Merge branch 'master' of github.com:Faerbit/swp

This commit is contained in:
Steffen Fündgens 2015-01-19 15:55:18 +01:00
commit 342a3691c2
10 changed files with 13358 additions and 3461 deletions

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@ -2,198 +2,198 @@
# www.blender.org
mtllib block.mtl
o Block_Cube
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@ -224,6 +224,21 @@
</object>
</composition>
<!-- Wall -->
<composition>
<typeID>180</typeID>
<ignoreHeightmap>true</ignoreHeightmap>
<object>
<modelPath>SimpleWall.obj</modelPath>
<xOffset>0.0</xOffset>
<yOffset>40.0</yOffset>
<zOffset>0.0</zOffset>
<scale>1.5</scale>
<mass>0.0</mass>
</object>
</composition>
@ -237,7 +252,7 @@
<shininess>3.0</shininess>
<physicType>Player</physicType>
<radius>1.5</radius>
<dampningL>0.2 </dampningL>
<dampningL>0.15 </dampningL>
<dampningA>0.7</dampningA>
</objectData>
@ -249,9 +264,9 @@
<specularFactor>0.4</specularFactor>
<shininess>2.0</shininess>
<physicType>Box</physicType>
<width>5.0</width>
<width>6</width>
<height>3</height>
<length>1.8</length>
<length>3</length>
<dampningL>0.8</dampningL>
<dampningA>0.9</dampningA>
</objectData>

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@ -30,6 +30,16 @@ void Physics::takeUpdateStep(float timeDiff)
}
}
/*- cameraBody->getCenterOfMassPosition(); // gives vector from player to camera
position.normalize();
position *=5;
position += playerBall->getCenterOfMassPosition(); //is the position 5 units away from the player in the direction of the camera
btVector3 dir = cameraBody->getCenterOfMassPosition() - position;
cameraBody->applyCentralForce(dir);
*/
}
void Physics::removePositionConstraint(int bodyIndice)
@ -87,7 +97,7 @@ void Physics::addTerrainTriangles(int width, int length, float** heightData)
terrainBody = tBody;
world->addRigidBody(tBody);
world->addRigidBody(tBody,COL_TERRAIN,COL_OBJECTS);
}
@ -112,7 +122,7 @@ void Physics::addTerrain(int width, int length, float** heightData)
btRigidBody* tBody = new btRigidBody(0,new btDefaultMotionState(),terrianShape);
tBody->getWorldTransform().setOrigin(btVector3(0,((float)highest - 1)/2,0));
tBody->getWorldTransform().setOrigin(btVector3(0,((float)highest)/2,0));
//tBody->getWoorldTransform().setRotation(btQuaternion(0,0,0,1));
@ -127,7 +137,7 @@ void Physics::addPlayer(float friction, float rad, Entity entity, float mass, fl
if(bodies.size() == indice)
throw std::invalid_argument( "Bodies out of Sync" );
btSphereShape* sphere = new btSphereShape(rad);
btSphereShape* sphere = new btSphereShape(rad/1.5f);
btVector3 inertia(0,0,0);
if(mass != 0.0)
{
@ -138,14 +148,14 @@ void Physics::addPlayer(float friction, float rad, Entity entity, float mass, fl
btRigidBody::btRigidBodyConstructionInfo info(mass,motion,sphere,inertia);
info.m_friction = friction;
info.m_friction = friction*2;
info.m_restitution = 0.0f;
playerBall = new btRigidBody(info);
playerBall->setDamping(dampningL, dampningA);
world->addRigidBody(playerBall);
world->addRigidBody(playerBall,COL_OBJECTS,COL_OBJECTS|COL_OBJECTS_NO_TERRAIN|COL_TERRAIN);
bodies.push_back(playerBall);
@ -202,7 +212,7 @@ void Physics::addTriangleMeshBody(Entity entity, std::string path, float mass, f
}
btBvhTriangleMeshShape* shape = new btBvhTriangleMeshShape(triMesh,true);
shape->setLocalScaling(btVector3(1.5,1.5,1.5));
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);
@ -219,13 +229,41 @@ void Physics::addTriangleMeshBody(Entity entity, std::string path, float mass, f
bodies.push_back(body);
world->addRigidBody(body);
world->addRigidBody(body,COL_OBJECTS, objectsPhysicsCollision);
if(bodies.size() != indice)
throw std::invalid_argument( "Bodies out of Sync" );
}
void Physics::addButton(float radius, float height, Entity entity, float mass, float dampningL, float dampningA, unsigned indice)
{
if(bodies.size() == indice)
throw std::invalid_argument( "Bodies out of Sync" );
btCylinderShape* shape = new btCylinderShape(btVector3(height/2, radius,radius));
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);
world->addRigidBody(body,COL_OBJECTS_NO_TERRAIN, specialPhysicsCollision);
bodies.push_back(body);
if(bodies.size() != indice)
throw std::invalid_argument( "Bodies out of Sync" );
}
void Physics::addBox(float width, float height, float length, Entity entity, float mass, float dampningL, float dampningA, unsigned indice)
{
@ -248,8 +286,8 @@ void Physics::addBox(float width, float height, float length, Entity entity, flo
body->setDamping(dampningL, dampningA);
world->addRigidBody(body);
world->addRigidBody(body,COL_OBJECTS, objectsPhysicsCollision);
bodies.push_back(body);
if(bodies.size() != indice)
@ -277,7 +315,7 @@ void Physics::addSphere(float rad, Entity entity, float mass, float dampningL, f
body->setDamping(dampningL, dampningA);
world->addRigidBody(body);
world->addRigidBody(body,COL_OBJECTS, objectsPhysicsCollision);
bodies.push_back(body);
@ -328,7 +366,7 @@ void Physics::addCamera(float rad, float distance)
cameraBody->setDamping(0.9f,1.0f);
world->addRigidBody(cameraBody);
world->addRigidBody(cameraBody,COL_OBJECTS, objectsPhysicsCollision);
cameraBody->setSleepingThresholds(0,0);

