// // Lol Engine — Bullet physics test // // Copyright © 2009—2013 Cédric Lecacheur // © 2009—2013 Benjamin “Touky” Huet // © 2012—2018 Sam Hocevar // // Lol Engine is free software. It comes without any warranty, to // the extent permitted by applicable law. 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 the WTFPL Task Force. // See http://www.wtfpl.net/ for more details. // #pragma once /* FIXME: this file is pure crap; it's only a test. */ #include #include "easymesh/easymesh.h" #include "physics/easyphysics.h" #include "physics/easycharactercontroller.h" #include "physics/easyconstraint.h" using namespace lol; using namespace lol::phys; #if CAT_MODE #define USE_SPHERE 1 #else #define USE_BOX 1 #define USE_SPHERE 1 #define USE_CONE 1 #define USE_CYLINDER 1 #define USE_CAPSULE 1 #endif class PhysicsObject : public WorldEntity { public: PhysicsObject(Simulation* new_sim, const vec3 &base_location, const quat &base_rotation) : m_custom_shader(0), m_ready(false), m_should_render(true), m_is_character(false), m_is_phys(false) { m_physics = new EasyPhysic(this); //m_mesh.Compile("[sc#ddd afcb 60 1 60 -.1]"); m_mesh.SetCurColor(Color::white); m_mesh.AppendFlatChamfBox(vec3(60.f, 1.f, 60.f), -.1f); 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_custom_shader(0), m_ready(false), m_should_render(true), m_is_character(false), m_is_phys(false) { if (dummy == 1) //for platform purpose { m_physics = new EasyPhysic(this); m_mesh.Compile("[sc#ddd afcb 20 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 ty1]" "[ac32 2 .5 .5 0 0]" "[asph6 .1 ty.9 tx.5 tz.15]" "[asph6 .1 ty.9 tx.5 tz-.15]" "[asph8 .05 sy10 ty.6 tz.5]" "[asph8 .05 sy10 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 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_custom_shader(0), m_ready(false), m_should_render(true), m_is_character(false), m_is_phys(false) { static array MeshRand; static array MeshLimit; static array MeshType; if (!MeshRand.count()) { array colors_base = { "#add", "#dad", "#dda", "#daa", "#ada", "#aad" }; MeshLimit << 0; #if USE_BOX { array colors = colors_base; while (colors.count()) { EasyMesh m; vec4 color = Color::C8BppHexString(colors.pop()); m.SetCurColor(color); m.AppendFlatChamfBox(vec3(1.7f), .4f); m.OpenBrace(); { m.SetCurColor(Color::black); m.ToggleScaleWinding(); m.AppendFlatChamfBox(vec3(1.9f), .4f); m.ScaleX(-1.f); m.ScaleY(-1.f); m.ScaleZ(-1.f); } m.CloseBrace(); MeshRand << m; } } //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]"; MeshLimit << MeshRand.count(); MeshType << 0; #endif //USE_BOX #if USE_SPHERE #if CAT_MODE int nb_sprite = NB_SPRITE; //SPRITE vec2 start_point = vec2((float)rand(nb_sprite), (float)rand(nb_sprite)) / vec2((float)nb_sprite); //vec2(0.f, .0f) / vec2((float)nb_sprite); vec2 size = vec2(1.f) / vec2((float)nb_sprite); m_mesh.BD()->SetTexCoordCustomBuild(MeshType::Quad, MeshFaceType::QuadDefault, start_point, start_point + size); m_mesh.BD()->SetTexCoordCustomBuild2(MeshType::Quad, MeshFaceType::QuadDefault, vec2(-PARTICLE_SIZE), vec2(PARTICLE_SIZE)); MeshRand << "[tpbn tvnc sc#ffff aq 0 0]"; MeshRand << "[tpbn tvnc sc#faaf aq 0 0]"; MeshRand << "[tpbn tvnc sc#afaf aq 0 0]"; MeshRand << "[tpbn tvnc sc#aaff aq 0 0]"; #else { array colors = colors_base; while (colors.count()) { EasyMesh m; vec4 color = Color::C8BppHexString(colors.pop()); m.SetCurColor(color); m.AppendSphere(1, 2.f); MeshRand << m; } } //MeshRand << "[sc#add asph1 2]"; //MeshRand << "[sc#dad asph1 2]"; //MeshRand << "[sc#dda asph1 2]"; //MeshRand << "[sc#daa asph1 2]"; //MeshRand << "[sc#ada asph1 2]"; //MeshRand << "[sc#aad asph1 2]"; #endif MeshLimit << MeshRand.count(); MeshType << 1; #endif //USE_SPHERE #if USE_CONE { array colors = colors_base; while (colors.count()) { EasyMesh m; vec4 color = Color::C8BppHexString(colors.pop()); m.SetCurColor(color); m.SetCurColorB(color); m.AppendDisc(8, 2.f); m.RotateX(180.f); m.TranslateY(-1.f); m.AppendCylinder(8, 2.f, 2.f, 0.f); MeshRand << m; } } //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]"; MeshLimit << MeshRand.count(); MeshType << 2; #endif //USE_CONE #if USE_CYLINDER { array colors = colors_base; while (colors.count()) { EasyMesh m; vec4 color = Color::C8BppHexString(colors.pop()); m.SetCurColor(color); m.SetCurColorB(color); m.AppendDisc(8, 2.f); m.RotateX(180.f); m.TranslateY(-1.f); m.MirrorY(); m.AppendCylinder(8.f, 2.f, 2.f, 2.f); MeshRand << m; } } //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]"; MeshLimit << MeshRand.count(); MeshType << 3; #endif //USE_CYLINDER #if USE_CAPSULE { array colors = colors_base; while (colors.count()) { EasyMesh m; vec4 color = Color::C8BppHexString(colors.pop()); m.SetCurColor(color); m.SetCurColorB(color); m.AppendCapsule(1, 2.f, 1.f); MeshRand << m; } } //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]"; MeshLimit << MeshRand.count(); MeshType << 4; #endif //USE_CAPSULE } int RandLimit = RandValue; if (MeshLimit.count() <= RandValue || RandValue < 0) RandLimit = rand((int)MeshLimit.count() - 1); RandValue = rand(MeshLimit[RandLimit], MeshLimit[RandLimit + 1]); m_physics = new EasyPhysic(this); //m_mesh.Compile(MeshRand[RandValue]); m_mesh = MeshRand[RandValue]; m_mesh.Scale(vec3(OBJ_SIZE)); vec3 BoxSize = vec3(2.0f) * OBJ_SIZE; int ColGroup = 1; switch (MeshType[RandLimit]) { case 0: { m_physics->SetShapeToBox(BoxSize); ColGroup += 0; break; } case 1: { m_physics->SetShapeToSphere(BoxSize.x); ColGroup += 1; break; } case 2: { m_physics->SetShapeToCone(BoxSize.x, BoxSize.y); ColGroup += 2; break; } case 3: { m_physics->SetShapeToCylinder(BoxSize); ColGroup += 3; break; } case 4: { m_physics->SetShapeToCapsule(BoxSize.x, BoxSize.y); ColGroup += 4; break; } default: { } } m_physics->SetHitRestitution(1.0f); 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::mat3(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; } void SetCustomShaderData(GpuShaderData* custom_shader) { m_custom_shader = custom_shader; } GpuShaderData* GetCustomShaderData() { return m_custom_shader; } EasyMesh *GetMesh() { return &m_mesh; } EasyPhysic *GetPhysic() { return m_physics; } EasyCharacterController *GetCharacter() { return m_character; } ~PhysicsObject() { } std::string GetName() const { return ""; } protected: virtual void tick_game(float seconds) { WorldEntity::tick_game(seconds); } virtual void tick_draw(float seconds, Scene &scene) { WorldEntity::tick_draw(seconds, scene); #if CAT_MODE if (!m_is_phys || m_custom_shader) #endif //CAT_MODE { if (!m_ready) { m_mesh.MeshConvert(); /* FIXME: m_custom_shader is ignored */ m_ready = true; } else if (m_should_render) { if (m_is_character) m_mesh.Render(scene, m_character->GetTransform()); else m_mesh.Render(scene, m_physics->GetTransform()); } } } private: // Base data EasyMesh m_mesh; EasyPhysic* m_physics; EasyCharacterController* m_character; GpuShaderData* m_custom_shader; bool m_ready; bool m_should_render; bool m_is_character; bool m_is_phys; /* Only used in CAT_MODE */ };