@@ -49,6 +49,13 @@ using namespace lol::phys; | |||
int gNumObjects = 64; | |||
#define USE_WALL 1 | |||
#define USE_PLATFORM 1 | |||
#define USE_ROPE 0 | |||
#define USE_BODIES 0 | |||
#define USE_ROTATION 0 | |||
#define USE_CHARACTER 1 | |||
BtPhysTest::BtPhysTest(bool editor) | |||
{ | |||
/* Create a camera that matches the settings of XNA BtPhysTest */ | |||
@@ -72,48 +79,63 @@ BtPhysTest::BtPhysTest(bool editor) | |||
float offset = 29.5f; | |||
vec3 pos_offset = vec3(.0f, 30.f, .0f); | |||
for (int i=0; i < 6; i++) | |||
if (USE_WALL) | |||
{ | |||
vec3 NewPosition = vec3(.0f); | |||
quat NewRotation = quat(1.f); | |||
for (int i=0; i < 6; i++) | |||
{ | |||
vec3 NewPosition = vec3(.0f); | |||
quat NewRotation = quat(1.f); | |||
PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation); | |||
PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation); | |||
int idx = i/2; | |||
NewPosition = pos_offset; | |||
NewPosition[idx] += offset; | |||
offset *= -1.f; | |||
int idx = i/2; | |||
NewPosition = pos_offset; | |||
NewPosition[idx] += offset; | |||
offset *= -1.f; | |||
if (idx != 1) | |||
{ | |||
vec3 axis = vec3(.0f); | |||
axis[2 - idx] = 1; | |||
NewRotation = quat::rotate(90.f, axis); | |||
} | |||
if (idx != 1) | |||
{ | |||
vec3 axis = vec3(.0f); | |||
axis[2 - idx] = 1; | |||
NewRotation = quat::rotate(90.f, axis); | |||
} | |||
NewPhyobj->SetTransform(NewPosition, NewRotation); | |||
Ticker::Ref(NewPhyobj); | |||
m_ground_list << NewPhyobj; | |||
NewPhyobj->SetTransform(NewPosition, NewRotation); | |||
Ticker::Ref(NewPhyobj); | |||
m_ground_list << NewPhyobj; | |||
} | |||
} | |||
if (USE_PLATFORM) | |||
{ | |||
quat NewRotation = quat(1.f); | |||
quat NewRotation = quat::fromeuler_xyz(5.f, 0.f, 0.f); | |||
vec3 NewPosition = pos_offset + vec3(5.0f, -20.0f, -15.0f); | |||
PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 0); | |||
PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1); | |||
m_platform_list << NewPhyobj; | |||
Ticker::Ref(NewPhyobj); | |||
NewPosition = pos_offset + vec3(-20.0f, -25.0f, 5.0f); | |||
NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 0); | |||
NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1); | |||
m_platform_list << NewPhyobj; | |||
Ticker::Ref(NewPhyobj); | |||
} | |||
if (1) | |||
if (USE_CHARACTER) | |||
{ | |||
quat NewRotation = quat::fromeuler_xyz(0.f, 0.f, 0.f); | |||
vec3 NewPosition = pos_offset + vec3(.0f, 40.0f, .0f); | |||
PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 2); | |||
m_character_list << NewPhyobj; | |||
Ticker::Ref(NewPhyobj); | |||
} | |||
if (USE_BODIES) | |||
{ | |||
for (int x=0; x < 6; x++) | |||
{ | |||
@@ -131,7 +153,7 @@ BtPhysTest::BtPhysTest(bool editor) | |||
} | |||
} | |||
if (1) | |||
if (USE_ROPE) | |||
{ | |||
Array<PhysicsObject*> RopeElements; | |||
for (int i = 0; i < 14; i++) | |||
