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_collision_shape(NULL),
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36 | m_motion_state(NULL),
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37 | m_mass(.0f), |
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38 | m_local_inertia(btVector3(.0f, .0f, .0f)), |
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39 | m_collision_group(1),
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40 | m_collision_mask(1) |
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41 | { |
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42 | } |
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43 | |
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44 | EasyPhysic::~EasyPhysic() |
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45 | { |
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46 | m_rigid_body = NULL;
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47 | delete m_collision_object;
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48 | delete m_collision_shape;
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49 | delete m_motion_state;
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50 | } |
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51 | |
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52 | //------------------------------------------------------------------------- |
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53 | //Set Shape functions |
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54 | //-- |
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55 | |
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56 | void EasyPhysic::SetShapeTo(btCollisionShape* collision_shape) |
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57 | { |
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58 | bool bReinitToRigidBody = false; |
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59 | if (m_rigid_body) |
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60 | { |
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61 | bReinitToRigidBody = true; |
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62 | delete m_rigid_body; |
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63 | } |
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64 | if (m_collision_shape) |
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65 | delete m_collision_shape; |
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66 | |
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67 | m_collision_shape = collision_shape; |
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68 |
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69 | if (bReinitToRigidBody)
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70 | InitBodyToRigid();
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71 | } |
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72 | |
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73 | //Box Shape support |
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74 | void EasyPhysic::SetShapeToBox(lol::vec3& box_size) |
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75 | { |
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76 | vec3 new_box_size = box_size * LOL2BT_UNIT * LOL2BT_SIZE; |
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77 | SetShapeTo(new btBoxShape(LOL2BT_VEC3(new_box_size)));
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78 | } |
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79 | |
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80 | void EasyPhysic::SetShapeToSphere(float radius) |
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81 | { |
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82 | SetShapeTo(new btSphereShape(radius * LOL2BT_UNIT * LOL2BT_SIZE));
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83 | } |
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84 | |
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85 | void EasyPhysic::SetShapeToCone(float radius, float height) |
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86 | { |
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87 | SetShapeTo(new btConeShape( radius * LOL2BT_UNIT,
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88 | height * LOL2BT_UNIT));
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89 | } |
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90 | |
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91 | void EasyPhysic::SetShapeToCylinder(lol::vec3& cyl_size) |
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92 | { |
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93 | vec3 new_cyl_size = cyl_size * LOL2BT_UNIT; |
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94 | new_cyl_size.y *= LOL2BT_SIZE; |
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95 | SetShapeTo(new btCylinderShape(LOL2BT_VEC3(new_cyl_size)));
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96 | } |
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97 | |
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98 | void EasyPhysic::SetShapeToCapsule(float radius, float height) |
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99 | { |
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100 | SetShapeTo(new btCapsuleShape( radius * LOL2BT_UNIT * LOL2BT_SIZE,
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101 | height * LOL2BT_UNIT * LOL2BT_SIZE));
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102 | } |
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103 | |
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104 | //------------------------------------------------------------------------- |
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105 | //Base Location/Rotation setup |
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106 | //-- |
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107 | void EasyPhysic::SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation) |
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108 | { |
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109 | if (m_motion_state) |
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110 | m_motion_state->setWorldTransform(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(base_location * LOL2BT_UNIT))); |
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111 | else |
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112 | m_motion_state = new btDefaultMotionState(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(base_location * LOL2BT_UNIT)));
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113 | } |
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114 | |
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115 | //------------------------------------------------------------------------- |
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116 | //Mass related functions |
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117 | //-- |
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118 | //Set Shape functions |
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119 | void EasyPhysic::SetMass(float mass) |
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120 | { |
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121 | m_mass = mass; |
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122 | |
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123 | if (m_rigid_body) |
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124 | { |
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125 | SetLocalInertia(m_mass); |
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126 | m_rigid_body->setMassProps(mass, m_local_inertia); |
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127 | } |
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128 | } |
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129 | |
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130 | //------------------------------------------------------------------------- |
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131 | //Final conversion pass functons : Body related |
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132 | //-- |
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133 | |
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134 | //Init to rigid body |
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135 | void EasyPhysic::InitBodyToRigid(bool SetToKinematic) |
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136 | { |
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137 | if (m_collision_object) |
