25'ten fazla konu seçemezsiniz Konular bir harf veya rakamla başlamalı, kısa çizgiler ('-') içerebilir ve en fazla 35 karakter uzunluğunda olabilir.
 
 
 

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  1. //
  2. // Orbital
  3. //
  4. // Copyright: (c) 2009-2013 Cédric Lecacheur <jordx@free.fr>
  5. // (c) 2009-2013 Benjamin "Touky" Huet <huet.benjamin@gmail.com>
  6. // (c) 2012 Sam Hocevar <sam@hocevar.net>
  7. //
  8. /* FIXME: this file is pure crap; it's only a test. */
  9. #if !defined __PHYSICOBJECT_H__
  10. #define __PHYSICOBJECT_H__
  11. #include "core.h"
  12. #include "easymesh/easymesh.h"
  13. #include "physics/easyphysics.h"
  14. #include "physics/easycharactercontroller.h"
  15. #include "physics/easyconstraint.h"
  16. using namespace lol;
  17. using namespace lol::phys;
  18. #if CAT_MODE
  19. #define USE_SPHERE 1
  20. #else
  21. #define USE_BOX 1
  22. #define USE_SPHERE 1
  23. #define USE_CONE 1
  24. #define USE_CYLINDER 1
  25. #define USE_CAPSULE 1
  26. #endif
  27. class PhysicsObject : public WorldEntity
  28. {
  29. public:
  30. PhysicsObject(Simulation* new_sim, const vec3 &base_location, const quat &base_rotation)
  31. : m_ready(false), m_should_render(true), m_is_character(false), m_custom_shader(0)
  32. {
  33. #if CAT_MODE
  34. m_is_phys = false;
  35. #endif //CAT_MODE
  36. m_physics = new EasyPhysic(this);
  37. m_mesh.Compile("[sc#ddd afcb 60 1 60 -.1]");
  38. vec3 BoxSize = vec3(60.f, 1.f, 60.f);
  39. m_physics->SetCollisionChannel(0, 0xFF);
  40. m_physics->SetShapeToBox(BoxSize);
  41. m_physics->SetMass(.0f);
  42. m_physics->SetTransform(base_location, base_rotation);
  43. m_physics->InitBodyToRigid(true);
  44. m_physics->AddToSimulation(new_sim);
  45. }
  46. PhysicsObject(Simulation* new_sim, const vec3 &base_location, const quat &base_rotation, int dummy)
  47. : m_ready(false), m_should_render(true), m_is_character(false), m_custom_shader(0)
  48. {
  49. #if CAT_MODE
  50. m_is_phys = false;
  51. #endif //CAT_MODE
  52. if (dummy == 1) //for platform purpose
  53. {
  54. m_physics = new EasyPhysic(this);
  55. m_mesh.Compile("[sc#ddd afcb 20 1 20 -.1]");
  56. vec3 BoxSize = vec3(20.f, 1.f, 20.f);
  57. m_physics->SetCollisionChannel(0, 0xFF);
  58. m_physics->SetShapeToBox(BoxSize);
  59. m_physics->SetMass(.0f);
  60. m_physics->SetTransform(base_location, base_rotation);
  61. m_physics->InitBodyToRigid(true);
  62. m_physics->AddToSimulation(new_sim);
  63. }
  64. else if (dummy == 2) //for character purpose
  65. {
  66. m_character = new EasyCharacterController(this);
  67. m_is_character = true;
  68. //m_mesh.Compile("[sc#f00 afcb10 10 10 -.1]");
  69. m_mesh.Compile(
  70. "[sc#000 scb#000"
  71. //"[sc#aaa scb#aaa"
  72. "[ad8 2 0 rx180 ty-1]"
  73. "[asph8 .5 ty1]"
  74. "[ac32 2 .5 .5 0 0]"
  75. "[asph6 .1 ty.9 tx.5 tz.15]"
  76. "[asph6 .1 ty.9 tx.5 tz-.15]"
  77. "[asph8 .05 sy10 ty.6 tz.5]"
  78. "[asph8 .05 sy10 ty.6 tz-.5]"
  79. "]"
  80. "[sc#fd0 scb#fd0"
  81. "[ac8 .4 .1 0 0 0 ty.25 rz-90 ty.7 tx.5]"
  82. "]"
  83. "["
  84. "[sc#fff scb#fff"
  85. "[ad8 2 0 rx180 ty-1]"
  86. "[asph8 .5 ty1]"
  87. "[ac32 1.9 .5 .5 0 0]"
  88. "]"
  89. " ty-.1 tx.05]"
  90. );
  91. vec3 BoxSize = vec3(1.f, 2.f, 1.f);
  92. m_character->SetCollisionChannel(0, 0xFF);
  93. m_character->SetShapeToCapsule(BoxSize.x, BoxSize.y);
  94. m_character->SetMass(.0f);
  95. //m_character->SetStepHeight(1.f);
  96. m_character->SetTransform(base_location, base_rotation);
  97. m_character->InitBodyToGhost();
  98. m_character->AddToSimulation(new_sim);
  99. }
  100. else if (dummy == 3) //for Stairs purpose
  101. {
  102. m_physics = new EasyPhysic(this);
