1 | // |
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2 | // Lol Engine |
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3 | // |
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4 | // Copyright: (c) 2010-2013 Sam Hocevar <sam@hocevar.net> |
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5 | // (c) 2009-2013 Cédric Lecacheur <jordx@free.fr> |
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6 | // (c) 2009-2013 Benjamin "Touky" 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://www.wtfpl.net/ 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 "../include/lolbtphysicsintegration.h" |
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18 | #include "../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(WorldEntity* NewOwnerEntity) : |
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33 | m_collision_object(NULL), |
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34 | m_ghost_object(NULL), |
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35 | m_rigid_body(NULL), |
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36 | m_local_inertia(btVector3(.0f, .0f, .0f)), |
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37 | m_collision_shape(NULL), |
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38 | m_convex_shape(NULL), |
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39 | m_motion_state(NULL), |
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40 | m_mass(.0f), |
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41 | m_collision_group(1), |
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42 | m_collision_mask(1), |
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43 | m_owner_entity(NewOwnerEntity), |
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44 | m_owner_simulation(NULL), |
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45 | m_base_physic(NULL) |
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46 | { |
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47 | } |
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48 | |
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49 | EasyPhysic::~EasyPhysic() |
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50 | { |
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51 | m_rigid_body = NULL; |
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52 | delete m_collision_object; |
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53 | delete m_collision_shape; |
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54 | delete m_motion_state; |
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55 | } |
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56 | |
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57 | //------------------------------------------------------------------------- |
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58 | //Set Shape functions |
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59 | //-- |
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60 | |
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61 | void EasyPhysic::SetShapeTo(btCollisionShape* collision_shape) |
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62 | { |
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63 | bool bReinitToRigidBody = false; |
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64 | if (m_rigid_body) |
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65 | { |
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66 | bReinitToRigidBody = true; |
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67 | delete m_rigid_body; |
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68 | } |
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69 | if (m_collision_shape) |
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70 | delete m_collision_shape; |
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71 | |
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72 | m_collision_shape = collision_shape; |
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73 | |
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74 | if (bReinitToRigidBody) |
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75 | InitBodyToRigid(); |
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76 | } |
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77 | |
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78 | //Box Shape support |
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79 | void EasyPhysic::SetShapeToBox(lol::vec3& box_size) |
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80 | { |
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81 | vec3 new_box_size = box_size * LOL2BT_UNIT * LOL2BT_SIZE; |
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82 | m_convex_shape = new btBoxShape(LOL2BT_VEC3(new_box_size)); |
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83 | SetShapeTo(m_convex_shape); |
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84 | } |
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85 | |
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86 | void EasyPhysic::SetShapeToSphere(float radius) |
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87 | { |
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88 | m_convex_shape = new btSphereShape(radius * LOL2BT_UNIT * LOL2BT_SIZE); |
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89 | SetShapeTo(m_convex_shape); |
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90 | } |
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91 | |
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92 | void EasyPhysic::SetShapeToCone(float radius, float height) |
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93 | { |
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94 | m_convex_shape = new btConeShape( radius * LOL2BT_UNIT, |
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95 | height * LOL2BT_UNIT); |
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96 | SetShapeTo(m_convex_shape); |
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97 | } |
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98 | |
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99 | void EasyPhysic::SetShapeToCylinder(lol::vec3& cyl_size) |
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100 | { |
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101 | vec3 new_cyl_size = cyl_size * LOL2BT_UNIT; |
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102 | new_cyl_size.y *= LOL2BT_SIZE; |
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103 | m_convex_shape = new btCylinderShape(LOL2BT_VEC3(new_cyl_size)); |
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104 | SetShapeTo(m_convex_shape); |
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105 | } |
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106 | |
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107 | void EasyPhysic::SetShapeToCapsule(float radius, float height) |
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108 | { |
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109 | m_convex_shape = new btCapsuleShape(radius * LOL2BT_UNIT * LOL2BT_SIZE, |
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110 | height * LOL2BT_UNIT * LOL2BT_SIZE); |
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111 | SetShapeTo(m_convex_shape); |
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112 | } |
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113 | |
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114 | //------------------------------------------------------------------------- |
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115 | //Base Location/Rotation setup |
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116 | //-- |
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117 | |
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118 | //Getter |
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119 | mat4 EasyPhysic::GetTransform() |
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120 | { |
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121 | m_local_to_world = lol::mat4(1.0f); |
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122 | if (m_rigid_body && m_motion_state) |
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123 | { |
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124 | btTransform CurTransform; |
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125 | m_motion_state->getWorldTransform(CurTransform); |
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126 | CurTransform.getOpenGLMatrix(&m_local_to_world[0][0]); |
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127 | } |
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128 | else if (m_collision_object) |
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129 | m_collision_object->getWorldTransform().getOpenGLMatrix(&m_local_to_world[0][0]); |
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130 | return m_local_to_world; |
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131 | } |
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132 | |
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133 | //Setter |
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134 | void EasyPhysic::SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation) |
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135 | { |
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136 | lol::mat4 PreviousMatrix = m_local_to_world; |
