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; | 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) | if (1) | ||||
{ | { | ||||
for (int x=0; x < 6; x++) | for (int x=0; x < 6; x++) | ||||
@@ -324,7 +341,7 @@ void BtPhysTest::TickGame(float seconds) | |||||
PhysObj->SetRender(true); | PhysObj->SetRender(true); | ||||
} | } | ||||
if (1) | |||||
if (0) | |||||
{ | { | ||||
for (int i = 0; i < m_ground_list.Count(); i++) | 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); | PhysObjBarycenter = vec3(.0f); | ||||
for (int i = 0; i < m_physobj_list.Count(); i++) | for (int i = 0; i < m_physobj_list.Count(); i++) | ||||
{ | { | ||||
@@ -447,6 +485,13 @@ BtPhysTest::~BtPhysTest() | |||||
CurPop->GetPhysic()->RemoveFromSimulation(m_simulation); | CurPop->GetPhysic()->RemoveFromSimulation(m_simulation); | ||||
Ticker::Unref(CurPop); | 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()) | while (m_physobj_list.Count()) | ||||
{ | { | ||||
PhysicsObject* CurPop = m_physobj_list.Last(); | PhysicsObject* CurPop = m_physobj_list.Last(); | ||||
@@ -28,6 +28,7 @@ private: | |||||
Array<EasyConstraint*> m_constraint_list; | Array<EasyConstraint*> m_constraint_list; | ||||
Array<PhysicsObject*> m_physobj_list; | Array<PhysicsObject*> m_physobj_list; | ||||
Array<PhysicsObject*> m_ground_list; | Array<PhysicsObject*> m_ground_list; | ||||
Array<PhysicsObject*> m_platform_list; | |||||
#if 0 | #if 0 | ||||
EasyMesh m_ground_mesh; | EasyMesh m_ground_mesh; | ||||
@@ -34,6 +34,19 @@ public: | |||||
m_physics.AddToSimulation(new_sim); | 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) | 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) | ||||
{ | { | ||||
@@ -32,6 +32,7 @@ namespace phys | |||||
EasyPhysic::EasyPhysic() : | EasyPhysic::EasyPhysic() : | ||||
m_collision_object(NULL), | m_collision_object(NULL), | ||||
m_rigid_body(NULL), | m_rigid_body(NULL), | ||||
m_ghost_object(NULL), | |||||
m_collision_shape(NULL), | m_collision_shape(NULL), | ||||
m_motion_state(NULL), | m_motion_state(NULL), | ||||
m_mass(.0f), | 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) | 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 | 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) | if (m_collision_object) | ||||
delete m_collision_object; | delete m_collision_object; | ||||
SetLocalInertia(m_mass); | |||||
if (!m_motion_state) | if (!m_motion_state) | ||||
SetTransform(vec3(.0f)); | 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) | void EasyPhysic::AddToSimulation(class Simulation* current_simulation) | ||||
{ | { | ||||
btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld(); | btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld(); | ||||
if (dynamics_world) | 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); | dynamics_world->addRigidBody(m_rigid_body, m_collision_group, m_collision_mask); | ||||
if (m_mass != .0f) | if (m_mass != .0f) | ||||
@@ -21,6 +21,7 @@ | |||||
#include "core.h" | #include "core.h" | ||||
#include <bullet/btBulletDynamicsCommon.h> | #include <bullet/btBulletDynamicsCommon.h> | ||||
#include <bullet/btBulletCollisionCommon.h> | #include <bullet/btBulletCollisionCommon.h> | ||||
#include <bullet/BulletCollision/CollisionDispatch/btGhostObject.h> | |||||
#endif | #endif | ||||
namespace lol | 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 SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation=lol::quat(lol::mat4(1.0f))); | ||||
void SetMass(float mass); | void SetMass(float mass); | ||||
void InitBodyToRigid(bool ZeroMassIsKinematic=false); | void InitBodyToRigid(bool ZeroMassIsKinematic=false); | ||||
void InitBodyToGhost(); | |||||
void AddToSimulation(class Simulation* current_simulation); | void AddToSimulation(class Simulation* current_simulation); | ||||
void RemoveFromSimulation(class Simulation* current_simulation); | void RemoveFromSimulation(class Simulation* current_simulation); | ||||
mat4 GetTransform(); | mat4 GetTransform(); | ||||
@@ -60,6 +62,8 @@ protected: | |||||
btCollisionObject* m_collision_object; | btCollisionObject* m_collision_object; | ||||
btGhostObject* m_ghost_object; | |||||
btRigidBody* m_rigid_body; | btRigidBody* m_rigid_body; | ||||
btVector3 m_local_inertia; | 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 SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation=lol::quat(lol::mat4(1.0f))) { } | ||||
void SetMass(float mass) { } | void SetMass(float mass) { } | ||||
void InitBodyToRigid() { } | void InitBodyToRigid() { } | ||||
void InitBodyToGhost() { } | |||||
void AddToSimulation(class Simulation* current_simulation) { } | void AddToSimulation(class Simulation* current_simulation) { } | ||||
void RemoveFromSimulation(class Simulation* current_simulation) { } | void RemoveFromSimulation(class Simulation* current_simulation) { } | ||||
mat4 GetTransform() { return mat4(1.0f); } | mat4 GetTransform() { return mat4(1.0f); } | ||||
@@ -159,11 +159,13 @@ private: | |||||
//Adds the given EasyPhysic to the correct list. | //Adds the given EasyPhysic to the correct list. | ||||
void AddToDynamic(EasyPhysic* NewEPDynamic) { m_dynamic_list << NewEPDynamic; } | void AddToDynamic(EasyPhysic* NewEPDynamic) { m_dynamic_list << NewEPDynamic; } | ||||
void AddToStatic(EasyPhysic* NewEPStatic) { m_static_list << NewEPStatic; } | void AddToStatic(EasyPhysic* NewEPStatic) { m_static_list << NewEPStatic; } | ||||
void AddToGhost(EasyPhysic* NewEPGhost) { m_ghost_list << NewEPGhost; } | |||||
void AddToConstraint(EasyConstraint* NewEC) { m_constraint_list << NewEC; } | void AddToConstraint(EasyConstraint* NewEC) { m_constraint_list << NewEC; } | ||||
//Easy Physics body List | //Easy Physics body List | ||||
Array<EasyPhysic*> m_dynamic_list; | Array<EasyPhysic*> m_dynamic_list; | ||||
Array<EasyPhysic*> m_static_list; | Array<EasyPhysic*> m_static_list; | ||||
Array<EasyPhysic*> m_ghost_list; | |||||
Array<EasyConstraint*> m_constraint_list; | Array<EasyConstraint*> m_constraint_list; | ||||
//Easy Physics data storage | //Easy Physics data storage | ||||