Small tweaks in the BtPhysTest demo. Added Ghost Object skeleton (not tested)legacy
@@ -96,6 +96,23 @@ BtPhysTest::BtPhysTest(bool editor) | |||
m_ground_list << NewPhyobj; | |||
} | |||
{ | |||
quat NewRotation = quat(1.f); | |||
vec3 NewPosition = pos_offset + vec3(5.0f, -20.0f, -15.0f); | |||
PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 0); | |||
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); | |||
m_platform_list << NewPhyobj; | |||
Ticker::Ref(NewPhyobj); | |||
} | |||
if (1) | |||
{ | |||
for (int x=0; x < 6; x++) | |||
@@ -324,7 +341,7 @@ void BtPhysTest::TickGame(float seconds) | |||
PhysObj->SetRender(true); | |||
} | |||
if (1) | |||
if (0) | |||
{ | |||
for (int i = 0; i < m_ground_list.Count(); i++) | |||
{ | |||
@@ -340,6 +357,27 @@ void BtPhysTest::TickGame(float seconds) | |||
} | |||
} | |||
{ | |||
for (int i = 0; i < m_platform_list.Count(); i++) | |||
{ | |||
PhysicsObject* PhysObj = m_platform_list[i]; | |||
mat4 GroundMat = PhysObj->GetTransform(); | |||
if (i == 0) | |||
{ | |||
GroundMat = GroundMat * mat4(quat::fromeuler_xyz(vec3(20.f, .0f, .0f) * seconds)); | |||
PhysObj->SetTransform(GroundMat.v3.xyz, quat(GroundMat)); | |||
} | |||
else | |||
{ | |||
GroundMat = GroundMat * mat4::translate(vec3(.0f, .0f, 10.0f) * seconds); | |||
if (GroundMat.v3.z > 40.0f) | |||
GroundMat = GroundMat * mat4::translate(vec3(.0f, .0f, -80.0f)); | |||
PhysObj->SetTransform(GroundMat.v3.xyz, quat(GroundMat)); | |||
} | |||
} | |||
} | |||
PhysObjBarycenter = vec3(.0f); | |||
for (int i = 0; i < m_physobj_list.Count(); i++) | |||
{ | |||
@@ -447,6 +485,13 @@ BtPhysTest::~BtPhysTest() | |||
CurPop->GetPhysic()->RemoveFromSimulation(m_simulation); | |||
Ticker::Unref(CurPop); | |||
} | |||
while (m_platform_list.Count()) | |||
{ | |||
PhysicsObject* CurPop = m_platform_list.Last(); | |||
m_platform_list.Pop(); | |||
CurPop->GetPhysic()->RemoveFromSimulation(m_simulation); | |||
Ticker::Unref(CurPop); | |||
} | |||
while (m_physobj_list.Count()) | |||
{ | |||
PhysicsObject* CurPop = m_physobj_list.Last(); | |||
@@ -28,6 +28,7 @@ private: | |||
Array<EasyConstraint*> m_constraint_list; | |||
Array<PhysicsObject*> m_physobj_list; | |||
Array<PhysicsObject*> m_ground_list; | |||
Array<PhysicsObject*> m_platform_list; | |||
#if 0 | |||
EasyMesh m_ground_mesh; | |||
@@ -34,6 +34,19 @@ public: | |||
m_physics.AddToSimulation(new_sim); | |||
} | |||
PhysicsObject(Simulation* new_sim, const vec3 &base_location, const quat &base_rotation, int dummy) | |||
: m_ready(false), m_should_render(true) | |||
{ | |||
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); | |||
} | |||
PhysicsObject(Simulation* new_sim, float base_mass, const vec3 &base_location, int RandValue = -1) | |||
: m_ready(false), m_should_render(true) | |||
{ | |||
@@ -32,6 +32,7 @@ namespace phys | |||
EasyPhysic::EasyPhysic() : | |||
m_collision_object(NULL), | |||
m_rigid_body(NULL), | |||
m_ghost_object(NULL), | |||
m_collision_shape(NULL), | |||
m_motion_state(NULL), | |||
m_mass(.0f), | |||
@@ -106,10 +107,15 @@ void EasyPhysic::SetShapeToCapsule(float radius, float height) | |||
//-- | |||
void EasyPhysic::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 * LOL2BT_UNIT))); | |||
if (m_ghost_object) | |||
m_ghost_object->setWorldTransform(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(base_location * LOL2BT_UNIT))); | |||
else | |||
m_motion_state = new btDefaultMotionState(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(base_location * LOL2BT_UNIT))); | |||
{ | |||
if (m_motion_state) | |||
m_motion_state->setWorldTransform(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(base_location * LOL2BT_UNIT))); | |||
else | |||
m_motion_state = new btDefaultMotionState(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(base_location * LOL2BT_UNIT))); | |||
} | |||
} | |||
//------------------------------------------------------------------------- | |||
@@ -137,7 +143,6 @@ void EasyPhysic::InitBodyToRigid(bool SetToKinematic) | |||
if (m_collision_object) | |||
delete m_collision_object; | |||
SetLocalInertia(m_mass); | |||
if (!m_motion_state) | |||
SetTransform(vec3(.0f)); | |||
@@ -152,12 +157,34 @@ void EasyPhysic::InitBodyToRigid(bool SetToKinematic) | |||
} | |||
} | |||
//Init to Ghost object, for Overlap/Sweep Test/Touching logic | |||
void EasyPhysic::InitBodyToGhost() | |||
{ | |||
if (m_collision_object) | |||
delete m_collision_object; | |||
m_ghost_object = new btGhostObject(); | |||
m_ghost_object->setCollisionShape(m_collision_shape); | |||
m_collision_object = m_ghost_object; | |||
SetTransform(vec3(.0f)); | |||
m_ghost_object->setCollisionFlags(m_ghost_object->getCollisionFlags()); | |||
//btCollisionObject::CF_CHARACTER_OBJECT | |||
} | |||
//Add Physic object to the simulation | |||
void EasyPhysic::AddToSimulation(class Simulation* current_simulation) | |||
{ | |||
btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld(); | |||
if (dynamics_world) | |||
{ | |||
if (m_rigid_body) | |||
if (m_ghost_object) | |||
{ | |||
dynamics_world->addCollisionObject(m_ghost_object, m_collision_group, m_collision_mask); | |||
current_simulation->AddToGhost(this); | |||
} | |||
else if (m_rigid_body) | |||
{ | |||
dynamics_world->addRigidBody(m_rigid_body, m_collision_group, m_collision_mask); | |||
if (m_mass != .0f) | |||
@@ -21,6 +21,7 @@ | |||
#include "core.h" | |||
#include <bullet/btBulletDynamicsCommon.h> | |||
#include <bullet/btBulletCollisionCommon.h> | |||
#include <bullet/BulletCollision/CollisionDispatch/btGhostObject.h> | |||
#endif | |||
namespace lol | |||
@@ -50,6 +51,7 @@ public: | |||
void SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation=lol::quat(lol::mat4(1.0f))); | |||
void SetMass(float mass); | |||
void InitBodyToRigid(bool ZeroMassIsKinematic=false); | |||
void InitBodyToGhost(); | |||
void AddToSimulation(class Simulation* current_simulation); | |||
void RemoveFromSimulation(class Simulation* current_simulation); | |||
mat4 GetTransform(); | |||
@@ -60,6 +62,8 @@ protected: | |||
btCollisionObject* m_collision_object; | |||
btGhostObject* m_ghost_object; | |||
btRigidBody* m_rigid_body; | |||
btVector3 m_local_inertia; | |||
@@ -81,6 +85,7 @@ public: | |||
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 InitBodyToGhost() { } | |||
void AddToSimulation(class Simulation* current_simulation) { } | |||
void RemoveFromSimulation(class Simulation* current_simulation) { } | |||
mat4 GetTransform() { return mat4(1.0f); } | |||
@@ -159,11 +159,13 @@ private: | |||
//Adds the given EasyPhysic to the correct list. | |||
void AddToDynamic(EasyPhysic* NewEPDynamic) { m_dynamic_list << NewEPDynamic; } | |||
void AddToStatic(EasyPhysic* NewEPStatic) { m_static_list << NewEPStatic; } | |||
void AddToGhost(EasyPhysic* NewEPGhost) { m_ghost_list << NewEPGhost; } | |||
void AddToConstraint(EasyConstraint* NewEC) { m_constraint_list << NewEC; } | |||
//Easy Physics body List | |||
Array<EasyPhysic*> m_dynamic_list; | |||
Array<EasyPhysic*> m_static_list; | |||
Array<EasyPhysic*> m_ghost_list; | |||
Array<EasyConstraint*> m_constraint_list; | |||
//Easy Physics data storage | |||