// // Orbital // // Copyright: (c) 2009-2013 Cédric Lecacheur // (c) 2009-2013 Benjamin "Touky" 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" #include "physics/easycharactercontroller.h" #include "physics/easyconstraint.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_is_character(false) { m_physics = new EasyPhysic(this); m_mesh.Compile("[sc#ddd afcb60 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_ready(false), m_should_render(true), m_is_character(false) { if (dummy == 1) //for platform purpose { m_physics = new EasyPhysic(this); m_mesh.Compile("[sc#ddd afcb20 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 .5 .5 ty1]" "[ac32 2 .5 .5 0 0]" "[asph6 .1 .1 .1 ty.9 tx.5 tz.15]" "[asph6 .1 .1 .1 ty.9 tx.5 tz-.15]" "[asph8 .05 .5 .05 ty.6 tz.5]" "[asph8 .05 .5 .05 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 .5 .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_ready(false), m_should_render(true), m_is_character(false) { Array MeshRand; 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]"; int SphereLimit = MeshRand.Count(); MeshRand << "[sc#add asph1 2 2 2]"; MeshRand << "[sc#dad asph1 2 2 2]"; MeshRand << "[sc#dda asph1 2 2 2]"; MeshRand << "[sc#daa asph1 2 2 2]"; MeshRand << "[sc#ada asph1 2 2 2]"; MeshRand << "[sc#aad asph1 2 2 2]"; int ConeLimit = MeshRand.Count(); 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]"; int CylLimit = MeshRand.Count(); 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]"; int CapsLimit = MeshRand.Count(); 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]"; switch (RandValue) { case 0: { RandValue = (int)(lol::RandF() * (SphereLimit - 1)); break; } case 1: { RandValue = SphereLimit + (int)(lol::RandF() * ((ConeLimit - SphereLimit) - 1)); break; } case 2: { RandValue = ConeLimit + (int)(lol::RandF() * ((CylLimit - ConeLimit) - 1)); break; } case 3: { RandValue = CylLimit + (int)(lol::RandF() * ((CapsLimit - CylLimit) - 1)); break; } case 4: { RandValue = CapsLimit + (int)(lol::RandF() * ((MeshRand.Count() - CapsLimit) - 1)); break; } default: { RandValue = (int)(lol::RandF() * (MeshRand.Count() - 1)); } } m_physics = new EasyPhysic(this); m_mesh.Compile(MeshRand[RandValue]); vec3 BoxSize = vec3(2.0f); int ColGroup = 1; if (RandValue < SphereLimit) { m_physics->SetShapeToBox(BoxSize); ColGroup += 0; } else if (RandValue < ConeLimit) { m_physics->SetShapeToSphere(BoxSize.x * 2.f); ColGroup += 1; } else if (RandValue < CylLimit) { m_physics->SetShapeToCone(BoxSize.x, BoxSize.y); ColGroup += 2; } else if (RandValue < CapsLimit) { m_physics->SetShapeToCylinder(BoxSize); ColGroup += 3; } else { m_physics->SetShapeToCapsule(BoxSize.x, BoxSize.y); ColGroup += 4; } 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; } 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) { WorldEntity::TickDraw(seconds); if (!m_ready) { m_mesh.MeshConvert(); m_ready = true; } if (m_should_render) { if (m_is_character) m_mesh.Render(m_character->GetTransform()); else m_mesh.Render(m_physics->GetTransform()); } } private: //Base datas EasyMesh m_mesh; EasyPhysic* m_physics; EasyCharacterController* m_character; bool m_ready; bool m_should_render; bool m_is_character; }; #endif /* __PHYSICOBJECT_H__ */