2014-11-14 13:17:04 +00:00
# include "physics.hh"
2014-12-15 15:02:04 +00:00
# include "extern/bullet/Extras/Serialize/BulletWorldImporter/btBulletWorldImporter.h"
2014-11-14 13:17:04 +00:00
2014-11-28 12:52:03 +00:00
2014-11-17 11:57:16 +00:00
Physics : : Physics ( ) {
}
Physics : : ~ Physics ( ) {
}
2014-11-14 13:17:04 +00:00
2014-11-17 11:57:16 +00:00
void Physics : : init ( )
2014-11-14 13:17:04 +00:00
{
colConfig = new btDefaultCollisionConfiguration ( ) ;
dispatcher = new btCollisionDispatcher ( colConfig ) ;
broadphase = new btDbvtBroadphase ( ) ;
solver = new btSequentialImpulseConstraintSolver ( ) ;
world = new btDiscreteDynamicsWorld ( dispatcher , broadphase , solver , colConfig ) ;
2014-11-17 11:57:16 +00:00
world - > setGravity ( btVector3 ( 0 , - 10 , - 0 ) ) ;
2014-11-14 13:17:04 +00:00
}
2014-11-17 11:57:16 +00:00
void Physics : : takeUpdateStep ( float timeDiff )
2014-11-21 11:31:29 +00:00
{
2014-11-14 13:17:04 +00:00
world - > stepSimulation ( timeDiff ) ;
}
2014-12-15 15:02:04 +00:00
//TERRAIN SUBSET
void Physics : : addTerrainTriangles ( int width , int length , float * * heightData )
{ //not working correctly something with offset wrong?
btTriangleMesh * trimesh = new btTriangleMesh ( ) ;
for ( int i = 0 ; i < width - 1 ; i + + )
{
for ( int j = 0 ; j < length - 1 ; j + + )
{
btVector3 v0 ( i , heightData [ j ] [ i ] , j ) ;
btVector3 v1 ( i + 1 , heightData [ j ] [ i + 1 ] , j ) ;
btVector3 v2 ( i , heightData [ j + 1 ] [ i ] , j + 1 ) ;
trimesh - > addTriangle ( v0 , v1 , v2 ) ;
}
}
for ( int i = 1 ; i < width ; i + + )
{
for ( int j = 1 ; j < length ; j + + )
{
btVector3 v0 ( i , heightData [ j ] [ i ] , j ) ;
btVector3 v1 ( i - 1 , heightData [ j ] [ i - 1 ] , j ) ;
btVector3 v2 ( i , heightData [ j - 1 ] [ i ] , j - 1 ) ;
trimesh - > addTriangle ( v0 , v1 , v2 ) ;
}
}
btBvhTriangleMeshShape * shape = new btBvhTriangleMeshShape ( trimesh , true ) ;
btRigidBody * tBody = new btRigidBody ( 0 , new btDefaultMotionState ( ) , shape ) ;
tBody - > getWorldTransform ( ) . setOrigin ( btVector3 ( - length / 2 , 0 , - width / 2 ) ) ;
terrainBody = tBody ;
world - > addRigidBody ( tBody ) ;
}
2014-11-17 11:57:16 +00:00
void Physics : : addTerrain ( int width , int length , float * * heightData )
2014-11-14 13:23:10 +00:00
{
2014-11-17 15:07:40 +00:00
2014-11-14 13:23:10 +00:00
float * heightfield = new float [ width * length ] ;
int highest = - 999999 , j = 0 , i = 0 ;
for ( i = 0 ; i < width ; i + + )
2014-11-17 15:07:40 +00:00
{
2014-11-14 13:23:10 +00:00
for ( j = 0 ; j < length ; j + + ) {
2014-11-17 15:07:40 +00:00
heightfield [ i * length + j ] = heightData [ j ] [ i ] ;
if ( heightData [ j ] [ i ] > highest )
highest = heightData [ j ] [ i ] ;
}
}
2014-11-17 17:54:19 +00:00
highest + + ;
2014-11-14 13:23:10 +00:00
2014-11-17 15:07:40 +00:00
btHeightfieldTerrainShape * terrianShape = new btHeightfieldTerrainShape ( length , width , heightfield , highest , 1 , true , false ) ;
2014-11-14 13:23:10 +00:00
btRigidBody * tBody = new btRigidBody ( 0 , new btDefaultMotionState ( ) , terrianShape ) ;
2014-11-17 17:54:19 +00:00
tBody - > getWorldTransform ( ) . setOrigin ( btVector3 ( 0 , ( ( float ) highest - 1 ) / 2 , 0 ) ) ;
2014-11-14 13:23:10 +00:00
