Code rework. Basically cleaned up a mess of tabs and whitespaces.
This commit is contained in:
parent
b2398ba643
commit
47fded52ce
@ -27,14 +27,14 @@ void Application::init()
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ACGL::Base::Settings::the()->setShaderPath(shaderPath);
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ACGL::Base::Settings::the()->setTexturePath(texturePath);
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ACGL::Base::Settings::the()->setGeometryPath(geometryPath);
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// load Level
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level.load();
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Loader loader = Loader();
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std::string levelXmlFilePath = levelXmlPath + "Level1.xml";
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loader.load(levelXmlFilePath, &level, compositionsPath, scriptPath);
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graphics.init(&level);
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// just in case: check for errors
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openGLCriticalError();
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}
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@ -13,9 +13,8 @@ class Converter {
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~Converter();
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void updateComposition(int idG, int idB, float posX, float posZ); //updates the position of a composition
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std::vector<int> newComposition(int type, float posX, float posZ);//creates a new composition and returns its ID
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void deleteComposition(int idG, int idB);
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void save(); //writes the xml to file
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void deleteComposition(int idG, int idB);
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void save(); //writes the xml to file
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private:
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void errorCheck(XMLError error);
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std::vector<int> nextID;
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@ -7,7 +7,7 @@ class Entity {
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public:
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Entity(glm::vec3 position, glm::vec3 rotation);
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Entity(glm::vec3 position, glm::mat4 rotation);
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Entity();
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Entity();
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~Entity();
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void setPosition(glm::vec3 positon);
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void setRotation(glm::vec3 rotation);
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49
graphics.cc
49
graphics.cc
@ -22,10 +22,10 @@ Graphics::Graphics() {
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void Graphics::init(Level* level) {
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// save Level
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this->level = level;
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// update lights on creation
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lastUpdate = -lightUpdateDelay;
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// construct VAO to give shader correct Attribute locations
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SharedArrayBuffer ab = SharedArrayBuffer(new ArrayBuffer());
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ab->defineAttribute("aPosition", GL_FLOAT, 3);
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@ -33,25 +33,25 @@ void Graphics::init(Level* level) {
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ab->defineAttribute("aNormal", GL_FLOAT, 3);
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SharedVertexArrayObject vao = SharedVertexArrayObject(new VertexArrayObject());
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vao->attachAllAttributes(ab);
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// look up all shader files starting with 'phong' and build a ShaderProgram from it:
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lightingShader = ShaderProgramCreator("phong").attributeLocations(
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vao->getAttributeLocations()).create();
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depthShader = ShaderProgramCreator("depth")
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.attributeLocations(vao->getAttributeLocations()).create();
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depthTexture = SharedTexture2D( new Texture2D(windowSize, GL_DEPTH_COMPONENT16));
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depthTexture->setMinFilter(GL_NEAREST);
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depthTexture->setMagFilter(GL_NEAREST);
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depthTexture->setWrapS(GL_CLAMP_TO_EDGE);
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depthTexture->setWrapT(GL_CLAMP_TO_EDGE);
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depthTexture->setCompareMode(GL_COMPARE_REF_TO_TEXTURE);
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framebuffer = SharedFrameBufferObject(new FrameBufferObject());
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framebuffer->setDepthTexture(depthTexture);
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framebuffer->validate();
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/*depth_cubeMaps = std::vector<ACGL::OpenGL::SharedTextureCubeMap>(level->getLights()->size());
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for (unsigned int i = 0; i<depth_cubeMaps.size(); i++) {*/
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depth_cubeMaps = std::vector<ACGL::OpenGL::SharedTextureCubeMap>(std::min(int(level->getLights()->size()), 1));
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@ -63,9 +63,9 @@ void Graphics::init(Level* level) {
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depth_cubeMaps.at(i)->setWrapT(GL_CLAMP_TO_EDGE);
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depth_cubeMaps.at(i)->setCompareMode(GL_COMPARE_REF_TO_TEXTURE);
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}
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framebuffer_cube = SharedFrameBufferObject(new FrameBufferObject());
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depthTexture_cube = SharedTexture2D( new Texture2D(windowSize, GL_DEPTH_COMPONENT16));
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depthTexture_cube->setMinFilter(GL_NEAREST);
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depthTexture_cube->setMagFilter(GL_NEAREST);
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@ -87,7 +87,7 @@ void Graphics::render(double time)
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glm::mat4 depthProjectionMatrix_pointlights = glm::perspective(1.571f, (float)cube_size/(float)cube_size, 0.1f, farPlane);
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glm::vec3 looking_directions[6] = {glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f),
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glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(0.0f, 0.0f, -1.0f)};
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framebuffer_cube->bind();
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//for (unsigned int i_pointlight = 0; i_pointlight<level->getLights()->size(); i_pointlight++) {
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for (unsigned int i_pointlight = 0; i_pointlight<1 && i_pointlight<level->getLights()->size(); i_pointlight++) {
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@ -116,19 +116,19 @@ void Graphics::render(double time)
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if (!framebuffer->isFrameBufferObjectComplete()) {
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printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
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}
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// final render pass
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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lightingShader->use();
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if (level->getLights()->size() > 0) {
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lightingShader->setTexture("shadowMap_cube", depth_cubeMaps.at(0), 4);
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}
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//set lighting parameters
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// TODO look into doing this less often, offload to another thread?
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// TODO figure out how to deal with bigger numbers of lights. load the nearest on demand?