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137 | m_local_to_world = lol::mat4::translate(base_location) * lol::mat4(base_rotation); |
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138 | |
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139 | if (m_ghost_object) |
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140 | m_ghost_object->setWorldTransform(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(LOL2BT_UNIT * base_location))); |
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141 | else |
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142 | { |
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143 | if (m_motion_state) |
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144 | m_motion_state->setWorldTransform(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(LOL2BT_UNIT * base_location))); |
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145 | else |
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146 | m_motion_state = new btDefaultMotionState(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(LOL2BT_UNIT * base_location))); |
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147 | } |
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148 | |
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149 | for (int i = 0; i < m_based_physic_list.Count(); i++) |
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150 | { |
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151 | if (m_based_physic_list[i]) |
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152 | m_based_physic_list[i]->BaseTransformChanged(PreviousMatrix, m_local_to_world); |
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153 | else |
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154 | m_based_physic_list.Remove(i--); |
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155 | } |
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156 | } |
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157 | |
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158 | //Internal callback when Base transform has changed. |
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159 | void EasyPhysic::BaseTransformChanged(const lol::mat4& PreviousMatrix, const lol::mat4& NewMatrix) |
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160 | { |
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161 | mat4 PreviousMatrixLoc = ((m_base_lock_location)?(PreviousMatrix):(lol::mat4::translate(PreviousMatrix.v3.xyz))); |
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162 | mat4 PreviousMatrixRot = ((m_base_lock_rotation)?(lol::mat4(lol::quat(PreviousMatrix))):(lol::mat4(1.f))); |
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163 | mat4 NewMatrixLoc = ((m_base_lock_location)?(NewMatrix):(lol::mat4::translate(NewMatrix.v3.xyz))); |
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164 | mat4 NewMatrixRot = ((m_base_lock_rotation)?(lol::mat4(lol::quat(NewMatrix))):(lol::mat4(1.f))); |
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165 | |
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166 | if (m_ghost_object || (m_rigid_body->getCollisionFlags() & btCollisionObject::CF_KINEMATIC_OBJECT)) |
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167 | { |
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168 | mat4 ThisMatrixLoc = NewMatrixLoc * inverse(PreviousMatrixLoc) * lol::mat4::translate(m_local_to_world.v3.xyz); |
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169 | mat4 ThisMatrixRot = NewMatrixRot * inverse(PreviousMatrixRot) * lol::mat4(lol::quat(m_local_to_world)); |
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170 | SetTransform(ThisMatrixLoc.v3.xyz, lol::mat4(lol::quat(ThisMatrixRot))); |
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171 | } |
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172 | } |
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173 | |
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174 | //------------------------------------------------------------------------- |
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175 | //Mass related functions |
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176 | //-- |
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177 | //Set Shape functions |
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178 | void EasyPhysic::SetMass(float mass) |
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179 | { |
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180 | m_mass = mass; |
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181 | |
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182 | if (m_rigid_body) |
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183 | { |
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184 | SetLocalInertia(m_mass); |
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185 | m_rigid_body->setMassProps(mass, m_local_inertia); |
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186 | } |
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187 | } |
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188 | |
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189 | //------------------------------------------------------------------------- |
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190 | //Final conversion pass functons : Body related |
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191 | //-- |
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192 | |
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193 | //Init to rigid body |
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194 | void EasyPhysic::InitBodyToRigid(bool SetToKinematic) |
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195 | { |
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196 | if (m_collision_object) |
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197 | delete m_collision_object; |
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198 | |
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199 | if (!m_motion_state) |
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200 | SetTransform(vec3(.0f)); |
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201 | |
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202 | btRigidBody::btRigidBodyConstructionInfo NewInfos(m_mass, m_motion_state, m_collision_shape, m_local_inertia); |
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203 | m_rigid_body = new btRigidBody(NewInfos); |
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204 | m_collision_object = m_rigid_body; |
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205 | m_collision_object->setUserPointer(this); |
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206 | |
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207 | if (m_mass == .0f) |
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208 | { |
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209 | if (SetToKinematic) |
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210 | { |
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211 | m_rigid_body->setActivationState(DISABLE_DEACTIVATION); |
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212 | m_rigid_body->setCollisionFlags(m_rigid_body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT); |
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213 | } |
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214 | } |
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215 | else |
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216 | SetMass(m_mass); |
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217 | } |
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218 | |
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219 | //Return correct Ghost Object |
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220 | btGhostObject* EasyPhysic::GetGhostObjectInstance() |
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221 | { |
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222 | return new btGhostObject(); |
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223 | } |
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224 | |
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225 | //Init to Ghost object, for Overlap/Sweep Test/Touching logic |
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226 | void EasyPhysic::InitBodyToGhost() |
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227 | { |
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228 | if (m_collision_object) |
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229 | delete m_collision_object; |
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230 | |
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231 | m_ghost_object = GetGhostObjectInstance(); |
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232 | m_ghost_object->setCollisionShape(m_collision_shape); |
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233 | m_collision_object = m_ghost_object; |
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234 | m_collision_object->setUserPointer(this); |
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235 | |
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236 | SetTransform(m_local_to_world.v3.xyz, lol::quat(m_local_to_world)); |
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237 | |
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238 | m_ghost_object->setCollisionFlags(m_ghost_object->getCollisionFlags()); |
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239 | } |
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240 | |