//tBody->getWoorldTransform().setRotation(btQuaternion(0,0,0,1));
terrainBody = tBody ;
2014-11-17 15:07:40 +00:00
2014-12-15 15:02:04 +00:00
world - > addRigidBody ( terrainBody , COL_TERRAIN , COL_TERRAIN | COL_OBJECTS ) ;
2014-11-14 13:23:10 +00:00
}
2014-11-17 11:57:16 +00:00
void Physics : : addStaticGroundPlane ( )
{
btCollisionShape * groundShape = new btStaticPlaneShape ( btVector3 ( 0 , 1 , 0 ) , 0 ) ;
btDefaultMotionState * groundMotionState = new btDefaultMotionState ( btTransform ( btQuaternion ( 0 , 0 , 0 , 1 ) , btVector3 ( 0 , 0 , 0 ) ) ) ;
btRigidBody : : btRigidBodyConstructionInfo groundRigidBodyCI ( 0 , groundMotionState , groundShape , btVector3 ( 0 , 0 , 0 ) ) ;
staticGroundBody = new btRigidBody ( groundRigidBodyCI ) ;
world - > addRigidBody ( staticGroundBody ) ;
}
2014-12-15 15:02:04 +00:00
//players and objects
2015-01-06 12:14:30 +00:00
void Physics : : addPlayer ( float friction , float rad , Entity entity , float mass , unsigned indice )
2014-11-14 13:17:04 +00:00
{
2014-11-21 15:22:36 +00:00
if ( bodies . size ( ) = = indice )
2014-11-14 15:23:14 +00:00
throw std : : invalid_argument ( " Bodies out of Sync " ) ;
2014-11-14 13:17:04 +00:00
btSphereShape * sphere = new btSphereShape ( rad ) ;
btVector3 inertia ( 0 , 0 , 0 ) ;
2014-11-14 15:23:14 +00:00
if ( mass ! = 0.0 )
2014-11-14 13:17:04 +00:00
{
2014-11-14 15:23:14 +00:00
sphere - > calculateLocalInertia ( ( btScalar ) mass , inertia ) ;
2014-11-14 13:17:04 +00:00
}
2014-11-14 15:23:14 +00:00
2014-11-21 11:56:30 +00:00
btDefaultMotionState * motion = new btDefaultMotionState ( btTransform ( btQuaternion ( 0 , 0 , 0 , 1 ) , btVector3 ( entity . getPosition ( ) . x , entity . getPosition ( ) . y , entity . getPosition ( ) . z ) ) ) ;
2014-11-14 15:23:14 +00:00
btRigidBody : : btRigidBodyConstructionInfo info ( mass , motion , sphere , inertia ) ;
2015-01-06 12:14:30 +00:00
info . m_friction = friction ;
2014-12-15 15:02:04 +00:00
2014-11-14 15:23:14 +00:00
playerBall = new btRigidBody ( info ) ;
2014-11-17 15:07:40 +00:00
2014-12-19 14:20:49 +00:00
playerBall - > setDamping ( 0.1f , 0.7f ) ;
2014-11-17 15:07:40 +00:00
2014-11-14 15:23:14 +00:00
world - > addRigidBody ( playerBall ) ;
bodies . push_back ( playerBall ) ;
2014-11-17 15:07:40 +00:00
playerBall - > setSleepingThresholds ( 0 , 0 ) ;
2014-11-21 15:22:36 +00:00
if ( bodies . size ( ) ! = indice )
2014-11-14 15:23:14 +00:00
throw std : : invalid_argument ( " Bodies out of Sync " ) ;
}
2014-12-15 15:02:04 +00:00
void Physics : : addTriangleMeshBody ( Entity entity , std : : string path , float mass , float dampningL , float dampningA , unsigned indice )
{ //TODO look at convexHullShapes
if ( bodies . size ( ) = = indice )
throw std : : invalid_argument ( " Bodies out of Sync " ) ;
std : : vector < unsigned int > vertexIndices ;
std : : vector < btVector3 > temp_vertices ;
path = " ../Levels/Geometry/ " + path ;
FILE * file = fopen ( path . c_str ( ) , " r " ) ;
if ( file = = NULL ) {
printf ( " Impossible to open the file ! \n " ) ;
}
while ( 1 ) {
char lineHeader [ 128 ] ;
// read the first word of the line
int res = fscanf ( file , " %s " , lineHeader ) ;
if ( res = = EOF )
break ; // EOF = End Of File. Quit the loop.