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double nextUpdate = lastUpdate + lightUpdateDelay;
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@ -137,7 +137,7 @@ void Graphics::render(double time)
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updateLights();
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lastUpdate = time;
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}
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// convert texture to homogenouse coordinates
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glm::mat4 biasMatrix(
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0.5, 0.0, 0.0, 0.0,
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@ -146,25 +146,25 @@ void Graphics::render(double time)
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0.5, 0.5, 0.5, 1.0
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);
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glm::mat4 depthBiasVP = biasMatrix*depthViewProjectionMatrix;
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lightingShader->setTexture("shadowMap", depthTexture, 1);
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lightingShader->setUniform("farPlane", farPlane);
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// set fog Parameters
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lightingShader->setUniform("fogColor", level->getFogColour());
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lightingShader->setUniform("cameraCenter", level->getCameraCenter()->getPosition());
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// set Material Parameters
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lightingShader->setUniform("ambientColor", level->getAmbientLight());
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lightingShader->setUniform("camera", level->getCameraPosition());
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//set view and projection matrix
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glm::mat4 lightingViewProjectionMatrix = glm::perspective(1.571f, (float)windowSize.x/(float)windowSize.y, 0.1f, farPlane) * buildViewMatrix(level);
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std::vector<glm::mat4> shadowVPs = std::vector<glm::mat4>();
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shadowVPs.push_back(depthBiasVP);
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// render the level
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level->render(lightingShader, true, &lightingViewProjectionMatrix, &shadowVPs);
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}
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@ -172,7 +172,7 @@ void Graphics::render(double time)
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void Graphics::updateLights() {
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if (level->getLights()->size() > 0) {
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lightingShader->setUniform("lightCount", (int) level->getLights()->size());
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// Build light position array
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glm::vec3 lightSources[level->getLights()->size()];
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for(unsigned int i = 0; i<level->getLights()->size(); i++) {
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@ -217,7 +217,6 @@ glm::mat4 Graphics::buildViewMatrix(Level* level) {
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return glm::lookAt((level->getCameraCenter()->getPosition() + level->getCamera()->getVector()),
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level->getCameraCenter()->getPosition(), glm::vec3(0.0f, 1.0f, 0.0f));
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}
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float Graphics::getFarPlane() {
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6
level.cc
6
level.cc
@ -40,7 +40,7 @@ void Level::load() {
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//Push the level to Lua as a global variable
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luabridge::push(luaState, this);
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lua_setglobal(luaState, "level");
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this->camera = Camera(glm::vec2(-0.8f, 0.0f), 3.0f);
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}
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@ -68,7 +68,7 @@ void Level::update(float runTime, glm::vec2 mouseDelta, bool wPressed, bool aPre
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camera.setPosition(physics.getCameraPosition());
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camera.setDirection(physics.getCameraToPlayer());
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}
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}
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if(wPressed){
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physics.rollForward(camera.getVector(),strength);
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}
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@ -149,7 +149,7 @@ void Level::moveObject(int objectIndex, float strength, float xPos, float yPos,
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glm::vec3 position = glm::vec3(xPos, yPos, zPos);
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physics.removePositionConstraint(objectIndex);
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physics.addPositionConstraint(objectIndex, strength, position);
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}
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}
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//should not be used since objects does not get synchronized and deletion is not implemented in pyhsics
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void Level::deleteObject(int objectIndex){
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32
loader.cc
32
loader.cc
@ -20,35 +20,35 @@ void Loader::loadConfig(Application* application) {
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errorCheck(resolution->FirstChildElement("height")->QueryIntText(&windowHeight));
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errorCheck(config->FirstChildElement("shadowCubeSize")->QueryIntText(&shadowCubeSize));
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errorCheck(config->FirstChildElement("farPlane")->QueryFloatText(&farPlane));
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const char* charCompositionsPath = config->FirstChildElement("compositionsPath")->GetText();
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if(charCompositionsPath == NULL){
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printf("XMLError: No compositionsPath found.\n");
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exit(-1);
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}
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compositionsPath = charCompositionsPath;
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const char* charShaderPath = config->FirstChildElement("shaderPath")->GetText();
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if(charShaderPath == NULL){
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printf("XMLError: No shaderPath found.\n");
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exit(-1);
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}
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shaderPath = charShaderPath;
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const char* charGeometryPath = config->FirstChildElement("geometryPath")->GetText();
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if(charGeometryPath == NULL){
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printf("XMLError: No geometryPath found.\n");
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exit(-1);
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}
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geometryPath = charGeometryPath;
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const char* charTexturePath = config->FirstChildElement("texturePath")->GetText();
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if(charTexturePath == NULL){
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printf("XMLError: No texturePath found.\n");
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exit(-1);
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}
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texturePath = charTexturePath;
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const char* charScriptPath = config->FirstChildElement("scriptPath")->GetText();
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if(charScriptPath == NULL){
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printf("XMLError: No scriptPath found.\n");
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@ -62,7 +62,7 @@ void Loader::loadConfig(Application* application) {
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exit(-1);
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}
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heightmapPath = charHeightmapPath;
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const char* charLevelXmlPath = config->FirstChildElement("levelXmlPath")->GetText();
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if(charLevelXmlPath == NULL){
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printf("XMLError: No levelXmlPath found.\n");
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@ -116,11 +116,11 @@ void Loader::load(std::string filePath, Level* level, std::string compositionsPa
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errorCheck(terrainElement->FirstChildElement("shininess")->QueryFloatText(&terrainShininess));
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Material terrainMaterial = Material(terrainTexture, terrainAmbientFactor, terrainDiffuseFactor, terrainSpecularFactor, terrainShininess);
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Object* terrainObject = new Object(terrainModel, terrainMaterial,
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glm::vec3(-0.5*(float)level->getTerrain()->getHeightmapHeight(), 0.0f, -0.5f*(float)level->getTerrain()->getHeightmapWidth()),
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glm::vec3(-0.5*(float)level->getTerrain()->getHeightmapHeight(), 0.0f, -0.5f*(float)level->getTerrain()->getHeightmapWidth()),
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glm::vec3(0.0f, 0.0f, 0.0f), true);
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level->addObject(terrainObject);
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level->getPhysics()->addTerrain(level->getTerrain()->getHeightmapWidth(), level->getTerrain()->getHeightmapHeight(), level->getTerrain()->getHeightmap());
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level->getPhysics()->addTerrain(level->getTerrain()->getHeightmapWidth(), level->getTerrain()->getHeightmapHeight(), level->getTerrain()->getHeightmap());
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//load the skydome
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XMLElement* skydomeElement = doc->FirstChildElement("skydome");
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const char* charSkydomeTexture = skydomeElement->FirstChildElement("texture")->GetText();
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@ -135,7 +135,7 @@ void Loader::load(std::string filePath, Level* level, std::string compositionsPa
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glm::vec3(0.0f, 0.0f, 0.0f), true);
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level->addObject(skydomeObject);
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level->setSkydomeObject(skydomeObject);
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//load lighting parameters
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float rColour, gColour, bColour, alpha, xOffset, yOffset, zOffset, intensity;
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XMLElement* ambientElement = doc->FirstChildElement("ambientLight");
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@ -143,14 +143,14 @@ void Loader::load(std::string filePath, Level* level, std::string compositionsPa
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errorCheck(ambientElement->FirstChildElement("gColour")->QueryFloatText(&gColour));
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errorCheck(ambientElement->FirstChildElement("bColour")->QueryFloatText(&bColour));
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level->setAmbientLight(glm::vec3(rColour,gColour,bColour));
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XMLElement* fogElement = doc->FirstChildElement("fogColour");
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errorCheck(fogElement->FirstChildElement("rColour")->QueryFloatText(&rColour));
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errorCheck(fogElement->FirstChildElement("gColour")->QueryFloatText(&gColour));
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errorCheck(fogElement->FirstChildElement("bColour")->QueryFloatText(&bColour));
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errorCheck(fogElement->FirstChildElement("alpha")->QueryFloatText(&alpha));
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level->setFogColour(glm::vec4(rColour,gColour,bColour, alpha));
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XMLElement* directionalElement = doc->FirstChildElement("directionalLight");
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errorCheck(directionalElement->FirstChildElement("xOffset")->QueryFloatText(&xOffset));
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errorCheck(directionalElement->FirstChildElement("yOffset")->QueryFloatText(&yOffset));
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@ -160,7 +160,7 @@ void Loader::load(std::string filePath, Level* level, std::string compositionsPa
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errorCheck(directionalElement->FirstChildElement("bColour")->QueryFloatText(&bColour));
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errorCheck(directionalElement->FirstChildElement("intensity")->QueryFloatText(&intensity));
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level->setDirectionalLight(Light(glm::vec3(xOffset,yOffset,zOffset), glm::vec3(rColour,gColour,bColour), intensity));
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//load Objects
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std::vector<std::vector<int>> objectIdentifiers = std::vector<std::vector<int>>(); //The first entry is the index in objects, the second one the index in physicObjects, the others are idGreen, idBlue and objectNum.
