// // Lol Engine // // Copyright: (c) 2010-2013 Sam Hocevar // (c) 2009-2013 Cédric Lecacheur // (c) 2009-2013 Benjamin "Touky" 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://www.wtfpl.net/ for more details. // #if defined HAVE_CONFIG_H # include "config.h" #endif #include "lolbtphysicsintegration.h" #include "lolphysics.h" namespace lol { namespace phys { //------------------------------------------------------------------------- //EASY_PHYSIC //-- EasyPhysic::EasyPhysic(WorldEntity* NewOwnerEntity) : m_collision_object(NULL), m_ghost_object(NULL), m_rigid_body(NULL), m_local_inertia(btVector3(.0f, .0f, .0f)), m_collision_shape(NULL), m_convex_shape(NULL), m_motion_state(NULL), m_mass(.0f), m_hit_restitution(.0f), m_collision_group(1), m_collision_mask(1), m_owner_entity(NewOwnerEntity), m_owner_simulation(NULL), m_base_physic(NULL) { } EasyPhysic::~EasyPhysic() { m_rigid_body = NULL; delete m_collision_object; delete m_collision_shape; delete m_motion_state; } //------------------------------------------------------------------------- //Set Shape functions //-- void EasyPhysic::SetShapeTo(btCollisionShape* collision_shape) { bool bReinitToRigidBody = false; if (m_rigid_body) { bReinitToRigidBody = true; delete m_rigid_body; } if (m_collision_shape) delete m_collision_shape; m_collision_shape = collision_shape; if (bReinitToRigidBody) InitBodyToRigid(); } //Box Shape support void EasyPhysic::SetShapeToBox(lol::vec3& box_size) { vec3 new_box_size = box_size * LOL2BT_UNIT * LOL2BT_SIZE; m_convex_shape = new btBoxShape(LOL2BT_VEC3(new_box_size)); SetShapeTo(m_convex_shape); } void EasyPhysic::SetShapeToSphere(float radius) { m_convex_shape = new btSphereShape(radius * LOL2BT_UNIT * LOL2BT_SIZE); SetShapeTo(m_convex_shape); } void EasyPhysic::SetShapeToCone(float radius, float height) { m_convex_shape = new btConeShape( radius * LOL2BT_UNIT, height * LOL2BT_UNIT); SetShapeTo(m_convex_shape); } void EasyPhysic::SetShapeToCylinder(lol::vec3& cyl_size) { vec3 new_cyl_size = cyl_size * LOL2BT_UNIT; new_cyl_size.y *= LOL2BT_SIZE; m_convex_shape = new btCylinderShape(LOL2BT_VEC3(new_cyl_size)); SetShapeTo(m_convex_shape); } void EasyPhysic::SetShapeToCapsule(float radius, float height) { m_convex_shape = new btCapsuleShape(radius * LOL2BT_UNIT * LOL2BT_SIZE, height * LOL2BT_UNIT * LOL2BT_SIZE); SetShapeTo(m_convex_shape); } //------------------------------------------------------------------------- //Base Location/Rotation setup //-- //Getter mat4 EasyPhysic::GetTransform() { m_local_to_world = lol::mat4(1.0f); if (m_rigid_body && m_motion_state) { btTransform CurTransform; m_motion_state->getWorldTransform(CurTransform); CurTransform.getOpenGLMatrix(&m_local_to_world[0][0]); } else if (m_collision_object) m_collision_object->getWorldTransform().getOpenGLMatrix(&m_local_to_world[0][0]); return m_local_to_world; } //Setter void EasyPhysic::SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation) { lol::mat4 PreviousMatrix = m_local_to_world; m_local_to_world = lol::mat4::translate(base_location) * lol::mat4(base_rotation); if (m_ghost_object) m_ghost_object->setWorldTransform(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(LOL2BT_UNIT * base_location))); else { if (m_motion_state) m_motion_state->setWorldTransform(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(LOL2BT_UNIT * base_location))); else m_motion_state = new btDefaultMotionState(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(LOL2BT_UNIT * base_location))); } for (int i = 0; i < m_based_physic_list.Count(); i++) { if (m_based_physic_list[i]) m_based_physic_list[i]->BaseTransformChanged(PreviousMatrix, m_local_to_world); else m_based_physic_list.Remove(i--); } } //Internal callback when Base transform has changed. void EasyPhysic::BaseTransformChanged(const lol::mat4& PreviousMatrix, const lol::mat4& NewMatrix) { mat4 PreviousMatrixLoc = ((m_base_lock_location)?