// else : parse lineHeader
if ( strcmp ( lineHeader , " v " ) = = 0 ) {
glm : : vec3 vertex ;
fscanf ( file , " %f %f %f \n " , & vertex . x , & vertex . y , & vertex . z ) ;
temp_vertices . push_back ( btVector3 ( vertex . x , vertex . y , vertex . z ) ) ;
}
else if ( strcmp ( lineHeader , " f " ) = = 0 ) {
std : : string vertex1 , vertex2 , vertex3 ;
unsigned int vertexIndex [ 3 ] , uvIndex [ 3 ] , normalIndex [ 3 ] ;
int matches = fscanf ( file , " %d/%d/%d %d/%d/%d %d/%d/%d \n " , & vertexIndex [ 0 ] , & uvIndex [ 0 ] , & normalIndex [ 0 ] , & vertexIndex [ 1 ] , & uvIndex [ 1 ] , & normalIndex [ 1 ] , & vertexIndex [ 2 ] , & uvIndex [ 2 ] , & normalIndex [ 2 ] ) ;
vertexIndices . push_back ( vertexIndex [ 0 ] ) ;
vertexIndices . push_back ( vertexIndex [ 1 ] ) ;
vertexIndices . push_back ( vertexIndex [ 2 ] ) ;
}
}
printf ( " olla " ) ;
//finally start making body
btTriangleMesh * triMesh = new btTriangleMesh ( ) ;
2014-12-19 14:20:05 +00:00
for ( unsigned i = 2 ; i < vertexIndices . size ( ) ; i + = 3 )
2014-12-15 15:02:04 +00:00
{
triMesh - > addTriangle ( temp_vertices [ vertexIndices [ i ] ] , temp_vertices [ vertexIndices [ i - 1 ] ] , temp_vertices [ vertexIndices [ i - 2 ] ] ) ;
}
btBvhTriangleMeshShape * shape = new btBvhTriangleMeshShape ( triMesh , true ) ;
btDefaultMotionState * motion = new btDefaultMotionState ( btTransform ( btQuaternion ( 0 , 0 , 0 , 1 ) , btVector3 ( entity . getPosition ( ) . x , entity . getPosition ( ) . y , entity . getPosition ( ) . z ) ) ) ;
btVector3 inertia ( 0 , 0 , 0 ) ;
if ( mass ! = 0.0 )
{
shape - > calculateLocalInertia ( ( btScalar ) mass , inertia ) ;
}
btRigidBody : : btRigidBodyConstructionInfo info ( mass , motion , shape , inertia ) ;
btRigidBody * body = new btRigidBody ( info ) ;
body - > setDamping ( dampningL , dampningA ) ;
bodies . push_back ( body ) ;
world - > addRigidBody ( body ) ;
if ( bodies . size ( ) ! = indice )
throw std : : invalid_argument ( " Bodies out of Sync " ) ;
}
2014-11-21 11:50:11 +00:00
void Physics : : addBox ( float width , float height , float length , Entity entity , float mass , unsigned indice )
2014-11-21 11:31:29 +00:00
{
2014-11-21 11:50:11 +00:00
2014-11-21 15:22:36 +00:00
if ( bodies . size ( ) = = indice )
throw std : : invalid_argument ( " Bodies out of Sync " ) ;
2014-11-21 11:50:11 +00:00
btBoxShape * box = new btBoxShape ( btVector3 ( width / 2 , height / 2 , length / 2 ) ) ;
btDefaultMotionState * motion = new btDefaultMotionState ( btTransform ( btQuaternion ( 0 , 0 , 0 , 1 ) , btVector3 ( entity . getPosition ( ) . x , entity . getPosition ( ) . y , entity . getPosition ( ) . z ) ) ) ;
btVector3 inertia ( 0 , 0 , 0 ) ;
if ( mass ! = 0.0 )
{
box - > calculateLocalInertia ( ( btScalar ) mass , inertia ) ;
}
btRigidBody : : btRigidBodyConstructionInfo info ( mass , motion , box , inertia ) ;
btRigidBody * body = new btRigidBody ( info ) ;
body - > setDamping ( 0.8f , 0.9f ) ;
world - > addRigidBody ( body ) ;
2014-11-21 11:31:29 +00:00
2014-11-21 11:50:11 +00:00
bodies . push_back ( body ) ;
2014-11-28 15:46:35 +00:00
2014-11-21 11:50:11 +00:00
if ( bodies . size ( ) ! = indice )
throw std : : invalid_argument ( " Bodies out of Sync " ) ;
