選択できるのは25トピックまでです。 トピックは、先頭が英数字で、英数字とダッシュ('-')を使用した35文字以内のものにしてください。

210 行
5.2 KiB

  1. //
  2. // Orbital
  3. //
  4. // Copyright: (c) 2009-2012 Cédric Lecacheur <jordx@free.fr>
  5. // (c) 2009-2012 Benjamin Huet <huet.benjamin@gmail.com>
  6. // (c) 2012 Sam Hocevar <sam@hocevar.net>
  7. //
  8. /* FIXME: this file is pure crap; it's only a test. */
  9. #if !defined __PHYSICOBJECT_H__
  10. #define __PHYSICOBJECT_H__
  11. #include "core.h"
  12. #include "easymesh/easymesh.h"
  13. #include "Physics/EasyPhysics.h"
  14. using namespace lol;
  15. using namespace lol::phys;
  16. class PhysicsObject : public WorldEntity
  17. {
  18. public:
  19. PhysicsObject(Simulation* new_sim, const vec3 &base_location, const quat &base_rotation)
  20. : m_ready(false), m_should_render(true)
  21. {
  22. m_mesh.Compile("[sc#ddd afcb60 1 60 -.1]");
  23. vec3 BoxSize = vec3(60.f, 1.f, 60.f);
  24. m_physics.SetCollisionChannel(0, 0xFF);
  25. m_physics.SetShapeToBox(BoxSize);
  26. m_physics.SetMass(.0f);
  27. m_physics.SetTransform(base_location, base_rotation);
  28. m_physics.InitBodyToRigid(true);
  29. m_physics.AddToSimulation(new_sim);
  30. }
  31. PhysicsObject(Simulation* new_sim, float base_mass, const vec3 &base_location, int RandValue = -1)
  32. : m_ready(false), m_should_render(true)
  33. {
  34. Array<char const *> MeshRand;
  35. MeshRand << "[sc#add afcb2 2 2 -.1]";
  36. MeshRand << "[sc#dad afcb2 2 2 -.1]";
  37. MeshRand << "[sc#dda afcb2 2 2 -.1]";
  38. MeshRand << "[sc#daa afcb2 2 2 -.1]";
  39. MeshRand << "[sc#ada afcb2 2 2 -.1]";
  40. MeshRand << "[sc#aad afcb2 2 2 -.1]";
  41. int SphereLimit = MeshRand.Count();
  42. MeshRand << "[sc#add asph6 2 2 2]";
  43. MeshRand << "[sc#dad asph6 2 2 2]";
  44. MeshRand << "[sc#dda asph6 2 2 2]";
  45. MeshRand << "[sc#daa asph6 2 2 2]";
  46. MeshRand << "[sc#ada asph6 2 2 2]";
  47. MeshRand << "[sc#aad asph6 2 2 2]";
  48. int ConeLimit = MeshRand.Count();
  49. MeshRand << "[sc#add scb#add ad16 2 0 rx180 ty-1 ac16 2 2 0 0 0]";
  50. MeshRand << "[sc#dad scb#dad ad16 2 0 rx180 ty-1 ac16 2 2 0 0 0]";
  51. MeshRand << "[sc#dda scb#dda ad16 2 0 rx180 ty-1 ac16 2 2 0 0 0]";
  52. MeshRand << "[sc#daa scb#daa ad16 2 0 rx180 ty-1 ac16 2 2 0 0 0]";
  53. MeshRand << "[sc#ada scb#ada ad16 2 0 rx180 ty-1 ac16 2 2 0 0 0]";
  54. MeshRand << "[sc#aad scb#aad ad16 2 0 rx180 ty-1 ac16 2 2 0 0 0]";
  55. int CylLimit = MeshRand.Count();
  56. MeshRand << "[sc#add scb#add ad16 2 0 rx180 ty-1 my ac16 2 2 2 0 0]";
  57. MeshRand << "[sc#dad scb#dad ad16 2 0 rx180 ty-1 my ac16 2 2 2 0 0]";
  58. MeshRand << "[sc#dda scb#dda ad16 2 0 rx180 ty-1 my ac16 2 2 2 0 0]";
  59. MeshRand << "[sc#daa scb#daa ad16 2 0 rx180 ty-1 my ac16 2 2 2 0 0]";
  60. MeshRand << "[sc#ada scb#ada ad16 2 0 rx180 ty-1 my ac16 2 2 2 0 0]";
  61. MeshRand << "[sc#aad scb#aad ad16 2 0 rx180 ty-1 my ac16 2 2 2 0 0]";
  62. int CapsLimit = MeshRand.Count();
  63. MeshRand << "[sc#add scb#add acap3 2 1]";
  64. MeshRand << "[sc#dad scb#dad acap3 2 1]";
  65. MeshRand << "[sc#dda scb#dda acap3 2 1]";
