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- //
- // Lol Engine
- //
- // Copyright: (c) 2010-2013 Sam Hocevar <sam@hocevar.net>
- // (c) 2009-2013 Cédric Lecacheur <jordx@free.fr>
- // (c) 2009-2013 Benjamin "Touky" Huet <huet.benjamin@gmail.com>
- // 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"
-
- namespace lol
- {
-
- namespace phys
- {
-
- //-------------------------------------------------------------------------
- //EASY_PHYSIC
- //--
-
- EasyPhysic::EasyPhysic(WorldEntity* NewOwnerEntity) :
- m_collision_object(NULL),
- m_ghost_object(NULL),
- m_rigid_body(NULL),
- m_local_inertia(btVector3(.0f, .0f, .0f)),
- m_collision_shape(NULL),
- m_convex_shape(NULL),
- m_motion_state(NULL),
- m_mass(.0f),
- m_hit_restitution(.0f),
- m_collision_group(1),
- m_collision_mask(1),
- m_owner_entity(NewOwnerEntity),
- m_owner_simulation(NULL),
- m_base_physic(NULL)
- {
- }
-
- EasyPhysic::~EasyPhysic()
- {
- m_rigid_body = NULL;
- delete m_collision_object;
- delete m_collision_shape;
- delete m_motion_state;
- }
-
- //-------------------------------------------------------------------------
- //Set Shape functions
- //--
-
- void EasyPhysic::SetShapeTo(btCollisionShape* collision_shape)
- {
- bool bReinitToRigidBody = false;
- if (m_rigid_body)
- {
- bReinitToRigidBody = true;
- delete m_rigid_body;
- }
- if (m_collision_shape)
- delete m_collision_shape;
-
- m_collision_shape = collision_shape;
-
- if (bReinitToRigidBody)
- InitBodyToRigid();
- }
-
- //Box Shape support
- void EasyPhysic::SetShapeToBox(lol::vec3& box_size)
- {
- vec3 new_box_size = box_size * LOL2BT_UNIT * LOL2BT_SIZE;
- m_convex_shape = new btBoxShape(LOL2BT_VEC3(new_box_size));
- SetShapeTo(m_convex_shape);
- }
-
- void EasyPhysic::SetShapeToSphere(float radius)
- {
- m_convex_shape = new btSphereShape(radius * LOL2BT_UNIT * LOL2BT_SIZE);
- SetShapeTo(m_convex_shape);
- }
-
- void EasyPhysic::SetShapeToCone(float radius, float height)
- {
- m_convex_shape = new btConeShape( radius * LOL2BT_UNIT,
- height * LOL2BT_UNIT);
- SetShapeTo(m_convex_shape);
- }
-
- void EasyPhysic::SetShapeToCylinder(lol::vec3& cyl_size)
- {
- vec3 new_cyl_size = cyl_size * LOL2BT_UNIT;
- new_cyl_size.y *= LOL2BT_SIZE;
- m_convex_shape = new btCylinderShape(LOL2BT_VEC3(new_cyl_size));
- SetShapeTo(m_convex_shape);
- }
-
- void EasyPhysic::SetShapeToCapsule(float radius, float height)
- {
- m_convex_shape = new btCapsuleShape(radius * LOL2BT_UNIT * LOL2BT_SIZE,
- height * LOL2BT_UNIT * LOL2BT_SIZE);
- SetShapeTo(m_convex_shape);
- }
-
- //-------------------------------------------------------------------------
- //Base Location/Rotation setup
- //--
-
- //Getter
- mat4 EasyPhysic::GetTransform()
- {
- m_local_to_world = lol::mat4(1.0f);
- if (m_rigid_body && m_motion_state)
- {
- btTransform CurTransform;
- m_motion_state->getWorldTransform(CurTransform);
- CurTransform.getOpenGLMatrix(&m_local_to_world[0][0]);
- }
- else if (m_collision_object)
- m_collision_object->getWorldTransform().getOpenGLMatrix(&m_local_to_world[0][0]);
- return m_local_to_world;
- }
-
- //Setter
- void EasyPhysic::SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation)
- {
- lol::mat4 PreviousMatrix = m_local_to_world;
- m_local_to_world = lol::mat4::translate(base_location) * lol::mat4(base_rotation);
-
- if (m_ghost_object)
- m_ghost_object->setWorldTransform(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(LOL2BT_UNIT * base_location)));
- else
- {
- if (m_motion_state)
- m_motion_state->setWorldTransform(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(LOL2BT_UNIT * base_location)));
- else
- m_motion_state = new btDefaultMotionState(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(LOL2BT_UNIT * base_location)));
- }
-
- for (int i = 0; i < m_based_physic_list.Count(); i++)
- {
- if (m_based_physic_list[i])
- m_based_physic_list[i]->BaseTransformChanged(PreviousMatrix, m_local_to_world);
- else
- m_based_physic_list.Remove(i--);
- }
- }
-
- //Internal callback when Base transform has changed.
