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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)
  20. : m_ready(false)
  21. {
  22. m_mesh.Compile("[sc#add afcb110 1 110 -.1]");
  23. vec3 BoxSize = vec3(110.f, 1.f, 110.f);
  24. m_physics.SetShapeToBox(BoxSize);
  25. m_physics.SetMass(.0f);
  26. m_physics.InitBodyToRigid();
  27. m_physics.AddToSimulation(new_sim);
  28. }
  29. PhysicsObject(Simulation* new_sim, float base_mass, const vec3 &base_location)
  30. : m_ready(false)
  31. {
  32. Array<char *> MeshRand;
  33. MeshRand << "[sc#add afcb2 2 2 -.1]";
  34. MeshRand << "[sc#dad afcb2 2 2 -.1]";
  35. MeshRand << "[sc#dda afcb2 2 2 -.1]";
  36. MeshRand << "[sc#daa afcb2 2 2 -.1]";
  37. MeshRand << "[sc#ada afcb2 2 2 -.1]";
  38. MeshRand << "[sc#aad afcb2 2 2 -.1]";
  39. int SphereLimit = MeshRand.Count();
  40. MeshRand << "[sc#add asph16 2 2 2]";
  41. MeshRand << "[sc#dad asph16 2 2 2]";
  42. MeshRand << "[sc#dda asph16 2 2 2]";
  43. MeshRand << "[sc#daa asph16 2 2 2]";
  44. MeshRand << "[sc#ada asph16 2 2 2]";
  45. MeshRand << "[sc#aad asph16 2 2 2]";
  46. int RandValue = (int)(lol::RandF() * (MeshRand.Count() - 1));
  47. m_mesh.Compile(MeshRand[RandValue]);
  48. vec3 BoxSize = vec3(2.0f);
  49. if (RandValue >= SphereLimit)
  50. m_physics.SetShapeToSphere(BoxSize.x);
  51. else
  52. m_physics.SetShapeToBox(BoxSize);
  53. m_physics.SetMass(base_mass);
  54. m_physics.SetBaseTransform(base_location);
  55. m_physics.InitBodyToRigid();
  56. m_physics.AddToSimulation(new_sim);
  57. }
  58. ~PhysicsObject()
  59. {
  60. }
  61. char const *GetName() { return "<PhysicsObject>"; }
  62. protected:
  63. virtual void TickGame(float seconds)
  64. {
  65. WorldEntity::TickGame(seconds);
  66. }
  67. virtual void TickDraw(float seconds)
  68. {
  69. WorldEntity::TickDraw(seconds);
  70. if (!m_ready)
  71. {
  72. m_mesh.MeshConvert();
  73. m_ready = true;
  74. }
  75. m_mesh.Render(m_physics.GetTransform());
  76. }
  77. private:
  78. //Base datas
  79. EasyMesh m_mesh;
  80. EasyPhysics m_physics;
  81. bool m_ready;
  82. };
  83. #endif /* __PHYSICOBJECT_H__ */