2014-11-21 11:31:29 +00:00
}
2014-11-14 15:23:14 +00:00
2014-11-21 11:56:30 +00:00
void Physics : : addSphere ( float rad , Entity entity , float mass , unsigned indice )
2014-11-14 15:23:14 +00:00
{
2014-11-21 15:22:36 +00:00
if ( bodies . size ( ) = = indice )
2014-11-14 15:23:14 +00:00
throw std : : invalid_argument ( " Bodies out of Sync " ) ;
btSphereShape * sphere = new btSphereShape ( rad ) ;
btVector3 inertia ( 0 , 0 , 0 ) ;
if ( mass ! = 0.0 )
2014-11-14 13:17:04 +00:00
{
sphere - > calculateLocalInertia ( ( btScalar ) mass , inertia ) ;
}
2014-11-21 11:56:30 +00:00
btDefaultMotionState * motion = new btDefaultMotionState ( btTransform ( btQuaternion ( 0 , 0 , 0 , 1 ) , btVector3 ( entity . getPosition ( ) . x , entity . getPosition ( ) . y , entity . getPosition ( ) . z ) ) ) ;
2014-11-14 13:17:04 +00:00
btRigidBody : : btRigidBodyConstructionInfo info ( mass , motion , sphere , inertia ) ;
2014-12-15 15:02:04 +00:00
2014-11-14 13:17:04 +00:00
btRigidBody * body = new btRigidBody ( info ) ;
2014-11-21 11:50:11 +00:00
body - > setDamping ( 0.2f , 0.4f ) ;
2014-11-14 13:17:04 +00:00
world - > addRigidBody ( body ) ;
bodies . push_back ( body ) ;
2014-11-17 15:07:40 +00:00
body - > setSleepingThresholds ( 0 , 0 ) ;
2014-11-14 15:23:14 +00:00
2014-11-21 15:22:36 +00:00
if ( bodies . size ( ) ! = indice )
2014-11-14 15:23:14 +00:00
throw std : : invalid_argument ( " Bodies out of Sync " ) ;
2014-11-14 13:17:04 +00:00
}
2014-12-15 15:02:04 +00:00
/*
2014-11-28 15:46:35 +00:00
void Physics : : addTriangleMeshBody ( Entity entity , float mass , float dampningL , float dampningA , unsigned indice )
{
btTriangleMesh * trimesh = new btTriangleMesh ( ) ;
2014-11-28 16:01:56 +00:00
btVector3 v0 ( 0 , 0 , 0 ) ;
btVector3 v1 ( 1 , 1 , 1 ) ;
btVector3 v2 ( 2 , 2 , 2 ) ;
trimesh - > addTriangle ( v0 , v1 , v2 ) ;
2014-11-28 15:46:35 +00:00
btTriangleMeshShape * shape = new btBvhTriangleMeshShape ( trimesh , true ) ;
btVector3 inertia ( 0 , 0 , 0 ) ;
if ( mass ! = 0.0 )
{
shape - > calculateLocalInertia ( ( btScalar ) mass , inertia ) ;
}
btDefaultMotionState * motion = new btDefaultMotionState ( btTransform ( btQuaternion ( 0 , 0 , 0 , 1 ) , btVector3 ( entity . getPosition ( ) . x , entity . getPosition ( ) . y , entity . getPosition ( ) . z ) ) ) ;
btRigidBody : : btRigidBodyConstructionInfo info ( mass , motion , shape , inertia ) ;
btRigidBody * body = new btRigidBody ( info ) ;
body - > setDamping ( dampningL , dampningA ) ;
2014-12-15 15:02:04 +00:00
} */
2014-11-28 15:46:35 +00:00
2014-11-28 12:52:03 +00:00
void Physics : : addCamera ( float rad , float distance )
{
btSphereShape * sphere = new btSphereShape ( rad ) ;
btVector3 inertia ( 0 , 0 , 0 ) ;
btDefaultMotionState * motion = new btDefaultMotionState ( btTransform ( btQuaternion ( 0 , 0 , 0 , 1 ) , btVector3 ( 0 , 0 , 0 ) ) ) ;
btRigidBody : : btRigidBodyConstructionInfo info ( 1 / ( playerBall - > getInvMass ( ) / 100 ) , motion , sphere , inertia ) ;
cameraBody = new btRigidBody ( info ) ;
2014-11-28 15:46:35 +00:00
cameraBody - > setDamping ( 0.9f , 1.0f ) ;
2014-11-28 12:52:03 +00:00
world - > addRigidBody ( cameraBody ) ;
cameraBody - > setSleepingThresholds ( 0 , 0 ) ;
btVector3 pivotInA ( 5 , 0 , 0 ) ;
