Added lol::phys::Simulation, lol::phys::EasyPhysics for easy physic uses. Added PhysicsObject, wich hold EasyMesh & EasyPhysics components so it is easy to use. Easy seems to be the consensus. BtPhysTest now works with new physics classes. Known problem for this commit: Physics is not properly setup. There might be memory leaks, I don't think I've parsed all new/delete. A LOT of primitives are not taken into account.legacy
@@ -22,8 +22,9 @@ | |||
<!-- BulletPhysics --> | |||
<BtPhysDir>$(ContribDir)\bullet-2.80-rev2531</BtPhysDir> | |||
<BtPhysIncludes>$(BtPhysDir)\include;$(BtPhysDir)\include\bullet</BtPhysIncludes> | |||
<Win32Defines>HAVE_PHYS_USE_BULLET;$(Win32Defines)</Win32Defines> | |||
<!-- GTK+ & GtkGl --> | |||
<!-- GTK+ & GtkGl --> | |||
<GtkDir>$(ContribDir)\gtk-2.22.1</GtkDir> | |||
<GtkGlDir>$(ContribDir)\gtkglarea-2.0.1</GtkGlDir> | |||
<GtkIncludes>$(GtkDir)\lib\glib-2.0\include;$(GtkDir)\lib\gtk-2.0\include;$(GtkDir)\include\glib-2.0;$(GtkDir)\include\gtk-2.0;$(GtkDir)\include\cairo;$(GtkDir)\include\pango-1.0;$(GtkDir)\include\gdk-pixbuf-2.0;$(GtkDir)\include\atk-1.0;$(GtkGlDir)\include</GtkIncludes> | |||
@@ -40,8 +40,17 @@ | |||
using namespace lol; | |||
#ifndef HAVE_PHYS_USE_BULLET | |||
#define HAVE_PHYS_USE_BULLET | |||
#endif /* HAVE_PHYS_USE_BULLET */ | |||
#include "Physics\LolPhysics.h" | |||
#include "Physics\EasyPhysics.h" | |||
#include "PhysicObject.h" | |||
#include "BtPhysTest.h" | |||
using namespace lol::phys; | |||
#define CUBE_HALF_EXTENTS .5f | |||
#define EXTRA_HEIGHT 1.f | |||
@@ -60,6 +69,24 @@ BtPhysTest::BtPhysTest(bool editor) | |||
m_ready = false; | |||
m_simulation = new Simulation(); | |||
m_simulation->InitContext(); | |||
m_simulation->SetGravity(vec3(.0f, -10.0f, .0f)); | |||
m_ground_object = new PhysicsObject(m_simulation); | |||
Ticker::Ref(m_ground_object); | |||
for (int x=0; x < 10; x++) | |||
{ | |||
for (int y=0; y < 10; y++) | |||
{ | |||
PhysicsObject* new_physobj = new PhysicsObject(m_simulation, 10.f, vec3(0.f, 20.f, -20.0f) + vec3(.0f, 4.f * (float)y, 4.f * (float)x)); | |||
m_physobj_list << new_physobj; | |||
Ticker::Ref(new_physobj); | |||
} | |||
} | |||
#if 0 | |||
//init Physics | |||
{ | |||
m_bt_ccd_mode = USE_CCD; | |||
@@ -69,7 +96,10 @@ BtPhysTest::BtPhysTest(bool editor) | |||
//use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded) | |||
m_bt_dispatcher = new btCollisionDispatcher(m_bt_collision_config); | |||
m_bt_dispatcher->registerCollisionCreateFunc(BOX_SHAPE_PROXYTYPE,BOX_SHAPE_PROXYTYPE,m_bt_collision_config->getCollisionAlgorithmCreateFunc(CONVEX_SHAPE_PROXYTYPE,CONVEX_SHAPE_PROXYTYPE)); | |||
m_bt_dispatcher->registerCollisionCreateFunc(BOX_SHAPE_PROXYTYPE, | |||
BOX_SHAPE_PROXYTYPE, | |||
m_bt_collision_config->getCollisionAlgorithmCreateFunc(CONVEX_SHAPE_PROXYTYPE, | |||
CONVEX_SHAPE_PROXYTYPE)); | |||
m_bt_broadphase = new btDbvtBroadphase(); | |||
@@ -88,7 +118,7 @@ BtPhysTest::BtPhysTest(bool editor) | |||
