1 | // |
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2 | // Orbital |
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3 | // |
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4 | // Copyright: (c) 2009-2012 Cédric Lecacheur <jordx@free.fr> |
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5 | // (c) 2009-2012 Benjamin Huet <huet.benjamin@gmail.com> |
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6 | // (c) 2012 Sam Hocevar <sam@hocevar.net> |
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7 | // |
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8 | |
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9 | /* FIXME: this file is pure crap; it's only a test. */ |
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10 | |
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11 | #if !defined __PHYSICOBJECT_H__ |
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12 | #define __PHYSICOBJECT_H__ |
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13 | |
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14 | #include "core.h" |
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15 | #include "easymesh/easymesh.h" |
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16 | #include "Physics/Include/EasyPhysics.h" |
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17 | #include "Physics/Include/EasyCharacterController.h" |
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18 | #include "Physics/Include/EasyConstraint.h" |
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19 | |
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20 | using namespace lol; |
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21 | using namespace lol::phys; |
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22 | |
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23 | class PhysicsObject : public WorldEntity |
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24 | { |
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25 | public: |
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26 | PhysicsObject(Simulation* new_sim, const vec3 &base_location, const quat &base_rotation) |
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27 | : m_ready(false), m_should_render(true), m_is_character(false) |
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28 | { |
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29 | m_physics = new EasyPhysic(this); |
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30 | |
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31 | m_mesh.Compile("[sc#ddd afcb60 1 60 -.1]"); |
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32 | vec3 BoxSize = vec3(60.f, 1.f, 60.f); |
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33 | m_physics->SetCollisionChannel(0, 0xFF); |
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34 | m_physics->SetShapeToBox(BoxSize); |
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35 | m_physics->SetMass(.0f); |
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36 | m_physics->SetTransform(base_location, base_rotation); |
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37 | m_physics->InitBodyToRigid(true); |
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38 | m_physics->AddToSimulation(new_sim); |
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39 | } |
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40 | |
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41 | PhysicsObject(Simulation* new_sim, const vec3 &base_location, const quat &base_rotation, int dummy) |
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42 | : m_ready(false), m_should_render(true), m_is_character(false) |
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43 | { |
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44 | if (dummy == 1) //for platform purpose |
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45 | { |
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46 | m_physics = new EasyPhysic(this); |
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47 | |
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48 | m_mesh.Compile("[sc#ddd afcb20 1 20 -.1]"); |
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49 | vec3 BoxSize = vec3(20.f, 1.f, 20.f); |
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50 | m_physics->SetCollisionChannel(0, 0xFF); |
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51 | m_physics->SetShapeToBox(BoxSize); |
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52 | m_physics->SetMass(.0f); |
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53 | m_physics->SetTransform(base_location, base_rotation); |
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54 | m_physics->InitBodyToRigid(true); |
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55 | m_physics->AddToSimulation(new_sim); |
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56 | } |
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57 | else if (dummy == 2) //for character purpose |
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58 | { |
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59 | m_character = new EasyCharacterController(this); |
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60 | m_is_character = true; |
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61 | //m_mesh.Compile("[sc#f00 afcb10 10 10 -.1]"); |
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62 | m_mesh.Compile( |
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63 | "[sc#000 scb#000" |
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64 | //"[sc#aaa scb#aaa" |
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65 | "[ad8 2 0 rx180 ty-1]" |
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66 | "[asph8 .5 .5 .5 ty1]" |
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67 | "[ac32 2 .5 .5 0 0]" |
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68 | "[asph6 .1 .1 .1 ty.9 tx.5 tz.15]" |
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69 | "[asph6 .1 .1 .1 ty.9 tx.5 tz-.15]" |
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70 | "[asph8 .05 .5 .05 ty.6 tz.5]" |
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71 | "[asph8 .05 .5 .05 ty.6 tz-.5]" |
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72 | "]" |
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73 | "[sc#fd0 scb#fd0" |
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74 | "[ac8 .4 .1 0 0 0 ty.25 rz-90 ty.7 tx.5]" |
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75 | "]" |
