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  1. //
  2. // Lol Engine
  3. //
  4. // Copyright: (c) 2010-2013 Sam Hocevar <sam@hocevar.net>
  5. // (c) 2009-2013 Cédric Lecacheur <jordx@free.fr>
  6. // (c) 2009-2013 Benjamin "Touky" 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://www.wtfpl.net/ 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(WorldEntity* NewOwnerEntity) :
  26. m_collision_object(NULL),
  27. m_ghost_object(NULL),
  28. m_rigid_body(NULL),
  29. m_local_inertia(btVector3(.0f, .0f, .0f)),
  30. m_collision_shape(NULL),
  31. m_convex_shape(NULL),
  32. m_motion_state(NULL),
  33. m_mass(.0f),
  34. m_collision_group(1),
  35. m_collision_mask(1),
  36. m_owner_entity(NewOwnerEntity),
  37. m_owner_simulation(NULL),
  38. m_base_physic(NULL)
  39. {
  40. }
  41. EasyPhysic::~EasyPhysic()
  42. {
  43. m_rigid_body = NULL;
  44. delete m_collision_object;
  45. delete m_collision_shape;
  46. delete m_motion_state;
  47. }
  48. //-------------------------------------------------------------------------
  49. //Set Shape functions
  50. //--
  51. void EasyPhysic::SetShapeTo(btCollisionShape* collision_shape)
  52. {
  53. bool bReinitToRigidBody = false;
  54. if (m_rigid_body)
  55. {
  56. bReinitToRigidBody = true;
  57. delete m_rigid_body;
  58. }
  59. if (m_collision_shape)
  60. delete m_collision_shape;
  61. m_collision_shape = collision_shape;
  62. if (bReinitToRigidBody)
  63. InitBodyToRigid();
  64. }
  65. //Box Shape support
  66. void EasyPhysic::SetShapeToBox(lol::vec3& box_size)
  67. {
  68. vec3 new_box_size = box_size * LOL2BT_UNIT * LOL2BT_SIZE;
  69. m_convex_shape = new btBoxShape(LOL2BT_VEC3(new_box_size));
  70. SetShapeTo(m_convex_shape);
  71. }
  72. void EasyPhysic::SetShapeToSphere(float radius)
  73. {
  74. m_convex_shape = new btSphereShape(radius * LOL2BT_UNIT * LOL2BT_SIZE);
  75. SetShapeTo(m_convex_shape);
  76. }
  77. void EasyPhysic::SetShapeToCone(float radius, float height)
  78. {
  79. m_convex_shape = new btConeShape( radius * LOL2BT_UNIT,
  80. height * LOL2BT_UNIT);
  81. SetShapeTo(m_convex_shape);
  82. }
  83. void EasyPhysic::SetShapeToCylinder(lol::vec3& cyl_size)
  84. {
  85. vec3 new_cyl_size = cyl_size * LOL2BT_UNIT;
  86. new_cyl_size.y *= LOL2BT_SIZE;
  87. m_convex_shape = new btCylinderShape(LOL2BT_VEC3(new_cyl_size));
  88. SetShapeTo(m_convex_shape);
  89. }
  90. void EasyPhysic::SetShapeToCapsule(float radius, float height)
  91. {
  92. m_convex_shape = new btCapsuleShape(radius * LOL2BT_UNIT * LOL2BT_SIZE,
  93. height * LOL2BT_UNIT * LOL2BT_SIZE);
  94. SetShapeTo(m_convex_shape);
  95. }
  96. //-------------------------------------------------------------------------
  97. //Base Location/Rotation setup
  98. //--
  99. //Getter
  100. mat4 EasyPhysic::GetTransform()
  101. {
  102. m_local_to_world = lol::mat4(1.0f);
  103. if (m_rigid_body && m_motion_state)
  104. {
  105. btTransform CurTransform;
  106. m_motion_state->getWorldTransform(CurTransform);
  107. CurTransform.getOpenGLMatrix(&m_local_to_world[0][0]);
  108. }
  109. else if (m_collision_object)
  110. m_collision_object->getWorldTransform().getOpenGLMatrix(&m_local_to_world[0][0]);
  111. return m_local_to_world;
  112. }
  113. //Setter
  114. void EasyPhysic::SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation)
  115. {
  116. lol::mat4 PreviousMatrix = m_local_to_world;
  117. m_local_to_world = lol::mat4::translate(base_location) * lol::mat4(base_rotation);
  118. if (m_ghost_object)
  119. m_ghost_object->setWorldTransform(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(LOL2BT_UNIT * base_location)));
  120. else
  121. {
  122. if (m_motion_state)
  123. m_motion_state->setWorldTransform(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(LOL2BT_UNIT * base_location)));
  124. else
  125. m_motion_state = new btDefaultMotionState(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(LOL2BT_UNIT * base_location)));
  126. }
  127. for (int i = 0; i < m_based_physic_list.Count(); i++)
  128. {
  129. if (m_based_physic_list[i])
  130. m_based_physic_list[i]->BaseTransformChanged(PreviousMatrix, m_local_to_world);
  131. else
  132. m_based_physic_list.Remove(i--);
  133. }
  134. }
  135. //Internal callback when Base transform has changed.