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XMLDocument* compositions = new XMLDocument();
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@ -259,7 +259,7 @@ void Loader::load(std::string filePath, Level* level, std::string compositionsPa
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objectRot *= 0.0174532925; //transform degrees to radians
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Object* object = new Object(model, material, objectPosition, compRot+objectRot, renderable);
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level->addObject(object);
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//add object to physics
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const char* charPhysicType = objectData->FirstChildElement("physicType")->GetText();
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if(charPhysicType == NULL){
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@ -315,7 +315,7 @@ void Loader::load(std::string filePath, Level* level, std::string compositionsPa
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printf("XMLError: Not a valid physicType.\n");
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exit(-1);
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}
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//create an identifier for this object
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std::vector<int> objectIdentifier = std::vector<int>(5);
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objectIdentifier[0] = level->getObjectsVectorSize()-1;
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@ -340,7 +340,7 @@ void Loader::load(std::string filePath, Level* level, std::string compositionsPa
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objectNum = objectNum + 1;
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}//iterating over all objects of the composition
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//iterate over all lights of the composition
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XMLElement* xmlLight = composition->FirstChildElement("light");
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for(; xmlLight; xmlLight=xmlLight->NextSiblingElement("light")){
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41
main.cc
41
main.cc
@ -76,19 +76,19 @@ bool createWindow()
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ACGL::Utils::error() << "Failed to initialize GLFW" << std::endl;
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exit( -1 );
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}
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// Configure OpenGL context
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setGLFWHintsForOpenGLVersion( ACGL_OPENGL_VERSION );
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// activate multisampling (second parameter is the number of samples):
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//glfwWindowHint( GLFW_SAMPLES, 8 );
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// request an OpenGL debug context:
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glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, true );
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// define whether the window can get resized:
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glfwWindowHint(GLFW_RESIZABLE, true);
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// try to create an OpenGL context in a window and check the supported OpenGL version:
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// R,G,B,A, Depth,Stencil
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window = glfwCreateWindow(app.getGraphics()->getWindowSize().x, app.getGraphics()->getWindowSize().y, "SWP MarbleGame Group C", NULL, NULL);
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@ -104,13 +104,13 @@ bool createWindow()
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int main( int argc, char *argv[] )
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{
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// app gets created as global variable, to work properly with GLFW
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// Create OpenGL capable window:
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if ( !createWindow() ) {
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glfwTerminate();
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exit( -1 );
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}
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// Set window title to binary name (without the path):
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std::vector<std::string> tmp = ACGL::Utils::StringHelpers::split( std::string( argv[0] ), '/' );
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glfwSetWindowTitle(window, tmp[tmp.size()-1].c_str() );
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@ -122,10 +122,10 @@ int main( int argc, char *argv[] )
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glfwSetScrollCallback(window, scrollCallback );
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glfwSetWindowFocusCallback(window, focusCallback);
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glfwSetMouseButtonCallback(window, mouseCallback);
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// Enable vertical sync (on cards that support it) with parameter 1 - 0 means off
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glfwSwapInterval( 0 );
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// OpenGL state:
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glClearColor( 0.0, 0.0, 0.0, 1.0 );
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glEnable( GL_DEPTH_TEST );
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@ -133,20 +133,19 @@ int main( int argc, char *argv[] )
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
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app.init();
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int frameCount = 0;
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const double FPSdelay = 2.0;
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double startTimeInSeconds = glfwGetTime();
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double showNextFPS = startTimeInSeconds + FPSdelay;
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double lastUpdate=0.0f;
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do {
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double now = glfwGetTime()- startTimeInSeconds;
