1 | // |
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2 | // Lol Engine |
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3 | // |
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4 | // Copyright: (c) 2010-2012 Sam Hocevar <sam@hocevar.net> |
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5 | // (c) 2009-2012 Cédric Lecacheur <jordx@free.fr> |
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6 | // (c) 2009-2012 Benjamin Huet <huet.benjamin@gmail.com> |
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7 | // This program is free software; you can redistribute it and/or |
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8 | // modify it under the terms of the Do What The Fuck You Want To |
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9 | // Public License, Version 2, as published by Sam Hocevar. See |
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10 | // http://sam.zoy.org/projects/COPYING.WTFPL for more details. |
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11 | // |
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12 | |
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13 | #if defined HAVE_CONFIG_H |
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14 | # include "config.h" |
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15 | #endif |
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16 | |
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17 | #include "LolBtPhysicsIntegration.h" |
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18 | #include "LolPhysics.h" |
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19 | |
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20 | namespace lol |
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21 | { |
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22 | |
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23 | namespace phys |
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24 | { |
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25 | |
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26 | #ifdef HAVE_PHYS_USE_BULLET |
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27 | |
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28 | //------------------------------------------------------------------------- |
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29 | //EASY_PHYSIC |
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30 | //-- |
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31 | |
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32 | EasyPhysic::EasyPhysic() : |
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33 | m_collision_object(NULL), |
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34 | m_rigid_body(NULL), |
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35 | m_ghost_object(NULL), |
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36 | m_collision_shape(NULL), |
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37 | m_motion_state(NULL), |
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38 | m_mass(.0f), |
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39 | m_local_inertia(btVector3(.0f, .0f, .0f)), |
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40 | m_collision_group(1), |
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41 | m_collision_mask(1) |
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42 | { |
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43 | } |
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44 | |
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45 | EasyPhysic::~EasyPhysic() |
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46 | { |
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47 | m_rigid_body = NULL; |
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48 | delete m_collision_object; |
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49 | delete m_collision_shape; |
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50 | delete m_motion_state; |
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51 | } |
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52 | |
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53 | //------------------------------------------------------------------------- |
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54 | //Set Shape functions |
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55 | //-- |
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56 | |
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57 | void EasyPhysic::SetShapeTo(btCollisionShape* collision_shape) |
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58 | { |
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59 | bool bReinitToRigidBody = false; |
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60 | if (m_rigid_body) |
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61 | { |
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62 | bReinitToRigidBody = true; |
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63 | delete m_rigid_body; |
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64 | } |
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65 | if (m_collision_shape) |
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66 | delete m_collision_shape; |
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67 | |
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68 | m_collision_shape = collision_shape; |
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69 | |
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70 | if (bReinitToRigidBody) |
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71 | InitBodyToRigid(); |
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72 | } |
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73 | |
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74 | //Box Shape support |
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75 | void EasyPhysic::SetShapeToBox(lol::vec3& box_size) |
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76 | { |
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77 | vec3 new_box_size = box_size * LOL2BT_UNIT * LOL2BT_SIZE; |
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78 | SetShapeTo(new btBoxShape(LOL2BT_VEC3(new_box_size))); |
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79 | } |
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80 | |
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81 | void EasyPhysic::SetShapeToSphere(float radius) |
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82 | { |
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83 | SetShapeTo(new btSphereShape(radius * LOL2BT_UNIT * LOL2BT_SIZE)); |
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84 | } |
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85 | |
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86 | void EasyPhysic::SetShapeToCone(float radius, float height) |
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87 | { |
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88 | SetShapeTo(new btConeShape( radius * LOL2BT_UNIT, |
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89 | height * LOL2BT_UNIT)); |
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90 | } |
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91 | |
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92 | void EasyPhysic::SetShapeToCylinder(lol::vec3& cyl_size) |
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93 | { |
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94 | vec3 new_cyl_size = cyl_size * LOL2BT_UNIT; |
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95 | new_cyl_size.y *= LOL2BT_SIZE; |
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96 | SetShapeTo(new btCylinderShape(LOL2BT_VEC3(new_cyl_size))); |
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97 | } |
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98 | |
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99 | void EasyPhysic::SetShapeToCapsule(float radius, float height) |
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100 | { |
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101 | SetShapeTo(new btCapsuleShape( radius * LOL2BT_UNIT * LOL2BT_SIZE, |
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102 | height * LOL2BT_UNIT * LOL2BT_SIZE)); |
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103 | } |
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104 | |