btBoxShape* box = new btBoxShape(btVector3(btScalar(110.),btScalar(1.),btScalar(110.))); | |||
btCollisionShape* groundShape = box; | |||
m_bt_collision_shapes << groundShape; | |||
m_ground_mesh.Compile("[sc#ddd afcb110 1 110 -1]"); | |||
m_ground_mesh.Compile("[sc#ddd afcb220 2 220 -1]"); | |||
//m_bt_collision_shapes << new btCylinderShape(btVector3(.5f,.5f,.5f)); | |||
@@ -151,7 +181,7 @@ BtPhysTest::BtPhysTest(bool editor) | |||
//stack them | |||
int colsize = 10; | |||
int row = (i*CUBE_HALF_EXTENTS*2)/(colsize*2*CUBE_HALF_EXTENTS); | |||
int row = int(((float)i*CUBE_HALF_EXTENTS*2.0f)/((float)colsize*2.0f*CUBE_HALF_EXTENTS)); | |||
int row2 = row; | |||
int col = (i)%(colsize)-colsize/2; | |||
@@ -199,6 +229,7 @@ BtPhysTest::BtPhysTest(bool editor) | |||
} | |||
} | |||
} | |||
#endif | |||
} | |||
void BtPhysTest::TickGame(float seconds) | |||
@@ -208,15 +239,22 @@ void BtPhysTest::TickGame(float seconds) | |||
if (Input::GetButtonState(27 /*SDLK_ESCAPE*/)) | |||
Ticker::Shutdown(); | |||
m_simulation->TickContext(seconds); | |||
m_camera->SetTarget(vec3(.0f)); | |||
m_camera->SetPosition(vec3(-30.0f, 10.0f, .0f)); | |||
#if 0 | |||
///step the simulation | |||
if (m_bt_world) | |||
{ | |||
int steps = (int)(seconds / 0.005f); | |||
for (int i = 0; i < steps; i++) | |||
m_bt_world->stepSimulation(seconds / steps); | |||
//int steps = (int)(seconds / 0.005f); | |||
//for (int i = 0; i < steps; i++) | |||
m_bt_world->stepSimulation(seconds /*/ steps*/); | |||
//optional but useful: debug drawing | |||
//m_bt_world->debugDrawWorld(); | |||
} | |||
#endif | |||
} | |||
void BtPhysTest::TickDraw(float seconds) | |||
@@ -225,6 +263,7 @@ void BtPhysTest::TickDraw(float seconds) | |||
if (!m_ready) | |||
{ | |||
#if 0 | |||
m_ground_mesh.MeshConvert(); | |||
m_rigid_mesh[0].MeshConvert(); | |||
m_rigid_mesh[1].MeshConvert(); | |||
@@ -232,12 +271,14 @@ void BtPhysTest::TickDraw(float seconds) | |||
m_rigid_mesh[3].MeshConvert(); | |||
m_rigid_mesh[4].MeshConvert(); | |||
m_rigid_mesh[5].MeshConvert(); | |||
#endif | |||
/* FIXME: this object never cleans up */ | |||
m_ready = true; | |||
} | |||
Video::SetClearColor(vec4(0.0f, 0.0f, 0.12f, 1.0f)); | |||
#if 0 | |||
vec3 BarycenterLocation = vec3(.0f); | |||
float BarycenterFactor = 0.0f; | |||
for(int i=0;i<gNumObjects;i++) | |||
@@ -274,12 +315,14 @@ void BtPhysTest::TickDraw(float seconds) | |||
m_camera->SetTarget(BarycenterLocation); | |||
m_camera->SetPosition(BarycenterLocation + vec3(-20.0f, 8.0f, .0f)); | |||
} | |||
#endif | |||
} | |||
BtPhysTest::~BtPhysTest() | |||
{ | |||
Ticker::Unref(m_camera); | |||
#if 0 | |||
//Exit Physics | |||
{ | |||
//cleanup in the reverse order of creation/initialization | |||
@@ -309,6 +352,7 @@ BtPhysTest::~BtPhysTest() | |||
delete m_bt_dispatcher; | |||
delete m_bt_collision_config; | |||
} | |||
#endif | |||
} | |||
int main(int argc, char **argv) | |||
@@ -23,6 +23,12 @@ protected: | |||
private: | |||
Camera* m_camera; | |||
bool m_ready; | |||
lol::phys::Simulation* m_simulation; | |||