  66. MeshRand << "[sc#daa scb#daa acap3 2 1]";
  67. MeshRand << "[sc#ada scb#ada acap3 2 1]";
  68. MeshRand << "[sc#aad scb#aad acap3 2 1]";
  69. switch (RandValue)
  70. {
  71. case 0:
  72. {
  73. RandValue = (int)(lol::RandF() * (SphereLimit - 1));
  74. break;
  75. }
  76. case 1:
  77. {
  78. RandValue = SphereLimit + (int)(lol::RandF() * ((ConeLimit - SphereLimit) - 1));
  79. break;
  80. }
  81. case 2:
  82. {
  83. RandValue = ConeLimit + (int)(lol::RandF() * ((CylLimit - ConeLimit) - 1));
  84. break;
  85. }
  86. case 3:
  87. {
  88. RandValue = CylLimit + (int)(lol::RandF() * ((CapsLimit - CylLimit) - 1));
  89. break;
  90. }
  91. case 4:
  92. {
  93. RandValue = CapsLimit + (int)(lol::RandF() * ((MeshRand.Count() - CapsLimit) - 1));
  94. break;
  95. }
  96. default:
  97. {
  98. RandValue = (int)(lol::RandF() * (MeshRand.Count() - 1));
  99. }
  100. }
  101. m_mesh.Compile(MeshRand[RandValue]);
  102. vec3 BoxSize = vec3(2.0f);
  103. int ColGroup = 1;
  104. if (RandValue < SphereLimit)
  105. {
  106. m_physics.SetShapeToBox(BoxSize);
  107. ColGroup += 0;
  108. }
  109. else if (RandValue < ConeLimit)
  110. {
  111. m_physics.SetShapeToSphere(BoxSize.x * 2.f);
  112. ColGroup += 1;
  113. }
  114. else if (RandValue < CylLimit)
  115. {
  116. m_physics.SetShapeToCone(BoxSize.x, BoxSize.y);
  117. ColGroup += 2;
  118. }
  119. else if (RandValue < CapsLimit)
  120. {
  121. m_physics.SetShapeToCylinder(BoxSize);
  122. ColGroup += 3;
  123. }
  124. else
  125. {
  126. m_physics.SetShapeToCapsule(BoxSize.x, BoxSize.y);
  127. ColGroup += 4;
  128. }
  129. m_physics.SetCollisionChannel(0, 0xFF);
  130. //m_physics.SetCollisionChannel(ColGroup, (1<<ColGroup)|(1));
  131. m_physics.SetMass(base_mass);
  132. m_physics.SetTransform(base_location);
  133. m_physics.InitBodyToRigid();
  134. m_physics.AddToSimulation(new_sim);
  135. }
  136. void SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation=lol::quat(lol::mat4(1.0f)))
  137. {
  138. m_physics.SetTransform(base_location, base_rotation);
  139. }
  140. lol::mat4 GetTransform()
  141. {
  142. return m_physics.GetTransform();
  143. }
  144. void SetRender(bool should_render)
  145. {
  146. m_should_render = should_render;
  147. }
  148. EasyMesh *GetMesh() { return &m_mesh; }
  149. EasyPhysic *GetPhysic() { return &m_physics; }
  150. ~PhysicsObject()
  151. {
  152. }
  153. char const *GetName() { return "<PhysicsObject>"; }
  154. protected:
  155. virtual void TickGame(float seconds)
  156. {
  157. WorldEntity::TickGame(seconds);
  158. }
  159. virtual void TickDraw(float seconds)
  160. {
  161. WorldEntity::TickDraw(seconds);
  162. if (!m_ready)
  163. {
  164. m_mesh.MeshConvert();
  165. m_ready = true;
  166. }
  167. if (m_should_render)
  168. m_mesh.Render(m_physics.GetTransform());
  169. }
  170. private:
  171. //Base datas
  172. EasyMesh m_mesh;
  173. EasyPhysic m_physics;
  174. bool m_ready;
  175. bool m_should_render;
  176. };
  177. #endif /* __PHYSICOBJECT_H__ */