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do {
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double now = glfwGetTime()- startTimeInSeconds;
|
||||
|
||||
if (showNextFPS <= now) {
|
||||
std::stringstream sstream (std::stringstream::in | std::stringstream::out);
|
||||
sstream << std::setprecision(1) << std::fixed
|
||||
@ -155,8 +154,8 @@ int main( int argc, char *argv[] )
|
||||
showNextFPS = now + FPSdelay;
|
||||
frameCount = 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
if (app.isLocked() && app.getIgnoredMouseUpdates() == 0) {
|
||||
int stateW = glfwGetKey(window, GLFW_KEY_W);
|
||||
int stateA = glfwGetKey(window, GLFW_KEY_A);
|
||||
@ -176,12 +175,12 @@ int main( int argc, char *argv[] )
|
||||
app.ignoredOneMouseUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
app.getGraphics()->render(now);
|
||||
lastUpdate = now;
|
||||
|
||||
openGLCriticalError();
|
||||
|
||||
|
||||
// MacOS X will not swap correctly is another FBO is bound:
|
||||
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
|
||||
glfwSwapBuffers(window);
|
||||
@ -190,7 +189,7 @@ int main( int argc, char *argv[] )
|
||||
|
||||
} // Check if the window was closed
|
||||
while( !glfwWindowShouldClose(window) );
|
||||
|
||||
|
||||
glfwTerminate();
|
||||
exit(0);
|
||||
}
|
||||
|
@ -10,7 +10,7 @@ class Material{
|
||||
public:
|
||||
Material(std::string filePath, float ambientFactor,
|
||||
float diffuseFactor, float specularFactor, float shininess);
|
||||
Material();
|
||||
Material();
|
||||
ACGL::OpenGL::SharedTexture2D getReference();
|
||||
~Material();
|
||||
float getAmbientFactor();
|
||||
|
4
model.hh
4
model.hh
@ -7,8 +7,8 @@
|
||||
class Model {
|
||||
public:
|
||||
Model(std::string filePath, float scale=1.0f);
|
||||
Model(ACGL::OpenGL::SharedVertexArrayObject vao, float scale=1.0f);
|
||||
Model();
|
||||
Model(ACGL::OpenGL::SharedVertexArrayObject vao, float scale=1.0f);
|
||||
Model();
|
||||
~Model();
|
||||
ACGL::OpenGL::SharedVertexArrayObject getReference();
|
||||
void setScale(float scale);
|
||||
|
516
physics.cc
516
physics.cc
@ -10,11 +10,11 @@ Physics::~Physics() {
|
||||
|
||||
void Physics::init(std::string geometryPath) //prepares bullet by creating all initial classes
|
||||
{
|
||||
colConfig = new btDefaultCollisionConfiguration();
|
||||
dispatcher = new btCollisionDispatcher(colConfig);
|
||||
broadphase = new btDbvtBroadphase();
|
||||
solver = new btSequentialImpulseConstraintSolver();
|
||||
world = new btDiscreteDynamicsWorld(dispatcher,broadphase,solver,colConfig);
|
||||
colConfig = new btDefaultCollisionConfiguration();
|
||||
dispatcher = new btCollisionDispatcher(colConfig);
|
||||
broadphase = new btDbvtBroadphase();
|
||||
solver = new btSequentialImpulseConstraintSolver();
|
||||
world = new btDiscreteDynamicsWorld(dispatcher,broadphase,solver,colConfig);
|
||||
world->setGravity(btVector3(0,-10,-0));
|
||||
if (world == NULL) {
|
||||
printf("No World after init\n");
|
||||
@ -23,24 +23,23 @@ void Physics::init(std::string geometryPath) //prepares bullet by creating all i
|
||||
}
|
||||
|
||||
void Physics::takeUpdateStep(float timeDiff)
|
||||
{
|
||||
|
||||
counter++;
|
||||
if(counter<1)
|
||||
{
|
||||
world->stepSimulation(timeDiff);//allows the world to be simmulated correctly indipendant of the timedifferences between frames
|
||||
return;
|
||||
}
|
||||
|
||||
for(unsigned i = 0; i < allPositionConstraints.size();i++) //this handles the spring constraints
|
||||
{
|
||||
if(allPositionConstraints[i].position != allPositionConstraints[i].body->getCenterOfMassPosition()) //if constraint != position of the body because otherwise dir = 0
|
||||
{
|
||||
btVector3 dir = allPositionConstraints[i].position - allPositionConstraints[i].body->getCenterOfMassPosition();
|
||||
dir = dir*allPositionConstraints[i].strength - allPositionConstraints[i].body->getLinearVelocity();
|
||||
allPositionConstraints[i].body->applyCentralForce(dir*allPositionConstraints[i].strength); //apply a foce upon the object pushing it towards the constraint position
|
||||
}
|
||||
}
|
||||
{
|
||||
counter++;
|
||||
if(counter<1)
|
||||
{
|
||||
world->stepSimulation(timeDiff); //allows the world to be simmulated correctly indipendant of the timedifferences between frames
|
||||
return;
|
||||
}
|
||||
|
||||
for(unsigned i = 0; i < allPositionConstraints.size();i++) //this handles the spring constraints
|
||||
{
|
||||
if(allPositionConstraints[i].position != allPositionConstraints[i].body->getCenterOfMassPosition()) //if constraint != position of the body because otherwise dir = 0
|
||||
{
|
||||
btVector3 dir = allPositionConstraints[i].position - allPositionConstraints[i].body->getCenterOfMassPosition();
|
||||
dir = dir*allPositionConstraints[i].strength - allPositionConstraints[i].body->getLinearVelocity();
|
||||
allPositionConstraints[i].body->applyCentralForce(dir*allPositionConstraints[i].strength); //apply a foce upon the object pushing it towards the constraint position
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
btVector3 position = cameraBody->getCenterOfMassPosition() - playerBall->getCenterOfMassPosition(); //gets a vector from the player to the camera
|
||||
@ -50,32 +49,32 @@ void Physics::takeUpdateStep(float timeDiff)
|
||||
|
||||
//prevent the camera from being dragged along on the ground
|
||||
if (position.getY() < playerBall->getCenterOfMassPosition().getY() + 1)
|
||||
position.setY(playerBall->getCenterOfMassPosition().getY() + 1);
|
||||
position.setY(playerBall->getCenterOfMassPosition().getY() + 1);
|
||||
|
||||
btVector3 dir = cameraBody->getCenterOfMassPosition() - position;
|
||||
float str = 50 * dir.length() / cameraBody->getInvMass();
|
||||
cameraBody->applyCentralForce(-dir*str);//scale the force by camera mass
|
||||
counter=0;
|
||||
float speed = cameraBody->getLinearVelocity().length();
|
||||
if(speed>20.0f)
|
||||
{
|
||||
printf("%f , %f \n", speed, position.length());
|
||||
position = cameraBody->getLinearVelocity();
|
||||
position.normalize();
|
||||
cameraBody->setLinearVelocity(position*20);
|
||||
}
|
||||
world->stepSimulation(timeDiff);
|
||||
btVector3 dir = cameraBody->getCenterOfMassPosition() - position;
|
||||
float str = 50 * dir.length() / cameraBody->getInvMass(); //getInvMass() returns the inverted mass
|
||||
cameraBody->applyCentralForce(-dir*str); //scale the force by camera mass
|
||||
counter=0;
|
||||
float speed = cameraBody->getLinearVelocity().length();
|
||||
if(speed>20.0f)
|
||||
{
|
||||
printf("%f , %f \n", speed, position.length());