  103. m_mesh.Compile("[sc#aae afcb4 .25 4 -.01]");
  104. vec3 BoxSize = vec3(4.f, .25f, 4.f);
  105. m_physics->SetCollisionChannel(0, 0xFF);
  106. m_physics->SetShapeToBox(BoxSize);
  107. m_physics->SetMass(.0f);
  108. m_physics->SetTransform(base_location, base_rotation);
  109. m_physics->InitBodyToRigid(true);
  110. m_physics->AddToSimulation(new_sim);
  111. }
  112. }
  113. PhysicsObject(Simulation* new_sim, float base_mass, const vec3 &base_location, int RandValue = -1)
  114. : m_ready(false), m_should_render(true), m_is_character(false), m_custom_shader(0)
  115. {
  116. Array<char const *> MeshRand;
  117. Array<int> MeshLimit;
  118. Array<int> MeshType;
  119. #if CAT_MODE
  120. m_is_phys = true;
  121. #endif //CAT_MODE
  122. MeshLimit << 0;
  123. #if USE_BOX
  124. 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]";
  125. 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]";
  126. 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]";
  127. 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]";
  128. 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]";
  129. 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]";
  130. MeshLimit << MeshRand.Count();
  131. MeshType << 0;
  132. #endif //USE_BOX
  133. #if USE_SPHERE
  134. #if CAT_MODE
  135. int nb_sprite = NB_SPRITE;
  136. //SPRITE
  137. vec2 start_point = vec2((float)rand(nb_sprite), (float)rand(nb_sprite)) / vec2((float)nb_sprite);
  138. //vec2(0.f, .0f) / vec2((float)nb_sprite);
  139. vec2 size = vec2(1.f) / vec2((float)nb_sprite);
  140. m_mesh.BD()->SetTexCoordCustomBuild(MeshType::Quad, MeshFaceType::QuadDefault,
  141. start_point, start_point + size);
  142. m_mesh.BD()->SetTexCoordCustomBuild2(MeshType::Quad, MeshFaceType::QuadDefault,
  143. vec2(-PARTICLE_SIZE), vec2(PARTICLE_SIZE));
  144. MeshRand << "[sc#ffff aq 0 0]";
  145. MeshRand << "[sc#faaf aq 0 0]";
  146. MeshRand << "[sc#afaf aq 0 0]";
  147. MeshRand << "[sc#aaff aq 0 0]";
  148. #else
  149. MeshRand << "[sc#add asph1 2]";
  150. MeshRand << "[sc#dad asph1 2]";
  151. MeshRand << "[sc#dda asph1 2]";
  152. MeshRand << "[sc#daa asph1 2]";
  153. MeshRand << "[sc#ada asph1 2]";
  154. MeshRand << "[sc#aad asph1 2]";
  155. #endif
  156. MeshLimit << MeshRand.Count();
  157. MeshType << 1;
  158. #endif //USE_SPHERE
  159. #if USE_CONE
  160. MeshRand << "[sc#add scb#add ad8 2 0 rx180 ty-1 ac8 2 2 0 0 0]";
  161. MeshRand << "[sc#dad scb#dad ad8 2 0 rx180 ty-1 ac8 2 2 0 0 0]";
  162. MeshRand << "[sc#dda scb#dda ad8 2 0 rx180 ty-1 ac8 2 2 0 0 0]";
  163. MeshRand << "[sc#daa scb#daa ad8 2 0 rx180 ty-1 ac8 2 2 0 0 0]";
  164. MeshRand << "[sc#ada scb#ada ad8 2 0 rx180 ty-1 ac8 2 2 0 0 0]";
  165. MeshRand << "[sc#aad scb#aad ad8 2 0 rx180 ty-1 ac8 2 2 0 0 0]";
  166. MeshLimit << MeshRand.Count();
  167. MeshType << 2;
  168. #endif //USE_CONE
  169. #if USE_CYLINDER
  170. MeshRand << "[sc#add scb#add ad8 2 0 rx180 ty-1 my ac8 2 2 2 0 0]";
  171. MeshRand << "[sc#dad scb#dad ad8 2 0 rx180 ty-1 my ac8 2 2 2 0 0]";
  172. MeshRand << "[sc#dda scb#dda ad8 2 0 rx180 ty-1 my ac8 2 2 2 0 0]";
  173. MeshRand << "[sc#daa scb#daa ad8 2 0 rx180 ty-1 my ac8 2 2 2 0 0]";
  174. MeshRand << "[sc#ada scb#ada ad8 2 0 rx180 ty-1 my ac8 2 2 2 0 0]";
  175. MeshRand << "[sc#aad scb#aad ad8 2 0 rx180 ty-1 my ac8 2 2 2 0 0]";
  176. MeshLimit << MeshRand.Count();
  177. MeshType << 3;
  178. #endif //USE_CYLINDER
  179. #if USE_CAPSULE
  180. MeshRand << "[sc#add scb#add acap1 2 1]";
  181. MeshRand << "[sc#dad scb#dad acap1 2 1]";
  182. MeshRand << "[sc#dda scb#dda acap1 2 1]";
  183. MeshRand << "[sc#daa scb#daa acap1 2 1]";
  184. MeshRand << "[sc#ada scb#ada acap1 2 1]";
  185. MeshRand << "[sc#aad scb#aad acap1 2 1]";
  186. MeshLimit << MeshRand.Count();
  187. MeshType << 4;
  188. #endif //USE_CAPSULE
  189. int RandLimit = RandValue;
  190. if (MeshLimit.Count() <= RandValue || RandValue < 0)
  191. RandLimit = rand(MeshLimit.Count() - 1);
  192. RandValue = rand(MeshLimit[RandLimit], MeshLimit[RandLimit + 1]);
  193. m_physics = new EasyPhysic(this);
  194. m_mesh.Compile(MeshRand[RandValue]);
  195. m_mesh.Scale(vec3(OBJ_SIZE));
  196. vec3 BoxSize = vec3(2.0f) * OBJ_SIZE;
  197. int ColGroup = 1;
  198. switch (MeshType[RandLimit])
  199. {
  200. case 0:
  201. {
  202. m_physics->SetShapeToBox(BoxSize);
  203. ColGroup += 0;
  204. break;
  205. }
  206. case 1:
  207. {
  208. m_physics->SetShapeToSphere(BoxSize.x);
  209. ColGroup += 1;
  210. break;
  211. }
  212. case 2:
  213. {
  214. m_physics->SetShapeToCone(BoxSize.x, BoxSize.y);
  215. ColGroup += 2;
  216. break;
  217. }
  218. case 3:
  219. {
  220. m_physics->SetShapeToCylinder(BoxSize);
  221. ColGroup += 3;
  222. break;
  223. }
  224. case 4:
  225. {
  226. m_physics->SetShapeToCapsule(BoxSize.x, BoxSize.y);
  227. ColGroup += 4;
  228. break;
  229. }
  230. default:
  231. {
  232. }
  233. }
  234. m_physics->SetHitRestitution(1.0f);
  235. m_physics->SetCollisionChannel(0, 0xFF);
  236. //m_physics->SetCollisionChannel(ColGroup, (1 << ColGroup)|(1));
  237. m_physics->SetMass(base_mass);
  238. m_physics->SetTransform(base_location);
  239. m_physics->InitBodyToRigid();
  240. m_physics->AddToSimulation(new_sim);
  241. }
  242. void SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation=lol::quat(lol::mat4(1.0f)))
  243. {
  244. if (m_is_character)
  245. m_character->SetTransform(base_location, base_rotation);
  246. else
  247. m_physics->SetTransform(base_location, base_rotation);
  248. }
  249. lol::mat4 GetTransform()
  250. {
  251. if (m_is_character)
  252. return m_character->GetTransform();
  253. else
  254. return m_physics->GetTransform();
  255. }
  256. void SetRender(bool should_render)
  257. {
  258. m_should_render = should_render;
  259. }
  260. void SetCustomShaderData(GpuShaderData* custom_shader)
  261. {
  262. m_custom_shader = custom_shader;
  263. }
  264. GpuShaderData* GetCustomShaderData()
  265. {
  266. return m_custom_shader;
  267. }
  268. EasyMesh *GetMesh() { return &m_mesh; }
  269. EasyPhysic *GetPhysic() { return m_physics; }
  270. EasyCharacterController *GetCharacter() { return m_character; }
  271. ~PhysicsObject()
  272. {
  273. }
  274. char const *GetName() { return "<PhysicsObject>"; }
  275. protected:
  276. virtual void TickGame(float seconds)
  277. {
  278. WorldEntity::TickGame(seconds);
  279. }
  280. virtual void TickDraw(float seconds)
  281. {
  282. WorldEntity::TickDraw(seconds);
  283. #if CAT_MODE
  284. if (!m_is_phys || m_custom_shader)
  285. #endif //CAT_MODE
  286. {
  287. if (!m_ready)
  288. {
  289. if (m_custom_shader)
  290. m_mesh.MeshConvert(m_custom_shader);
  291. else
  292. m_mesh.MeshConvert();
  293. m_ready = true;
  294. }
  295. else if (m_should_render)
  296. {
  297. if (m_is_character)
  298. m_mesh.Render(m_character->GetTransform());
  299. else
  300. m_mesh.Render(m_physics->GetTransform());
  301. }
  302. }
  303. }
  304. private:
  305. //Base datas
  306. EasyMesh m_mesh;
  307. EasyPhysic* m_physics;
  308. EasyCharacterController* m_character;
  309. GpuShaderData* m_custom_shader;
  310. bool m_ready;
  311. bool m_should_render;
  312. bool m_is_character;
  313. #if CAT_MODE
  314. bool m_is_phys;
  315. #endif //CAT_MODE
  316. };
  317. #endif /* __PHYSICOBJECT_H__ */