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138 | delete m_collision_object; |
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139 | |
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140 | SetLocalInertia(m_mass); |
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141 | if (!m_motion_state) |
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142 | SetTransform(vec3(.0f)); |
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143 | |
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144 | btRigidBody::btRigidBodyConstructionInfo NewInfos(m_mass, m_motion_state, m_collision_shape, m_local_inertia); |
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145 | m_rigid_body = new btRigidBody(NewInfos); |
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146 | m_collision_object = m_rigid_body;
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147 | |
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148 | if (m_mass == .0f && SetToKinematic) |
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149 | { |
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150 | m_rigid_body->setActivationState(DISABLE_DEACTIVATION); |
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151 | m_rigid_body->setCollisionFlags(m_rigid_body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
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152 | }
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153 | } |
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154 | |
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155 | void EasyPhysic::AddToSimulation(class Simulation* current_simulation)
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156 | {
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157 | btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld();
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158 | if (dynamics_world)
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159 | {
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160 | if (m_rigid_body)
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161 | {
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162 | dynamics_world->addRigidBody(m_rigid_body, m_collision_group, m_collision_mask);
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163 | if (m_mass != .0f)
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164 | current_simulation->AddToDynamic(this);
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165 | else
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166 | current_simulation->AddToStatic(this);
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167 | }
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168 | else
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169 | dynamics_world->addCollisionObject(m_collision_object, m_collision_group, m_collision_mask);
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170 | }
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171 | }
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172 | |
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173 | void EasyPhysic::RemoveFromSimulation(class Simulation* current_simulation)
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174 | {
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175 | btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld();
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176 | if (dynamics_world)
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177 | {
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178 | if (m_rigid_body)
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179 | dynamics_world->removeRigidBody(m_rigid_body);
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180 | else
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181 | dynamics_world->removeCollisionObject(m_collision_object);
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182 | }
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183 | }
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184 |
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185 | //------------------------------------------------------------------------- |
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186 | //Getter functons |
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187 | //-- |
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188 | |
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189 | mat4 EasyPhysic::GetTransform() |
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190 | { |
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191 | m_local_to_world = lol::mat4(1.0f); |
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192 | if (m_rigid_body && m_motion_state)
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193 | {
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194 | btTransform CurTransform;
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195 | m_motion_state->getWorldTransform(CurTransform);
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196 | CurTransform.getOpenGLMatrix(&m_local_to_world[0][0]);
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197 | }
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198 | else if (m_collision_object)
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199 | m_collision_object->getWorldTransform().getOpenGLMatrix(&m_local_to_world[0][0]);
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200 | return m_local_to_world;
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201 | } |
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202 | |
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203 | //Set Local Inertia |
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204 | void EasyPhysic::SetLocalInertia(float mass) |
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205 | { |
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206 | if (mass != .0f)
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207 | m_collision_shape->calculateLocalInertia(mass, m_local_inertia); |
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208 | else |
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209 | m_local_inertia = btVector3(.0f, .0f, .0f); |
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210 | } |
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211 | |
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212 | //------------------------------------------------------------------------- |
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213 | //EASY_CONSTRAINT |
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214 | //-- |
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215 | |
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216 | void EasyConstraint::AddToSimulation(class Simulation* current_simulation)
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217 | {
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218 | btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld();
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219 | if (dynamics_world && m_typed_constraint)
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220 | {
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221 | dynamics_world->addConstraint(m_typed_constraint, m_disable_a2b_collision);
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222 | current_simulation->AddToConstraint(this);
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223 | }
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224 | }
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225 | |
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226 | void EasyConstraint::RemoveFromSimulation(class Simulation* current_simulation)
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227 | {
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228 | btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld();
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229 | if (dynamics_world, m_typed_constraint)
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230 | dynamics_world->removeConstraint(m_typed_constraint);
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231 | }
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232 |
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233 | #endif // HAVE_PHYS_USE_BULLET |
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234 | |
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235 | } /* namespace phys */ |
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236 | |
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237 | } /* namespace lol */ |
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