Array<PhysicsObject*> m_physobj_list; | |||
PhysicsObject* m_ground_object; | |||
#if 0 | |||
EasyMesh m_ground_mesh; | |||
EasyMesh m_rigid_mesh[6]; | |||
@@ -40,6 +46,7 @@ private: | |||
btDiscreteDynamicsWorld* m_bt_world; | |||
Array<btCollisionShape*> m_bt_collision_shapes; | |||
Array<btCollisionShape*> m_bt_dynamic_shapes; | |||
#endif | |||
}; | |||
#endif // __BTPHYSTEST_H__ | |||
@@ -36,9 +36,14 @@ | |||
</ItemGroup> | |||
<ItemGroup> | |||
<ClInclude Include="BtPhysTest.h" /> | |||
<ClInclude Include="PhysicObject.h" /> | |||
<ClInclude Include="Physics\EasyPhysics.h" /> | |||
<ClInclude Include="Physics\LolBtPhysicsIntegration.h" /> | |||
<ClInclude Include="Physics\LolPhysics.h" /> | |||
</ItemGroup> | |||
<ItemGroup> | |||
<ClCompile Include="BtPhysTest.cpp" /> | |||
<ClCompile Include="Physics\EasyPhysics.cpp" /> | |||
</ItemGroup> | |||
<ItemGroup> | |||
<ProjectReference Include="$(SolutionDir)\..\..\src\lolcore.vcxproj"> | |||
@@ -70,4 +75,4 @@ | |||
<ImportGroup Label="ExtensionTargets"> | |||
<Import Project="$(SolutionDir)\Lol.Fx.targets" /> | |||
</ImportGroup> | |||
</Project> | |||
</Project> |
@@ -2,13 +2,29 @@ | |||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> | |||
<ItemGroup> | |||
<ClInclude Include="BtPhysTest.h" /> | |||
<ClInclude Include="Physics\EasyPhysics.h"> | |||
<Filter>Physics</Filter> | |||
</ClInclude> | |||
<ClInclude Include="Physics\LolPhysics.h"> | |||
<Filter>Physics</Filter> | |||
</ClInclude> | |||
<ClInclude Include="Physics\LolBtPhysicsIntegration.h"> | |||
<Filter>Physics</Filter> | |||
</ClInclude> | |||
<ClInclude Include="PhysicObject.h" /> | |||
</ItemGroup> | |||
<ItemGroup> | |||
<ClCompile Include="BtPhysTest.cpp" /> | |||
<ClCompile Include="Physics\EasyPhysics.cpp"> | |||
<Filter>Physics</Filter> | |||
</ClCompile> | |||
</ItemGroup> | |||
<ItemGroup> | |||
<Filter Include="generated"> | |||
<UniqueIdentifier>{4fc7662b-b17a-49b9-acd1-0cf767183b06}</UniqueIdentifier> | |||
</Filter> | |||
<Filter Include="Physics"> | |||
<UniqueIdentifier>{ccecd634-9321-4c49-9471-e9da50dda6d3}</UniqueIdentifier> | |||
</Filter> | |||
</ItemGroup> | |||
</Project> |
@@ -0,0 +1,90 @@ | |||
// | |||
// Orbital | |||
// | |||
// Copyright: (c) 2009-2012 Cédric Lecacheur <jordx@free.fr> | |||
// (c) 2009-2012 Benjamin Huet <huet.benjamin@gmail.com> | |||
// (c) 2012 Sam Hocevar <sam@hocevar.net> | |||
// | |||
/* FIXME: this file is pure crap; it's only a test. */ | |||
#if !defined __PHYSICOBJECT_H__ | |||
#define __PHYSICOBJECT_H__ | |||
#include "core.h" | |||
#include "easymesh\easymesh.h" | |||
#include "Physics\EasyPhysics.h" | |||
using namespace lol; | |||
using namespace lol::phys; | |||
class PhysicsObject : public WorldEntity | |||
{ | |||
public: | |||
PhysicsObject(Simulation* new_sim) | |||
: m_ready(false) | |||
{ | |||
m_mesh.Compile("[sc#add afcb110 1 110 -.1]"); | |||
m_physics.SetShapeToBox(vec3(110.f, 1.f, 110.f)); | |||
m_physics.SetMass(.0f); | |||
m_physics.InitBodyToRigid(); | |||