|
||||
position = cameraBody->getLinearVelocity();
|
||||
position.normalize();
|
||||
cameraBody->setLinearVelocity(position*20);
|
||||
}
|
||||
world->stepSimulation(timeDiff);
|
||||
}
|
||||
//
|
||||
|
||||
void Physics::removePositionConstraint(int bodyIndice) //remover function for deleting all pos constraints on one body
|
||||
{
|
||||
for(unsigned i = 0; i < allPositionConstraints.size(); i++)
|
||||
{
|
||||
if(allPositionConstraints[i].body == bodies[bodyIndice])
|
||||
{
|
||||
allPositionConstraints.erase(allPositionConstraints.begin()+i);
|
||||
}
|
||||
}
|
||||
for(unsigned i = 0; i < allPositionConstraints.size(); i++)
|
||||
{
|
||||
if(allPositionConstraints[i].body == bodies[bodyIndice])
|
||||
{
|
||||
allPositionConstraints.erase(allPositionConstraints.begin()+i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Physics::addPositionConstraint(int bodyIndice, float strength, glm::vec3 position) //function for adding position constraints
|
||||
@ -85,83 +84,83 @@ void Physics::addPositionConstraint(int bodyIndice, float strength, glm::vec3 po
|
||||
cons.strength = strength;
|
||||
cons.position = btVector3(position.x,position.y,position.z);
|
||||
allPositionConstraints.push_back(cons);
|
||||
}
|
||||
}
|
||||
|
||||
//players and objects
|
||||
void Physics::addPlayer(float friction, float rad, Entity entity, float mass, float dampningL, float dampningA, unsigned indice)
|
||||
{
|
||||
if(bodies.size() == indice)
|
||||
throw std::invalid_argument( "Bodies out of Sync" ); //these error are to ensure that level can always communicate with physics without having to worry about synching errors
|
||||
|
||||
btSphereShape* sphere = new btSphereShape(rad); //the first thing we need for a rigid body is the shape
|
||||
btVector3 inertia(0,0,0);
|
||||
if(mass != 0.0)
|
||||
{
|
||||
sphere->calculateLocalInertia((btScalar)mass,inertia); //from this shape we can then calculate the innertia, as long as the mass != 0 (otherwise inertia = 0)
|
||||
}
|
||||
|
||||
glm::quat glmQuat = glm::quat_cast(entity.getRotation());
|
||||
|
||||
btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(glmQuat.x,glmQuat.y,glmQuat.z,glmQuat.w),btVector3(entity.getPosition().x,entity.getPosition().y,entity.getPosition().z))); //next we define the motionstate, wich describes the innital position and rotation
|
||||
|
||||
btRigidBody::btRigidBodyConstructionInfo info(mass,motion,sphere,inertia); //next we process all data for the rigid body into info
|
||||
|
||||
if(bodies.size() == indice)
|
||||
throw std::invalid_argument( "Bodies out of Sync" ); //these error are to ensure that level can always communicate with physics without having to worry about synching errors
|
||||
|
||||
btSphereShape* sphere = new btSphereShape(rad); //the first thing we need for a rigid body is the shape
|
||||
btVector3 inertia(0,0,0);
|
||||
if(mass != 0.0)
|
||||
{
|
||||
sphere->calculateLocalInertia((btScalar)mass,inertia); //from this shape we can then calculate the innertia, as long as the mass != 0 (otherwise inertia = 0)
|
||||
}
|
||||
|
||||
glm::quat glmQuat = glm::quat_cast(entity.getRotation());
|
||||
|
||||
btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(glmQuat.x,glmQuat.y,glmQuat.z,glmQuat.w),btVector3(entity.getPosition().x,entity.getPosition().y,entity.getPosition().z))); //next we define the motionstate, wich describes the innital position and rotation
|
||||
|
||||
btRigidBody::btRigidBodyConstructionInfo info(mass,motion,sphere,inertia); //next we process all data for the rigid body into info
|
||||
|
||||
info.m_friction = friction*2; //here we modify the friction and restitution (bounciness) of the object
|
||||
info.m_restitution = 0.1f;
|
||||
|
||||
playerBall = new btRigidBody(info); //finally we create the rigid body using the info
|
||||
|
||||
playerBall = new btRigidBody(info); //finally we create the rigid body using the info
|
||||
|
||||
playerBall->setDamping(dampningL, dampningA); //here we can set the dampning (how much of the motion is lost)
|
||||
|
||||
world->addRigidBody(playerBall,COL_OBJECTS,COL_OBJECTS|COL_OBJECTS_NO_TERRAIN|COL_TERRAIN); //then we add the rigid body to the wiorld, allowing it to be simulated
|
||||
world->addRigidBody(playerBall,COL_OBJECTS,COL_OBJECTS|COL_OBJECTS_NO_TERRAIN|COL_TERRAIN); //then we add the rigid body to the wiorld, allowing it to be simulated
|
||||
|
||||
bodies.push_back(playerBall); //next we add the rigid body to our own list (for cleanup and for synchronitaation with level)
|
||||
bodies.push_back(playerBall); //next we add the rigid body to our own list (for cleanup and for synchronitaation with level)
|
||||
//note, while we can always access playerBall through its global name, we add it to this array for synchronization purposes
|
||||
|
||||
playerBall->setSleepingThresholds(0,0); //in a final step we make sure that the body never is removed from the active rigid bodies
|
||||
|
||||
if(bodies.size() != indice)
|
||||
throw std::invalid_argument( "Bodies out of Sync" ); //one last check to make sure level and physics are in synch
|
||||
if(bodies.size() != indice)
|
||||
throw std::invalid_argument( "Bodies out of Sync" ); //one last check to make sure level and physics are in synch
|
||||
|
||||
addCamera(); //now that the player exists add a camera for the player
|
||||
}
|
||||
|
||||
void Physics::addTerrain(int width, int length, float** heightData) //The terrain adding function
|
||||
{
|
||||
float* heightfield = new float[width * length];//bullet only accepts data in a one dimensional array, so parse data into appropriate format
|
||||
float* heightfield = new float[width * length]; //bullet only accepts data in a one dimensional array, so parse data into appropriate format
|
||||
int highest = -999999, j = 0, i = 0;
|
||||
for (i = 0; i < width; i++)
|
||||
{
|
||||
for (j = 0; j < length; j++) {
|
||||
heightfield[i*length+j] = heightData[j][i]; //reverse order because they are loaded backwards
|
||||
|
||||
|
||||
if (heightData[j][i] > highest)
|
||||
highest = heightData[j][i]; //bullet needs to know the highest point of the heightmap
|
||||
highest = heightData[j][i]; //bullet needs to know the highest point of the heightmap
|
||||
}
|
||||
}
|
||||
highest++;
|
||||
|
||||
btHeightfieldTerrainShape* terrainShape = new btHeightfieldTerrainShape(length,width,heightfield,highest,1,true,false);
|
||||
btRigidBody::btRigidBodyConstructionInfo info(0,new btDefaultMotionState(),terrainShape,btVector3(0,0,0)); //next we process all data for the rigid body into info