- void EasyPhysic::BaseTransformChanged(const lol::mat4& PreviousMatrix, const lol::mat4& NewMatrix)
- {
- mat4 PreviousMatrixLoc = ((m_base_lock_location)?(PreviousMatrix):(lol::mat4::translate(PreviousMatrix[3].xyz)));
- mat4 PreviousMatrixRot = ((m_base_lock_rotation)?(lol::mat4(lol::quat(PreviousMatrix))):(lol::mat4(1.f)));
- mat4 NewMatrixLoc = ((m_base_lock_location)?(NewMatrix):(lol::mat4::translate(NewMatrix[3].xyz)));
- mat4 NewMatrixRot = ((m_base_lock_rotation)?(lol::mat4(lol::quat(NewMatrix))):(lol::mat4(1.f)));
-
- if (m_ghost_object || (m_rigid_body->getCollisionFlags() & btCollisionObject::CF_KINEMATIC_OBJECT))
- {
- mat4 ThisMatrixLoc = NewMatrixLoc * inverse(PreviousMatrixLoc) * lol::mat4::translate(m_local_to_world[3].xyz);
- mat4 ThisMatrixRot = NewMatrixRot * inverse(PreviousMatrixRot) * lol::mat4(lol::quat(m_local_to_world));
- SetTransform(ThisMatrixLoc[3].xyz, lol::quat(ThisMatrixRot));
- }
- }
-
- //-------------------------------------------------------------------------
- //Mass related functions
- //--
- //Set Mass functions
- void EasyPhysic::SetMass(float mass)
- {
- m_mass = mass;
-
- if (m_rigid_body)
- {
- SetLocalInertia(m_mass);
- m_rigid_body->setMassProps(m_mass, m_local_inertia);
- }
- }
-
- //-------------------------------------------------------------------------
- //Hit restitution functions
- //--
- //Set Hit Restitution functions
- void EasyPhysic::SetHitRestitution(float hit_restitution)
- {
- m_hit_restitution = hit_restitution;
-
- if (m_rigid_body)
- {
- m_rigid_body->setRestitution(m_hit_restitution);
- }
- }
-
- //-------------------------------------------------------------------------
- //Final conversion pass functions : Body related
- //--
-
- //Init to rigid body
- void EasyPhysic::InitBodyToRigid(bool SetToKinematic)
- {
- if (m_collision_object)
- delete m_collision_object;
-
- if (!m_motion_state)
- SetTransform(vec3(.0f));
-
- btRigidBody::btRigidBodyConstructionInfo NewInfos(m_mass, m_motion_state, m_collision_shape, m_local_inertia);
- NewInfos.m_restitution = m_hit_restitution;
- m_rigid_body = new btRigidBody(NewInfos);
- m_collision_object = m_rigid_body;
- m_collision_object->setUserPointer(this);
-
- if (m_mass == .0f)
- {
- if (SetToKinematic)
- {
- m_rigid_body->setActivationState(DISABLE_DEACTIVATION);
- m_rigid_body->setCollisionFlags(m_rigid_body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
- }
- }
- else
- SetMass(m_mass);
- }
-
- //Return correct Ghost Object
- btGhostObject* EasyPhysic::GetGhostObjectInstance()
- {
- return new btGhostObject();
- }
-
- //Init to Ghost object, for Overlap/Sweep Test/Touching logic
- void EasyPhysic::InitBodyToGhost()
- {
- if (m_collision_object)
- delete m_collision_object;
-
- m_ghost_object = GetGhostObjectInstance();
- m_ghost_object->setCollisionShape(m_collision_shape);
- m_collision_object = m_ghost_object;
- m_collision_object->setUserPointer(this);
-
- SetTransform(m_local_to_world[3].xyz, lol::quat(m_local_to_world));
-
- m_ghost_object->setCollisionFlags(m_ghost_object->getCollisionFlags());
- }
-
- //-------------
- //Touch logic
- //-------------
- // btManifoldArray manifoldArray;
- // btBroadphasePairArray& pairArray = ghostObject->getOverlappingPairCache()->getOverlappingPairArray();
- // int numPairs = pairArray.size();
-
- // for (int i=0;i<numPairs;i++)
- // {
- // manifoldArray.clear();
-
- // const btBroadphasePair& pair = pairArray[i];
- //
- // //unless we manually perform collision detection on this pair, the contacts are in the dynamics world paircache:
- // btBroadphasePair* collisionPair = dynamicsWorld->getPairCache()->findPair(pair.m_pProxy0,pair.m_pProxy1);
- // if (!collisionPair)
- // continue;
-
- // if (collisionPair->m_algorithm)
- // collisionPair->m_algorithm->getAllContactManifolds(manifoldArray);
-
- // for (int j=0;j<manifoldArray.size();j++)
- // {
- // btPersistentManifold* manifold = manifoldArray[j];
- // btScalar directionSign = manifold->getBody0() == m_ghostObject ? btScalar(-1.0) : btScalar(1.0);
- // for (int p=0;p<manifold->getNumContacts();p++)
- // {