m_physics.AddToSimulation(new_sim); | |||
} | |||
PhysicsObject(Simulation* new_sim, float base_mass, vec3 &base_location) | |||
: m_ready(false) | |||
{ | |||
Array<char *> MeshRand; | |||
MeshRand << "[sc#add afcb2 2 2 -.1]"; | |||
MeshRand << "[sc#dad afcb2 2 2 -.1]"; | |||
MeshRand << "[sc#dda afcb2 2 2 -.1]"; | |||
MeshRand << "[sc#daa afcb2 2 2 -.1]"; | |||
MeshRand << "[sc#ada afcb2 2 2 -.1]"; | |||
MeshRand << "[sc#aad afcb2 2 2 -.1]"; | |||
int RandValue = (int)(lol::RandF() * (MeshRand.Count() - 1)); | |||
m_mesh.Compile(MeshRand[RandValue]); | |||
m_physics.SetShapeToBox(vec3(2.0f)); | |||
m_physics.SetMass(base_mass); | |||
m_physics.SetBaseTransform(base_location); | |||
m_physics.InitBodyToRigid(); | |||
m_physics.AddToSimulation(new_sim); | |||
} | |||
~PhysicsObject() | |||
{ | |||
} | |||
char const *GetName() { return "<PhysicsObject>"; } | |||
protected: | |||
virtual void TickGame(float seconds) | |||
{ | |||
WorldEntity::TickGame(seconds); | |||
} | |||
virtual void TickDraw(float seconds) | |||
{ | |||
WorldEntity::TickDraw(seconds); | |||
if (!m_ready) | |||
{ | |||
m_mesh.MeshConvert(); | |||
m_ready = true; | |||
} | |||
m_mesh.Render(m_physics.GetTransform()); | |||
} | |||
private: | |||
//Base datas | |||
EasyMesh m_mesh; | |||
EasyPhysics m_physics; | |||
bool m_ready; | |||
}; | |||
#endif /* __PHYSICOBJECT_H__ */ | |||
@@ -0,0 +1,160 @@ | |||
// | |||
// Lol Engine | |||
// | |||
// Copyright: (c) 2010-2012 Sam Hocevar <sam@hocevar.net> | |||
// (c) 2009-2012 Cédric Lecacheur <jordx@free.fr> | |||
// (c) 2009-2012 Benjamin Huet <huet.benjamin@gmail.com> | |||
// This program is free software; you can redistribute it and/or | |||
// modify it under the terms of the Do What The Fuck You Want To | |||
// Public License, Version 2, as published by Sam Hocevar. See | |||
// http://sam.zoy.org/projects/COPYING.WTFPL for more details. | |||
// | |||
// | |||
// The EasyMesh class | |||
// ------------------ | |||
// | |||
#if defined HAVE_CONFIG_H | |||
# include "config.h" | |||
#endif | |||
#include "LolBtPhysicsIntegration.h" | |||
#include "LolPhysics.h" | |||
namespace lol | |||
{ | |||
namespace phys | |||
{ | |||
#ifdef HAVE_PHYS_USE_BULLET | |||
EasyPhysics::EasyPhysics() : | |||
m_collision_object(NULL), | |||
m_rigid_body(NULL), | |||
m_collision_shape(NULL), | |||
m_motion_state(NULL), | |||
m_mass(.0f), | |||
m_local_inertia(btVector3(.0f, .0f, .0f)) | |||
{ | |||
} | |||
//------------------------------------------------------------------------- | |||
//Set Shape functions | |||
//-- | |||
void EasyPhysics::SetShapeTo(btCollisionShape* collision_shape) | |||
{ | |||
bool bReinitToRigidBody = false; | |||
if (m_rigid_body) | |||
{ | |||
bReinitToRigidBody = true; | |||
delete m_rigid_body; | |||
} | |||
if (m_collision_shape) | |||
delete m_collision_shape; | |||
m_collision_shape = collision_shape; | |||
if (bReinitToRigidBody) | |||
InitBodyToRigid(); | |||
} | |||
//Box Shape support | |||
