@@ -74,16 +74,42 @@ BtPhysTest::BtPhysTest(bool editor) | |||
vec3 NewGravity = vec3(.0f, -10.0f, .0f); | |||
m_simulation->SetGravity(NewGravity); | |||
m_ground_object = new PhysicsObject(m_simulation); | |||
Ticker::Ref(m_ground_object); | |||
float offset = 30.f; | |||
vec3 pos_offset = vec3(.0f, 30.f, .0f); | |||
for (int i=0; i < 6; i++) | |||
{ | |||
int idx = i/2; | |||
vec3 NewPosition = pos_offset; | |||
NewPosition[idx] += offset; | |||
offset *= -1.f; | |||
quat NewRotation = quat(mat4(1.f)); | |||
PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation); | |||
if (idx != 1) | |||
{ | |||
vec3 axis = vec3(.0f); | |||
axis[idx] = 1; | |||
NewRotation = quat::rotate(90.f, axis); | |||
} | |||
for (int x=0; x < 10; x++) | |||
NewPhyobj->SetTransform(NewPosition, NewRotation); | |||
Ticker::Ref(NewPhyobj); | |||
m_ground_list << NewPhyobj; | |||
} | |||
for (int x=0; x < 5; x++) | |||
{ | |||
for (int y=0; y < 10; y++) | |||
for (int y=0; y < 5; 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); | |||
for (int z=0; z < 4; z++) | |||
{ | |||
PhysicsObject* new_physobj = new PhysicsObject(m_simulation, 10.f, | |||
vec3(-20.f, 40.f, -20.f) + | |||
vec3(4.f * (float)x, 4.f * (float)y, 4.f * (float)z)); | |||
m_physobj_list << new_physobj; | |||
Ticker::Ref(new_physobj); | |||
} | |||
} | |||
} | |||
@@ -242,8 +268,40 @@ void BtPhysTest::TickGame(float seconds) | |||
m_simulation->TickContext(seconds); | |||
m_camera->SetTarget(vec3(.0f)); | |||
m_camera->SetPosition(vec3(-30.0f, 20.0f, .0f)); | |||
vec3 barycenter = vec3(.0f); | |||
float factor = .0f; | |||
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 - vec3(.0f, 50.f, .0f); | |||
vec3 CenterToCam = m_camera->m_position - vec3(.0f, 50.f, .0f); | |||
if (dot(CenterToCam, CenterToGround) > .0f) | |||
PhysObj->SetRender(false); | |||
else | |||
PhysObj->SetRender(true); | |||
barycenter += GroundMat.v3.xyz; | |||
factor += 1.f; | |||
} | |||
barycenter /= factor; | |||
for (int i = 0; i < m_ground_list.Count(); i++) | |||
{ | |||
PhysicsObject* PhysObj = m_ground_list[i]; | |||
mat4 GroundMat = PhysObj->GetTransform(); | |||
mat4 CenterMx = mat4::translate(barycenter); | |||
//GroundMat = inverse(CenterMx) * GroundMat; | |||
//GroundMat = CenterMx * GroundMat; | |||
//mat4(quat::rotate(seconds * 10.0f, vec3(0, 1, 0))) * CenterMx; | |||
//PhysObj->SetTransform(GroundMat.v3.xyz, quat(GroundMat)); | |||
} | |||
m_camera->SetTarget(barycenter); | |||
m_camera->SetPosition(vec3(-40.0f, 60.0f, -40.0f)); | |||
#if 0 | |||
///step the simulation | |||
@@ -322,7 +380,12 @@ void BtPhysTest::TickDraw(float seconds) | |||
BtPhysTest::~BtPhysTest() | |||
{ | |||
Ticker::Unref(m_camera); | |||
Ticker::Unref(m_ground_object); | |||
while (m_ground_list.Count()) | |||
{ | |||
PhysicsObject* CurPop = m_ground_list.Last(); | |||
m_ground_list.Pop(); | |||
Ticker::Unref(CurPop); | |||
} | |||
while (m_physobj_list.Count()) | |||
{ | |||
PhysicsObject* CurPop = m_physobj_list.Last(); | |||
@@ -26,7 +26,7 @@ private: | |||
lol::phys::Simulation* m_simulation; | |||
Array<PhysicsObject*> m_physobj_list; | |||
PhysicsObject* m_ground_object; | |||
Array<PhysicsObject*> m_ground_list; | |||
#if 0 | |||
EasyMesh m_ground_mesh; | |||
@@ -21,19 +21,20 @@ using namespace lol::phys; | |||
class PhysicsObject : public WorldEntity | |||
{ | |||
public: | |||
PhysicsObject(Simulation* new_sim) | |||
: m_ready(false) | |||
PhysicsObject(Simulation* new_sim, const vec3 &base_location, const quat &base_rotation) | |||
: m_ready(false), m_should_render(true) | |||
{ | |||
m_mesh.Compile("[sc#add afcb110 1 110 -.1]"); | |||
vec3 BoxSize = vec3(110.f, 1.f, 110.f); | |||
