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- //
- // Orbital
- //
- // Copyright: (c) 2009-2012 Cédric Lecacheur <jordx@free.fr>
- // (c) 2009-2012 Benjamin Huet <huet.benjamin@gmail.com>
- // (c) 2012 Sam Hocevar <sam@hocevar.net>
- //
-
- /* FIXME: this file is pure crap; it's only a test. */
-
- #if !defined __PHYSICOBJECT_H__
- #define __PHYSICOBJECT_H__
-
- #include "core.h"
- #include "easymesh/easymesh.h"
- #include "Physics/Include/EasyPhysics.h"
- #include "Physics/Include/EasyCharacterController.h"
- #include "Physics/Include/EasyConstraint.h"
-
- using namespace lol;
- using namespace lol::phys;
-
- class PhysicsObject : public WorldEntity
- {
- public:
- PhysicsObject(Simulation* new_sim, const vec3 &base_location, const quat &base_rotation)
- : m_ready(false), m_should_render(true), m_is_character(false)
- {
- m_physics = new EasyPhysic(this);
-
- m_mesh.Compile("[sc#ddd afcb60 1 60 -.1]");
- vec3 BoxSize = vec3(60.f, 1.f, 60.f);
- m_physics->SetCollisionChannel(0, 0xFF);
- m_physics->SetShapeToBox(BoxSize);
- m_physics->SetMass(.0f);
- m_physics->SetTransform(base_location, base_rotation);
- m_physics->InitBodyToRigid(true);
- m_physics->AddToSimulation(new_sim);
- }
-
- PhysicsObject(Simulation* new_sim, const vec3 &base_location, const quat &base_rotation, int dummy)
- : m_ready(false), m_should_render(true), m_is_character(false)
- {
- if (dummy == 1) //for platform purpose
- {
- m_physics = new EasyPhysic(this);
-
- m_mesh.Compile("[sc#ddd afcb20 1 20 -.1]");
- vec3 BoxSize = vec3(20.f, 1.f, 20.f);
- m_physics->SetCollisionChannel(0, 0xFF);
- m_physics->SetShapeToBox(BoxSize);
- m_physics->SetMass(.0f);
- m_physics->SetTransform(base_location, base_rotation);
- m_physics->InitBodyToRigid(true);
- m_physics->AddToSimulation(new_sim);
- }
- else if (dummy == 2) //for character purpose
- {
- m_character = new EasyCharacterController(this);
- m_is_character = true;
- //m_mesh.Compile("[sc#f00 afcb10 10 10 -.1]");
- m_mesh.Compile(
- "[sc#000 scb#000"
- //"[sc#aaa scb#aaa"
- "[ad8 2 0 rx180 ty-1]"
- "[asph8 .5 .5 .5 ty1]"
- "[ac32 2 .5 .5 0 0]"
- "[asph6 .1 .1 .1 ty.9 tx.5 tz.15]"
- "[asph6 .1 .1 .1 ty.9 tx.5 tz-.15]"
- "[asph8 .05 .5 .05 ty.6 tz.5]"
- "[asph8 .05 .5 .05 ty.6 tz-.5]"
- "]"
- "[sc#fd0 scb#fd0"
- "[ac8 .4 .1 0 0 0 ty.25 rz-90 ty.7 tx.5]"
- "]"
- "["
- "[sc#fff scb#fff"
- "[ad8 2 0 rx180 ty-1]"
- "[asph8 .5 .5 .5 ty1]"
- "[ac32 1.9 .5 .5 0 0]"
- "]"
- " ty-.1 tx.05]"
- );
- vec3 BoxSize = vec3(1.f, 2.f, 1.f);
- m_character->SetCollisionChannel(0, 0xFF);
- m_character->SetShapeToCapsule(BoxSize.x, BoxSize.y);
- m_character->SetMass(.0f);
- //m_character->SetStepHeight(1.f);
- m_character->SetTransform(base_location, base_rotation);
- m_character->InitBodyToGhost();
- m_character->AddToSimulation(new_sim);
- }
- else if (dummy == 3) //for Stairs purpose
- {