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241 | //------------- |
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242 | //Touch logic |
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243 | //------------- |
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244 | // btManifoldArray manifoldArray; |
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245 | // btBroadphasePairArray& pairArray = ghostObject->getOverlappingPairCache()->getOverlappingPairArray(); |
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246 | // int numPairs = pairArray.size(); |
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247 | |
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248 | // for (int i=0;i<numPairs;i++) |
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249 | // { |
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250 | // manifoldArray.clear(); |
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251 | |
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252 | // const btBroadphasePair& pair = pairArray[i]; |
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253 | // |
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254 | // //unless we manually perform collision detection on this pair, the contacts are in the dynamics world paircache: |
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255 | // btBroadphasePair* collisionPair = dynamicsWorld->getPairCache()->findPair(pair.m_pProxy0,pair.m_pProxy1); |
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256 | // if (!collisionPair) |
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257 | // continue; |
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258 | |
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259 | // if (collisionPair->m_algorithm) |
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260 | // collisionPair->m_algorithm->getAllContactManifolds(manifoldArray); |
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261 | |
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262 | // for (int j=0;j<manifoldArray.size();j++) |
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263 | // { |
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264 | // btPersistentManifold* manifold = manifoldArray[j]; |
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265 | // btScalar directionSign = manifold->getBody0() == m_ghostObject ? btScalar(-1.0) : btScalar(1.0); |
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266 | // for (int p=0;p<manifold->getNumContacts();p++) |
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267 | // { |
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268 | // const btManifoldPoint&pt = manifold->getContactPoint(p); |
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269 | // if (pt.getDistance()<0.f) |
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270 | //{ |
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271 | // const btVector3& ptA = pt.getPositionWorldOnA(); |
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272 | // const btVector3& ptB = pt.getPositionWorldOnB(); |
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273 | // const btVector3& normalOnB = pt.m_normalWorldOnB; |
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274 | // /// work here |
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275 | //} |
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276 | // } |
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277 | // } |
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278 | // } |
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279 | |
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280 | |
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281 | //Add Physic object to the simulation |
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282 | void EasyPhysic::AddToSimulation(class Simulation* current_simulation) |
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283 | { |
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284 | btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld(); |
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285 | if (dynamics_world) |
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286 | { |
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287 | if (m_ghost_object) |
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288 | { |
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289 | dynamics_world->addCollisionObject(m_ghost_object, m_collision_group, m_collision_mask); |
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290 | current_simulation->ObjectRegistration(true, this, Simulation::EEPT_Ghost); |
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291 | } |
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292 | else if (m_rigid_body) |
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293 | { |
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294 | dynamics_world->addRigidBody(m_rigid_body, m_collision_group, m_collision_mask); |
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295 | if (m_mass != .0f) |
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296 | current_simulation->ObjectRegistration(true, this, Simulation::EEPT_Dynamic); |
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297 | else |
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298 | current_simulation->ObjectRegistration(true, this, Simulation::EEPT_Static); |
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299 | } |
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300 | else |
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301 | { |
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302 | dynamics_world->addCollisionObject(m_collision_object, m_collision_group, m_collision_mask); |
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303 | current_simulation->ObjectRegistration(true, this, Simulation::EEPT_CollisionObject); |
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304 | } |
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305 | } |
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306 | } |
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307 | |
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308 | //Remove Physic object to the simulation |
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309 | void EasyPhysic::RemoveFromSimulation(class Simulation* current_simulation) |
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310 | { |
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311 | btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld(); |
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312 | if (dynamics_world) |
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313 | { |
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314 | if (m_rigid_body) |
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315 | { |
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316 | dynamics_world->removeRigidBody(m_rigid_body); |
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317 | if (m_mass != .0f) |
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318 | current_simulation->ObjectRegistration(false, this, Simulation::EEPT_Dynamic); |
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319 | else |
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320 | current_simulation->ObjectRegistration(false, this, Simulation::EEPT_Static); |
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321 | } |
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322 | else |
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323 | { |
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324 | dynamics_world->removeCollisionObject(m_collision_object); |
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325 | if (m_ghost_object) |
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326 | current_simulation->ObjectRegistration(false, this, Simulation::EEPT_Ghost); |
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327 | current_simulation->ObjectRegistration(false, this, Simulation::EEPT_CollisionObject); |
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328 | } |
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329 | } |
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330 | } |
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331 | |
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332 | //Set Local Inertia |
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333 | void EasyPhysic::SetLocalInertia(float mass) |
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334 | { |
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335 | if (mass != .0f) |
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336 | m_collision_shape->calculateLocalInertia(mass, m_local_inertia); |
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337 | else |
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338 | m_local_inertia = btVector3(.0f, .0f, .0f); |
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339 | } |
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340 | |
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341 | #endif // HAVE_PHYS_USE_BULLET |
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342 | |
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343 | } /* namespace phys */ |
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344 | |
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345 | } /* namespace lol */ |
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