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105 | //------------------------------------------------------------------------- |
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106 | //Base Location/Rotation setup |
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107 | //-- |
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108 | void EasyPhysic::SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation) |
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109 | { |
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110 | if (m_ghost_object) |
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111 | m_ghost_object->setWorldTransform(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(base_location * LOL2BT_UNIT))); |
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112 | else |
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113 | { |
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114 | if (m_motion_state) |
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115 | m_motion_state->setWorldTransform(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(base_location * LOL2BT_UNIT))); |
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116 | else |
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117 | m_motion_state = new btDefaultMotionState(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(base_location * LOL2BT_UNIT))); |
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118 | } |
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119 | } |
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120 | |
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121 | //------------------------------------------------------------------------- |
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122 | //Mass related functions |
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123 | //-- |
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124 | //Set Shape functions |
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125 | void EasyPhysic::SetMass(float mass) |
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126 | { |
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127 | m_mass = mass; |
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128 | |
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129 | if (m_rigid_body) |
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130 | { |
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131 | SetLocalInertia(m_mass); |
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132 | m_rigid_body->setMassProps(mass, m_local_inertia); |
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133 | } |
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134 | } |
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135 | |
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136 | //------------------------------------------------------------------------- |
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137 | //Final conversion pass functons : Body related |
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138 | //-- |
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139 | |
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140 | //Init to rigid body |
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141 | void EasyPhysic::InitBodyToRigid(bool SetToKinematic) |
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142 | { |
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143 | if (m_collision_object) |
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144 | delete m_collision_object; |
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145 | |
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146 | if (!m_motion_state) |
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147 | SetTransform(vec3(.0f)); |
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148 | |
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149 | btRigidBody::btRigidBodyConstructionInfo NewInfos(m_mass, m_motion_state, m_collision_shape, m_local_inertia); |
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150 | m_rigid_body = new btRigidBody(NewInfos); |
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151 | m_collision_object = m_rigid_body; |
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152 | |
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153 | if (m_mass == .0f && SetToKinematic) |
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154 | { |
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155 | m_rigid_body->setActivationState(DISABLE_DEACTIVATION); |
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156 | m_rigid_body->setCollisionFlags(m_rigid_body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT); |
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157 | } |
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158 | } |
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159 | |
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160 | //Init to Ghost object, for Overlap/Sweep Test/Touching logic |
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161 | void EasyPhysic::InitBodyToGhost() |
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162 | { |
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163 | if (m_collision_object) |
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164 | delete m_collision_object; |
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165 | |
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166 | m_ghost_object = new btGhostObject(); |
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167 | m_ghost_object->setCollisionShape(m_collision_shape); |
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168 | m_collision_object = m_ghost_object; |
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169 | |
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170 | SetTransform(vec3(.0f)); |
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171 | |
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172 | m_ghost_object->setCollisionFlags(m_ghost_object->getCollisionFlags()); |
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173 | //btCollisionObject::CF_CHARACTER_OBJECT |
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174 | } |
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175 | |
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176 | //Add Physic object to the simulation |
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177 | void EasyPhysic::AddToSimulation(class Simulation* current_simulation) |
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178 | { |
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179 | btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld(); |
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180 | if (dynamics_world) |
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181 | { |
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182 | if (m_ghost_object) |
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183 | { |
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184 | dynamics_world->addCollisionObject(m_ghost_object, m_collision_group, m_collision_mask); |
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185 | current_simulation->AddToGhost(this); |
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186 | } |
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187 | else if (m_rigid_body) |
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188 | { |
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189 | dynamics_world->addRigidBody(m_rigid_body, m_collision_group, m_collision_mask); |
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190 | if (m_mass != .0f) |
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191 | current_simulation->AddToDynamic(this); |
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192 | else |
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193 | current_simulation->AddToStatic(this); |
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194 | } |
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195 | else |
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196 | dynamics_world->addCollisionObject(m_collision_object, m_collision_group, m_collision_mask); |
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197 | } |
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198 | } |
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199 | |