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76 | "[" |
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77 | "[sc#fff scb#fff" |
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78 | "[ad8 2 0 rx180 ty-1]" |
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79 | "[asph8 .5 .5 .5 ty1]" |
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80 | "[ac32 1.9 .5 .5 0 0]" |
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81 | "]" |
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82 | " ty-.1 tx.05]" |
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83 | ); |
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84 | vec3 BoxSize = vec3(1.f, 2.f, 1.f); |
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85 | m_character->SetCollisionChannel(0, 0xFF); |
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86 | m_character->SetShapeToCapsule(BoxSize.x, BoxSize.y); |
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87 | m_character->SetMass(.0f); |
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88 | //m_character->SetStepHeight(1.f); |
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89 | m_character->SetTransform(base_location, base_rotation); |
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90 | m_character->InitBodyToGhost(); |
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91 | m_character->AddToSimulation(new_sim); |
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92 | } |
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93 | else if (dummy == 3) //for Stairs purpose |
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94 | { |
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95 | m_physics = new EasyPhysic(this); |
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96 | |
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97 | m_mesh.Compile("[sc#aae afcb4 .25 4 -.01]"); |
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98 | vec3 BoxSize = vec3(4.f, .25f, 4.f); |
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99 | m_physics->SetCollisionChannel(0, 0xFF); |
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100 | m_physics->SetShapeToBox(BoxSize); |
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101 | m_physics->SetMass(.0f); |
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102 | m_physics->SetTransform(base_location, base_rotation); |
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103 | m_physics->InitBodyToRigid(true); |
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104 | m_physics->AddToSimulation(new_sim); |
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105 | } |
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106 | } |
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107 | |
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108 | PhysicsObject(Simulation* new_sim, float base_mass, const vec3 &base_location, int RandValue = -1) |
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109 | : m_ready(false), m_should_render(true), m_is_character(false) |
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110 | { |
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111 | Array<char const *> MeshRand; |
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112 | |
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113 | //MeshRand << "[sc#add afcb2 2 2 -.1]"; |
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114 | //MeshRand << "[sc#dad afcb2 2 2 -.1]"; |
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115 | //MeshRand << "[sc#dda afcb2 2 2 -.1]"; |
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116 | //MeshRand << "[sc#daa afcb2 2 2 -.1]"; |
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117 | //MeshRand << "[sc#ada afcb2 2 2 -.1]"; |
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118 | //MeshRand << "[sc#aad afcb2 2 2 -.1]"; |
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119 | MeshRand << "[sc#add afcb1.7 1.7 1.7 0][sc#000 afcb1.9 1.9 1.9 0 sx-1 sy-1 sz-1]"; |
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120 | MeshRand << "[sc#dad afcb1.7 1.7 1.7 0][sc#000 afcb1.9 1.9 1.9 0 sx-1 sy-1 sz-1]"; |
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121 | MeshRand << "[sc#dda afcb1.7 1.7 1.7 0][sc#000 afcb1.9 1.9 1.9 0 sx-1 sy-1 sz-1]"; |
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122 | MeshRand << "[sc#daa afcb1.7 1.7 1.7 0][sc#000 afcb1.9 1.9 1.9 0 sx-1 sy-1 sz-1]"; |
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123 | MeshRand << "[sc#ada afcb1.7 1.7 1.7 0][sc#000 afcb1.9 1.9 1.9 0 sx-1 sy-1 sz-1]"; |
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124 | MeshRand << "[sc#aad afcb1.7 1.7 1.7 0][sc#000 afcb1.9 1.9 1.9 0 sx-1 sy-1 sz-1]"; |
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125 | |
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126 | int SphereLimit = MeshRand.Count(); |
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127 | |
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128 | MeshRand << "[sc#add asph1 2 2 2]"; |
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129 | MeshRand << "[sc#dad asph1 2 2 2]"; |
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130 | MeshRand << "[sc#dda asph1 2 2 2]"; |
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131 | MeshRand << "[sc#daa asph1 2 2 2]"; |
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132 | MeshRand << "[sc#ada asph1 2 2 2]"; |
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133 | MeshRand << "[sc#aad asph1 2 2 2]"; |
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134 | |
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135 | int ConeLimit = MeshRand.Count(); |
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136 | |
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137 | MeshRand << "[sc#add scb#add ad1 2 0 rx180 ty-1 ac4 2 2 0 0 0]"; |
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138 | MeshRand << "[sc#dad scb#dad ad1 2 0 rx180 ty-1 ac4 2 2 0 0 0]"; |
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139 | MeshRand << "[sc#dda scb#dda ad1 2 0 rx180 ty-1 ac4 2 2 0 0 0]"; |
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140 | MeshRand << "[sc#daa scb#daa ad1 2 0 rx180 ty-1 ac4 2 2 0 0 0]"; |
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141 | MeshRand << "[sc#ada scb#ada ad1 2 0 rx180 ty-1 ac4 2 2 0 0 0]"; |
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142 | MeshRand << "[sc#aad scb#aad ad1 2 0 rx180 ty-1 ac4 2 2 0 0 0]"; |