@@ -314,34 +336,37 @@ void BtPhysTest::TickGame(float seconds) | |||
vec3 GroundBarycenter = vec3(.0f); | |||
vec3 PhysObjBarycenter = vec3(.0f); | |||
float factor = .0f; | |||
for (int i = 0; i < m_ground_list.Count(); i++) | |||
if (USE_WALL) | |||
{ | |||
PhysicsObject* PhysObj = m_ground_list[i]; | |||
mat4 GroundMat = PhysObj->GetTransform(); | |||
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 += GroundMat.v3.xyz; | |||
factor += 1.f; | |||
} | |||
GroundBarycenter /= factor; | |||
GroundBarycenter /= factor; | |||
for (int i = 0; i < m_ground_list.Count(); i++) | |||
{ | |||
PhysicsObject* PhysObj = m_ground_list[i]; | |||
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; | |||
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 (dot(normalize(CenterToCam - CenterToGround), | |||
normalize(CenterToGround)) > 0.f) | |||
PhysObj->SetRender(false); | |||
else | |||
PhysObj->SetRender(true); | |||
} | |||
} | |||
if (0) | |||
if (USE_ROTATION) | |||
{ | |||
for (int i = 0; i < m_ground_list.Count(); i++) | |||
{ | |||
@@ -357,6 +382,7 @@ void BtPhysTest::TickGame(float seconds) | |||
} | |||
} | |||
if (USE_PLATFORM) | |||
{ | |||
for (int i = 0; i < m_platform_list.Count(); i++) | |||
{ | |||
@@ -378,20 +404,39 @@ void BtPhysTest::TickGame(float seconds) | |||
} | |||
} | |||
PhysObjBarycenter = vec3(.0f); | |||
for (int i = 0; i < m_physobj_list.Count(); i++) | |||
if (USE_CHARACTER) | |||
{ | |||
PhysicsObject* PhysObj = m_physobj_list[i]; | |||
mat4 GroundMat = PhysObj->GetTransform(); | |||
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; | |||
PhysObjBarycenter += GroundMat.v3.xyz; | |||
factor += 1.f; | |||
m_camera->SetTarget(PhysObjBarycenter); | |||
m_camera->SetPosition(PhysObjBarycenter + vec3(-80.0f, 80.0f, .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 /= factor; | |||
PhysObjBarycenter += GroundMat.v3.xyz; | |||
factor += 1.f; | |||
} | |||
m_camera->SetTarget(PhysObjBarycenter); | |||
m_camera->SetPosition(GroundBarycenter + normalize(GroundBarycenter - PhysObjBarycenter) * 60.0f); | |||
PhysObjBarycenter /= factor; | |||
m_camera->SetTarget(PhysObjBarycenter); | |||
m_camera->SetPosition(GroundBarycenter + normalize(GroundBarycenter - PhysObjBarycenter) * 60.0f); | |||
} | |||
#if 0 | |||
///step the simulation | |||
@@ -425,7 +470,7 @@ void BtPhysTest::TickDraw(float seconds) | |||
m_ready = true; | |||
} | |||
Video::SetClearColor(vec4(0.0f, 0.0f, 0.12f, 1.0f)); | |||
//Video::SetClearColor(vec4(0.0f, 0.0f, 0.12f, 1.0f)); | |||
#if 0 | |||
vec3 BarycenterLocation = vec3(.0f); | |||
@@ -485,6 +530,13 @@ BtPhysTest::~BtPhysTest() | |||
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(); | |||
@@ -29,6 +29,7 @@ private: | |||
Array<PhysicsObject*> m_physobj_list; | |||
Array<PhysicsObject*> m_ground_list; | |||
Array<PhysicsObject*> m_platform_list; | |||
Array<PhysicsObject*> m_character_list; | |||
#if 0 | |||
