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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. m_convex_shape = new btBoxShape(LOL2BT_VEC3(new_box_size));
  66. SetShapeTo(m_convex_shape);
  67. }
  68. void EasyPhysic::SetShapeToSphere(float radius)
  69. {
  70. m_convex_shape = new btSphereShape(radius * LOL2BT_UNIT * LOL2BT_SIZE);
  71. SetShapeTo(m_convex_shape);
  72. }
  73. void EasyPhysic::SetShapeToCone(float radius, float height)
  74. {
  75. m_convex_shape = new btConeShape( radius * LOL2BT_UNIT,
  76. height * LOL2BT_UNIT);
  77. SetShapeTo(m_convex_shape);
  78. }
  79. void EasyPhysic::SetShapeToCylinder(lol::vec3& cyl_size)
  80. {
  81. vec3 new_cyl_size = cyl_size * LOL2BT_UNIT;
  82. new_cyl_size.y *= LOL2BT_SIZE;
  83. m_convex_shape = new btCylinderShape(LOL2BT_VEC3(new_cyl_size));
  84. SetShapeTo(m_convex_shape);
  85. }
  86. void EasyPhysic::SetShapeToCapsule(float radius, float height)
  87. {
  88. m_convex_shape = new btCapsuleShape(radius * LOL2BT_UNIT * LOL2BT_SIZE,
  89. height * LOL2BT_UNIT * LOL2BT_SIZE);
  90. SetShapeTo(m_convex_shape);
  91. }
  92. //-------------------------------------------------------------------------
  93. //Base Location/Rotation setup
  94. //--
  95. void EasyPhysic::SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation)
  96. {
  97. m_local_to_world = lol::mat4::translate(base_location) * mat4(base_rotation);
  98. if (m_ghost_object)
  99. m_ghost_object->setWorldTransform(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(base_location * LOL2BT_UNIT)));
  100. else
  101. {
  102. if (m_motion_state)
  103. m_motion_state->setWorldTransform(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(base_location * LOL2BT_UNIT)));
  104. else
  105. m_motion_state = new btDefaultMotionState(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(base_location * LOL2BT_UNIT)));
  106. }
  107. }
  108. //-------------------------------------------------------------------------
  109. //Mass related functions
  110. //--
  111. //Set Shape functions
  112. void EasyPhysic::SetMass(float mass)
  113. {
  114. m_mass = mass;
  115. if (m_rigid_body)
  116. {
  117. SetLocalInertia(m_mass);
  118. m_rigid_body->setMassProps(mass, m_local_inertia);
  119. }
  120. }
  121. //-------------------------------------------------------------------------
  122. //Final conversion pass functons : Body related
  123. //--
  124. //Init to rigid body
  125. void EasyPhysic::InitBodyToRigid(bool SetToKinematic)
  126. {
  127. if (m_collision_object)
  128. delete m_collision_object;
  129. if (!m_motion_state)
  130. SetTransform(vec3(.0f));
  131. btRigidBody::btRigidBodyConstructionInfo NewInfos(m_mass, m_motion_state, m_collision_shape, m_local_inertia);
  132. m_rigid_body = new btRigidBody(NewInfos);
  133. m_collision_object = m_rigid_body;
  134. if (m_mass == .0f)
  135. {
  136. if (SetToKinematic)
  137. {
  138. m_rigid_body->setActivationState(DISABLE_DEACTIVATION);
  139. m_rigid_body->setCollisionFlags(m_rigid_body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
  140. }
  141. }
  142. else
  143. SetMass(m_mass);
  144. }
  145. //Return correct Ghost Object
  146. btGhostObject* EasyPhysic::GetGhostObject()
  147. {
  148. return new btGhostObject();
  149. }
  150. //Init to Ghost object, for Overlap/Sweep Test/Touching logic
  151. void EasyPhysic::InitBodyToGhost()
  152. {
  153. if (m_collision_object)
  154. delete m_collision_object;
  155. m_ghost_object = GetGhostObject();
  156. m_ghost_object->setCollisionShape(m_collision_shape);
  157. m_collision_object = m_ghost_object;
  158. SetTransform(m_local_to_world.v3.xyz, lol::quat(m_local_to_world));
  159. m_ghost_object->setCollisionFlags(m_ghost_object->getCollisionFlags());
  160. }
  161. //Add Physic object to the simulation
  162. void EasyPhysic::AddToSimulation(class Simulation* current_simulation)
  163. {
  164. btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld();
  165. if (dynamics_world)
  166. {
  167. if (m_ghost_object)
  168. {
  169. dynamics_world->addCollisionObject(m_ghost_object, m_collision_group, m_collision_mask);
  170. current_simulation->AddToGhost(this);
  171. }
  172. else if (m_rigid_body)
  173. {
  174. dynamics_world->addRigidBody(m_rigid_body, m_collision_group, m_collision_mask);
  175. if (m_mass != .0f)
