// // Orbital // // Copyright: (c) 2009-2013 Cédric Lecacheur // (c) 2009-2013 Benjamin "Touky" Huet // (c) 2012 Sam Hocevar // #pragma once /* FIXME: this file is pure crap; it's only a test. */ #include #include "easymesh/easymesh.h" #include "physics/easyphysics.h" #include "physics/easycharactercontroller.h" #include "physics/easyconstraint.h" using namespace lol; using namespace lol::phys; #if CAT_MODE #define USE_SPHERE 1 #else #define USE_BOX 1 #define USE_SPHERE 1 #define USE_CONE 1 #define USE_CYLINDER 1 #define USE_CAPSULE 1 #endif class PhysicsObject : public WorldEntity { public: PhysicsObject(Simulation* new_sim, const vec3 &base_location, const quat &base_rotation) : m_custom_shader(0), m_ready(false), m_should_render(true), m_is_character(false), m_is_phys(false) { m_physics = new EasyPhysic(this); m_mesh.Compile("[sc#ddd afcb 60 1 60 -.1]"); vec3 BoxSize = vec3(60.f, 1.f, 60.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, const vec3 &base_location, const quat &base_rotation, int dummy) : m_custom_shader(0), m_ready(false), m_should_render(true), m_is_character(false), m_is_phys(false) { if (dummy == 1) //for platform purpose { m_physics = new EasyPhysic(this); m_mesh.Compile("[sc#ddd afcb 20 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); } else if (dummy == 2) //for character purpose { m_character = new EasyCharacterController(this); m_is_character = true; //m_mesh.Compile("[sc#f00 afcb10 10 10 -.1]"); m_mesh.Compile( "[sc#000 scb#000" //"[sc#aaa scb#aaa" "[ad8 2 0 rx180 ty-1]" "[asph8 .5 ty1]" "[ac32 2 .5 .5 0 0]" "[asph6 .1 ty.9 tx.5 tz.15]" "[asph6 .1 ty.9 tx.5 tz-.15]" "[asph8 .05 sy10 ty.6 tz.5]" "[asph8 .05 sy10 ty.6 tz-.5]" "]" "[sc#fd0 scb#fd0" "[ac8 .4 .1 0 0 0 ty.25 rz-90 ty.7 tx.5]" "]" "[" "[sc#fff scb#fff" "[ad8 2 0 rx180 ty-1]" "[asph8 .5 ty1]" "[ac32 1.9 .5 .5 0 0]" "]" " ty-.1 tx.05]" ); vec3 BoxSize = vec3(1.f, 2.f, 1.f); m_character->SetCollisionChannel(0, 0xFF); m_character->SetShapeToCapsule(BoxSize.x, BoxSize.y); m_character->SetMass(.0f); //m_character->SetStepHeight(1.f); m_character->SetTransform(base_location, base_rotation); m_character->InitBodyToGhost(); m_character->AddToSimulation(new_sim); } else if (dummy == 3) //for Stairs purpose { m_physics = new EasyPhysic(this); m_mesh.Compile("[sc#aae afcb4 .25 4 -.01]"); vec3 BoxSize = vec3(4.f, .25f, 4.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_custom_shader(0), m_ready(false), m_should_render(true), m_is_character(false), m_is_phys(false) { array MeshRand; array MeshLimit; array MeshType; MeshLimit << 0; #if USE_BOX MeshRand << "[sc#add afcb1.7 1.7 1.7 0.4][sc#000 tsw afcb1.9 1.9 1.9 0.4 sx-1 sy-1 sz-1]"; MeshRand << "[sc#dad afcb1.7 1.7 1.7 0.4][sc#000 tsw afcb1.9 1.9 1.9 0.4 sx-1 sy-1 sz-1]"; MeshRand << "[sc#dda afcb1.7 1.7 1.7 0.4][sc#000 tsw afcb1.9 1.9 1.9 0.4 sx-1 sy-1 sz-1]"; MeshRand << "[sc#daa afcb1.7 1.7 1.7 0.4][sc#000 tsw afcb1.9 1.9 1.9 0.4 sx-1 sy-1 sz-1]"; MeshRand << "[sc#ada afcb1.7 1.7 1.7 0.4][sc#000 tsw afcb1.9 1.9 1.9 0.4 sx-1 sy-1 sz-1]"; MeshRand << "[sc#aad afcb1.7 1.7 1.7 0.4][sc#000 tsw afcb1.9 1.9 1.9 0.4 sx-1 sy-1 sz-1]"; MeshLimit << MeshRand.Count(); MeshType << 0; #endif //USE_BOX #if USE_SPHERE #if CAT_MODE int nb_sprite = NB_SPRITE; //SPRITE vec2 start_point = vec2((float)rand(nb_sprite), (float)rand(nb_sprite)) / vec2((float)nb_sprite); //vec2(0.f, .0f) / vec2((float)nb_sprite); vec2 size = vec2(1.f) / vec2((float)nb_sprite); m_mesh.BD()->SetTexCoordCustomBuild(MeshType::Quad, MeshFaceType::QuadDefault, start_point, start_point + size); m_mesh.BD()->SetTexCoordCustomBuild2(MeshType::Quad, MeshFaceType::QuadDefault, vec2(-PARTICLE_SIZE), vec2(PARTICLE_SIZE)); MeshRand << "[tpbn tvnc sc#ffff aq 0 0]"; MeshRand << "[tpbn tvnc sc#faaf aq 0 0]"; MeshRand << "[tpbn tvnc sc#afaf aq 0 0]"; MeshRand << "[tpbn tvnc sc#aaff aq 0 0]"; #else MeshRand << "[sc#add asph1 2]"; MeshRand << "[sc#dad asph1 2]"; MeshRand << "[sc#dda