EasyMesh m_ground_mesh; | |||
@@ -22,7 +22,7 @@ class PhysicsObject : public WorldEntity | |||
{ | |||
public: | |||
PhysicsObject(Simulation* new_sim, const vec3 &base_location, const quat &base_rotation) | |||
: m_ready(false), m_should_render(true) | |||
: m_ready(false), m_should_render(true), m_is_character(false) | |||
{ | |||
m_mesh.Compile("[sc#ddd afcb60 1 60 -.1]"); | |||
vec3 BoxSize = vec3(60.f, 1.f, 60.f); | |||
@@ -35,20 +35,38 @@ public: | |||
} | |||
PhysicsObject(Simulation* new_sim, const vec3 &base_location, const quat &base_rotation, int dummy) | |||
: m_ready(false), m_should_render(true) | |||
: m_ready(false), m_should_render(true), m_is_character(false) | |||
{ | |||
m_mesh.Compile("[sc#ddd afcb20 1 20 -.1]"); | |||
vec3 BoxSize = vec3(20.f, 1.f, 20.f); | |||
m_physics.SetCollisionChannel(0, 0xFF); | |||
m_physics.SetShapeToBox(BoxSize); | |||
m_physics.SetMass(.0f); | |||
m_physics.SetTransform(base_location, base_rotation); | |||
m_physics.InitBodyToRigid(true); | |||
m_physics.AddToSimulation(new_sim); | |||
if (dummy == 1) //for Rope purpose | |||
{ | |||
m_mesh.Compile("[sc#ddd afcb20 1 20 -.1]"); | |||
//m_mesh.Compile("[sc#f00 afcb10 10 10 -.1]"); | |||
vec3 BoxSize = vec3(20.f, 1.f, 20.f); | |||
m_physics.SetCollisionChannel(0, 0xFF); | |||
m_physics.SetShapeToBox(BoxSize); | |||
m_physics.SetMass(.0f); | |||
m_physics.SetTransform(base_location, base_rotation); | |||
m_physics.InitBodyToRigid(true); | |||
m_physics.AddToSimulation(new_sim); | |||
} | |||
else if (dummy == 2) //for character purpose | |||
{ | |||
m_is_character = true; | |||
m_mesh.Compile("[sc#f00 afcb10 10 10 -.1]"); | |||
//m_mesh.Compile("[sc#fff scb#fff ac1 2 2 2 0 0]"); | |||
vec3 BoxSize = vec3(2.f, 2.f, 2.f); | |||
m_character.SetCollisionChannel(0, 0xFF); | |||
m_character.SetShapeToCapsule(BoxSize.x, BoxSize.y); | |||
m_character.SetMass(.0f); | |||
m_character.SetTransform(base_location, base_rotation); | |||
m_character.InitBodyToGhost(); | |||
m_character.AddToSimulation(new_sim); | |||
} | |||
} | |||
PhysicsObject(Simulation* new_sim, float base_mass, const vec3 &base_location, int RandValue = -1) | |||
: m_ready(false), m_should_render(true) | |||
: m_ready(false), m_should_render(true), m_is_character(false) | |||
{ | |||
Array<char const *> MeshRand; | |||
@@ -61,39 +79,39 @@ public: | |||
int SphereLimit = MeshRand.Count(); | |||
MeshRand << "[sc#add asph15 2 2 2]"; | |||
MeshRand << "[sc#dad asph15 2 2 2]"; | |||
MeshRand << "[sc#dda asph15 2 2 2]"; | |||
MeshRand << "[sc#daa asph15 2 2 2]"; | |||
MeshRand << "[sc#ada asph15 2 2 2]"; | |||
MeshRand << "[sc#aad asph15 2 2 2]"; | |||
MeshRand << "[sc#add asph1 2 2 2]"; | |||
MeshRand << "[sc#dad asph1 2 2 2]"; | |||
MeshRand << "[sc#dda asph1 2 2 2]"; | |||
MeshRand << "[sc#daa asph1 2 2 2]"; | |||
MeshRand << "[sc#ada asph1 2 2 2]"; | |||
MeshRand << "[sc#aad asph1 2 2 2]"; | |||