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143 | |
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144 | int CylLimit = MeshRand.Count(); |
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145 | |
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146 | MeshRand << "[sc#add scb#add ad1 2 0 rx180 ty-1 my ac4 2 2 2 0 0]"; |
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147 | MeshRand << "[sc#dad scb#dad ad1 2 0 rx180 ty-1 my ac4 2 2 2 0 0]"; |
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148 | MeshRand << "[sc#dda scb#dda ad1 2 0 rx180 ty-1 my ac4 2 2 2 0 0]"; |
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149 | MeshRand << "[sc#daa scb#daa ad1 2 0 rx180 ty-1 my ac4 2 2 2 0 0]"; |
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150 | MeshRand << "[sc#ada scb#ada ad1 2 0 rx180 ty-1 my ac4 2 2 2 0 0]"; |
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151 | MeshRand << "[sc#aad scb#aad ad1 2 0 rx180 ty-1 my ac4 2 2 2 0 0]"; |
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152 | |
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153 | int CapsLimit = MeshRand.Count(); |
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154 | |
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155 | MeshRand << "[sc#add scb#add acap1 2 1]"; |
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156 | MeshRand << "[sc#dad scb#dad acap1 2 1]"; |
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157 | MeshRand << "[sc#dda scb#dda acap1 2 1]"; |
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158 | MeshRand << "[sc#daa scb#daa acap1 2 1]"; |
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159 | MeshRand << "[sc#ada scb#ada acap1 2 1]"; |
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160 | MeshRand << "[sc#aad scb#aad acap1 2 1]"; |
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161 | |
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162 | switch (RandValue) |
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163 | { |
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164 | case 0: |
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165 | { |
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166 | RandValue = (int)(lol::RandF() * (SphereLimit - 1)); |
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167 | break; |
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168 | } |
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169 | case 1: |
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170 | { |
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171 | RandValue = SphereLimit + (int)(lol::RandF() * ((ConeLimit - SphereLimit) - 1)); |
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172 | break; |
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173 | } |
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174 | case 2: |
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175 | { |
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176 | RandValue = ConeLimit + (int)(lol::RandF() * ((CylLimit - ConeLimit) - 1)); |
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177 | break; |
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178 | } |
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179 | case 3: |
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180 | { |
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181 | RandValue = CylLimit + (int)(lol::RandF() * ((CapsLimit - CylLimit) - 1)); |
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182 | break; |
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183 | } |
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184 | case 4: |
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185 | { |
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186 | RandValue = CapsLimit + (int)(lol::RandF() * ((MeshRand.Count() - CapsLimit) - 1)); |
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187 | break; |
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188 | } |
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189 | default: |
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190 | { |
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191 | RandValue = (int)(lol::RandF() * (MeshRand.Count() - 1)); |
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192 | } |
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193 | } |
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194 | |
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195 | m_physics = new EasyPhysic(this); |
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196 | |
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197 | m_mesh.Compile(MeshRand[RandValue]); |
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198 | vec3 BoxSize = vec3(2.0f); |
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199 | int ColGroup = 1; |
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200 | if (RandValue < SphereLimit) |
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201 | { |
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202 | m_physics->SetShapeToBox(BoxSize); |
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203 | ColGroup += 0; |
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204 | } |
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205 | else if (RandValue < ConeLimit) |
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206 | { |
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207 | m_physics->SetShapeToSphere(BoxSize.x * 2.f); |
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208 | ColGroup += 1; |
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209 | } |
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210 | else if (RandValue < CylLimit) |
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211 | { |
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212 | m_physics->SetShapeToCone(BoxSize.x, BoxSize.y); |
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213 | ColGroup += 2; |
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214 | } |
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215 | else if (RandValue < CapsLimit) |
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216 | { |
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217 | m_physics->SetShapeToCylinder(BoxSize); |
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218 | ColGroup += 3; |
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219 | } |
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220 | else |