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200 | //Remove Physic object to the simulation |
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201 | void EasyPhysic::RemoveFromSimulation(class Simulation* current_simulation) |
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202 | { |
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203 | btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld(); |
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204 | if (dynamics_world) |
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205 | { |
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206 | if (m_rigid_body) |
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207 | dynamics_world->removeRigidBody(m_rigid_body); |
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208 | else |
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209 | dynamics_world->removeCollisionObject(m_collision_object); |
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210 | } |
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211 | } |
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212 | |
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213 | //------------------------------------------------------------------------- |
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214 | //Getter functons |
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215 | //-- |
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216 | |
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217 | mat4 EasyPhysic::GetTransform() |
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218 | { |
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219 | m_local_to_world = lol::mat4(1.0f); |
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220 | if (m_rigid_body && m_motion_state) |
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221 | { |
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222 | btTransform CurTransform; |
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223 | m_motion_state->getWorldTransform(CurTransform); |
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224 | CurTransform.getOpenGLMatrix(&m_local_to_world[0][0]); |
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225 | } |
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226 | else if (m_collision_object) |
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227 | m_collision_object->getWorldTransform().getOpenGLMatrix(&m_local_to_world[0][0]); |
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228 | return m_local_to_world; |
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229 | } |
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230 | |
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231 | //Set Local Inertia |
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232 | void EasyPhysic::SetLocalInertia(float mass) |
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233 | { |
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234 | if (mass != .0f) |
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235 | m_collision_shape->calculateLocalInertia(mass, m_local_inertia); |
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236 | else |
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237 | m_local_inertia = btVector3(.0f, .0f, .0f); |
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238 | } |
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239 | |
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240 | //------------------------------------------------------------------------- |
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241 | //EASY_CHARACTER_CONTROLLER |
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242 | //-- |
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243 | |
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244 | void EasyCharacterController::SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation) |
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245 | { |
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246 | |
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247 | } |
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248 | void EasyCharacterController::SetMass(float mass) |
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249 | { |
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250 | |
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251 | } |
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252 | void EasyCharacterController::InitBodyToRigid(bool ZeroMassIsKinematic) |
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253 | { |
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254 | |
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255 | } |
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256 | void EasyCharacterController::InitBodyToGhost() |
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257 | { |
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258 | //btCollisionObject::CF_CHARACTER_OBJECT |
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259 | } |
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260 | void EasyCharacterController::AddToSimulation(class Simulation* current_simulation) |
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261 | { |
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262 | |
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263 | } |
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264 | void EasyCharacterController::RemoveFromSimulation(class Simulation* current_simulation) |
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265 | { |
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266 | |
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267 | } |
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268 | mat4 EasyCharacterController::GetTransform() |
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269 | { |
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270 | return mat4(1.f); |
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271 | } |
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272 | |
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273 | //------------------------------------------------------------------------- |
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274 | //EASY_CONSTRAINT |
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275 | //-- |
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276 | |
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277 | void EasyConstraint::AddToSimulation(class Simulation* current_simulation) |
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278 | { |
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279 | btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld(); |
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280 | if (dynamics_world && m_typed_constraint) |
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281 | { |
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282 | dynamics_world->addConstraint(m_typed_constraint, m_disable_a2b_collision); |
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283 | current_simulation->AddToConstraint(this); |
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284 | } |
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285 | } |
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286 | |
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287 | void EasyConstraint::RemoveFromSimulation(class Simulation* current_simulation) |
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288 | { |
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289 | btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld(); |
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290 | if (dynamics_world, m_typed_constraint) |
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291 | dynamics_world->removeConstraint(m_typed_constraint); |
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292 | } |
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293 | |
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294 | #endif // HAVE_PHYS_USE_BULLET |
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295 | |
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296 | } /* namespace phys */ |
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297 | |
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298 | } /* namespace lol */ |
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