  176. current_simulation->AddToDynamic(this);
  177. else
  178. current_simulation->AddToStatic(this);
  179. }
  180. else
  181. dynamics_world->addCollisionObject(m_collision_object, m_collision_group, m_collision_mask);
  182. }
  183. }
  184. //Remove Physic object to the simulation
  185. void EasyPhysic::RemoveFromSimulation(class Simulation* current_simulation)
  186. {
  187. btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld();
  188. if (dynamics_world)
  189. {
  190. if (m_rigid_body)
  191. dynamics_world->removeRigidBody(m_rigid_body);
  192. else if (m_collision_object)
  193. dynamics_world->removeCollisionObject(m_collision_object);
  194. }
  195. }
  196. //-------------------------------------------------------------------------
  197. //Getter functons
  198. //--
  199. mat4 EasyPhysic::GetTransform()
  200. {
  201. m_local_to_world = lol::mat4(1.0f);
  202. if (m_rigid_body && m_motion_state)
  203. {
  204. btTransform CurTransform;
  205. m_motion_state->getWorldTransform(CurTransform);
  206. CurTransform.getOpenGLMatrix(&m_local_to_world[0][0]);
  207. }
  208. else if (m_collision_object)
  209. m_collision_object->getWorldTransform().getOpenGLMatrix(&m_local_to_world[0][0]);
  210. return m_local_to_world;
  211. }
  212. //Set Local Inertia
  213. void EasyPhysic::SetLocalInertia(float mass)
  214. {
  215. if (mass != .0f)
  216. m_collision_shape->calculateLocalInertia(mass, m_local_inertia);
  217. else
  218. m_local_inertia = btVector3(.0f, .0f, .0f);
  219. }
  220. //-------------------------------------------------------------------------
  221. //EASY_CHARACTER_CONTROLLER
  222. //--
  223. //Deactivated for Character controller
  224. void EasyCharacterController::InitBodyToRigid(bool ZeroMassIsKinematic)
  225. {
  226. }
  227. //Return correct Ghost Object
  228. btGhostObject* EasyCharacterController::GetGhostObject()
  229. {
  230. return new btPairCachingGhostObject();
  231. }
  232. //Init to Pair caching ghost object, since Character uses that one.
  233. void EasyCharacterController::InitBodyToGhost()
  234. {
  235. EasyPhysic::InitBodyToGhost();
  236. m_pair_caching_object = (btPairCachingGhostObject*)m_ghost_object;
  237. m_ghost_object->setCollisionFlags(btCollisionObject::CF_CHARACTER_OBJECT | m_ghost_object->getCollisionFlags());
  238. }
  239. //Add Physic object to the simulation
  240. void EasyCharacterController::AddToSimulation(class Simulation* current_simulation)
  241. {
  242. EasyPhysic::AddToSimulation(current_simulation);
  243. btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld();
  244. if (dynamics_world)
  245. {
  246. if (m_character)
  247. delete m_character;
  248. m_character = new btKinematicCharacterController(m_pair_caching_object, m_convex_shape, m_step_height, m_up_axis);
  249. dynamics_world->addAction(m_character);
  250. }
  251. }
  252. //Remove Physic object to the simulation
  253. void EasyCharacterController::RemoveFromSimulation(class Simulation* current_simulation)
  254. {
  255. EasyPhysic::RemoveFromSimulation(current_simulation);
  256. btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld();
  257. if (dynamics_world)
  258. {
  259. if (m_character)
  260. dynamics_world->removeAction(m_character);
  261. }
  262. }
  263. //Set movement for this frame
  264. void EasyCharacterController::SetMovementForFrame(vec3 const &MoveQuantity)
  265. {
  266. m_character->setWalkDirection(LOL2BT_VEC3(MoveQuantity));
  267. }
  268. //-------------------------------------------------------------------------
  269. //EASY_CONSTRAINT
  270. //--
  271. void EasyConstraint::AddToSimulation(class Simulation* current_simulation)
  272. {
  273. btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld();
  274. if (dynamics_world && m_typed_constraint)
  275. {
  276. dynamics_world->addConstraint(m_typed_constraint, m_disable_a2b_collision);
  277. current_simulation->AddToConstraint(this);
  278. }
  279. }
  280. void EasyConstraint::RemoveFromSimulation(class Simulation* current_simulation)
  281. {
  282. btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld();
  283. if (dynamics_world, m_typed_constraint)
  284. dynamics_world->removeConstraint(m_typed_constraint);
  285. }
  286. #endif // HAVE_PHYS_USE_BULLET
  287. } /* namespace phys */
  288. } /* namespace lol */