|
||||
info.m_friction = 1;
|
||||
|
||||
btHeightfieldTerrainShape* terrainShape = new btHeightfieldTerrainShape(length,width,heightfield,highest,1,true,false);
|
||||
btRigidBody::btRigidBodyConstructionInfo info(0,new btDefaultMotionState(),terrainShape,btVector3(0,0,0)); //next we process all data for the rigid body into info
|
||||
info.m_friction = 1;
|
||||
info.m_restitution = 0;
|
||||
btRigidBody* tBody = new btRigidBody(info);
|
||||
|
||||
tBody->getWorldTransform().setOrigin(btVector3(0,((float)highest)/2,0)); //we have to move the origin of our rigid body down, because bullet sets the origin (0,0,0) at (width/2, height/2, length/2) in the map the x and z are correct in our level, but y needs to be addapted
|
||||
|
||||
terrainBody = tBody;
|
||||
btRigidBody* tBody = new btRigidBody(info);
|
||||
|
||||
tBody->getWorldTransform().setOrigin(btVector3(0,((float)highest)/2,0)); //we have to move the origin of our rigid body down, because bullet sets the origin (0,0,0) at (width/2, height/2, length/2) in the map the x and z are correct in our level, but y needs to be addapted
|
||||
|
||||
terrainBody = tBody;
|
||||
if (world == NULL) {
|
||||
printf("No World while adding terrain.\n");
|
||||
}
|
||||
world->addRigidBody(terrainBody, COL_TERRAIN, COL_TERRAIN | COL_OBJECTS); //COL_XXXX are collision masks, allowing us to ignore collisions between certain object groups (required for buttons)
|
||||
world->addRigidBody(terrainBody, COL_TERRAIN, COL_TERRAIN | COL_OBJECTS); //COL_XXXX are collision masks, allowing us to ignore collisions between certain object groups (required for buttons)
|
||||
}
|
||||
|
||||
void Physics::addTriangleMeshBody(Entity entity, std::string path, float mass, float dampningL, float dampningA,unsigned indice,float scaling, bool rotate)
|
||||
{
|
||||
|
||||
if(bodies.size() == indice)
|
||||
throw std::invalid_argument( "Bodies out of Sync" );
|
||||
|
||||
if(bodies.size() == indice)
|
||||
throw std::invalid_argument( "Bodies out of Sync" );
|
||||
|
||||
std::vector< unsigned int > vertexIndices; //temp lists for data sets
|
||||
std::vector< btVector3 > temp_vertices;
|
||||
path = "../" + geometryPath + path;
|
||||
@ -171,10 +170,10 @@ void Physics::addTriangleMeshBody(Entity entity, std::string path, float mass, f
|
||||
}
|
||||
while( 1 ){
|
||||
char lineHeader[128];
|
||||
// read the first word of the line
|
||||
//read the first word of the line
|
||||
int res = fscanf(file, "%s", lineHeader);
|
||||
if (res == EOF)
|
||||
break; // while not at end do loop
|
||||
break; //while not at end do loop
|
||||
if ( strcmp( lineHeader, "v" ) == 0 ){ //if a vertex
|
||||
glm::vec3 vertex;
|
||||
fscanf(file, "%f %f %f\n", &vertex.x, &vertex.y, &vertex.z );
|
||||
@ -183,202 +182,198 @@ void Physics::addTriangleMeshBody(Entity entity, std::string path, float mass, f
|
||||
else if ( strcmp( lineHeader, "f" ) == 0 ){ //if face (index for 3 vertexes for a triangle)
|
||||
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] );
|
||||
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]); //save 3 indexes in array
|
||||
}
|
||||
}
|
||||
//finally start making body
|
||||
//finally start making body
|
||||
btTriangleMesh* triMesh = new btTriangleMesh();
|
||||
|
||||
for(unsigned i = 2; i < vertexIndices.size();i+=3)
|
||||
{
|
||||
triMesh->addTriangle(temp_vertices[vertexIndices[i]],temp_vertices[vertexIndices[i-1]],temp_vertices[vertexIndices[i-2]]); // for every face (3 elements in vertexIndices) create triangle use the indices to find correct vertexes to make the triangle
|
||||
triMesh->addTriangle(temp_vertices[vertexIndices[i]],temp_vertices[vertexIndices[i-1]],temp_vertices[vertexIndices[i-2]]); //for every face (3 elements in vertexIndices) create triangle use the indices to find correct vertexes to make the triangle
|
||||
}
|
||||
|
||||
btBvhTriangleMeshShape* shape = new btBvhTriangleMeshShape(triMesh,true);
|
||||
shape->setLocalScaling(btVector3(scaling,scaling,scaling)); //we need to add a scaling here because the objects seem to have diffrent sizes when loaded (no clue why, see composition.xml for exact scaling factors)
|
||||
|
||||
|
||||
glm::quat glmQuat = glm::quat_cast(entity.getRotation());
|
||||
glm::quat glmQuat = glm::quat_cast(entity.getRotation());
|
||||
|
||||
btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(glmQuat.x,glmQuat.y,glmQuat.z,glmQuat.w),btVector3(entity.getPosition().x,entity.getPosition().y,entity.getPosition().z)));
|
||||
btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(glmQuat.x,glmQuat.y,glmQuat.z,glmQuat.w),btVector3(entity.getPosition().x,entity.getPosition().y,entity.getPosition().z)));
|
||||
|
||||
btVector3 inertia(0,0,0);
|
||||
if(mass != 0.0 && rotate) //&& rotate lets certain objects get inertia (0,0,0) (not rotateable)
|
||||
{
|
||||
shape->calculateLocalInertia((btScalar)mass,inertia);
|
||||
}
|
||||
btVector3 inertia(0,0,0);
|
||||
if(mass != 0.0 && rotate) //&& rotate lets certain objects get inertia (0,0,0) (not rotateable)
|
||||
{
|
||||
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,COL_OBJECTS, objectsPhysicsCollision);
|
||||
btRigidBody::btRigidBodyConstructionInfo info(mass,motion,shape,inertia);
|
||||
|
||||
btRigidBody* body = new btRigidBody(info);
|
||||
|
||||
body->setDamping(dampningL,dampningA);
|
||||
|
||||
bodies.push_back(body);
|
||||
|
||||
world->addRigidBody(body,COL_OBJECTS, objectsPhysicsCollision);
|
||||
|
||||
|
||||
if(bodies.size() != indice)
|
||||
throw std::invalid_argument( "Bodies out of Sync" );
|
||||
if(bodies.size() != indice)
|
||||
throw std::invalid_argument( "Bodies out of Sync" );
|
||||
}
|
||||
|
||||
void Physics::addButton(float width, float height, float length, Entity entity, float mass, float dampningL, float dampningA, unsigned indice,bool rotate)
|
||||
{
|
||||
|
||||
if(bodies.size() == indice)
|
||||
throw std::invalid_argument( "Bodies out of Sync" );
|
||||
|
||||
btBoxShape* box = new btBoxShape(btVector3(width/2,height/2,length/2));
|
||||
|
||||
glm::quat glmQuat = glm::quat_cast(entity.getRotation());
|
||||
|
||||
btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(glmQuat.x,glmQuat.y,glmQuat.z,glmQuat.w),btVector3(entity.getPosition().x,entity.getPosition().y,entity.getPosition().z)));
|
||||
|
||||
btVector3 inertia(0,0,0);
|
||||
if(mass != 0.0 && rotate) //&& rotate lets certain objects get inertia (0,0,0) (not rotateable)
|
||||
{
|
||||
box->calculateLocalInertia((btScalar)mass,inertia);
|
||||
}
|
||||