void EasyPhysics::SetShapeToBox(lol::vec3& box_size) | |||
{ | |||
SetShapeTo(new btBoxShape(LOL2BT_VEC3(box_size * LOL2BT_UNIT * LOL2BT_SIZE))); | |||
} | |||
//------------------------------------------------------------------------- | |||
//Base Location/Rotation setup | |||
//-- | |||
void EasyPhysics::SetBaseTransform(const lol::vec3& base_location, const lol::quat& base_rotation) | |||
{ | |||
if (m_motion_state) | |||
m_motion_state->setWorldTransform(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(base_location))); | |||
else | |||
m_motion_state = new btDefaultMotionState(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(base_location))); | |||
} | |||
//------------------------------------------------------------------------- | |||
//Mass related functions | |||
//-- | |||
//Set Shape functions | |||
void EasyPhysics::SetMass(float mass) | |||
{ | |||
m_mass = mass; | |||
if (m_rigid_body) | |||
{ | |||
SetLocalInertia(m_mass); | |||
m_rigid_body->setMassProps(mass, LOL2BT_VEC3(m_local_inertia)); | |||
} | |||
} | |||
//------------------------------------------------------------------------- | |||
//Final conversion pass functons : Body related | |||
//-- | |||
//Init to rigid body | |||
void EasyPhysics::InitBodyToRigid() | |||
{ | |||
if (m_collision_object) | |||
delete m_collision_object; | |||
SetLocalInertia(m_mass); | |||
if (!m_motion_state) | |||
SetBaseTransform(vec3(.0f)); | |||
btRigidBody::btRigidBodyConstructionInfo NewInfos(m_mass, m_motion_state, m_collision_shape, m_local_inertia); | |||
m_rigid_body = new btRigidBody(NewInfos); | |||
m_collision_object = m_rigid_body; | |||
} | |||
void EasyPhysics::AddToSimulation(class Simulation* current_simulation) | |||
{ | |||
btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld(); | |||
if (m_rigid_body) | |||
{ | |||
dynamics_world->addRigidBody(m_rigid_body); | |||
if (m_mass != .0f) | |||
current_simulation->AddToDynamic(this); | |||
else | |||
current_simulation->AddToStatic(this); | |||
} | |||
else | |||
dynamics_world->addCollisionObject(m_collision_object); | |||
} | |||
//------------------------------------------------------------------------- | |||
//Getter functons | |||
//-- | |||
mat4 EasyPhysics::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 EasyPhysics::SetLocalInertia(float mass) | |||
{ | |||
if (mass != .0f) | |||
m_collision_shape->calculateLocalInertia(mass, m_local_inertia); | |||
else | |||
m_local_inertia = btVector3(.0f, .0f, .0f); | |||
} | |||
#endif | |||
} /* namespace phys */ | |||
} /* namespace lol */ |
@@ -0,0 +1,77 @@ | |||
// | |||
// Lol Engine | |||
// | |||
// Copyright: (c) 2010-2012 Sam Hocevar <sam@hocevar.net> | |||
// (c) 2009-2012 Benjamin Huet <huet.benjamin@gmail.com> | |||
// This program is free software; you can redistribute it and/or | |||
// modify it under the terms of the Do What The Fuck You Want To | |||
// Public License, Version 2, as published by Sam Hocevar. See | |||
