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- //
- // Lol Engine
- //
- // Copyright: (c) 2010-2012 Sam Hocevar <sam@hocevar.net>
- // (c) 2009-2012 Cédric Lecacheur <jordx@free.fr>
- // (c) 2009-2012 Benjamin 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://sam.zoy.org/projects/COPYING.WTFPL for more details.
- //
-
- #if defined HAVE_CONFIG_H
- # include "config.h"
- #endif
-
- #include "LolBtPhysicsIntegration.h"
- #include "LolPhysics.h"
-
- namespace lol
- {
-
- namespace phys
- {
-
- #ifdef HAVE_PHYS_USE_BULLET
-
- //-------------------------------------------------------------------------
- //EASY_PHYSIC
- //--
-
- EasyPhysic::EasyPhysic() :
- m_collision_object(NULL),
- m_rigid_body(NULL),
- m_collision_shape(NULL),
- m_motion_state(NULL),
- m_mass(.0f),
- m_local_inertia(btVector3(.0f, .0f, .0f)),
- m_collision_group(1),
- m_collision_mask(1)
- {
- }
-
- 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;
- SetShapeTo(new btBoxShape(LOL2BT_VEC3(new_box_size)));
- }
-
- void EasyPhysic::SetShapeToSphere(float radius)
- {
- SetShapeTo(new btSphereShape(radius * LOL2BT_UNIT * LOL2BT_SIZE));
- }
-
- void EasyPhysic::SetShapeToCone(float radius, float height)
- {
- SetShapeTo(new btConeShape( radius * LOL2BT_UNIT,
- height * LOL2BT_UNIT));
- }
-
- void EasyPhysic::SetShapeToCylinder(lol::vec3& cyl_size)
- {
- vec3 new_cyl_size = cyl_size * LOL2BT_UNIT;
- new_cyl_size.y *= LOL2BT_SIZE;
- SetShapeTo(new btCylinderShape(LOL2BT_VEC3(new_cyl_size)));
- }
-
- void EasyPhysic::SetShapeToCapsule(float radius, float height)
- {
- SetShapeTo(new btCapsuleShape( radius * LOL2BT_UNIT * LOL2BT_SIZE,
- height * LOL2BT_UNIT * LOL2BT_SIZE));
- }
-
- //-------------------------------------------------------------------------
- //Base Location/Rotation setup
- //--
- void EasyPhysic::SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation)
- {
- if (m_motion_state)
- m_motion_state->setWorldTransform(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(base_location * LOL2BT_UNIT)));
- else
- m_motion_state = new btDefaultMotionState(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(base_location * LOL2BT_UNIT)));
- }
-
- //-------------------------------------------------------------------------
- //Mass related functions
- //--
- //Set Shape functions
- void EasyPhysic::SetMass(float mass)
- {
- m_mass = mass;
-
- if (m_rigid_body)
- {
- SetLocalInertia(m_mass);
- m_rigid_body->setMassProps(mass, m_local_inertia);
- }
- }
-
- //-------------------------------------------------------------------------
- //Final conversion pass functons : Body related
- //--
-
- //Init to rigid body
- void EasyPhysic::InitBodyToRigid(bool SetToKinematic)
- {
- if (m_collision_object)
- delete m_collision_object;
-
- SetLocalInertia(m_mass);
- if (!m_motion_state)
- SetTransform(vec3(.0f));
-
- btRigidBody::btRigidBodyConstructionInfo NewInfos(m_mass, m_motion_state, m_collision_shape, m_local_inertia);
- m_rigid_body = new btRigidBody(NewInfos);
- m_collision_object = m_rigid_body;
-
- if (m_mass == .0f && SetToKinematic)
- {
- m_rigid_body->setActivationState(DISABLE_DEACTIVATION);
- m_rigid_body->setCollisionFlags(m_rigid_body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
- }
- }
-
- void EasyPhysic::AddToSimulation(class Simulation* current_simulation)
- {
- btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld();
- if (dynamics_world)
- {
- if (m_rigid_body)
- {
- dynamics_world->addRigidBody(m_rigid_body, m_collision_group, m_collision_mask);
- if (m_mass != .0f)
- current_simulation->AddToDynamic(this);
- else
- current_simulation->AddToStatic(this);
- }
- else
- dynamics_world->addCollisionObject(m_collision_object, m_collision_group, m_collision_mask);
- }
- }
-
- 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);
- else
- dynamics_world->removeCollisionObject(m_collision_object);
- }
- }
-
- //-------------------------------------------------------------------------
- //Getter functons
- //--
-
- 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;
- }
-
- //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);
- }
-
- //-------------------------------------------------------------------------
- //EASY_CONSTRAINT
- //--
-
- void EasyConstraint::AddToSimulation(class Simulation* current_simulation)
- {
- btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld();
- if (dynamics_world && m_typed_constraint)
- {
- dynamics_world->addConstraint(m_typed_constraint, m_disable_a2b_collision);
- current_simulation->AddToConstraint(this);
- }
- }
-
- void EasyConstraint::RemoveFromSimulation(class Simulation* current_simulation)
- {
- btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld();
- if (dynamics_world, m_typed_constraint)
- dynamics_world->removeConstraint(m_typed_constraint);
- }
-
- #endif // HAVE_PHYS_USE_BULLET
-
- } /* namespace phys */
-
- } /* namespace lol */
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