- m_physics = new EasyPhysic(this);
-
- m_mesh.Compile("[sc#aae afcb4 .25 4 -.01]");
- vec3 BoxSize = vec3(4.f, .25f, 4.f);
- m_physics->SetCollisionChannel(0, 0xFF);
- m_physics->SetShapeToBox(BoxSize);
- m_physics->SetMass(.0f);
- m_physics->SetTransform(base_location, base_rotation);
- m_physics->InitBodyToRigid(true);
- m_physics->AddToSimulation(new_sim);
- }
- }
-
- PhysicsObject(Simulation* new_sim, float base_mass, const vec3 &base_location, int RandValue = -1)
- : m_ready(false), m_should_render(true), m_is_character(false)
- {
- Array<char const *> MeshRand;
-
- //MeshRand << "[sc#add afcb2 2 2 -.1]";
- //MeshRand << "[sc#dad afcb2 2 2 -.1]";
- //MeshRand << "[sc#dda afcb2 2 2 -.1]";
- //MeshRand << "[sc#daa afcb2 2 2 -.1]";
- //MeshRand << "[sc#ada afcb2 2 2 -.1]";
- //MeshRand << "[sc#aad afcb2 2 2 -.1]";
- MeshRand << "[sc#add afcb1.7 1.7 1.7 0][sc#000 tsw afcb1.9 1.9 1.9 0 sx-1 sy-1 sz-1]";
- MeshRand << "[sc#dad afcb1.7 1.7 1.7 0][sc#000 tsw afcb1.9 1.9 1.9 0 sx-1 sy-1 sz-1]";
- MeshRand << "[sc#dda afcb1.7 1.7 1.7 0][sc#000 tsw afcb1.9 1.9 1.9 0 sx-1 sy-1 sz-1]";
- MeshRand << "[sc#daa afcb1.7 1.7 1.7 0][sc#000 tsw afcb1.9 1.9 1.9 0 sx-1 sy-1 sz-1]";
- MeshRand << "[sc#ada afcb1.7 1.7 1.7 0][sc#000 tsw afcb1.9 1.9 1.9 0 sx-1 sy-1 sz-1]";
- MeshRand << "[sc#aad afcb1.7 1.7 1.7 0][sc#000 tsw afcb1.9 1.9 1.9 0 sx-1 sy-1 sz-1]";
-
- int SphereLimit = MeshRand.Count();
-
- MeshRand << "[sc#add asph1 2 2 2]";
- MeshRand << "[sc#dad asph1 2 2 2]";
- MeshRand << "[sc#dda asph1 2 2 2]";
- MeshRand << "[sc#daa asph1 2 2 2]";
- MeshRand << "[sc#ada asph1 2 2 2]";
- MeshRand << "[sc#aad asph1 2 2 2]";
-
- int ConeLimit = MeshRand.Count();
-
- MeshRand << "[sc#add scb#add ad8 2 0 rx180 ty-1 ac8 2 2 0 0 0]";
- MeshRand << "[sc#dad scb#dad ad8 2 0 rx180 ty-1 ac8 2 2 0 0 0]";
- MeshRand << "[sc#dda scb#dda ad8 2 0 rx180 ty-1 ac8 2 2 0 0 0]";
- MeshRand << "[sc#daa scb#daa ad8 2 0 rx180 ty-1 ac8 2 2 0 0 0]";
- MeshRand << "[sc#ada scb#ada ad8 2 0 rx180 ty-1 ac8 2 2 0 0 0]";
- MeshRand << "[sc#aad scb#aad ad8 2 0 rx180 ty-1 ac8 2 2 0 0 0]";
-
- int CylLimit = MeshRand.Count();
-
- MeshRand << "[sc#add scb#add ad8 2 0 rx180 ty-1 my ac8 2 2 2 0 0]";
- MeshRand << "[sc#dad scb#dad ad8 2 0 rx180 ty-1 my ac8 2 2 2 0 0]";
- MeshRand << "[sc#dda scb#dda ad8 2 0 rx180 ty-1 my ac8 2 2 2 0 0]";
- MeshRand << "[sc#daa scb#daa ad8 2 0 rx180 ty-1 my ac8 2 2 2 0 0]";
- MeshRand << "[sc#ada scb#ada ad8 2 0 rx180 ty-1 my ac8 2 2 2 0 0]";
- MeshRand << "[sc#aad scb#aad ad8 2 0 rx180 ty-1 my ac8 2 2 2 0 0]";
-
- int CapsLimit = MeshRand.Count();
-
- MeshRand << "[sc#add scb#add acap1 2 1]";
- MeshRand << "[sc#dad scb#dad acap1 2 1]";
- MeshRand << "[sc#dda scb#dda acap1 2 1]";
- MeshRand << "[sc#daa scb#daa acap1 2 1]";
- MeshRand << "[sc#ada scb#ada acap1 2 1]";
- MeshRand << "[sc#aad scb#aad acap1 2 1]";
-
- switch (RandValue)
- {
- case 0:
- {
- RandValue = (int)(lol::RandF() * (SphereLimit - 1));
- break;
- }
- case 1:
- {
- RandValue = SphereLimit + (int)(lol::RandF() * ((ConeLimit - SphereLimit) - 1));
- break;
- }
- case 2:
- {
- RandValue = ConeLimit + (int)(lol::RandF() * ((CylLimit - ConeLimit) - 1));
- break;
- }
- case 3:
- {
- RandValue = CylLimit + (int)(lol::RandF() * ((CapsLimit - CylLimit) - 1));
- break;
- }
- case 4:
- {
- RandValue = CapsLimit + (int)(lol::RandF() * ((MeshRand.Count() - CapsLimit) - 1));
- break;
- }
- default:
- {
- RandValue = (int)(lol::RandF() * (MeshRand.Count() - 1));
- }
- }
-
- m_physics = new EasyPhysic(this);
-
- m_mesh.Compile(MeshRand[RandValue]);
- vec3 BoxSize = vec3(2.0f);
- int ColGroup = 1;
- if (RandValue < SphereLimit)
- {
- m_physics->SetShapeToBox(BoxSize);
- ColGroup += 0;
- }
- else if (RandValue < ConeLimit)
- {
- m_physics->SetShapeToSphere(BoxSize.x * 2.f);
- ColGroup += 1;
- }
- else if (RandValue < CylLimit)
- {
- m_physics->SetShapeToCone(BoxSize.x, BoxSize.y);
- ColGroup += 2;
- }
- else if (RandValue < CapsLimit)
- {
- m_physics->SetShapeToCylinder(BoxSize);
- ColGroup += 3;
- }
- else
- {
- m_physics->SetShapeToCapsule(BoxSize.x, BoxSize.y);
- ColGroup += 4;
- }
-
- m_physics->SetCollisionChannel(0, 0xFF);
- //m_physics->SetCollisionChannel(ColGroup, (1<<ColGroup)|(1));
- m_physics->SetMass(base_mass);
- m_physics->SetTransform(base_location);
- m_physics->InitBodyToRigid();
- m_physics->AddToSimulation(new_sim);
- }
-
- void SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation=lol::quat(lol::mat4(1.0f)))
- {
- if (m_is_character)
- m_character->SetTransform(base_location, base_rotation);
- else
- m_physics->SetTransform(base_location, base_rotation);
- }
-
- lol::mat4 GetTransform()
- {
- if (m_is_character)
- return m_character->GetTransform();
- else
- return m_physics->GetTransform();
- }
-
- void SetRender(bool should_render)
- {
- m_should_render = should_render;
- }
-
- EasyMesh *GetMesh() { return &m_mesh; }
- EasyPhysic *GetPhysic() { return m_physics; }
- EasyCharacterController *GetCharacter() { return m_character; }
-
- ~PhysicsObject()
- {
- }
-
- char const *GetName() { return "<PhysicsObject>"; }
-
- protected:
- virtual void TickGame(float seconds)
- {
- WorldEntity::TickGame(seconds);
- }
-
- virtual void TickDraw(float seconds)
- {
- WorldEntity::TickDraw(seconds);
-
- if (!m_ready)
- {
- m_mesh.MeshConvert();
- m_ready = true;
- }
-
- if (m_should_render)
- {
- if (m_is_character)
- m_mesh.Render(m_character->GetTransform());
- else
- m_mesh.Render(m_physics->GetTransform());
- }
- }
-
- private:
- //Base datas
- EasyMesh m_mesh;
- EasyPhysic* m_physics;
- EasyCharacterController* m_character;
-
- bool m_ready;
- bool m_should_render;
- bool m_is_character;
- };
-
- #endif /* __PHYSICOBJECT_H__ */
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