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 Benjamin Huet <huet.benjamin@gmail.com> |
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6 | // This program is free software; you can redistribute it and/or |
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7 | // modify it under the terms of the Do What The Fuck You Want To |
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8 | // Public License, Version 2, as published by Sam Hocevar. See |
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9 | // http://sam.zoy.org/projects/COPYING.WTFPL for more details. |
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10 | // |
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11 | |
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12 | // |
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13 | // The EasyPhysic class |
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14 | // ------------------ |
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15 | // |
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16 | |
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17 | #if !defined __EASYPHYSICS_EASYPHYSICS_H__ |
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18 | #define __EASYPHYSICS_EASYPHYSICS_H__ |
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19 | |
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20 | #ifdef HAVE_PHYS_USE_BULLET
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21 | #include "core.h"
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22 | #include <bullet/btBulletDynamicsCommon.h>
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23 | #include <bullet/btBulletCollisionCommon.h>
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24 | #include <bullet/BulletCollision/CollisionDispatch/btGhostObject.h>
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25 | #endif
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26 |
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27 | namespace lol |
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28 | { |
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29 | |
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30 | namespace phys |
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31 | { |
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32 | |
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33 | class EasyPhysic |
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34 | { |
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35 | |
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36 | friend class Simulation;
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37 | friend class EasyConstraint;
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38 |
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39 | #ifdef HAVE_PHYS_USE_BULLET
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40 |
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41 | public:
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42 | EasyPhysic(WorldEntity* NewOwnerEntity); |
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43 | ~EasyPhysic(); |
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44 | |
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45 | virtual void SetShapeToBox(lol::vec3& box_size); |
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46 | virtual void SetShapeToSphere(float radius); |
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47 | virtual void SetShapeToCone(float radius, float height); |
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48 | virtual void SetShapeToCylinder(lol::vec3& cyl_size); |
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49 | virtual void SetShapeToCapsule(float radius, float height); |
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50 | |
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51 | virtual bool CanChangeCollisionChannel() { return (m_rigid_body == NULL); } |
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52 | virtual mat4 GetTransform(); |
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53 | virtual void SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation=lol::quat(lol::mat4(1.0f))); |
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54 | protected: |
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55 | virtual void BaseTransformChanged(const lol::mat4& PreviousMatrix, const lol::mat4& NewMatrix); |
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56 | public: |
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57 | virtual void SetMass(float mass); |
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58 | virtual void InitBodyToRigid(bool ZeroMassIsKinematic=false); |
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59 | virtual void InitBodyToGhost(); |
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60 | virtual void AddToSimulation(class Simulation* current_simulation);
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61 | virtual void RemoveFromSimulation(class Simulation* current_simulation);
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62 | |
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63 | protected:
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64 | virtual void SetLocalInertia(float mass); |
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65 | virtual void SetShapeTo(btCollisionShape* collision_shape); |
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66 | |
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67 | virtual btGhostObject* GetGhostObjectInstance(); |
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68 |
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69 | btCollisionObject* m_collision_object;
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70 |
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71 | btGhostObject* m_ghost_object;
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72 |
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73 | btRigidBody* m_rigid_body;
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74 | btVector3 m_local_inertia;
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75 |
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76 | btCollisionShape* m_collision_shape;
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77 | btConvexShape* m_convex_shape;
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78 | btMotionState* m_motion_state;
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79 |
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80 | #else // NO PHYSIC IMPLEMENTATION
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81 |
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82 | public: |
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83 | EasyPhysic(WorldEntity* NewOwnerEntity) { m_owner_entity = NewOwnerEntity; } |
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84 | |
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85 | virtual void SetShapeToBox(lol::vec3& BoxSize) { } |
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86 | virtual void SetShapeToSphere(float radius) { } |
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87 | virtual void SetShapeToCone(float radius, float height) { } |
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88 | virtual void SetShapeToCylinder(lol::vec3& cyl_size) { } |
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89 | virtual void SetShapeToCapsule(float radius, float height) { } |
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90 | |