(PreviousMatrix):(lol::mat4::translate(PreviousMatrix[3].xyz))); mat4 PreviousMatrixRot = ((m_base_lock_rotation)?(lol::mat4(lol::quat(PreviousMatrix))):(lol::mat4(1.f))); mat4 NewMatrixLoc = ((m_base_lock_location)?(NewMatrix):(lol::mat4::translate(NewMatrix[3].xyz))); mat4 NewMatrixRot = ((m_base_lock_rotation)?(lol::mat4(lol::quat(NewMatrix))):(lol::mat4(1.f))); if (m_ghost_object || (m_rigid_body->getCollisionFlags() & btCollisionObject::CF_KINEMATIC_OBJECT)) { mat4 ThisMatrixLoc = NewMatrixLoc * inverse(PreviousMatrixLoc) * lol::mat4::translate(m_local_to_world[3].xyz); mat4 ThisMatrixRot = NewMatrixRot * inverse(PreviousMatrixRot) * lol::mat4(lol::quat(m_local_to_world)); SetTransform(ThisMatrixLoc[3].xyz, lol::quat(ThisMatrixRot)); } } //------------------------------------------------------------------------- //Mass related functions //-- //Set Mass functions void EasyPhysic::SetMass(float mass) { m_mass = mass; if (m_rigid_body) { SetLocalInertia(m_mass); m_rigid_body->setMassProps(m_mass, m_local_inertia); } } //------------------------------------------------------------------------- //Hit restitution functions //-- //Set Hit Restitution functions void EasyPhysic::SetHitRestitution(float hit_restitution) { m_hit_restitution = hit_restitution; if (m_rigid_body) { m_rigid_body->setRestitution(m_hit_restitution); } } //------------------------------------------------------------------------- //Final conversion pass functions : Body related //-- //Init to rigid body void EasyPhysic::InitBodyToRigid(bool SetToKinematic) { if (m_collision_object) delete m_collision_object; if (!m_motion_state) SetTransform(vec3(.0f)); btRigidBody::btRigidBodyConstructionInfo NewInfos(m_mass, m_motion_state, m_collision_shape, m_local_inertia); NewInfos.m_restitution = m_hit_restitution; m_rigid_body = new btRigidBody(NewInfos); m_collision_object = m_rigid_body; m_collision_object->setUserPointer(this); if (m_mass == .0f) { if (SetToKinematic) { m_rigid_body->setActivationState(DISABLE_DEACTIVATION); m_rigid_body->setCollisionFlags(m_rigid_body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT); } } else SetMass(m_mass); } //Return correct Ghost Object btGhostObject* EasyPhysic::GetGhostObjectInstance() { return new btGhostObject(); } //Init to Ghost object, for Overlap/Sweep Test/Touching logic void EasyPhysic::InitBodyToGhost() { if (m_collision_object) delete m_collision_object; m_ghost_object = GetGhostObjectInstance(); m_ghost_object->setCollisionShape(m_collision_shape); m_collision_object = m_ghost_object; m_collision_object->setUserPointer(this); SetTransform(m_local_to_world[3].xyz, lol::quat(m_local_to_world)); m_ghost_object->setCollisionFlags(m_ghost_object->getCollisionFlags()); } //------------- //Touch logic //------------- // btManifoldArray manifoldArray; // btBroadphasePairArray& pairArray = ghostObject->getOverlappingPairCache()->getOverlappingPairArray(); // int numPairs = pairArray.size(); // for (int i=0;igetPairCache()->findPair(pair.m_pProxy0,pair.m_pProxy1); // if (!collisionPair) // continue; // if (collisionPair->m_algorithm) // collisionPair->m_algorithm->getAllContactManifolds(manifoldArray); // for (int j=0;jgetBody0() == m_ghostObject ? btScalar(-1.0) : btScalar(1.0); // for (int p=0;pgetNumContacts();p++) // { // const btManifoldPoint&pt = manifold->getContactPoint(p); // if (pt.getDistance()<0.f) //{ // const