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221 | { |
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222 | m_physics->SetShapeToCapsule(BoxSize.x, BoxSize.y); |
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223 | ColGroup += 4; |
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224 | } |
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225 | |
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226 | m_physics->SetCollisionChannel(0, 0xFF); |
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227 | //m_physics->SetCollisionChannel(ColGroup, (1<<ColGroup)|(1)); |
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228 | m_physics->SetMass(base_mass); |
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229 | m_physics->SetTransform(base_location); |
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230 | m_physics->InitBodyToRigid(); |
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231 | m_physics->AddToSimulation(new_sim); |
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232 | } |
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233 | |
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234 | void SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation=lol::quat(lol::mat4(1.0f))) |
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235 | { |
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236 | if (m_is_character) |
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237 | m_character->SetTransform(base_location, base_rotation); |
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238 | else |
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239 | m_physics->SetTransform(base_location, base_rotation); |
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240 | } |
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241 | |
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242 | lol::mat4 GetTransform() |
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243 | { |
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244 | if (m_is_character) |
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245 | return m_character->GetTransform(); |
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246 | else |
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247 | return m_physics->GetTransform(); |
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248 | } |
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249 | |
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250 | void SetRender(bool should_render) |
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251 | { |
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252 | m_should_render = should_render; |
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253 | } |
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254 | |
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255 | EasyMesh *GetMesh() { return &m_mesh; } |
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256 | EasyPhysic *GetPhysic() { return m_physics; } |
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257 | EasyCharacterController *GetCharacter() { return m_character; } |
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258 | |
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259 | ~PhysicsObject() |
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260 | { |
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261 | } |
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262 | |
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263 | char const *GetName() { return "<PhysicsObject>"; } |
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264 | |
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265 | protected: |
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266 | virtual void TickGame(float seconds) |
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267 | { |
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268 | WorldEntity::TickGame(seconds); |
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269 | } |
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270 | |
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271 | virtual void TickDraw(float seconds) |
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272 | { |
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273 | WorldEntity::TickDraw(seconds); |
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274 | |
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275 | if (!m_ready) |
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276 | { |
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277 | m_mesh.MeshConvert(); |
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278 | m_ready = true; |
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279 | } |
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280 | |
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281 | if (m_should_render) |
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282 | { |
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283 | if (m_is_character) |
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284 | m_mesh.Render(m_character->GetTransform()); |
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285 | else |
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286 | m_mesh.Render(m_physics->GetTransform()); |
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287 | } |
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288 | } |
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289 | |
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290 | private: |
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291 | //Base datas |
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292 | EasyMesh m_mesh; |
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293 | EasyPhysic* m_physics; |
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294 | EasyCharacterController* m_character; |
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295 | |
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296 | bool m_ready; |
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297 | bool m_should_render; |
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298 | bool m_is_character; |
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299 | }; |
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300 | |
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301 | #endif /* __PHYSICOBJECT_H__ */ |
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302 | |
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