int ConeLimit = MeshRand.Count(); | |||
MeshRand << "[sc#add scb#add ad48 2 0 rx180 ty-1 ac48 2 2 0 0 0]"; | |||
MeshRand << "[sc#dad scb#dad ad48 2 0 rx180 ty-1 ac48 2 2 0 0 0]"; | |||
MeshRand << "[sc#dda scb#dda ad48 2 0 rx180 ty-1 ac48 2 2 0 0 0]"; | |||
MeshRand << "[sc#daa scb#daa ad48 2 0 rx180 ty-1 ac48 2 2 0 0 0]"; | |||
MeshRand << "[sc#ada scb#ada ad48 2 0 rx180 ty-1 ac48 2 2 0 0 0]"; | |||
MeshRand << "[sc#aad scb#aad ad48 2 0 rx180 ty-1 ac48 2 2 0 0 0]"; | |||
MeshRand << "[sc#add scb#add ad1 2 0 rx180 ty-1 ac1 2 2 0 0 0]"; | |||
MeshRand << "[sc#dad scb#dad ad1 2 0 rx180 ty-1 ac1 2 2 0 0 0]"; | |||
MeshRand << "[sc#dda scb#dda ad1 2 0 rx180 ty-1 ac1 2 2 0 0 0]"; | |||
MeshRand << "[sc#daa scb#daa ad1 2 0 rx180 ty-1 ac1 2 2 0 0 0]"; | |||
MeshRand << "[sc#ada scb#ada ad1 2 0 rx180 ty-1 ac1 2 2 0 0 0]"; | |||
MeshRand << "[sc#aad scb#aad ad1 2 0 rx180 ty-1 ac1 2 2 0 0 0]"; | |||
int CylLimit = MeshRand.Count(); | |||
MeshRand << "[sc#add scb#add ad96 2 0 rx180 ty-1 my ac96 2 2 2 0 0]"; | |||
MeshRand << "[sc#dad scb#dad ad96 2 0 rx180 ty-1 my ac96 2 2 2 0 0]"; | |||
MeshRand << "[sc#dda scb#dda ad96 2 0 rx180 ty-1 my ac96 2 2 2 0 0]"; | |||
MeshRand << "[sc#daa scb#daa ad96 2 0 rx180 ty-1 my ac96 2 2 2 0 0]"; | |||
MeshRand << "[sc#ada scb#ada ad96 2 0 rx180 ty-1 my ac96 2 2 2 0 0]"; | |||
MeshRand << "[sc#aad scb#aad ad96 2 0 rx180 ty-1 my ac96 2 2 2 0 0]"; | |||
MeshRand << "[sc#add scb#add ad1 2 0 rx180 ty-1 my ac1 2 2 2 0 0]"; | |||
MeshRand << "[sc#dad scb#dad ad1 2 0 rx180 ty-1 my ac1 2 2 2 0 0]"; | |||
MeshRand << "[sc#dda scb#dda ad1 2 0 rx180 ty-1 my ac1 2 2 2 0 0]"; | |||
MeshRand << "[sc#daa scb#daa ad1 2 0 rx180 ty-1 my ac1 2 2 2 0 0]"; | |||
MeshRand << "[sc#ada scb#ada ad1 2 0 rx180 ty-1 my ac1 2 2 2 0 0]"; | |||
MeshRand << "[sc#aad scb#aad ad1 2 0 rx180 ty-1 my ac1 2 2 2 0 0]"; | |||
int CapsLimit = MeshRand.Count(); | |||
MeshRand << "[sc#add scb#add acap21 2 1]"; | |||
MeshRand << "[sc#dad scb#dad acap21 2 1]"; | |||
MeshRand << "[sc#dda scb#dda acap21 2 1]"; | |||
MeshRand << "[sc#daa scb#daa acap21 2 1]"; | |||
MeshRand << "[sc#ada scb#ada acap21 2 1]"; | |||
MeshRand << "[sc#aad scb#aad acap21 2 1]"; | |||
MeshRand << "[sc#add scb#add acap1 2 1]"; | |||
MeshRand << "[sc#dad scb#dad acap1 2 1]"; | |||
MeshRand << "[sc#dda scb#dda acap1 2 1]"; | |||
MeshRand << "[sc#daa scb#daa acap1 2 1]"; | |||
MeshRand << "[sc#ada scb#ada acap1 2 1]"; | |||
MeshRand << "[sc#aad scb#aad acap1 2 1]"; | |||
switch (RandValue) | |||
{ | |||
@@ -167,12 +185,18 @@ public: | |||
void SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation=lol::quat(lol::mat4(1.0f))) | |||
{ | |||
m_physics.SetTransform(base_location, base_rotation); | |||
if (m_is_character) | |||
m_character.SetTransform(base_location, base_rotation); | |||
else | |||
m_physics.SetTransform(base_location, base_rotation); | |||
} | |||