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91 | virtual bool CanChangeCollisionChannel() { return true; } |
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92 | virtual mat4 GetTransform() { return mat4(1.0f); } |
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93 | virtual void SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation=lol::quat(lol::mat4(1.0f))) { } |
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94 | private: |
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95 | virtual void BaseTransformChanged(const lol::mat4& PreviousMatrix, const lol::mat4& NewMatrix) { } |
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96 | public: |
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97 | virtual void SetMass(float mass) { } |
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98 | virtual void InitBodyToRigid() { } |
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99 | virtual void InitBodyToGhost() { } |
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100 | virtual void AddToSimulation(class Simulation* current_simulation) { }
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101 | virtual void RemoveFromSimulation(class Simulation* current_simulation) { }
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102 | |
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103 | virtual void InitBodyToGhost() { } |
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104 | |
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105 | #endif // PHYSIC IMPLEMENTATION |
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106 | |
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107 | public: |
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108 | //Sets the collision Group & Mask. |
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109 | //Mask can change at runtime, not group ! |
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110 | virtual bool SetCollisionChannel(int NewGroup, int NewMask) |
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111 | { |
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112 | if (CanChangeCollisionChannel()) |
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113 | { |
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114 | m_collision_group = (1<<NewGroup); |
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115 | m_collision_mask = NewMask; |
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116 | return true; |
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117 | } |
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118 | return false; |
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119 | } |
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120 | int GetCollisionGroup() { return m_collision_group; } |
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121 | int GetCollisionMask() { return m_collision_mask; } |
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122 | |
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123 | //Base/Attachment logic
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124 | virtual void AttachTo(EasyPhysic* NewBase, bool NewBaseLockLocation = true, bool NewBaseLockRotation = true) |
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125 | { |
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126 | if (NewBase == this || (NewBase && NewBase->m_base_physic == this)) |
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127 | return; |
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128 | |
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129 | if (NewBase) |
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130 | { |
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131 | bool bAlreadyExists = false; |
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132 | for (int i = 0; i < NewBase->m_based_physic_list.Count(); ++i) |
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133 | if (NewBase->m_based_physic_list[i] == this) |
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134 | bAlreadyExists = true; |
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135 | if (!bAlreadyExists) |
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136 | NewBase->m_based_physic_list << this; |
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137 | m_base_physic = NewBase; |
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138 | m_base_lock_location = NewBaseLockLocation; |
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139 | m_base_lock_rotation = NewBaseLockRotation; |
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140 | } |
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141 | else if (m_base_physic) |
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142 | { |
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143 | for (int i = 0; i < m_base_physic->m_based_physic_list.Count(); ++i) |
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144 | if (m_base_physic->m_based_physic_list[i] == this) |
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145 | m_base_physic->m_based_physic_list.Remove(i--); |
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146 | m_base_physic = NULL; |
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147 | } |
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148 | } |
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149 |
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150 | protected:
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151 | lol::mat4 m_local_to_world;
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152 | float m_mass;
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153 | int m_collision_group;
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154 | int m_collision_mask;
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155 | WorldEntity* m_owner_entity;
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156 | Simulation* m_owner_simulation;
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157 |
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158 | //Base/Attachment logic
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159 | Array<EasyPhysic*> m_based_physic_list; //List of objects based on this : this object moves, its based object move with it.
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160 | EasyPhysic* m_base_physic; //Base for this object : The base moves, the object moves with it.
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161 | bool m_base_lock_location; //when this is TRUE, location moves with rotation change.
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162 | bool m_base_lock_rotation; //when this is TRUE, rotation moves with rotation change.
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163 |
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164 | //Touch logic
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165 | Array<EasyPhysic*> m_touching_physic; //Maintained by ghost objects
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166 | }; |
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167 | |
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168 | } /* namespace phys */ |
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169 | |
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170 | } /* namespace lol */ |
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171 | |
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172 | #endif /* __EASYPHYSICS_EASYPHYSICS_H__ */ |
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173 | |
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