  136. void EasyPhysic::BaseTransformChanged(const lol::mat4& PreviousMatrix, const lol::mat4& NewMatrix)
  137. {
  138. mat4 PreviousMatrixLoc = ((m_base_lock_location)?(PreviousMatrix):(lol::mat4::translate(PreviousMatrix.v3.xyz)));
  139. mat4 PreviousMatrixRot = ((m_base_lock_rotation)?(lol::mat4(lol::quat(PreviousMatrix))):(lol::mat4(1.f)));
  140. mat4 NewMatrixLoc = ((m_base_lock_location)?(NewMatrix):(lol::mat4::translate(NewMatrix.v3.xyz)));
  141. mat4 NewMatrixRot = ((m_base_lock_rotation)?(lol::mat4(lol::quat(NewMatrix))):(lol::mat4(1.f)));
  142. if (m_ghost_object || (m_rigid_body->getCollisionFlags() & btCollisionObject::CF_KINEMATIC_OBJECT))
  143. {
  144. mat4 ThisMatrixLoc = NewMatrixLoc * inverse(PreviousMatrixLoc) * lol::mat4::translate(m_local_to_world.v3.xyz);
  145. mat4 ThisMatrixRot = NewMatrixRot * inverse(PreviousMatrixRot) * lol::mat4(lol::quat(m_local_to_world));
  146. SetTransform(ThisMatrixLoc.v3.xyz, lol::mat4(lol::quat(ThisMatrixRot)));
  147. }
  148. }
  149. //-------------------------------------------------------------------------
  150. //Mass related functions
  151. //--
  152. //Set Shape functions
  153. void EasyPhysic::SetMass(float mass)
  154. {
  155. m_mass = mass;
  156. if (m_rigid_body)
  157. {
  158. SetLocalInertia(m_mass);
  159. m_rigid_body->setMassProps(mass, m_local_inertia);
  160. }
  161. }
  162. //-------------------------------------------------------------------------
  163. //Final conversion pass functons : Body related
  164. //--
  165. //Init to rigid body
  166. void EasyPhysic::InitBodyToRigid(bool SetToKinematic)
  167. {
  168. if (m_collision_object)
  169. delete m_collision_object;
  170. if (!m_motion_state)
  171. SetTransform(vec3(.0f));
  172. btRigidBody::btRigidBodyConstructionInfo NewInfos(m_mass, m_motion_state, m_collision_shape, m_local_inertia);
  173. m_rigid_body = new btRigidBody(NewInfos);
  174. m_collision_object = m_rigid_body;
  175. m_collision_object->setUserPointer(this);
  176. if (m_mass == .0f)
  177. {
  178. if (SetToKinematic)
  179. {
  180. m_rigid_body->setActivationState(DISABLE_DEACTIVATION);
  181. m_rigid_body->setCollisionFlags(m_rigid_body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
  182. }
  183. }
  184. else
  185. SetMass(m_mass);
  186. }
  187. //Return correct Ghost Object
  188. btGhostObject* EasyPhysic::GetGhostObjectInstance()
  189. {
  190. return new btGhostObject();
  191. }
  192. //Init to Ghost object, for Overlap/Sweep Test/Touching logic
  193. void EasyPhysic::InitBodyToGhost()
  194. {
  195. if (m_collision_object)
  196. delete m_collision_object;
  197. m_ghost_object = GetGhostObjectInstance();
  198. m_ghost_object->setCollisionShape(m_collision_shape);
  199. m_collision_object = m_ghost_object;
  200. m_collision_object->setUserPointer(this);
  201. SetTransform(m_local_to_world.v3.xyz, lol::quat(m_local_to_world));
  202. m_ghost_object->setCollisionFlags(m_ghost_object->getCollisionFlags());
  203. }
  204. //-------------
  205. //Touch logic
  206. //-------------
  207. // btManifoldArray manifoldArray;
  208. // btBroadphasePairArray& pairArray = ghostObject->getOverlappingPairCache()->getOverlappingPairArray();
  209. // int numPairs = pairArray.size();
  210. // for (int i=0;i<numPairs;i++)
  211. // {
  212. // manifoldArray.clear();