btVector3& ptA = pt.getPositionWorldOnA(); // const btVector3& ptB = pt.getPositionWorldOnB(); // const btVector3& normalOnB = pt.m_normalWorldOnB; // /// work here //} // } // } // } //Add Physic object to the simulation void EasyPhysic::AddToSimulation(class Simulation* current_simulation) { btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld(); if (dynamics_world) { if (m_ghost_object) { dynamics_world->addCollisionObject(m_ghost_object, m_collision_group, m_collision_mask); current_simulation->ObjectRegistration(true, this, Simulation::EEPT_Ghost); } else if (m_rigid_body) { dynamics_world->addRigidBody(m_rigid_body, m_collision_group, m_collision_mask); if (m_mass != .0f) current_simulation->ObjectRegistration(true, this, Simulation::EEPT_Dynamic); else current_simulation->ObjectRegistration(true, this, Simulation::EEPT_Static); } else { dynamics_world->addCollisionObject(m_collision_object, m_collision_group, m_collision_mask); current_simulation->ObjectRegistration(true, this, Simulation::EEPT_CollisionObject); } } } //Remove Physic object to the simulation void EasyPhysic::RemoveFromSimulation(class Simulation* current_simulation) { btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld(); if (dynamics_world) { if (m_rigid_body) { dynamics_world->removeRigidBody(m_rigid_body); if (m_mass != .0f) current_simulation->ObjectRegistration(false, this, Simulation::EEPT_Dynamic); else current_simulation->ObjectRegistration(false, this, Simulation::EEPT_Static); } else { dynamics_world->removeCollisionObject(m_collision_object); if (m_ghost_object) current_simulation->ObjectRegistration(false, this, Simulation::EEPT_Ghost); current_simulation->ObjectRegistration(false, this, Simulation::EEPT_CollisionObject); } } } //------------------------------------------------------------------------- //Force/Impulse functions //-- void EasyPhysic::AddImpulse(const lol::vec3& impulse) { if (m_rigid_body) m_rigid_body->applyCentralImpulse(LOL2BT_VEC3(impulse)); } void EasyPhysic::AddImpulse(const lol::vec3& impulse, const lol::vec3& rel_pos) { if (m_rigid_body) m_rigid_body->applyImpulse(LOL2BT_VEC3(impulse), LOL2BTU_VEC3(rel_pos)); } void EasyPhysic::AddImpulseTorque(const lol::vec3& torque) { if (m_rigid_body) m_rigid_body->applyTorqueImpulse(LOL2BT_VEC3(torque)); } //-- void EasyPhysic::AddForce(const lol::vec3& force) { if (m_rigid_body) m_rigid_body->applyCentralForce(LOL2BT_VEC3(force)); } void EasyPhysic::AddForce(const lol::vec3& force, const lol::vec3& rel_pos) { if (m_rigid_body) m_rigid_body->applyForce(LOL2BT_VEC3(force), LOL2BTU_VEC3(rel_pos)); } void EasyPhysic::AddForceTorque(const lol::vec3& torque) { if (m_rigid_body) m_rigid_body->applyTorque(LOL2BT_VEC3(torque)); } //------------------------------------------------------------------------- //Movements getter //-- lol::vec3 EasyPhysic::GetLinearVelocity() const { if (m_rigid_body) return BT2LOL_VEC3(m_rigid_body->getLinearVelocity()); return lol::vec3(.0f); } lol::vec3 EasyPhysic::GetLinearForce() const { if (m_rigid_body) return BT2LOL_VEC3(m_rigid_body->getTotalForce()); return lol::vec3(.0f); } lol::vec3 EasyPhysic::GetAngularVelocity() const { if (m_rigid_body) return BT2LOL_VEC3(m_rigid_body->getAngularVelocity()); return lol::vec3(.0f); } lol::vec3 EasyPhysic::GetAngularForce() const { if (m_rigid_body) return BT2LOL_VEC3(m_rigid_body->getTotalTorque()); return lol::vec3(.0f); } //Set Local Inertia void EasyPhysic::SetLocalInertia(float mass) { if (mass != .0f) m_collision_shape->calculateLocalInertia(mass, m_local_inertia); else m_local_inertia = btVector3(.0f, .0f, .0f); } } /* namespace phys */ } /* namespace lol */