// http://sam.zoy.org/projects/COPYING.WTFPL for more details. | |||
// | |||
// | |||
// The EasyPhysics class | |||
// ------------------ | |||
// | |||
#if !defined __EASYPHYSICS_EASYPHYSICS_H__ | |||
#define __EASYPHYSICS_EASYPHYSICS_H__ | |||
#ifdef HAVE_PHYS_USE_BULLET | |||
#include "core.h" | |||
#include <bullet/btBulletDynamicsCommon.h> | |||
#include <bullet/btBulletCollisionCommon.h> | |||
#endif | |||
namespace lol | |||
{ | |||
namespace phys | |||
{ | |||
class EasyPhysics | |||
{ | |||
#ifdef HAVE_PHYS_USE_BULLET | |||
public: | |||
EasyPhysics(); | |||
void SetShapeToBox(lol::vec3& box_size); | |||
void SetBaseTransform(const lol::vec3& base_location, const lol::quat& base_rotation=lol::quat(lol::mat4(1.0f))); | |||
void SetMass(float mass); | |||
void InitBodyToRigid(); | |||
void AddToSimulation(class Simulation* current_simulation); | |||
mat4 GetTransform(); | |||
protected: | |||
void SetLocalInertia(float mass); | |||
void SetShapeTo(btCollisionShape* collision_shape); | |||
btCollisionObject* m_collision_object; | |||
btRigidBody* m_rigid_body; | |||
btScalar m_mass; | |||
btVector3 m_local_inertia; | |||
btCollisionShape* m_collision_shape; | |||
btMotionState* m_motion_state; | |||
lol::mat4 m_local_to_world; | |||
#else | |||
public: | |||
EasyPhysics() { } | |||
void SetShapeToBox(lol::vec3& BoxSize) { } | |||
void SetBaseTransform(const lol::vec3& base_location, const lol::quat& base_rotation=lol::quat(lol::mat4(1.0f))) { } | |||
void SetMass(float mass) { } | |||
void InitBodyToRigid() { } | |||
void AddToSimulation(class Simulation* current_simulation) { } | |||
mat4 GetTransform() { return mat4(1.0f); } | |||
#endif | |||
}; | |||
} /* namespace phys */ | |||
} /* namespace lol */ | |||
#endif /* __EASYPHYSICS_EASYPHYSICS_H__ */ | |||
@@ -0,0 +1,38 @@ | |||
// | |||
// Lol Engine | |||
// | |||
// Copyright: (c) 2010-2012 Sam Hocevar <sam@hocevar.net> | |||
// (c) 2009-2012 Benjamin Huet <huet.benjamin@gmail.com> | |||
// This program is free software; you can redistribute it and/or | |||
// modify it under the terms of the Do What The Fuck You Want To | |||
// Public License, Version 2, as published by Sam Hocevar. See | |||
// http://sam.zoy.org/projects/COPYING.WTFPL for more details. | |||
// | |||
// | |||
// Bullet Physics integration in Lol | |||
// ------------------ | |||
// | |||
#if !defined __LOLBTPHYSICSINTEGRATION_H__ | |||
#define __LOLBTPHYSICSINTEGRATION_H__ | |||
namespace lol | |||
{ | |||
#define LOL2BT_UNIT 1.0f | |||
#define BT2LOL_UNIT 1.0f | |||
#define LOL2BT_SIZE 0.5f | |||
#define BT2LOL_SIZE 2.0f | |||
#define LOL2BT_VEC3(ELEMENT) (*(btVector3*)(&(ELEMENT))) | |||
#define BT2LOL_VEC3(ELEMENT) (*(lol::vec3*)(&(ELEMENT))) | |||
#define LOL2BT_QUAT(ELEMENT) (*(btQuaternion*)(&(ELEMENT))) | |||
#define BT2LOL_QUAT(ELEMENT) (*(lol::quat*)(&(ELEMENT))) | |||
} /* namespace lol */ | |||
#endif /* __LOLBTPHYSICSINTEGRATION_H__ */ | |||
@@ -0,0 +1,122 @@ | |||
// | |||
// LolPhysics | |||
// | |||