asph1 2]"; MeshRand << "[sc#daa asph1 2]"; MeshRand << "[sc#ada asph1 2]"; MeshRand << "[sc#aad asph1 2]"; #endif MeshLimit << MeshRand.Count(); MeshType << 1; #endif //USE_SPHERE #if USE_CONE MeshRand << "[sc#add scb#add ad8 2 0 rx180 ty-1 ac8 2 2 0 0 0]"; MeshRand << "[sc#dad scb#dad ad8 2 0 rx180 ty-1 ac8 2 2 0 0 0]"; MeshRand << "[sc#dda scb#dda ad8 2 0 rx180 ty-1 ac8 2 2 0 0 0]"; MeshRand << "[sc#daa scb#daa ad8 2 0 rx180 ty-1 ac8 2 2 0 0 0]"; MeshRand << "[sc#ada scb#ada ad8 2 0 rx180 ty-1 ac8 2 2 0 0 0]"; MeshRand << "[sc#aad scb#aad ad8 2 0 rx180 ty-1 ac8 2 2 0 0 0]"; MeshLimit << MeshRand.Count(); MeshType << 2; #endif //USE_CONE #if USE_CYLINDER MeshRand << "[sc#add scb#add ad8 2 0 rx180 ty-1 my ac8 2 2 2 0 0]"; MeshRand << "[sc#dad scb#dad ad8 2 0 rx180 ty-1 my ac8 2 2 2 0 0]"; MeshRand << "[sc#dda scb#dda ad8 2 0 rx180 ty-1 my ac8 2 2 2 0 0]"; MeshRand << "[sc#daa scb#daa ad8 2 0 rx180 ty-1 my ac8 2 2 2 0 0]"; MeshRand << "[sc#ada scb#ada ad8 2 0 rx180 ty-1 my ac8 2 2 2 0 0]"; MeshRand << "[sc#aad scb#aad ad8 2 0 rx180 ty-1 my ac8 2 2 2 0 0]"; MeshLimit << MeshRand.Count(); MeshType << 3; #endif //USE_CYLINDER #if USE_CAPSULE MeshRand << "[sc#add scb#add acap1 2 1]"; MeshRand << "[sc#dad scb#dad acap1 2 1]"; MeshRand << "[sc#dda scb#dda acap1 2 1]"; MeshRand << "[sc#daa scb#daa acap1 2 1]"; MeshRand << "[sc#ada scb#ada acap1 2 1]"; MeshRand << "[sc#aad scb#aad acap1 2 1]"; MeshLimit << MeshRand.Count(); MeshType << 4; #endif //USE_CAPSULE int RandLimit = RandValue; if (MeshLimit.Count() <= RandValue || RandValue < 0) RandLimit = rand(MeshLimit.Count() - 1); RandValue = rand(MeshLimit[RandLimit], MeshLimit[RandLimit + 1]); m_physics = new EasyPhysic(this); m_mesh.Compile(MeshRand[RandValue]); m_mesh.Scale(vec3(OBJ_SIZE)); vec3 BoxSize = vec3(2.0f) * OBJ_SIZE; int ColGroup = 1; switch (MeshType[RandLimit]) { case 0: { m_physics->SetShapeToBox(BoxSize); ColGroup += 0; break; } case 1: { m_physics->SetShapeToSphere(BoxSize.x); ColGroup += 1; break; } case 2: { m_physics->SetShapeToCone(BoxSize.x, BoxSize.y); ColGroup += 2; break; } case 3: { m_physics->SetShapeToCylinder(BoxSize); ColGroup += 3; break; } case 4: { m_physics->SetShapeToCapsule(BoxSize.x, BoxSize.y); ColGroup += 4; break; } default: { } } m_physics->SetHitRestitution(1.0f); m_physics->SetCollisionChannel(0, 0xFF); //m_physics->SetCollisionChannel(ColGroup, (1 << ColGroup)|(1)); m_physics->SetMass(base_mass); 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))) { if (m_is_character) m_character->SetTransform(base_location, base_rotation); else m_physics->SetTransform(base_location, base_rotation); } lol::mat4 GetTransform() { if (m_is_character) return m_character->GetTransform(); else return m_physics->GetTransform(); } void SetRender(bool should_render) { m_should_render = should_render; } void SetCustomShaderData(GpuShaderData* custom_shader) { m_custom_shader = custom_shader; } GpuShaderData* GetCustomShaderData() { return m_custom_shader; } EasyMesh *GetMesh() { return &m_mesh; } EasyPhysic *GetPhysic() { return m_physics; } EasyCharacterController *GetCharacter() { return m_character; } ~PhysicsObject() { } char const *GetName() { return ""; } protected: virtual void TickGame(float seconds) { WorldEntity::TickGame(seconds); } virtual void TickDraw(float seconds, Scene &scene) { WorldEntity::TickDraw(seconds, scene); #if CAT_MODE if (!m_is_phys || m_custom_shader) #endif //CAT_MODE { if (!m_ready) { m_mesh.MeshConvert(); /* FIXME: m_custom_shader is ignored */ m_ready = true; } else if (m_should_render) { if (m_is_character) scene.AddPrimitive(m_mesh, m_character->GetTransform()); else scene.AddPrimitive(m_mesh, m_physics->GetTransform()); } } } private: // Base data EasyMesh m_mesh; EasyPhysic* m_physics; EasyCharacterController* m_character; GpuShaderData* m_custom_shader; bool m_ready; bool m_should_render; bool m_is_character; bool m_is_phys; /* Only used in CAT_MODE */ };