57,13 +59,12 @@ public: | |||||
virtual void InitBodyToGhost(); | virtual void InitBodyToGhost(); | ||||
virtual void AddToSimulation(class Simulation* current_simulation); | virtual void AddToSimulation(class Simulation* current_simulation); | ||||
virtual void RemoveFromSimulation(class Simulation* current_simulation); | virtual void RemoveFromSimulation(class Simulation* current_simulation); | ||||
virtual mat4 GetTransform(); | |||||
protected: | protected: | ||||
virtual void SetLocalInertia(float mass); | virtual void SetLocalInertia(float mass); | ||||
virtual void SetShapeTo(btCollisionShape* collision_shape); | virtual void SetShapeTo(btCollisionShape* collision_shape); | ||||
virtual btGhostObject* GetGhostObject(); | |||||
virtual btGhostObject* GetGhostObjectInstance(); | |||||
btCollisionObject* m_collision_object; | btCollisionObject* m_collision_object; | ||||
@@ -88,6 +89,7 @@ public: | |||||
virtual void SetShapeToCapsule(float radius, float height) { } | virtual void SetShapeToCapsule(float radius, float height) { } | ||||
virtual bool CanChangeCollisionChannel() { return true; } | 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))) { } | virtual void SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation=lol::quat(lol::mat4(1.0f))) { } | ||||
private: | private: | ||||
virtual void BaseTransformChanged(const lol::mat4& PreviousMatrix, const lol::mat4& NewMatrix) { } | virtual void BaseTransformChanged(const lol::mat4& PreviousMatrix, const lol::mat4& NewMatrix) { } | ||||
@@ -97,7 +99,6 @@ public: | |||||
virtual void InitBodyToGhost() { } | virtual void InitBodyToGhost() { } | ||||
virtual void AddToSimulation(class Simulation* current_simulation) { } | virtual void AddToSimulation(class Simulation* current_simulation) { } | ||||
virtual void RemoveFromSimulation(class Simulation* current_simulation) { } | virtual void RemoveFromSimulation(class Simulation* current_simulation) { } | ||||
virtual mat4 GetTransform() { return mat4(1.0f); } | |||||
virtual void InitBodyToGhost() { } | virtual void InitBodyToGhost() { } | ||||
@@ -122,7 +123,7 @@ public: | |||||
//Base/Attachment logic | //Base/Attachment logic | ||||
virtual void AttachTo(EasyPhysic* NewBase, bool NewBaseLockLocation = true, bool NewBaseLockRotation = true) | 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; | return; | ||||
if (NewBase) | if (NewBase) | ||||
@@ -137,11 +138,11 @@ public: | |||||
m_base_lock_location = NewBaseLockLocation; | m_base_lock_location = NewBaseLockLocation; | ||||
m_base_lock_rotation = NewBaseLockRotation; | 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; | m_base_physic = NULL; | ||||
} | } | ||||
} | } | ||||
@@ -19,6 +19,13 @@ | |||||
namespace lol | 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 | #ifdef HAVE_PHYS_USE_BULLET | ||||
@@ -31,6 +38,10 @@ namespace lol | |||||
#define LOL2BT_VEC3(ELEMENT) btVector3((ELEMENT).x, (ELEMENT).y, (ELEMENT).z) | #define LOL2BT_VEC3(ELEMENT) btVector3((ELEMENT).x, (ELEMENT).y, (ELEMENT).z) | ||||
#define BT2LOL_VEC3(ELEMENT) (*(lol::vec3*)(&(ELEMENT))) | #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 LOL2BT_QUAT(ELEMENT) btQuaternion((ELEMENT).x, (ELEMENT).y, (ELEMENT).z, (ELEMENT).w) | ||||
#define BT2LOL_QUAT(ELEMENT) lol::quat((ELEMENT).getW(), BT2LOL_VEC3((ELEMENT).getAxis()) | #define BT2LOL_QUAT(ELEMENT) lol::quat((ELEMENT).getW(), BT2LOL_VEC3((ELEMENT).getAxis()) | ||||
@@ -9,8 +9,10 @@ | |||||
#define __LOLPHYSICS_H__ | #define __LOLPHYSICS_H__ | ||||
#ifdef HAVE_PHYS_USE_BULLET | #ifdef HAVE_PHYS_USE_BULLET | ||||
#include <cstring> | |||||
#include <bullet/btBulletDynamicsCommon.h> | #include <bullet/btBulletDynamicsCommon.h> | ||||
#include <bullet/btBulletCollisionCommon.h> | #include <bullet/btBulletCollisionCommon.h> | ||||
#include <BulletDynamics/Character/btKinematicCharacterController.h> | |||||
#include "LolBtPhysicsIntegration.h" | #include "LolBtPhysicsIntegration.h" | ||||
#include "EasyPhysics.h" | #include "EasyPhysics.h" | ||||
#include "EasyConstraint.h" | #include "EasyConstraint.h" | ||||
@@ -22,6 +24,42 @@ namespace lol | |||||
namespace phys | 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 | class Simulation : public Entity | ||||
{ | { | ||||
public: | public: | ||||
@@ -33,6 +71,7 @@ public: | |||||
m_dynamics_world(0), | m_dynamics_world(0), | ||||
m_timestep(1.f/60.f) | m_timestep(1.f/60.f) | ||||
{ | { | ||||
m_gamegroup = GAMEGROUP_SIMULATION; | |||||
} | } | ||||