lol::mat4 GetTransform() | |||
{ | |||
return m_physics.GetTransform(); | |||
if (m_is_character) | |||
return m_character.GetTransform(); | |||
else | |||
return m_physics.GetTransform(); | |||
} | |||
void SetRender(bool should_render) | |||
@@ -182,6 +206,7 @@ public: | |||
EasyMesh *GetMesh() { return &m_mesh; } | |||
EasyPhysic *GetPhysic() { return &m_physics; } | |||
EasyPhysic *GetCharacter() { return &m_character; } | |||
~PhysicsObject() | |||
{ | |||
@@ -206,16 +231,23 @@ protected: | |||
} | |||
if (m_should_render) | |||
m_mesh.Render(m_physics.GetTransform()); | |||
{ | |||
if (m_is_character) | |||
m_mesh.Render(m_character.GetTransform()); | |||
else | |||
m_mesh.Render(m_physics.GetTransform()); | |||
} | |||
} | |||
private: | |||
//Base datas | |||
EasyMesh m_mesh; | |||
EasyPhysic m_physics; | |||
EasyMesh m_mesh; | |||
EasyPhysic m_physics; | |||
EasyCharacterController m_character; | |||
bool m_ready; | |||
bool m_should_render; | |||
bool m_is_character; | |||
}; | |||
#endif /* __PHYSICOBJECT_H__ */ | |||
@@ -75,31 +75,36 @@ void EasyPhysic::SetShapeTo(btCollisionShape* collision_shape) | |||
void EasyPhysic::SetShapeToBox(lol::vec3& box_size) | |||
{ | |||
vec3 new_box_size = box_size * LOL2BT_UNIT * LOL2BT_SIZE; | |||
SetShapeTo(new btBoxShape(LOL2BT_VEC3(new_box_size))); | |||
m_convex_shape = new btBoxShape(LOL2BT_VEC3(new_box_size)); | |||
SetShapeTo(m_convex_shape); | |||
} | |||
void EasyPhysic::SetShapeToSphere(float radius) | |||
{ | |||
SetShapeTo(new btSphereShape(radius * LOL2BT_UNIT * LOL2BT_SIZE)); | |||
m_convex_shape = new btSphereShape(radius * LOL2BT_UNIT * LOL2BT_SIZE); | |||
SetShapeTo(m_convex_shape); | |||
} | |||
void EasyPhysic::SetShapeToCone(float radius, float height) | |||
{ | |||
SetShapeTo(new btConeShape( radius * LOL2BT_UNIT, | |||
height * LOL2BT_UNIT)); | |||
m_convex_shape = new btConeShape( radius * LOL2BT_UNIT, | |||
height * LOL2BT_UNIT); | |||
SetShapeTo(m_convex_shape); | |||
} | |||
void EasyPhysic::SetShapeToCylinder(lol::vec3& cyl_size) | |||
{ | |||
vec3 new_cyl_size = cyl_size * LOL2BT_UNIT; | |||
new_cyl_size.y *= LOL2BT_SIZE; | |||
SetShapeTo(new btCylinderShape(LOL2BT_VEC3(new_cyl_size))); | |||
m_convex_shape = new btCylinderShape(LOL2BT_VEC3(new_cyl_size)); | |||
SetShapeTo(m_convex_shape); | |||
} | |||
void EasyPhysic::SetShapeToCapsule(float radius, float height) | |||
{ | |||
SetShapeTo(new btCapsuleShape( radius * LOL2BT_UNIT * LOL2BT_SIZE, | |||
height * LOL2BT_UNIT * LOL2BT_SIZE)); | |||
m_convex_shape = new btCapsuleShape(radius * LOL2BT_UNIT * LOL2BT_SIZE, | |||
height * LOL2BT_UNIT * LOL2BT_SIZE); | |||
SetShapeTo(m_convex_shape); | |||
} | |||
//------------------------------------------------------------------------- | |||
@@ -107,6 +112,8 @@ void EasyPhysic::SetShapeToCapsule(float radius, float height) | |||
//-- | |||
void EasyPhysic::SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation) | |||