m_mesh.Compile("[sc#add afcb60 1 60 -.1]"); | |||
vec3 BoxSize = vec3(60.f, 1.f, 60.f); | |||
m_physics.SetShapeToBox(BoxSize); | |||
m_physics.SetMass(.0f); | |||
m_physics.SetTransform(base_location, base_rotation); | |||
m_physics.InitBodyToRigid(); | |||
m_physics.AddToSimulation(new_sim); | |||
} | |||
PhysicsObject(Simulation* new_sim, float base_mass, const vec3 &base_location) | |||
: m_ready(false) | |||
: m_ready(false), m_should_render(true) | |||
{ | |||
Array<char *> MeshRand; | |||
@@ -96,11 +97,26 @@ public: | |||
m_physics.SetShapeToCapsule(BoxSize.x, BoxSize.y); | |||
m_physics.SetMass(base_mass); | |||
m_physics.SetBaseTransform(base_location); | |||
m_physics.SetTransform(base_location); | |||
m_physics.InitBodyToRigid(); | |||
m_physics.AddToSimulation(new_sim); | |||
} | |||
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); | |||
} | |||
lol::mat4 GetTransform() | |||
{ | |||
return m_physics.GetTransform(); | |||
} | |||
void SetRender(bool should_render) | |||
{ | |||
m_should_render = should_render; | |||
} | |||
~PhysicsObject() | |||
{ | |||
} | |||
@@ -123,7 +139,8 @@ protected: | |||
m_ready = true; | |||
} | |||
m_mesh.Render(m_physics.GetTransform()); | |||
if (m_should_render) | |||
m_mesh.Render(m_physics.GetTransform()); | |||
} | |||
private: | |||
@@ -132,6 +149,7 @@ private: | |||
EasyPhysics m_physics; | |||
bool m_ready; | |||
bool m_should_render; | |||
}; | |||
#endif /* __PHYSICOBJECT_H__ */ | |||
@@ -102,10 +102,18 @@ void EasyPhysics::SetShapeToCapsule(float radius, float height) | |||
//------------------------------------------------------------------------- | |||
//Base Location/Rotation setup | |||
//-- | |||
void EasyPhysics::SetBaseTransform(const lol::vec3& base_location, const lol::quat& base_rotation) | |||
void EasyPhysics::SetTransform(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))); | |||
{ | |||
if (m_mass != .0f) | |||
m_motion_state->setWorldTransform(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(base_location))); | |||
else | |||
{ | |||
m_rigid_body->setWorldTransform(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(base_location))); | |||
m_motion_state->setWorldTransform(m_rigid_body->getWorldTransform()); | |||
} | |||
} | |||
else | |||
m_motion_state = new btDefaultMotionState(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(base_location))); | |||
} | |||
@@ -113,7 +121,6 @@ void EasyPhysics::SetBaseTransform(const lol::vec3& base_location, const lol::qu | |||
//------------------------------------------------------------------------- | |||
//Mass related functions | |||
//-- | |||
//Set Shape functions | |||
void EasyPhysics::SetMass(float mass) | |||
{ | |||
@@ -138,7 +145,7 @@ void EasyPhysics::InitBodyToRigid() | |||
SetLocalInertia(m_mass); | |||
if (!m_motion_state) | |||
SetBaseTransform(vec3(.0f)); | |||
SetTransform(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; | |||
@@ -42,7 +42,7 @@ public: | |||
void SetShapeToCylinder(lol::vec3& cyl_size); | |||
void SetShapeToCapsule(float radius, float height); | |||
void SetBaseTransform(const lol::vec3& base_location, const lol::quat& base_rotation=lol::quat(lol::mat4(1.0f))); | |||
void SetTransform(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); | |||
@@ -72,7 +72,7 @@ public: | |||
void SetShapeToCylinder(lol::vec3& cyl_size) { } | |||
void SetShapeToCapsule(float radius, float height) { } | |||
void SetBaseTransform(const lol::vec3& base_location, const lol::quat& base_rotation=lol::quat(lol::mat4(1.0f))) { } | |||
void SetTransform(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) { } | |||