btRigidBody::btRigidBodyConstructionInfo info(mass,motion,box,inertia);
|
||||
|
||||
btRigidBody* body = new btRigidBody(info);
|
||||
|
||||
if(bodies.size() == indice)
|
||||
throw std::invalid_argument( "Bodies out of Sync" );
|
||||
|
||||
btBoxShape* box = new btBoxShape(btVector3(width/2,height/2,length/2));
|
||||
|
||||
glm::quat glmQuat = glm::quat_cast(entity.getRotation());
|
||||
|
||||
btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(glmQuat.x,glmQuat.y,glmQuat.z,glmQuat.w),btVector3(entity.getPosition().x,entity.getPosition().y,entity.getPosition().z)));
|
||||
|
||||
btVector3 inertia(0,0,0);
|
||||
if(mass != 0.0 && rotate) //&& rotate lets certain objects get inertia (0,0,0) (not rotateable)
|
||||
{
|
||||
box->calculateLocalInertia((btScalar)mass,inertia);
|
||||
}
|
||||
btRigidBody::btRigidBodyConstructionInfo info(mass,motion,box,inertia);
|
||||
|
||||
btRigidBody* body = new btRigidBody(info);
|
||||
|
||||
body->setDamping(dampningL, dampningA);
|
||||
|
||||
world->addRigidBody(body,COL_OBJECTS_NO_TERRAIN, specialPhysicsCollision); //the specialPhysicsCollision allows these objects to not collide with the terrain
|
||||
|
||||
bodies.push_back(body);
|
||||
|
||||
if(bodies.size() != indice)
|
||||
throw std::invalid_argument( "Bodies out of Sync" );
|
||||
world->addRigidBody(body,COL_OBJECTS_NO_TERRAIN, specialPhysicsCollision); //the specialPhysicsCollision allows these objects to not collide with the terrain
|
||||
|
||||
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,bool rotate)
|
||||
{
|
||||
//similar to other constructors
|
||||
if(bodies.size() == indice)
|
||||
throw std::invalid_argument( "Bodies out of Sync" );
|
||||
|
||||
glm::quat glmQuat = glm::quat_cast(entity.getRotation());
|
||||
btBoxShape* box = new btBoxShape(btVector3(width/2,height/2,length/2));
|
||||
btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(glmQuat.x,glmQuat.y,glmQuat.z,glmQuat.w),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);
|
||||
|
||||
//similar to other constructors
|
||||
if(bodies.size() == indice)
|
||||
throw std::invalid_argument( "Bodies out of Sync" );
|
||||
|
||||
glm::quat glmQuat = glm::quat_cast(entity.getRotation());
|
||||
btBoxShape* box = new btBoxShape(btVector3(width/2,height/2,length/2));
|
||||
btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(glmQuat.x,glmQuat.y,glmQuat.z,glmQuat.w),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(dampningL, dampningA);
|
||||
|
||||
world->addRigidBody(body,COL_OBJECTS, objectsPhysicsCollision);
|
||||
|
||||
bodies.push_back(body);
|
||||
|
||||
if(bodies.size() != indice)
|
||||
throw std::invalid_argument( "Bodies out of Sync" );
|
||||
world->addRigidBody(body,COL_OBJECTS, objectsPhysicsCollision);
|
||||
|
||||
bodies.push_back(body);
|
||||
|
||||
if(bodies.size() != indice)
|
||||
throw std::invalid_argument( "Bodies out of Sync" );
|
||||
}
|
||||
|
||||
void Physics::addSphere(float rad, Entity entity, float mass, float dampningL, float dampningA, unsigned indice,bool rotate)
|
||||
{
|
||||
if(bodies.size() == indice) //(user's initial) height, not the actual height. More...
|
||||
throw std::invalid_argument( "Bodies out of Sync" );
|
||||
|
||||
btSphereShape* sphere = new btSphereShape(rad);
|
||||
btVector3 inertia(0,0,0);
|
||||
if(mass != 0.0)
|
||||
{
|
||||
sphere->calculateLocalInertia((btScalar)mass,inertia);
|
||||
}
|
||||
|
||||
glm::quat glmQuat = glm::quat_cast(entity.getRotation());
|
||||
|
||||
btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(glmQuat.x,glmQuat.y,glmQuat.z,glmQuat.w),btVector3(entity.getPosition().x,entity.getPosition().y,entity.getPosition().z)));
|
||||
|
||||
btRigidBody::btRigidBodyConstructionInfo info(mass,motion,sphere,inertia);
|
||||
|
||||
|
||||
btRigidBody* body = new btRigidBody(info);
|
||||
|
||||
if(bodies.size() == indice) //(user's initial) height, not the actual height. More...
|
||||
throw std::invalid_argument( "Bodies out of Sync" );
|
||||
|
||||
btSphereShape* sphere = new btSphereShape(rad);
|
||||
btVector3 inertia(0,0,0);
|
||||
if(mass != 0.0)
|
||||
{
|
||||
sphere->calculateLocalInertia((btScalar)mass,inertia);
|
||||
}
|
||||
|
||||
glm::quat glmQuat = glm::quat_cast(entity.getRotation());
|
||||
|
||||
btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(glmQuat.x,glmQuat.y,glmQuat.z,glmQuat.w),btVector3(entity.getPosition().x,entity.getPosition().y,entity.getPosition().z)));
|
||||
|
||||
btRigidBody::btRigidBodyConstructionInfo info(mass,motion,sphere,inertia);
|
||||
|
||||
btRigidBody* body = new btRigidBody(info);
|
||||
|
||||
body->setDamping(dampningL, dampningA);
|
||||
|
||||
world->addRigidBody(body,COL_OBJECTS, objectsPhysicsCollision);
|
||||
|
||||
bodies.push_back(body);
|
||||
|
||||
|
||||
world->addRigidBody(body,COL_OBJECTS, objectsPhysicsCollision);
|
||||
|
||||
bodies.push_back(body);
|
||||
|
||||
body->setSleepingThresholds(0,0);
|
||||
|
||||
if(bodies.size() != indice)
|
||||
throw std::invalid_argument( "Bodies out of Sync" );
|
||||
|
||||
|
||||
if(bodies.size() != indice)
|
||||
throw std::invalid_argument( "Bodies out of Sync" );
|
||||
}
|
||||
|
||||
void Physics::addCamera() //Camera Creator automatically called when player is created
|
||||
{
|
||||
btSphereShape* sphere = new btSphereShape(0.5f);//we use this to make a more interesting camera, that does not interpenetrate with the terrain/objects
|
||||
|
||||
btVector3 inertia(0,0,0); //rotation handled elsewhere (as it always has to look at the player)
|
||||
|
||||
btVector3 direction(1,1,1);
|
||||
direction.normalize();
|
||||
direction*=5; //create a offset of lenth 5 so we have a stable camera at the beginning
|
||||
btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1),playerBall->getCenterOfMassPosition()+direction));
|
||||
|
||||
btRigidBody::btRigidBodyConstructionInfo info(0.001,motion,sphere,inertia);
|
||||
|
||||
cameraBody = new btRigidBody(info);
|
||||
|
||||
cameraBody->setDamping(0.9,0.5); //this damping factor leaves a relativly smoothe system
|
||||
|
||||
world->addRigidBody(cameraBody,COL_OBJECTS, objectsPhysicsCollision);
|
||||
|
||||
cameraBody->setGravity(btVector3(0,0,0));
|
||||
|
||||
cameraBody->setSleepingThresholds(0,0); //very important, otherwise camera may go to sleep, aka not move until next collision
|
||||
btSphereShape* sphere = new btSphereShape(0.5f); //we use this to make a more interesting camera, that does not interpenetrate with the terrain/objects
|
||||
|
||||
btVector3 inertia(0,0,0); //rotation handled elsewhere (as it always has to look at the player)