  213. // const btBroadphasePair& pair = pairArray[i];
  214. //
  215. // //unless we manually perform collision detection on this pair, the contacts are in the dynamics world paircache:
  216. // btBroadphasePair* collisionPair = dynamicsWorld->getPairCache()->findPair(pair.m_pProxy0,pair.m_pProxy1);
  217. // if (!collisionPair)
  218. // continue;
  219. // if (collisionPair->m_algorithm)
  220. // collisionPair->m_algorithm->getAllContactManifolds(manifoldArray);
  221. // for (int j=0;j<manifoldArray.size();j++)
  222. // {
  223. // btPersistentManifold* manifold = manifoldArray[j];
  224. // btScalar directionSign = manifold->getBody0() == m_ghostObject ? btScalar(-1.0) : btScalar(1.0);
  225. // for (int p=0;p<manifold->getNumContacts();p++)
  226. // {
  227. // const btManifoldPoint&pt = manifold->getContactPoint(p);
  228. // if (pt.getDistance()<0.f)
  229. //{
  230. // const btVector3& ptA = pt.getPositionWorldOnA();
  231. // const btVector3& ptB = pt.getPositionWorldOnB();
  232. // const btVector3& normalOnB = pt.m_normalWorldOnB;
  233. // /// work here
  234. //}
  235. // }
  236. // }
  237. // }
  238. //Add Physic object to the simulation
  239. void EasyPhysic::AddToSimulation(class Simulation* current_simulation)
  240. {
  241. btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld();
  242. if (dynamics_world)
  243. {
  244. if (m_ghost_object)
  245. {
  246. dynamics_world->addCollisionObject(m_ghost_object, m_collision_group, m_collision_mask);
  247. current_simulation->ObjectRegistration(true, this, Simulation::EEPT_Ghost);
  248. }
  249. else if (m_rigid_body)
  250. {
  251. dynamics_world->addRigidBody(m_rigid_body, m_collision_group, m_collision_mask);
  252. if (m_mass != .0f)
  253. current_simulation->ObjectRegistration(true, this, Simulation::EEPT_Dynamic);
  254. else
  255. current_simulation->ObjectRegistration(true, this, Simulation::EEPT_Static);
  256. }
  257. else
  258. {
  259. dynamics_world->addCollisionObject(m_collision_object, m_collision_group, m_collision_mask);
  260. current_simulation->ObjectRegistration(true, this, Simulation::EEPT_CollisionObject);
  261. }
  262. }
  263. }
  264. //Remove Physic object to the simulation
  265. void EasyPhysic::RemoveFromSimulation(class Simulation* current_simulation)
  266. {
  267. btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld();
  268. if (dynamics_world)
  269. {
  270. if (m_rigid_body)
  271. {
  272. dynamics_world->removeRigidBody(m_rigid_body);
  273. if (m_mass != .0f)
  274. current_simulation->ObjectRegistration(false, this, Simulation::EEPT_Dynamic);
  275. else
  276. current_simulation->ObjectRegistration(false, this, Simulation::EEPT_Static);
  277. }
  278. else
  279. {
  280. dynamics_world->removeCollisionObject(m_collision_object);
  281. if (m_ghost_object)
  282. current_simulation->ObjectRegistration(false, this, Simulation::EEPT_Ghost);
  283. current_simulation->ObjectRegistration(false, this, Simulation::EEPT_CollisionObject);
  284. }
  285. }
  286. }
  287. //Set Local Inertia
  288. void EasyPhysic::SetLocalInertia(float mass)
  289. {
  290. if (mass != .0f)
  291. m_collision_shape->calculateLocalInertia(mass, m_local_inertia);
  292. else
  293. m_local_inertia = btVector3(.0f, .0f, .0f);
  294. }
  295. #endif // HAVE_PHYS_USE_BULLET
  296. } /* namespace phys */
  297. } /* namespace lol */