// // 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 HAVE_CONFIG_H # include "config.h" #endif #include "lolbtphysicsintegration.h" #include "lolphysics.h" #include "easycharactercontroller.h" namespace lol { namespace phys { //------------------------------------------------------------------------- //EASY_CHARACTER_CONTROLLER //-- //Deactivated for Character controller void EasyCharacterController::InitBodyToRigid(bool ZeroMassIsKinematic) { } //Return correct Ghost Object btGhostObject* EasyCharacterController::GetGhostObjectInstance() { return new btPairCachingGhostObject(); } //Init to Pair caching ghost object, since Character uses that one. void EasyCharacterController::InitBodyToGhost() { EasyPhysic::InitBodyToGhost(); m_pair_caching_object = (btPairCachingGhostObject*)m_ghost_object; m_ghost_object->setCollisionFlags(btCollisionObject::CF_CHARACTER_OBJECT | m_ghost_object->getCollisionFlags()); } //Add Physic object to the simulation void EasyCharacterController::AddToSimulation(class Simulation* current_simulation) { EasyPhysic::AddToSimulation(current_simulation); btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld(); if (dynamics_world) { if (m_character) delete m_character; //m_character = new btKinematicCharacterController(m_pair_caching_object, m_convex_shape, m_step_height, m_up_axis); m_character = new BulletKinematicCharacterController(m_pair_caching_object, m_convex_shape, m_step_height, m_up_axis); //Deactivate Character controller basic behaviour. //m_character->setGravity(.0f); //m_character->setFallSpeed(.0f); dynamics_world->addAction(m_character); current_simulation->ObjectRegistration(true, this, Simulation::EEPT_CharacterController); Ticker::Ref(this); } } //Remove Physic object to the simulation void EasyCharacterController::RemoveFromSimulation(class Simulation* current_simulation) { EasyPhysic::RemoveFromSimulation(current_simulation); btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld(); if (dynamics_world) { if (m_character) { dynamics_world->removeAction(m_character); current_simulation->ObjectRegistration(false, this, Simulation::EEPT_CharacterController); Ticker::Unref(this); } } } void EasyCharacterController::Jump() { m_character->Jump(); } //Set movement for this frame void EasyCharacterController::SetMovementForFrame(vec3 const &MoveQuantity) { m_frame_cached_movement = MoveQuantity; } //------------------------------------------------------------------------- //Base Location/Rotation setup //-- void EasyCharacterController::SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation) { if (m_base_is_updating) { m_base_cached_movement = base_location - m_local_to_world[3].xyz; m_local_to_world = lol::mat4::translate(m_local_to_world[3].xyz) * lol::mat4(base_rotation); if (m_ghost_object) m_ghost_object->setWorldTransform(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(LOL2BT_UNIT * m_local_to_world[3].xyz))); } else EasyPhysic::SetTransform(base_location, base_rotation); } //Internal callback when Base transform has changed. void EasyCharacterController::BaseTransformChanged(const lol::mat4& PreviousMatrix, const lol::mat4& NewMatrix) { m_base_is_updating = true; EasyPhysic::BaseTransformChanged(PreviousMatrix, NewMatrix); m_base_is_updating = false; } //--- char const *EasyCharacterController::GetName() { return ""; } //Physic Tick void EasyCharacterController::TickGame(float seconds) { Entity::TickGame(seconds); //Send final velocity in Bullet { int IterationsNb = (int)(seconds / m_owner_simulation->m_timestep); float NewSeconds = IterationsNb * m_owner_simulation->m_timestep; m_character->SetVelocityForTimeInterval((m_base_cached_movement + m_frame_cached_movement) / NewSeconds, NewSeconds); m_base_cached_movement = vec3(.0f); } } } /* namespace phys */ } /* namespace lol */