View File

@ -21,6 +21,7 @@
#include "extern/bullet/src/BulletCollision/CollisionShapes/btTriangleMesh.h"
#include "extern/bullet/src/BulletCollision/CollisionShapes/btCollisionShape.h"
#include "extern/bullet/src/BulletCollision/CollisionShapes/btConvexTriangleMeshShape.h"
#include "extern/bullet/src/BulletCollision/CollisionShapes/btCylinderShape.h"
#include "extern/bullet/src/BulletDynamics/ConstraintSolver/btConstraintSolver.h"
#include "extern/bullet/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"//YAY!
@ -64,6 +65,7 @@ class Physics {
void addBox(float width, float height, float length, Entity entity, float mass, float dampningL, float dampningA, unsigned indice); //this is used to ensuer that the system is synchronized
void addPositionConstraint(int bodyIndice, float strength, glm::vec3 position);
void removePositionConstraint(int bodyIndice);
void addButton(float radius, float height, Entity entity, float mass, float dampningL, float dampningA, unsigned indice);
struct positionConstraint{btRigidBody* body; float strength; btVector3 position;};
@ -80,6 +82,10 @@ class Physics {
btCollisionConfiguration* colConfig; //defines the type of collision detection.
btBroadphaseInterface* broadphase; //defines how objects are culled from collision detection.
btConstraintSolver* solver; //solver for forces and impulses.
int objectsPhysicsCollision = 1 | 2 | 4;
int specialPhysicsCollision = 2 | 4;
int terrainPhysicsCollision = 2;
};
enum collisionTypes{
@ -89,6 +95,7 @@ enum collisionTypes{
COL_OBJECTS_NO_TERRAIN = 4
};
//world->addRigidBody(playerBall,COL_OBJECTS_NO_TERRAIN, COL_OBJECTS);
class btDistanceConstraint : public btPoint2PointConstraint
{
protected: