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 | |||