Changeset 1702
- Timestamp:
- Aug 7, 2012, 2:12:33 PM (11 years ago)
- Location:
- trunk/test/Physics
- Files:
-
- 2 edited
Legend:
- Unmodified
- Added
- Removed
-
trunk/test/Physics/EasyPhysics.cpp
r1698 r1702 198 198 } 199 199 200 //Remove Physic object to the simulation 200 201 void EasyPhysic::RemoveFromSimulation(class Simulation* current_simulation) 201 202 { … … 238 239 239 240 //------------------------------------------------------------------------- 241 //EASY_CHARACTER_CONTROLLER 242 //-- 243 244 void EasyCharacterController::SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation) 245 { 246 247 } 248 void EasyCharacterController::SetMass(float mass) 249 { 250 251 } 252 void EasyCharacterController::InitBodyToRigid(bool ZeroMassIsKinematic) 253 { 254 255 } 256 void EasyCharacterController::InitBodyToGhost() 257 { 258 //btCollisionObject::CF_CHARACTER_OBJECT 259 } 260 void EasyCharacterController::AddToSimulation(class Simulation* current_simulation) 261 { 262 263 } 264 void EasyCharacterController::RemoveFromSimulation(class Simulation* current_simulation) 265 { 266 267 } 268 mat4 EasyCharacterController::GetTransform() 269 { 270 mat4(1.f); 271 } 272 273 //------------------------------------------------------------------------- 240 274 //EASY_CONSTRAINT 241 275 //-- -
trunk/test/Physics/EasyPhysics.h
r1698 r1702 42 42 ~EasyPhysic(); 43 43 44 v oid SetShapeToBox(lol::vec3& box_size);45 v oid SetShapeToSphere(float radius);46 v oid SetShapeToCone(float radius, float height);47 v oid SetShapeToCylinder(lol::vec3& cyl_size);48 v oid SetShapeToCapsule(float radius, float height);49 50 bool CanChangeCollisionChannel() { return (m_rigid_body == NULL); }51 v oid SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation=lol::quat(lol::mat4(1.0f)));52 v oid SetMass(float mass);53 v oid InitBodyToRigid(bool ZeroMassIsKinematic=false);54 v oid InitBodyToGhost();55 v oid AddToSimulation(class Simulation* current_simulation);56 v oid RemoveFromSimulation(class Simulation* current_simulation);57 mat4 GetTransform();44 virtual void SetShapeToBox(lol::vec3& box_size); 45 virtual void SetShapeToSphere(float radius); 46 virtual void SetShapeToCone(float radius, float height); 47 virtual void SetShapeToCylinder(lol::vec3& cyl_size); 48 virtual void SetShapeToCapsule(float radius, float height); 49 50 virtual bool CanChangeCollisionChannel() { return (m_rigid_body == NULL); } 51 virtual void SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation=lol::quat(lol::mat4(1.0f))); 52 virtual void SetMass(float mass); 53 virtual void InitBodyToRigid(bool ZeroMassIsKinematic=false); 54 virtual void InitBodyToGhost(); 55 virtual void AddToSimulation(class Simulation* current_simulation); 56 virtual void RemoveFromSimulation(class Simulation* current_simulation); 57 virtual mat4 GetTransform(); 58 58 59 59 protected: 60 v oid SetLocalInertia(float mass);61 v oid SetShapeTo(btCollisionShape* collision_shape);60 virtual void SetLocalInertia(float mass); 61 virtual void SetShapeTo(btCollisionShape* collision_shape); 62 62 63 63 btCollisionObject* m_collision_object; … … 76 76 EasyPhysic() { } 77 77 78 v oid SetShapeToBox(lol::vec3& BoxSize) { }79 v oid SetShapeToSphere(float radius) { }80 v oid SetShapeToCone(float radius, float height) { }81 v oid SetShapeToCylinder(lol::vec3& cyl_size) { }82 v oid SetShapeToCapsule(float radius, float height) { }83 84 bool CanChangeCollisionChannel() { return true; }85 v oid SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation=lol::quat(lol::mat4(1.0f))) { }86 v oid SetMass(float mass) { }87 v oid InitBodyToRigid() { }88 v oid InitBodyToGhost() { }89 v oid AddToSimulation(class Simulation* current_simulation) { }90 v oid RemoveFromSimulation(class Simulation* current_simulation) { }91 mat4 GetTransform() { return mat4(1.0f); }78 virtual void SetShapeToBox(lol::vec3& BoxSize) { } 79 virtual void SetShapeToSphere(float radius) { } 80 virtual void SetShapeToCone(float radius, float height) { } 81 virtual void SetShapeToCylinder(lol::vec3& cyl_size) { } 82 virtual void SetShapeToCapsule(float radius, float height) { } 83 84 virtual bool CanChangeCollisionChannel() { return true; } 85 virtual void SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation=lol::quat(lol::mat4(1.0f))) { } 86 virtual void SetMass(float mass) { } 87 virtual void InitBodyToRigid() { } 88 virtual void InitBodyToGhost() { } 89 virtual void AddToSimulation(class Simulation* current_simulation) { } 90 virtual void RemoveFromSimulation(class Simulation* current_simulation) { } 91 virtual mat4 GetTransform() { return mat4(1.0f); } 92 92 93 93 #endif // PHYSIC IMPLEMENTATION … … 96 96 //Sets the collision Group & Mask. 97 97 //Mask can change at runtime, not group ! 98 bool SetCollisionChannel(int NewGroup, int NewMask)98 virtual bool SetCollisionChannel(int NewGroup, int NewMask) 99 99 { 100 100 if (CanChangeCollisionChannel()) … … 114 114 int m_collision_group; 115 115 int m_collision_mask; 116 }; 117 118 class EasyCharacterController : public EasyPhysic 119 { 120 121 #ifdef HAVE_PHYS_USE_BULLET 122 123 public: 124 EasyCharacterController(); 125 ~EasyCharacterController(); 126 127 virtual void SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation=lol::quat(lol::mat4(1.0f))); 128 virtual void SetMass(float mass); 129 virtual void InitBodyToRigid(bool ZeroMassIsKinematic=false); 130 virtual void InitBodyToGhost(); 131 virtual void AddToSimulation(class Simulation* current_simulation); 132 virtual void RemoveFromSimulation(class Simulation* current_simulation); 133 virtual mat4 GetTransform(); 134 135 protected: 136 137 btPairCachingGhostObject* m_pair_caching_object; 138 139 #else // NO PHYSIC IMPLEMENTATION 140 141 #endif // PHYSIC IMPLEMENTATION 142 116 143 }; 117 144
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