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  1. //
  2. // Lol Engine
  3. //
  4. // Copyright © 2010—2015 Sam Hocevar <sam@hocevar.net>
  5. // © 2009—2013 Benjamin “Touky” Huet <huet.benjamin@gmail.com>
  6. //
  7. // This library is free software. It comes without any warranty, to
  8. // the extent permitted by applicable law. You can redistribute it
  9. // and/or modify it under the terms of the Do What the Fuck You Want
  10. // to Public License, Version 2, as published by the WTFPL Task Force.
  11. // See http://www.wtfpl.net/ for more details.
  12. //
  13. #pragma once
  14. //
  15. // The EasyPhysic class
  16. // ------------------
  17. //
  18. #include <lol/engine.h>
  19. #include <bullet/btBulletDynamicsCommon.h>
  20. #include <bullet/btBulletCollisionCommon.h>
  21. #include <bullet/BulletCollision/CollisionDispatch/btGhostObject.h>
  22. namespace lol
  23. {
  24. namespace phys
  25. {
  26. class EasyPhysic
  27. {
  28. friend class Simulation;
  29. friend class EasyConstraint;
  30. public:
  31. EasyPhysic(WorldEntity* NewOwnerEntity);
  32. ~EasyPhysic();
  33. virtual void SetShapeToBox(lol::vec3& box_size);
  34. virtual void SetShapeToSphere(float radius);
  35. virtual void SetShapeToCone(float radius, float height);
  36. virtual void SetShapeToCylinder(lol::vec3& cyl_size);
  37. virtual void SetShapeToCapsule(float radius, float height);
  38. virtual bool CanChangeCollisionChannel() { return (m_rigid_body == nullptr); }
  39. virtual mat4 GetTransform();
  40. virtual void SetTransform(const vec3& base_location, const quat& base_rotation = quat(mat3(1.0f)));
  41. protected:
  42. virtual void BaseTransformChanged(const mat4& PreviousMatrix, const mat4& NewMatrix);
  43. public:
  44. virtual void SetMass(float mass);
  45. virtual float GetMass() { return m_mass; }
  46. virtual void SetHitRestitution(float hit_restitution);
  47. virtual void InitBodyToRigid(bool ZeroMassIsKinematic=false);
  48. virtual void InitBodyToGhost();
  49. virtual void AddToSimulation(class Simulation* current_simulation);
  50. virtual void RemoveFromSimulation(class Simulation* current_simulation);
  51. //Force/Impulse functions
  52. virtual void AddImpulse(const lol::vec3& impulse);
  53. virtual void AddImpulse(const lol::vec3& impulse, const lol::vec3& rel_pos);
  54. virtual void AddImpulseTorque(const lol::vec3& torque);
  55. virtual void AddForce(const lol::vec3& force);
  56. virtual void AddForce(const lol::vec3& force, const lol::vec3& rel_pos);
  57. virtual void AddForceTorque(const lol::vec3& torque);
  58. //Movements getter
  59. lol::vec3 GetLinearVelocity() const;
  60. lol::vec3 GetLinearForce() const;
  61. lol::vec3 GetAngularVelocity() const;
  62. lol::vec3 GetAngularForce() const;
  63. protected:
  64. virtual void SetLocalInertia(float mass);
  65. virtual void SetShapeTo(btCollisionShape* collision_shape);
  66. virtual btGhostObject* GetGhostObjectInstance();
  67. btCollisionObject* m_collision_object;
  68. btGhostObject* m_ghost_object;
  69. btRigidBody* m_rigid_body;
  70. btVector3 m_local_inertia;
  71. btCollisionShape* m_collision_shape;
  72. btConvexShape* m_convex_shape;
  73. btMotionState* m_motion_state;
  74. public:
  75. //Sets the collision Group & Mask.
  76. //Mask can change at runtime, not group !
  77. virtual bool SetCollisionChannel(int NewGroup, int NewMask)
  78. {
  79. if (CanChangeCollisionChannel())
  80. {
  81. m_collision_group = (1 << NewGroup);
  82. m_collision_mask = NewMask;
  83. return true;
  84. }
  85. return false;
  86. }
  87. int GetCollisionGroup() { return m_collision_group; }
  88. int GetCollisionMask() { return m_collision_mask; }
  89. //Base/Attachment logic
  90. virtual void AttachTo(EasyPhysic* NewBase, bool NewBaseLockLocation = true, bool NewBaseLockRotation = true)
  91. {
  92. if (NewBase == this || (NewBase && NewBase->m_base_physic == this))
  93. return;
  94. if (NewBase)
  95. {
  96. bool bAlreadyExists = false;
  97. for (int i = 0; i < NewBase->m_based_physic_list.count(); ++i)
  98. if (NewBase->m_based_physic_list[i] == this)
  99. bAlreadyExists = true;
  100. if (!bAlreadyExists)
  101. NewBase->m_based_physic_list << this;
  102. m_base_physic = NewBase;
  103. m_base_lock_location = NewBaseLockLocation;
  104. m_base_lock_rotation = NewBaseLockRotation;
  105. }
  106. else if (m_base_physic)
  107. {
  108. for (int i = 0; i < m_base_physic->m_based_physic_list.count(); ++i)
  109. if (m_base_physic->m_based_physic_list[i] == this)
  110. m_base_physic->m_based_physic_list.remove(i--);
  111. m_base_physic = nullptr;
  112. }
  113. }
  114. protected:
  115. lol::mat4 m_local_to_world;
  116. float m_mass;
  117. float m_hit_restitution;
  118. int m_collision_group;
  119. int m_collision_mask;
  120. WorldEntity* m_owner_entity;
  121. Simulation* m_owner_simulation;
  122. //Base/Attachment logic
  123. array<EasyPhysic*> m_based_physic_list; //List of objects based on this : this object moves, its based object MoveStep with it.
  124. EasyPhysic* m_base_physic; //Base for this object : The base moves, the object moves with it.
  125. bool m_base_lock_location; //when this is TRUE, location moves with rotation change.
  126. bool m_base_lock_rotation; //when this is TRUE, rotation moves with rotation change.
  127. //Touch logic
  128. array<EasyPhysic*> m_touching_physic; //Maintained by ghost objects
  129. };
  130. } /* namespace phys */
  131. } /* namespace lol */