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  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();
  29. m_physics.AddToSimulation(new_sim);
  30. }
  31. PhysicsObject(Simulation* new_sim, float base_mass, const vec3 &base_location)
  32. : m_ready(false), m_should_render(true)
  33. {
  34. Array<char *> 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. int RandValue = (int)(lol::RandF() * (MeshRand.Count() - 1));
  70. m_mesh.Compile(MeshRand[RandValue]);
  71. vec3 BoxSize = vec3(2.0f);
  72. int ColGroup = 1;
  73. if (RandValue < SphereLimit)
  74. {
  75. m_physics.SetShapeToBox(BoxSize);
  76. ColGroup += 0;
  77. }
  78. else if (RandValue < ConeLimit)
  79. {
  80. m_physics.SetShapeToSphere(BoxSize.x * 2.f);
  81. ColGroup += 1;
  82. }
  83. else if (RandValue < CylLimit)
  84. {
  85. m_physics.SetShapeToCone(BoxSize.x, BoxSize.y);
  86. ColGroup += 2;
  87. }
  88. else if (RandValue < CapsLimit)
  89. {
  90. m_physics.SetShapeToCylinder(BoxSize);
  91. ColGroup += 3;
  92. }
  93. else
  94. {
  95. m_physics.SetShapeToCapsule(BoxSize.x, BoxSize.y);
  96. ColGroup += 4;
  97. }
  98. m_physics.SetCollisionChannel(ColGroup, (1<<ColGroup)|(1));
  99. m_physics.SetMass(base_mass);
  100. m_physics.SetTransform(base_location);
  101. m_physics.InitBodyToRigid();
  102. m_physics.AddToSimulation(new_sim);
  103. }
  104. void SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation=lol::quat(lol::mat4(1.0f)))
  105. {
  106. m_physics.SetTransform(base_location, base_rotation);
  107. }
  108. lol::mat4 GetTransform()
  109. {
  110. return m_physics.GetTransform();
  111. }
  112. void SetRender(bool should_render)
  113. {
  114. m_should_render = should_render;
  115. }
  116. ~PhysicsObject()
  117. {
  118. }
  119. char const *GetName() { return "<PhysicsObject>"; }
  120. protected:
  121. virtual void TickGame(float seconds)
  122. {
  123. WorldEntity::TickGame(seconds);
  124. }
  125. virtual void TickDraw(float seconds)
  126. {
  127. WorldEntity::TickDraw(seconds);
  128. if (!m_ready)
  129. {
  130. m_mesh.MeshConvert();
  131. m_ready = true;
  132. }
  133. if (m_should_render)
  134. m_mesh.Render(m_physics.GetTransform());
  135. }
  136. private:
  137. //Base datas
  138. EasyMesh m_mesh;
  139. EasyPhysics m_physics;
  140. bool m_ready;
  141. bool m_should_render;
  142. };
  143. #endif /* __PHYSICOBJECT_H__ */