~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() | void Exit() | ||||
{ | { | ||||
delete m_dynamics_world; | delete m_dynamics_world; | ||||
@@ -128,6 +272,7 @@ private: | |||||
public: | public: | ||||
void Init() { } | void Init() { } | ||||
void TickGame(float seconds) { } | void TickGame(float seconds) { } | ||||
bool RayHits(RayCastResult& HitResult, eRaycastType RaycastType, const vec3& RayFrom, const vec3& RayTo, EasyPhysic* SourceCaster=NULL) { return false; } | |||||
void Exit() { } | void Exit() { } | ||||
private: | private: | ||||
void CustomSetContinuousDetection(bool ShouldUseCCD) { } | void CustomSetContinuousDetection(bool ShouldUseCCD) { } | ||||
@@ -36,7 +36,7 @@ void EasyCharacterController::InitBodyToRigid(bool ZeroMassIsKinematic) | |||||
} | } | ||||
//Return correct Ghost Object | //Return correct Ghost Object | ||||
btGhostObject* EasyCharacterController::GetGhostObject() | |||||
btGhostObject* EasyCharacterController::GetGhostObjectInstance() | |||||
{ | { | ||||
return new btPairCachingGhostObject(); | 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); | m_character = new btKinematicCharacterController(m_pair_caching_object, m_convex_shape, m_step_height, m_up_axis); | ||||
dynamics_world->addAction(m_character); | dynamics_world->addAction(m_character); | ||||
Ticker::Ref(this); | |||||
} | } | ||||
} | } | ||||
@@ -75,14 +76,50 @@ void EasyCharacterController::RemoveFromSimulation(class Simulation* current_sim | |||||
if (dynamics_world) | if (dynamics_world) | ||||
{ | { | ||||
if (m_character) | if (m_character) | ||||
{ | |||||
dynamics_world->removeAction(m_character); | dynamics_world->removeAction(m_character); | ||||
Ticker::Unref(this); | |||||
} | |||||
} | } | ||||
} | } | ||||
//Set movement for this frame | //Set movement for this frame | ||||
void EasyCharacterController::SetMovementForFrame(vec3 const &MoveQuantity) | 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 | #endif // HAVE_PHYS_USE_BULLET | ||||
@@ -40,7 +40,8 @@ EasyPhysic::EasyPhysic(WorldEntity* NewOwnerEntity) : | |||||
m_mass(.0f), | m_mass(.0f), | ||||
m_collision_group(1), | m_collision_group(1), | ||||
m_collision_mask(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 | //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) | void EasyPhysic::SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation) | ||||
{ | { | ||||
lol::mat4 PreviousMatrix = m_local_to_world; | lol::mat4 PreviousMatrix = m_local_to_world; | ||||
m_local_to_world = lol::mat4::translate(base_location) * lol::mat4(base_rotation); | m_local_to_world = lol::mat4::translate(base_location) * lol::mat4(base_rotation); | ||||
if (m_ghost_object) | 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 | else | ||||
{ | { | ||||
if (m_motion_state) | 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 | 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++) | for (int i = 0; i < m_based_physic_list.Count(); i++) | ||||
{ | |||||
if (m_based_physic_list[i]) | if (m_based_physic_list[i]) | ||||
m_based_physic_list[i]->BaseTransformChanged(PreviousMatrix, m_local_to_world); | m_based_physic_list[i]->BaseTransformChanged(PreviousMatrix, m_local_to_world); | ||||
else | else | ||||
m_based_physic_list.Remove(i--); | m_based_physic_list.Remove(i--); | ||||
} | |||||
} | } | ||||
//Internal callback when Base transform has changed. | //Internal callback when Base transform has changed. | ||||
@@ -196,7 +216,7 @@ void EasyPhysic::InitBodyToRigid(bool SetToKinematic) | |||||
} | } | ||||
//Return correct Ghost Object | //Return correct Ghost Object | ||||
btGhostObject* EasyPhysic::GetGhostObject() | |||||
btGhostObject* EasyPhysic::GetGhostObjectInstance() | |||||
{ | { | ||||
return new btGhostObject(); | return new btGhostObject(); | ||||
} | } | ||||
@@ -207,7 +227,7 @@ void EasyPhysic::InitBodyToGhost() | |||||
if (m_collision_object) | if (m_collision_object) | ||||
delete m_collision_object; | delete m_collision_object; | ||||
m_ghost_object = GetGhostObject(); | |||||
m_ghost_object = GetGhostObjectInstance(); | |||||
m_ghost_object->setCollisionShape(m_collision_shape); | m_ghost_object->setCollisionShape(m_collision_shape); | ||||
m_collision_object = m_ghost_object; | m_collision_object = m_ghost_object; | ||||
m_collision_object->setUserPointer(this); | 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 | //Set Local Inertia | ||||
void EasyPhysic::SetLocalInertia(float mass) | void EasyPhysic::SetLocalInertia(float mass) | ||||
{ | { | ||||