// // Orbital // // Copyright: (c) 2009-2012 Cédric Lecacheur // (c) 2009-2012 Benjamin Huet // (c) 2012 Sam Hocevar // /* FIXME: this file is pure crap; it's only a test. */ #if !defined __PHYSICOBJECT_H__ #define __PHYSICOBJECT_H__ #include "core.h" #include "easymesh/easymesh.h" #include "Physics/EasyPhysics.h" using namespace lol; using namespace lol::phys; class PhysicsObject : public WorldEntity { public: PhysicsObject(Simulation* new_sim, const vec3 &base_location, const quat &base_rotation) : m_ready(false), m_should_render(true) { m_mesh.Compile("[sc#ddd afcb60 1 60 -.1]"); vec3 BoxSize = vec3(60.f, 1.f, 60.f); m_physics.SetShapeToBox(BoxSize); m_physics.SetMass(.0f); m_physics.SetTransform(base_location, base_rotation); m_physics.InitBodyToRigid(); m_physics.AddToSimulation(new_sim); } PhysicsObject(Simulation* new_sim, float base_mass, const vec3 &base_location) : m_ready(false), m_should_render(true) { Array MeshRand; MeshRand << "[sc#add afcb2 2 2 -.1]"; MeshRand << "[sc#dad afcb2 2 2 -.1]"; MeshRand << "[sc#dda afcb2 2 2 -.1]"; MeshRand << "[sc#daa afcb2 2 2 -.1]"; MeshRand << "[sc#ada afcb2 2 2 -.1]"; MeshRand << "[sc#aad afcb2 2 2 -.1]"; int SphereLimit = MeshRand.Count(); MeshRand << "[sc#add asph6 2 2 2]"; MeshRand << "[sc#dad asph6 2 2 2]"; MeshRand << "[sc#dda asph6 2 2 2]"; MeshRand << "[sc#daa asph6 2 2 2]"; MeshRand << "[sc#ada asph6 2 2 2]"; MeshRand << "[sc#aad asph6 2 2 2]"; int ConeLimit = MeshRand.Count(); MeshRand << "[sc#add scb#add ad16 2 0 rx180 ty-1 ac16 2 2 0 0 0]"; MeshRand << "[sc#dad scb#dad ad16 2 0 rx180 ty-1 ac16 2 2 0 0 0]"; MeshRand << "[sc#dda scb#dda ad16 2 0 rx180 ty-1 ac16 2 2 0 0 0]"; MeshRand << "[sc#daa scb#daa ad16 2 0 rx180 ty-1 ac16 2 2 0 0 0]"; MeshRand << "[sc#ada scb#ada ad16 2 0 rx180 ty-1 ac16 2 2 0 0 0]"; MeshRand << "[sc#aad scb#aad ad16 2 0 rx180 ty-1 ac16 2 2 0 0 0]"; int CylLimit = MeshRand.Count(); MeshRand << "[sc#add scb#add ad16 2 0 rx180 ty-1 my ac16 2 2 2 0 0]"; MeshRand << "[sc#dad scb#dad ad16 2 0 rx180 ty-1 my ac16 2 2 2 0 0]"; MeshRand << "[sc#dda scb#dda ad16 2 0 rx180 ty-1 my ac16 2 2 2 0 0]"; MeshRand << "[sc#daa scb#daa ad16 2 0 rx180 ty-1 my ac16 2 2 2 0 0]"; MeshRand << "[sc#ada scb#ada ad16 2 0 rx180 ty-1 my ac16 2 2 2 0 0]"; MeshRand << "[sc#aad scb#aad ad16 2 0 rx180 ty-1 my ac16 2 2 2 0 0]"; int CapsLimit = MeshRand.Count(); MeshRand << "[sc#add scb#add asph6 1 1 1 ty-1 my ac16 2 1 1 0 0]"; MeshRand << "[sc#dad scb#dad asph6 1 1 1 ty-1 my ac16 2 1 1 0 0]"; MeshRand << "[sc#dda scb#dda asph6 1 1 1 ty-1 my ac16 2 1 1 0 0]"; MeshRand << "[sc#daa scb#daa asph6 1 1 1 ty-1 my ac16 2 1 1 0 0]"; MeshRand << "[sc#ada scb#ada asph6 1 1 1 ty-1 my ac16 2 1 1 0 0]"; MeshRand << "[sc#aad scb#aad asph6 1 1 1 ty-1 my ac16 2 1 1 0 0]"; int RandValue = (int)(lol::RandF() * (MeshRand.Count() - 1)); m_mesh.Compile(MeshRand[RandValue]); vec3 BoxSize = vec3(2.0f); if (RandValue < SphereLimit) m_physics.SetShapeToBox(BoxSize); else if (RandValue < ConeLimit) m_physics.SetShapeToSphere(BoxSize.x * 2.f); else if (RandValue < CylLimit) m_physics.SetShapeToCone(BoxSize.x, BoxSize.y); else if (RandValue < CapsLimit) m_physics.SetShapeToCylinder(BoxSize); else m_physics.SetShapeToCapsule(BoxSize.x, BoxSize.y); 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))) { m_physics.SetTransform(base_location, base_rotation); } lol::mat4 GetTransform() { return m_physics.GetTransform(); } void SetRender(bool should_render) { m_should_render = should_render; } ~PhysicsObject() { } char const *GetName() { return ""; } protected: virtual void TickGame(float seconds) { WorldEntity::TickGame(seconds); } virtual void TickDraw(float seconds) { WorldEntity::TickDraw(seconds); if (!m_ready) { m_mesh.MeshConvert(); m_ready = true; } if (m_should_render) m_mesh.Render(m_physics.GetTransform()); } private: //Base datas EasyMesh m_mesh; EasyPhysics m_physics; bool m_ready; bool m_should_render; }; #endif /* __PHYSICOBJECT_H__ */