// Copyright: (c) 2009-2012 Benjamin Huet <huet.benjamin@gmail.com> | |||
// (c) 2012 Sam Hocevar <sam@hocevar.net> | |||
// | |||
#if !defined __LOLPHYSICS_H__ | |||
#define __LOLPHYSICS_H__ | |||
#ifdef HAVE_PHYS_USE_BULLET | |||
#include <bullet/btBulletDynamicsCommon.h> | |||
#include <bullet/btBulletCollisionCommon.h> | |||
#include "LolBtPhysicsIntegration.h" | |||
#include "EasyPhysics.h" | |||
#endif | |||
namespace lol | |||
{ | |||
namespace phys | |||
{ | |||
class Simulation | |||
{ | |||
public: | |||
Simulation() : | |||
m_broadphase(NULL), | |||
m_collision_configuration(NULL), | |||
m_dispatcher(NULL), | |||
m_solver(NULL), | |||
m_dynamics_world(NULL) | |||
{ | |||
} | |||
~Simulation() { } | |||
char const *GetName() { return "<Simulation>"; } | |||
#ifdef HAVE_PHYS_USE_BULLET | |||
void InitContext() | |||
{ | |||
// Build the broadphase | |||
m_broadphase = new btDbvtBroadphase(); | |||
// Set up the collision configuration and dispatcher | |||
m_collision_configuration = new btDefaultCollisionConfiguration(); | |||
m_dispatcher = new btCollisionDispatcher(m_collision_configuration); | |||
// The actual physics solver | |||
m_solver = new btSequentialImpulseConstraintSolver; | |||
// The world. | |||
m_dynamics_world = new btDiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_solver, m_collision_configuration); | |||
} | |||
void SetGravity(vec3 &NewGravity) | |||
{ | |||
if (m_dynamics_world) | |||
m_dynamics_world->setGravity(LOL2BT_VEC3(NewGravity)); | |||
} | |||
void TickContext(float seconds) | |||
{ | |||
//step the simulation | |||
if (m_dynamics_world) | |||
{ | |||
int steps = (int)(seconds / 0.005f); | |||
for (int i = 0; i < steps; i++) | |||
m_dynamics_world->stepSimulation(seconds / steps); | |||
} | |||
} | |||
void ExitContext() | |||
{ | |||
delete m_broadphase; | |||
delete m_collision_configuration; | |||
delete m_dispatcher; | |||
delete m_solver; | |||
delete m_dynamics_world; | |||
} | |||
btDiscreteDynamicsWorld* GetWorld() | |||
{ | |||
return m_dynamics_world; | |||
} | |||
void AddToDynamic(EasyPhysics* dynamic_EP) | |||
{ | |||
m_dynamic_list << dynamic_EP; | |||
} | |||
void AddToStatic(EasyPhysics* static_EP) | |||
{ | |||
m_static_list << static_EP; | |||
} | |||
private: | |||
//broadphase | |||
btBroadphaseInterface* m_broadphase; | |||
// Set up the collision configuration and dispatc | |||
btDefaultCollisionConfiguration* m_collision_configuration; | |||
btCollisionDispatcher* m_dispatcher; | |||
// The actual physics solver | |||
btSequentialImpulseConstraintSolver* m_solver; | |||
// The world. | |||
btDiscreteDynamicsWorld* m_dynamics_world; | |||
//Easy Physics body List | |||
Array<EasyPhysics*> m_dynamic_list; | |||
Array<EasyPhysics*> m_static_list; | |||
#else | |||
void InitContext() { } | |||
void TickContext(float seconds) { } | |||
void ExitContext() { } | |||
#endif //HAVE_PHYS_USE_BULLET | |||
}; | |||
} /* namespace phys */ | |||
} /* namespace lol */ | |||
#endif // __LOLPHYSICS_H__ | |||