// // 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 #include #endif namespace lol { namespace phys { class EasyPhysic { friend class EasyConstraint; #ifdef HAVE_PHYS_USE_BULLET public: EasyPhysic(); ~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 void SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation=lol::quat(lol::mat4(1.0f))); 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); virtual mat4 GetTransform(); protected: virtual void SetLocalInertia(float mass); virtual void SetShapeTo(btCollisionShape* collision_shape); virtual btGhostObject* GetGhostObject(); 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() { } 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 void SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation=lol::quat(lol::mat4(1.0f))) { } 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 mat4 GetTransform() { return mat4(1.0f); } 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_rigid_body || !m_b_physobj->m_rigid_body) return false; return true; } //------------------------------------------------------------------------- //Init constraint functions //-- void CustomInitConstraintToPoint2Point() { m_p2p_constraint = new btPoint2PointConstraint(*m_a_physobj->m_rigid_body, *m_b_physobj->m_rigid_body, LOL2BT_VEC3(m_a_transform.v3.xyz * LOL2BT_UNIT), LOL2BT_VEC3(m_b_transform.v3.xyz * LOL2BT_UNIT)); m_typed_constraint = m_p2p_constraint; } void CustomInitConstraintToHinge() { m_hinge_constraint = new btHingeConstraint(*m_a_physobj->m_rigid_body, *m_b_physobj->m_rigid_body, btTransform(LOL2BT_QUAT(quat(m_a_transform)), LOL2BT_VEC3(m_a_transform.v3.xyz * LOL2BT_UNIT)), btTransform(LOL2BT_QUAT(quat(m_b_transform)), LOL2BT_VEC3(m_b_transform.v3.xyz * LOL2BT_UNIT)), m_using_ref_a); m_typed_constraint = m_hinge_constraint; } void CustomInitConstraintToSlider() { m_slider_constraint = new btSliderConstraint(*m_a_physobj->m_rigid_body, *m_b_physobj->m_rigid_body, btTransform(LOL2BT_QUAT(quat(m_a_transform)), LOL2BT_VEC3(m_a_transform.v3.xyz * LOL2BT_UNIT)), btTransform(LOL2BT_QUAT(quat(m_b_transform)), LOL2BT_VEC3(m_b_transform.v3.xyz * LOL2BT_UNIT)), m_using_ref_a); m_typed_constraint = m_slider_constraint; } void CustomInitConstraintToConeTwist() { m_cone_twist_constraint = new btConeTwistConstraint(*m_a_physobj->m_rigid_body, *m_b_physobj->m_rigid_body, btTransform(LOL2BT_QUAT(quat(m_a_transform)), LOL2BT_VEC3(m_a_transform.v3.xyz * LOL2BT_UNIT)), btTransform(LOL2BT_QUAT(quat(m_b_transform)), LOL2BT_VEC3(m_b_transform.v3.xyz * LOL2BT_UNIT))); m_typed_constraint = m_cone_twist_constraint; } void CustomInitConstraintTo6Dof() { m_6dof_constraint = new btGeneric6DofConstraint(*m_a_physobj->m_rigid_body, *m_b_physobj->m_rigid_body, btTransform(LOL2BT_QUAT(quat(m_a_transform)), LOL2BT_VEC3(m_a_transform.v3.xyz * LOL2BT_UNIT)), btTransform(LOL2BT_QUAT(quat(m_b_transform)), LOL2BT_VEC3(m_b_transform.v3.xyz * LOL2BT_UNIT)), m_using_ref_a); m_typed_constraint = m_6dof_constraint; } btTypedConstraint* m_typed_constraint; btPoint2PointConstraint* m_p2p_constraint; btHingeConstraint* m_hinge_constraint; btSliderConstraint* m_slider_constraint; btConeTwistConstraint* m_cone_twist_constraint; btGeneric6DofConstraint* m_6dof_constraint; #else // NO PHYSIC IMPLEMENTATION public: EasyConstraint() : m_a_physobj(NULL), m_b_physobj(NULL), m_a_transform(lol::mat4(1.f)), m_b_transform(lol::mat4(1.f)), m_using_ref_a(false), m_disable_a2b_collision(false) { } private: void AddToSimulation(class Simulation* current_simulation) { } void RemoveFromSimulation(class Simulation* current_simulation) { } //check if Init can be done bool CanProceedWithInit() { return false; } void CustomInitConstraintToPoint2Point() { } void CustomInitConstraintToHinge() { } void CustomInitConstraintToSlider() { } void CustomInitConstraintToConeTwist() { } void CustomInitConstraintTo6Dof() { } #endif // PHYSIC IMPLEMENTATION public: void InitConstraintToPoint2Point() { if (CanProceedWithInit()) CustomInitConstraintToPoint2Point(); } void InitConstraintToHinge() { if (CanProceedWithInit()) CustomInitConstraintToHinge(); } void InitConstraintToSlider() { if (CanProceedWithInit()) CustomInitConstraintToSlider(); } void InitConstraintToConeTwist() { if (CanProceedWithInit()) CustomInitConstraintToConeTwist(); } void InitConstraintTo6Dof() { if (CanProceedWithInit()) CustomInitConstraintTo6Dof(); } //Set given physic object to the proper slot. void SetPhysObjA(EasyPhysic* NewPhysObj, lol::mat4 NewTransform) { SetPhysObj(false, NewPhysObj, NewTransform); } void SetPhysObjB(EasyPhysic* NewPhysObj, lol::mat4 NewTransform) { SetPhysObj(true, NewPhysObj, NewTransform); } void SetPhysObj(bool SetToB, EasyPhysic* NewPhysObj, lol::mat4 NewTransform) { if (SetToB) { m_b_physobj = NewPhysObj; m_b_transform = NewTransform; } else { m_a_physobj = NewPhysObj; m_a_transform = NewTransform; } } //Set whether or not the physic engine should use the A object as the reference (most constraint transform are local). void SetRefAsA(bool NewUseRefA) { m_using_ref_a = NewUseRefA; } //Set whether or not to disable the collision between the bodies void DisableCollisionBetweenObjs(bool DisableCollision) { m_disable_a2b_collision = DisableCollision; } private: EasyPhysic* m_a_physobj; EasyPhysic* m_b_physobj; lol::mat4 m_a_transform; lol::mat4 m_b_transform; bool m_using_ref_a; bool m_disable_a2b_collision; }; } /* namespace phys */ } /* namespace lol */ #endif /* __EASYPHYSICS_EASYPHYSICS_H__ */