// // 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.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_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); } PhysicsObject(Simulation* new_sim, float base_mass, const vec3 &base_location, int RandValue = -1) : 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 asph15 2 2 2]"; MeshRand << "[sc#dad asph15 2 2 2]"; MeshRand << "[sc#dda asph15 2 2 2]"; MeshRand << "[sc#daa asph15 2 2 2]"; MeshRand << "[sc#ada asph15 2 2 2]"; MeshRand << "[sc#aad asph15 2 2 2]"; int ConeLimit = MeshRand.Count(); MeshRand << "[sc#add scb#add ad48 2 0 rx180 ty-1 ac48 2 2 0 0 0]"; MeshRand << "[sc#dad scb#dad ad48 2 0 rx180 ty-1 ac48 2 2 0 0 0]"; MeshRand << "[sc#dda scb#dda ad48 2 0 rx180 ty-1 ac48 2 2 0 0 0]"; MeshRand << "[sc#daa scb#daa ad48 2 0 rx180 ty-1 ac48 2 2 0 0 0]"; MeshRand << "[sc#ada scb#ada ad48 2 0 rx180 ty-1 ac48 2 2 0 0 0]"; MeshRand << "[sc#aad scb#aad ad48 2 0 rx180 ty-1 ac48 2 2 0 0 0]"; int CylLimit = MeshRand.Count(); MeshRand << "[sc#add scb#add ad96 2 0 rx180 ty-1 my ac96 2 2 2 0 0]"; MeshRand << "[sc#dad scb#dad ad96 2 0 rx180 ty-1 my ac96 2 2 2 0 0]"; MeshRand << "[sc#dda scb#dda ad96 2 0 rx180 ty-1 my ac96 2 2 2 0 0]"; MeshRand << "[sc#daa scb#daa ad96 2 0 rx180 ty-1 my ac96 2 2 2 0 0]"; MeshRand << "[sc#ada scb#ada ad96 2 0 rx180 ty-1 my ac96 2 2 2 0 0]"; MeshRand << "[sc#aad scb#aad ad96 2 0 rx180 ty-1 my ac96 2 2 2 0 0]"; int CapsLimit = MeshRand.Count(); MeshRand << "[sc#add scb#add acap21 2 1]"; MeshRand << "[sc#dad scb#dad acap21 2 1]"; MeshRand << "[sc#dda scb#dda acap21 2 1]"; MeshRand << "[sc#daa scb#daa acap21 2 1]"; MeshRand << "[sc#ada scb#ada acap21 2 1]"; MeshRand << "[sc#aad scb#aad acap21 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_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<"; } 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; EasyPhysic m_physics; bool m_ready; bool m_should_render; }; #endif /* __PHYSICOBJECT_H__ */