// // Lol Engine // // Copyright: (c) 2010-2012 Sam Hocevar // (c) 2009-2012 Benjamin Huet // This program is free software; you can redistribute it and/or // modify it under the terms of the Do What The Fuck You Want To // Public License, Version 2, as published by Sam Hocevar. See // http://sam.zoy.org/projects/COPYING.WTFPL for more details. // // // The EasyPhysic class // ------------------ // #if !defined __EASYPHYSICS_EASYPHYSICS_H__ #define __EASYPHYSICS_EASYPHYSICS_H__ #ifdef HAVE_PHYS_USE_BULLET #include "core.h" #include #include #include #endif //HAVE_PHYS_USE_BULLET namespace lol { namespace phys { class EasyPhysic { friend class Simulation; friend class EasyConstraint; #ifdef HAVE_PHYS_USE_BULLET public: EasyPhysic(WorldEntity* NewOwnerEntity); ~EasyPhysic(); virtual void SetShapeToBox(lol::vec3& box_size); virtual void SetShapeToSphere(float radius); virtual void SetShapeToCone(float radius, float height); virtual void SetShapeToCylinder(lol::vec3& cyl_size); virtual void SetShapeToCapsule(float radius, float height); virtual bool CanChangeCollisionChannel() { return (m_rigid_body == NULL); } virtual mat4 GetTransform(); virtual void SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation=lol::quat(lol::mat4(1.0f))); protected: virtual void BaseTransformChanged(const lol::mat4& PreviousMatrix, const lol::mat4& NewMatrix); public: virtual void SetMass(float mass); virtual void InitBodyToRigid(bool ZeroMassIsKinematic=false); virtual void InitBodyToGhost(); virtual void AddToSimulation(class Simulation* current_simulation); virtual void RemoveFromSimulation(class Simulation* current_simulation); protected: virtual void SetLocalInertia(float mass); virtual void SetShapeTo(btCollisionShape* collision_shape); virtual btGhostObject* GetGhostObjectInstance(); btCollisionObject* m_collision_object; btGhostObject* m_ghost_object; btRigidBody* m_rigid_body; btVector3 m_local_inertia; btCollisionShape* m_collision_shape; btConvexShape* m_convex_shape; btMotionState* m_motion_state; #else // NO PHYSIC IMPLEMENTATION public: EasyPhysic(WorldEntity* NewOwnerEntity) { m_owner_entity = NewOwnerEntity; } virtual void SetShapeToBox(lol::vec3& BoxSize) { } virtual void SetShapeToSphere(float radius) { } virtual void SetShapeToCone(float radius, float height) { } virtual void SetShapeToCylinder(lol::vec3& cyl_size) { } virtual void SetShapeToCapsule(float radius, float height) { } virtual bool CanChangeCollisionChannel() { return true; } virtual mat4 GetTransform() { return mat4(1.0f); } virtual void SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation=lol::quat(lol::mat4(1.0f))) { } private: virtual void BaseTransformChanged(const lol::mat4& PreviousMatrix, const lol::mat4& NewMatrix) { } public: virtual void SetMass(float mass) { } virtual void InitBodyToRigid() { } virtual void InitBodyToGhost() { } virtual void AddToSimulation(class Simulation* current_simulation) { } virtual void RemoveFromSimulation(class Simulation* current_simulation) { } virtual void InitBodyToGhost() { } #endif // PHYSIC IMPLEMENTATION public: //Sets the collision Group & Mask. //Mask can change at runtime, not group ! virtual bool SetCollisionChannel(int NewGroup, int NewMask) { if (CanChangeCollisionChannel()) { m_collision_group = (1<m_base_physic == this)) return; if (NewBase) { bool bAlreadyExists = false; for (int i = 0; i < NewBase->m_based_physic_list.Count(); ++i) if (NewBase->m_based_physic_list[i] == this) bAlreadyExists = true; if (!bAlreadyExists) NewBase->m_based_physic_list << this; m_base_physic = NewBase; m_base_lock_location = NewBaseLockLocation; m_base_lock_rotation = NewBaseLockRotation; } else if (m_base_physic) { for (int i = 0; i < m_base_physic->m_based_physic_list.Count(); ++i) if (m_base_physic->m_based_physic_list[i] == this) m_base_physic->m_based_physic_list.Remove(i--); m_base_physic = NULL; } } protected: lol::mat4 m_local_to_world; float m_mass; int m_collision_group; int m_collision_mask; WorldEntity* m_owner_entity; Simulation* m_owner_simulation; //Base/Attachment logic Array m_based_physic_list; //List of objects based on this : this object moves, its based object MoveStep with it. EasyPhysic* m_base_physic; //Base for this object : The base moves, the object moves with it. bool m_base_lock_location; //when this is TRUE, location moves with rotation change. bool m_base_lock_rotation; //when this is TRUE, rotation moves with rotation change. //Touch logic Array m_touching_physic; //Maintained by ghost objects }; } /* namespace phys */ } /* namespace lol */ #endif /* __EASYPHYSICS_EASYPHYSICS_H__ */