{ | |||
m_local_to_world = lol::mat4::translate(base_location) * mat4(base_rotation); | |||
if (m_ghost_object) | |||
m_ghost_object->setWorldTransform(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(base_location * LOL2BT_UNIT))); | |||
else | |||
@@ -150,11 +157,22 @@ void EasyPhysic::InitBodyToRigid(bool SetToKinematic) | |||
m_rigid_body = new btRigidBody(NewInfos); | |||
m_collision_object = m_rigid_body; | |||
if (m_mass == .0f && SetToKinematic) | |||
if (m_mass == .0f) | |||
{ | |||
m_rigid_body->setActivationState(DISABLE_DEACTIVATION); | |||
m_rigid_body->setCollisionFlags(m_rigid_body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT); | |||
if (SetToKinematic) | |||
{ | |||
m_rigid_body->setActivationState(DISABLE_DEACTIVATION); | |||
m_rigid_body->setCollisionFlags(m_rigid_body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT); | |||
} | |||
} | |||
else | |||
SetMass(m_mass); | |||
} | |||
//Return correct Ghost Object | |||
btGhostObject* EasyPhysic::GetGhostObject() | |||
{ | |||
return new btGhostObject(); | |||
} | |||
//Init to Ghost object, for Overlap/Sweep Test/Touching logic | |||
@@ -163,14 +181,13 @@ void EasyPhysic::InitBodyToGhost() | |||
if (m_collision_object) | |||
delete m_collision_object; | |||
m_ghost_object = new btGhostObject(); | |||
m_ghost_object = GetGhostObject(); | |||
m_ghost_object->setCollisionShape(m_collision_shape); | |||
m_collision_object = m_ghost_object; | |||
SetTransform(vec3(.0f)); | |||
SetTransform(m_local_to_world.v3.xyz, lol::quat(m_local_to_world)); | |||
m_ghost_object->setCollisionFlags(m_ghost_object->getCollisionFlags()); | |||
//btCollisionObject::CF_CHARACTER_OBJECT | |||
} | |||
//Add Physic object to the simulation | |||
@@ -205,7 +222,7 @@ void EasyPhysic::RemoveFromSimulation(class Simulation* current_simulation) | |||
{ | |||
if (m_rigid_body) | |||
dynamics_world->removeRigidBody(m_rigid_body); | |||
else | |||
else if (m_collision_object) | |||
dynamics_world->removeCollisionObject(m_collision_object); | |||
} | |||
} | |||
@@ -241,33 +258,53 @@ void EasyPhysic::SetLocalInertia(float mass) | |||
//EASY_CHARACTER_CONTROLLER | |||
//-- | |||
void EasyCharacterController::SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation) | |||
//Deactivated for Character controller | |||
void EasyCharacterController::InitBodyToRigid(bool ZeroMassIsKinematic) | |||
{ | |||
} | |||
void EasyCharacterController::SetMass(float mass) | |||
{ | |||
} | |||
void EasyCharacterController::InitBodyToRigid(bool ZeroMassIsKinematic) | |||
//Return correct Ghost Object | |||
btGhostObject* EasyCharacterController::GetGhostObject() | |||
{ | |||
return new btPairCachingGhostObject(); | |||
} | |||
//Init to Pair caching ghost object, since Character uses that one. | |||
void EasyCharacterController::InitBodyToGhost() | |||
{ | |||