- // const btManifoldPoint&pt = manifold->getContactPoint(p);
- // if (pt.getDistance()<0.f)
- //{
- // const btVector3& ptA = pt.getPositionWorldOnA();
- // const btVector3& ptB = pt.getPositionWorldOnB();
- // const btVector3& normalOnB = pt.m_normalWorldOnB;
- // /// work here
- //}
- // }
- // }
- // }
-
-
- //Add Physic object to the simulation
- void EasyPhysic::AddToSimulation(class Simulation* current_simulation)
- {
- btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld();
- if (dynamics_world)
- {
- if (m_ghost_object)
- {
- dynamics_world->addCollisionObject(m_ghost_object, m_collision_group, m_collision_mask);
- current_simulation->ObjectRegistration(true, this, Simulation::EEPT_Ghost);
- }
- else if (m_rigid_body)
- {
- dynamics_world->addRigidBody(m_rigid_body, m_collision_group, m_collision_mask);
- if (m_mass != .0f)
- current_simulation->ObjectRegistration(true, this, Simulation::EEPT_Dynamic);
- else
- current_simulation->ObjectRegistration(true, this, Simulation::EEPT_Static);
- }
- else
- {
- dynamics_world->addCollisionObject(m_collision_object, m_collision_group, m_collision_mask);
- current_simulation->ObjectRegistration(true, this, Simulation::EEPT_CollisionObject);
- }
- }
- }
-
- //Remove Physic object to the simulation
- void EasyPhysic::RemoveFromSimulation(class Simulation* current_simulation)
- {
- btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld();
- if (dynamics_world)
- {
- if (m_rigid_body)
- {
- dynamics_world->removeRigidBody(m_rigid_body);
- if (m_mass != .0f)
- current_simulation->ObjectRegistration(false, this, Simulation::EEPT_Dynamic);
- else
- current_simulation->ObjectRegistration(false, this, Simulation::EEPT_Static);
- }
- else
- {
- dynamics_world->removeCollisionObject(m_collision_object);
- if (m_ghost_object)
- current_simulation->ObjectRegistration(false, this, Simulation::EEPT_Ghost);
- current_simulation->ObjectRegistration(false, this, Simulation::EEPT_CollisionObject);
- }
- }
- }
-
- //-------------------------------------------------------------------------
- //Force/Impulse functions
- //--
- void EasyPhysic::AddImpulse(const lol::vec3& impulse)
- {
- if (m_rigid_body)
- m_rigid_body->applyCentralImpulse(LOL2BT_VEC3(impulse));
- }
-
- void EasyPhysic::AddImpulse(const lol::vec3& impulse, const lol::vec3& rel_pos)
- {
- if (m_rigid_body)
- m_rigid_body->applyImpulse(LOL2BT_VEC3(impulse), LOL2BTU_VEC3(rel_pos));
- }
-
- void EasyPhysic::AddImpulseTorque(const lol::vec3& torque)
- {
- if (m_rigid_body)
- m_rigid_body->applyTorqueImpulse(LOL2BT_VEC3(torque));
- }
-
- //--
- void EasyPhysic::AddForce(const lol::vec3& force)
- {
- if (m_rigid_body)
- m_rigid_body->applyCentralForce(LOL2BT_VEC3(force));
- }
-
- void EasyPhysic::AddForce(const lol::vec3& force, const lol::vec3& rel_pos)
- {
- if (m_rigid_body)
- m_rigid_body->applyForce(LOL2BT_VEC3(force), LOL2BTU_VEC3(rel_pos));
- }
-
- void EasyPhysic::AddForceTorque(const lol::vec3& torque)
- {
- if (m_rigid_body)
- m_rigid_body->applyTorque(LOL2BT_VEC3(torque));
- }
-
- //-------------------------------------------------------------------------
- //Movements getter
- //--
- lol::vec3 EasyPhysic::GetLinearVelocity() const
- {
- if (m_rigid_body)
- return BT2LOL_VEC3(m_rigid_body->getLinearVelocity());
- return lol::vec3(.0f);
- }
-
- lol::vec3 EasyPhysic::GetLinearForce() const
- {
- if (m_rigid_body)
- return BT2LOL_VEC3(m_rigid_body->getTotalForce());
- return lol::vec3(.0f);
- }
-
- lol::vec3 EasyPhysic::GetAngularVelocity() const
- {
- if (m_rigid_body)
- return BT2LOL_VEC3(m_rigid_body->getAngularVelocity());
- return lol::vec3(.0f);
- }
-
- lol::vec3 EasyPhysic::GetAngularForce() const
- {
- if (m_rigid_body)
- return BT2LOL_VEC3(m_rigid_body->getTotalTorque());
- return lol::vec3(.0f);
- }
-
- //Set Local Inertia
- void EasyPhysic::SetLocalInertia(float mass)
- {
- if (mass != .0f)
- m_collision_shape->calculateLocalInertia(mass, m_local_inertia);
- else
- m_local_inertia = btVector3(.0f, .0f, .0f);
- }
-
- } /* namespace phys */
-
- } /* namespace lol */
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