btVector3 pivotInB ( - 5 , 0 , 0 ) ;
btDistanceConstraint * pdc = new btDistanceConstraint ( * cameraBody , * playerBall , pivotInA , pivotInB , distance ) ;
world - > addConstraint ( pdc ) ;
}
2014-12-15 15:02:04 +00:00
//update functions
2014-11-28 12:52:03 +00:00
glm : : vec3 Physics : : getCameraPosition ( )
{
btVector3 origin = cameraBody - > getCenterOfMassPosition ( ) ;
glm : : vec3 save ( origin . getX ( ) , origin . getY ( ) , origin . getZ ( ) ) ;
return save ;
}
2014-11-17 11:57:16 +00:00
glm : : vec3 Physics : : getPos ( int i )
2014-11-14 13:17:04 +00:00
{
btVector3 origin = bodies [ i ] - > getCenterOfMassPosition ( ) ;
2014-11-14 13:23:10 +00:00
glm : : vec3 save ( origin . getX ( ) , origin . getY ( ) , origin . getZ ( ) ) ;
return save ;
2014-11-14 13:17:04 +00:00
}
2014-11-17 11:57:16 +00:00
glm : : mat4 Physics : : getRotation ( int i )
2014-11-14 13:17:04 +00:00
{
2014-11-14 14:15:29 +00:00
btQuaternion quat = bodies [ i ] - > getOrientation ( ) ;
glm : : mat4 matrix = glm : : rotate (
quat . getAngle ( ) ,
glm : : vec3 ( quat . getAxis ( ) . getX ( ) , quat . getAxis ( ) . getY ( ) , quat . getAxis ( ) . getZ ( ) )
) ;
2014-11-14 14:48:50 +00:00
return matrix ;
2014-11-14 13:17:04 +00:00
}
2014-11-17 15:07:40 +00:00
void Physics : : rollForward ( glm : : vec3 camPos , float strength )
2014-11-14 13:17:04 +00:00
{
2014-11-17 12:21:27 +00:00
btVector3 pos ( camPos . x , 0 , camPos . z ) ;
2014-11-21 11:31:29 +00:00
pos . normalize ( ) ;
2014-11-17 15:07:40 +00:00
pos = btCross ( pos , btVector3 ( 0 , 1 , 0 ) ) ;
2014-11-21 11:31:29 +00:00
pos * = strength ;
2014-11-17 12:12:51 +00:00
playerBall - > applyTorque ( pos ) ;
2014-11-17 15:07:40 +00:00
}
2014-11-17 12:12:51 +00:00
2014-11-17 15:07:40 +00:00
void Physics : : rollBack ( glm : : vec3 camPos , float strength )
{
btVector3 pos ( camPos . x , 0 , camPos . z ) ;
2014-11-21 11:31:29 +00:00
pos . normalize ( ) ;
2014-11-17 15:07:40 +00:00
pos = btCross ( btVector3 ( 0 , 1 , 0 ) , pos ) ;
2014-11-21 11:31:29 +00:00
pos * = strength ;
2014-11-17 15:07:40 +00:00
playerBall - > applyTorque ( pos ) ;
}
void Physics : : rollLeft ( glm : : vec3 camPos , float strength )
{
btVector3 pos ( camPos . x , 0 , camPos . z ) ;
2014-11-21 11:31:29 +00:00
pos . normalize ( ) ;
pos * = strength ;
2014-11-17 15:07:40 +00:00
playerBall - > applyTorque ( pos ) ;
}
void Physics : : rollRight ( glm : : vec3 camPos , float strength )
{
btVector3 pos ( camPos . x , 0 , camPos . z ) ;
2014-11-21 11:31:29 +00:00
pos . normalize ( ) ;
pos * = strength ;
2014-11-17 15:07:40 +00:00
playerBall - > applyTorque ( - pos ) ;
2014-11-14 13:17:04 +00:00
}
/*
void kill ( )
{
//btDynamimcWorld*
for ( int i = 0 ; i < bodies . size ( ) ; i + + )
{
world - > removeCollisionObject ( bodies [ i ] ) ; //clarification: go through the list of bodies in wordl for each body b, then remove exactly this body b from world
btMotionState * motionState = bodies [ i ] - > getMotionState ( ) ;
btCollisionShape * shape = bodies [ i ] - > getCollisionShape ( ) ;
delete shape ;
delete motionState ;
delete bodies [ i ] ;
}
delete dispatcher ;
delete colConfig ;
delete solver ;
}
delete broadphase ;
delete world ;
}
*/