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  1. //
  2. // Lol Engine
  3. //
  4. // Copyright: (c) 2010-2012 Sam Hocevar <sam@hocevar.net>
  5. // (c) 2009-2012 Cédric Lecacheur <jordx@free.fr>
  6. // (c) 2009-2012 Benjamin Huet <huet.benjamin@gmail.com>
  7. // This program is free software; you can redistribute it and/or
  8. // modify it under the terms of the Do What The Fuck You Want To
  9. // Public License, Version 2, as published by Sam Hocevar. See
  10. // http://sam.zoy.org/projects/COPYING.WTFPL for more details.
  11. //
  12. #if defined HAVE_CONFIG_H
  13. # include "config.h"
  14. #endif
  15. #include "LolBtPhysicsIntegration.h"
  16. #include "LolPhysics.h"
  17. namespace lol
  18. {
  19. namespace phys
  20. {
  21. #ifdef HAVE_PHYS_USE_BULLET
  22. //-------------------------------------------------------------------------
  23. //EASY_PHYSIC
  24. //--
  25. EasyPhysic::EasyPhysic() :
  26. m_collision_object(NULL),
  27. m_rigid_body(NULL),
  28. m_ghost_object(NULL),
  29. m_collision_shape(NULL),
  30. m_motion_state(NULL),
  31. m_mass(.0f),
  32. m_local_inertia(btVector3(.0f, .0f, .0f)),
  33. m_collision_group(1),
  34. m_collision_mask(1)
  35. {
  36. }
  37. EasyPhysic::~EasyPhysic()
  38. {
  39. m_rigid_body = NULL;
  40. delete m_collision_object;
  41. delete m_collision_shape;
  42. delete m_motion_state;
  43. }
  44. //-------------------------------------------------------------------------
  45. //Set Shape functions
  46. //--
  47. void EasyPhysic::SetShapeTo(btCollisionShape* collision_shape)
  48. {
  49. bool bReinitToRigidBody = false;
  50. if (m_rigid_body)
  51. {
  52. bReinitToRigidBody = true;
  53. delete m_rigid_body;
  54. }
  55. if (m_collision_shape)
  56. delete m_collision_shape;
  57. m_collision_shape = collision_shape;
  58. if (bReinitToRigidBody)
  59. InitBodyToRigid();
  60. }
  61. //Box Shape support
  62. void EasyPhysic::SetShapeToBox(lol::vec3& box_size)
  63. {
  64. vec3 new_box_size = box_size * LOL2BT_UNIT * LOL2BT_SIZE;
  65. SetShapeTo(new btBoxShape(LOL2BT_VEC3(new_box_size)));
  66. }
  67. void EasyPhysic::SetShapeToSphere(float radius)
  68. {
  69. SetShapeTo(new btSphereShape(radius * LOL2BT_UNIT * LOL2BT_SIZE));
  70. }
  71. void EasyPhysic::SetShapeToCone(float radius, float height)
  72. {
  73. SetShapeTo(new btConeShape( radius * LOL2BT_UNIT,
  74. height * LOL2BT_UNIT));
  75. }
  76. void EasyPhysic::SetShapeToCylinder(lol::vec3& cyl_size)
  77. {
  78. vec3 new_cyl_size = cyl_size * LOL2BT_UNIT;
  79. new_cyl_size.y *= LOL2BT_SIZE;
  80. SetShapeTo(new btCylinderShape(LOL2BT_VEC3(new_cyl_size)));
  81. }
  82. void EasyPhysic::SetShapeToCapsule(float radius, float height)
  83. {
  84. SetShapeTo(new btCapsuleShape( radius * LOL2BT_UNIT * LOL2BT_SIZE,
  85. height * LOL2BT_UNIT * LOL2BT_SIZE));
  86. }
  87. //-------------------------------------------------------------------------
  88. //Base Location/Rotation setup
  89. //--
  90. void EasyPhysic::SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation)
  91. {
  92. if (m_ghost_object)
  93. m_ghost_object->setWorldTransform(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(base_location * LOL2BT_UNIT)));
  94. else
  95. {
  96. if (m_motion_state)
  97. m_motion_state->setWorldTransform(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(base_location * LOL2BT_UNIT)));
  98. else
  99. m_motion_state = new btDefaultMotionState(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(base_location * LOL2BT_UNIT)));
  100. }
  101. }
  102. //-------------------------------------------------------------------------
  103. //Mass related functions
  104. //--
  105. //Set Shape functions
  106. void EasyPhysic::SetMass(float mass)
  107. {
  108. m_mass = mass;
  109. if (m_rigid_body)
  110. {
  111. SetLocalInertia(m_mass);
  112. m_rigid_body->setMassProps(mass, m_local_inertia);
  113. }
  114. }
  115. //-------------------------------------------------------------------------
  116. //Final conversion pass functons : Body related
  117. //--
  118. //Init to rigid body
  119. void EasyPhysic::InitBodyToRigid(bool SetToKinematic)
  120. {
  121. if (m_collision_object)
  122. delete m_collision_object;
  123. if (!m_motion_state)
  124. SetTransform(vec3(.0f));
  125. btRigidBody::btRigidBodyConstructionInfo NewInfos(m_mass, m_motion_state, m_collision_shape, m_local_inertia);
  126. m_rigid_body = new btRigidBody(NewInfos);
  127. m_collision_object = m_rigid_body;
  128. if (m_mass == .0f && SetToKinematic)
  129. {
  130. m_rigid_body->setActivationState(DISABLE_DEACTIVATION);
  131. m_rigid_body->setCollisionFlags(m_rigid_body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
  132. }
  133. }
  134. //Init to Ghost object, for Overlap/Sweep Test/Touching logic
  135. void EasyPhysic::InitBodyToGhost()
  136. {
  137. if (m_collision_object)
  138. delete m_collision_object;
  139. m_ghost_object = new btGhostObject();
  140. m_ghost_object->setCollisionShape(m_collision_shape);
  141. m_collision_object = m_ghost_object;
  142. SetTransform(vec3(.0f));
  143. m_ghost_object->setCollisionFlags(m_ghost_object->getCollisionFlags());
  144. //btCollisionObject::CF_CHARACTER_OBJECT
  145. }
  146. //Add Physic object to the simulation
  147. void EasyPhysic::AddToSimulation(class Simulation* current_simulation)
  148. {
  149. btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld();
  150. if (dynamics_world)
  151. {
  152. if (m_ghost_object)
  153. {
  154. dynamics_world->addCollisionObject(m_ghost_object, m_collision_group, m_collision_mask);
  155. current_simulation->AddToGhost(this);
  156. }
  157. else if (m_rigid_body)
  158. {
  159. dynamics_world->addRigidBody(m_rigid_body, m_collision_group, m_collision_mask);
  160. if (m_mass != .0f)
  161. current_simulation->AddToDynamic(this);
  162. else
  163. current_simulation->AddToStatic(this);
  164. }
  165. else
  166. dynamics_world->addCollisionObject(m_collision_object, m_collision_group, m_collision_mask);
  167. }
  168. }
  169. //Remove Physic object to the simulation
  170. void EasyPhysic::RemoveFromSimulation(class Simulation* current_simulation)
  171. {
  172. btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld();
  173. if (dynamics_world)
  174. {
  175. if (m_rigid_body)
  176. dynamics_world->removeRigidBody(m_rigid_body);
  177. else
  178. dynamics_world->removeCollisionObject(m_collision_object);
  179. }
  180. }
  181. //-------------------------------------------------------------------------
  182. //Getter functons
  183. //--
  184. mat4 EasyPhysic::GetTransform()
  185. {
  186. m_local_to_world = lol::mat4(1.0f);
  187. if (m_rigid_body && m_motion_state)
  188. {
  189. btTransform CurTransform;
  190. m_motion_state->getWorldTransform(CurTransform);
  191. CurTransform.getOpenGLMatrix(&m_local_to_world[0][0]);
  192. }
  193. else if (m_collision_object)
  194. m_collision_object->getWorldTransform().getOpenGLMatrix(&m_local_to_world[0][0]);
  195. return m_local_to_world;
  196. }
  197. //Set Local Inertia
  198. void EasyPhysic::SetLocalInertia(float mass)
  199. {
  200. if (mass != .0f)
  201. m_collision_shape->calculateLocalInertia(mass, m_local_inertia);
  202. else
  203. m_local_inertia = btVector3(.0f, .0f, .0f);
  204. }
  205. //-------------------------------------------------------------------------
  206. //EASY_CHARACTER_CONTROLLER
  207. //--
  208. void EasyCharacterController::SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation)
  209. {
  210. }
  211. void EasyCharacterController::SetMass(float mass)
  212. {
  213. }
  214. void EasyCharacterController::InitBodyToRigid(bool ZeroMassIsKinematic)
  215. {
  216. }
  217. void EasyCharacterController::InitBodyToGhost()
  218. {
  219. //btCollisionObject::CF_CHARACTER_OBJECT
  220. }
  221. void EasyCharacterController::AddToSimulation(class Simulation* current_simulation)
  222. {
  223. }
  224. void EasyCharacterController::RemoveFromSimulation(class Simulation* current_simulation)
  225. {
  226. }
  227. mat4 EasyCharacterController::GetTransform()
  228. {
  229. return mat4(1.f);
  230. }
  231. //-------------------------------------------------------------------------
  232. //EASY_CONSTRAINT
  233. //--
  234. void EasyConstraint::AddToSimulation(class Simulation* current_simulation)
  235. {
  236. btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld();
  237. if (dynamics_world && m_typed_constraint)
  238. {
  239. dynamics_world->addConstraint(m_typed_constraint, m_disable_a2b_collision);
  240. current_simulation->AddToConstraint(this);
  241. }
  242. }
  243. void EasyConstraint::RemoveFromSimulation(class Simulation* current_simulation)
  244. {
  245. btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld();
  246. if (dynamics_world, m_typed_constraint)
  247. dynamics_world->removeConstraint(m_typed_constraint);
  248. }
  249. #endif // HAVE_PHYS_USE_BULLET
  250. } /* namespace phys */
  251. } /* namespace lol */