//btCollisionObject::CF_CHARACTER_OBJECT | |||
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); | |||
dynamics_world->addAction(m_character); | |||
} | |||
} | |||
//Remove Physic object to the simulation | |||
void EasyCharacterController::RemoveFromSimulation(class Simulation* current_simulation) | |||
{ | |||
EasyPhysic::RemoveFromSimulation(current_simulation); | |||
} | |||
mat4 EasyCharacterController::GetTransform() | |||
{ | |||
return mat4(1.f); | |||
btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld(); | |||
if (dynamics_world) | |||
{ | |||
if (m_character) | |||
dynamics_world->removeAction(m_character); | |||
} | |||
} | |||
//------------------------------------------------------------------------- | |||
@@ -22,6 +22,7 @@ | |||
#include <bullet/btBulletDynamicsCommon.h> | |||
#include <bullet/btBulletCollisionCommon.h> | |||
#include <bullet/BulletCollision/CollisionDispatch/btGhostObject.h> | |||
#include <BulletDynamics/Character/btKinematicCharacterController.h> | |||
#endif | |||
namespace lol | |||
@@ -60,6 +61,8 @@ protected: | |||
virtual void SetLocalInertia(float mass); | |||
virtual void SetShapeTo(btCollisionShape* collision_shape); | |||
virtual btGhostObject* GetGhostObject(); | |||
btCollisionObject* m_collision_object; | |||
btGhostObject* m_ghost_object; | |||
@@ -68,6 +71,7 @@ protected: | |||
btVector3 m_local_inertia; | |||
btCollisionShape* m_collision_shape; | |||
btConvexShape* m_convex_shape; | |||
btMotionState* m_motion_state; | |||
#else // NO PHYSIC IMPLEMENTATION | |||
@@ -90,6 +94,8 @@ public: | |||
virtual void RemoveFromSimulation(class Simulation* current_simulation) { } | |||
virtual mat4 GetTransform() { return mat4(1.0f); } | |||
virtual void InitBodyToGhost() { } | |||
#endif // PHYSIC IMPLEMENTATION | |||
public: | |||
@@ -121,20 +127,31 @@ class EasyCharacterController : public EasyPhysic | |||
#ifdef HAVE_PHYS_USE_BULLET | |||
public: | |||
EasyCharacterController(); | |||
~EasyCharacterController(); | |||
EasyCharacterController() : | |||
EasyPhysic(), | |||
m_character(NULL) | |||
{ | |||
m_up_axis = 1; | |||
} | |||
~EasyCharacterController() | |||
{ | |||
delete m_character; | |||
} | |||
virtual void SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation=lol::quat(lol::mat4(1.0f))); | |||
virtual void SetMass(float mass); | |||
virtual void InitBodyToRigid(bool ZeroMassIsKinematic=false); | |||
virtual void InitBodyToGhost(); | |||
virtual void AddToSimulation(class Simulation* current_simulation); | |||
virtual void RemoveFromSimulation(class Simulation* current_simulation); | |||
virtual mat4 GetTransform(); | |||
protected: | |||
virtual btGhostObject* GetGhostObject(); | |||
btPairCachingGhostObject* m_pair_caching_object; | |||
btKinematicCharacterController* m_character; | |||
float m_step_height; | |||
int m_up_axis; | |||
#else // NO PHYSIC IMPLEMENTATION | |||