|
||||
|
||||
btVector3 direction(1,1,1);
|
||||
direction.normalize();
|
||||
direction*=5; //create a offset of lenth 5 so we have a stable camera at the beginning
|
||||
btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1),playerBall->getCenterOfMassPosition()+direction));
|
||||
|
||||
btRigidBody::btRigidBodyConstructionInfo info(0.001,motion,sphere,inertia);
|
||||
|
||||
cameraBody = new btRigidBody(info);
|
||||
|
||||
cameraBody->setDamping(0.9,0.5); //this damping factor leaves a relativly smoothe system
|
||||
|
||||
world->addRigidBody(cameraBody,COL_OBJECTS, objectsPhysicsCollision);
|
||||
|
||||
cameraBody->setGravity(btVector3(0,0,0));
|
||||
|
||||
cameraBody->setSleepingThresholds(0,0); //very important, otherwise camera may go to sleep, aka not move until next collision
|
||||
}
|
||||
|
||||
|
||||
//update functions
|
||||
glm::vec3 Physics::getCameraPosition()
|
||||
{
|
||||
btVector3 origin = cameraBody->getCenterOfMassPosition();
|
||||
glm::vec3 save(origin.getX(),origin.getY(),origin.getZ());
|
||||
return save;
|
||||
btVector3 origin = cameraBody->getCenterOfMassPosition();
|
||||
glm::vec3 save(origin.getX(),origin.getY(),origin.getZ());
|
||||
return save;
|
||||
}
|
||||
|
||||
glm::vec3 Physics::getCameraToPlayer()//returns a glm::vec3 the goes from the camera to the player
|
||||
glm::vec3 Physics::getCameraToPlayer() //returns a glm::vec3 the goes from the camera to the player
|
||||
{
|
||||
btVector3 origin = playerBall->getCenterOfMassPosition() - cameraBody->getCenterOfMassPosition();
|
||||
glm::vec3 save(origin.getX(),origin.getY(),origin.getZ());
|
||||
return save;
|
||||
btVector3 origin = playerBall->getCenterOfMassPosition() - cameraBody->getCenterOfMassPosition();
|
||||
glm::vec3 save(origin.getX(),origin.getY(),origin.getZ());
|
||||
return save;
|
||||
}
|
||||
|
||||
glm::vec3 Physics::getPos(int i) //this and the next function are used to synchronize the graphics data and the physics data
|
||||
{
|
||||
btVector3 origin = bodies[i]->getCenterOfMassPosition();
|
||||
glm::vec3 save(origin.getX(),origin.getY(),origin.getZ());
|
||||
return save;
|
||||
btVector3 origin = bodies[i]->getCenterOfMassPosition();
|
||||
glm::vec3 save(origin.getX(),origin.getY(),origin.getZ());
|
||||
return save;
|
||||
}
|
||||
|
||||
glm::mat4 Physics::getRotation(int i)
|
||||
{
|
||||
btQuaternion quat = bodies[i]->getOrientation();
|
||||
|
||||
glm::mat4 matrix = glm::rotate(
|
||||
quat.getAngle(),
|
||||
glm::vec3(quat.getAxis().getX(), quat.getAxis().getY(), quat.getAxis().getZ())
|
||||
); //somewhat clunky, but basicly creates a rotation matrix out of the angle of the body, and its axis (from the quaterion in bullet)
|
||||
return matrix;
|
||||
btQuaternion quat = bodies[i]->getOrientation();
|
||||
|
||||
glm::mat4 matrix = glm::rotate(
|
||||
quat.getAngle(),
|
||||
glm::vec3(quat.getAxis().getX(), quat.getAxis().getY(), quat.getAxis().getZ())
|
||||
); //somewhat clunky, but basicly creates a rotation matrix out of the angle of the body, and its axis (from the quaterion in bullet)
|
||||
return matrix;
|
||||
}
|
||||
|
||||
//these are used to apply a force to the camera body according to the movement of the mouse
|
||||
@ -388,13 +383,12 @@ void Physics::updateCameraPos(glm::vec2 mouseMovement, float strength)
|
||||
btVector3 change = playerBall->getCenterOfMassPosition()-cameraBody->getCenterOfMassPosition();
|
||||
change.setY(0);
|
||||
change.normalize(); //normalize so that the distance between camera and body does not matter
|
||||
change *= (mouseMovement.y);//we start with left/right movement because this needs to be calculated via a crossproduct, and the up down value would alter that
|
||||
change *= (mouseMovement.y); //we start with left/right movement because this needs to be calculated via a crossproduct, and the up down value would alter that
|
||||
change = btCross(btVector3(0,1,0),change);
|
||||
change.setY(mouseMovement.x/5);//scaleing because otherwise oup/down much stronger then left right
|
||||
change.setY(mouseMovement.x/5); //scaleing because otherwise oup/down much stronger then left right
|
||||
change *= strength / cameraBody->getInvMass();
|
||||
|
||||
cameraBody->applyCentralForce(change);
|
||||
|
||||
}
|
||||
|
||||
//use the crossproduct to correctly apply a torque to the palyer if function called
|
||||
@ -441,47 +435,47 @@ void Physics::rollRight(glm::vec3 camPos,float strength)
|
||||
|
||||
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);
|
||||
}//not needed anymoer, but still good for debugging
|
||||
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);
|
||||
} //not needed anymoer, but still good for debugging
|
||||
|
||||
|
||||
void Physics::kill()//delete dynamically allocated memory
|
||||
void Physics::kill() //delete dynamically allocated memory
|
||||
{
|
||||
if (world == NULL) {
|
||||
return;
|
||||
}
|
||||
//btDynamimcWorld*
|
||||
for(unsigned i = 0; i < bodies.size();i++)
|
||||
{
|
||||
world->removeCollisionObject(bodies[i]); //go through the list of bodies in world 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];
|
||||
}
|
||||
btMotionState* motionState = terrainBody->getMotionState();//delete the rest that are not in the array bodies
|
||||
btCollisionShape* shape = terrainBody->getCollisionShape();
|
||||
delete shape;
|
||||
delete motionState;
|
||||
delete terrainBody;
|
||||
|
||||
motionState = cameraBody->getMotionState();
|
||||
shape = cameraBody->getCollisionShape();
|
||||
delete shape;
|
||||
delete motionState;
|
||||
delete cameraBody; //note: palyerBall is also in the array bodies so we do not need to clean it up
|
||||
|
||||
delete dispatcher; //clean up rest
|
||||
delete colConfig;
|
||||
delete solver;
|
||||
delete broadphase;
|
||||
delete world;
|
||||
|
||||
//feel like a good little programmer because everything is clean
|
||||
//btDynamimcWorld*
|
||||
for(unsigned i = 0; i < bodies.size();i++)
|
||||
{
|
||||
world->removeCollisionObject(bodies[i]); //go through the list of bodies in world 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];
|
||||
}
|
||||
btMotionState* motionState = terrainBody->getMotionState(); //delete the rest that are not in the array bodies
|
||||
btCollisionShape* shape = terrainBody->getCollisionShape();
|
||||
delete shape;
|
||||
delete motionState;
|
||||
delete terrainBody;
|
||||
|
||||
motionState = cameraBody->getMotionState();
|
||||
shape = cameraBody->getCollisionShape();
|
||||
delete shape;
|
||||
delete motionState;
|
||||
delete cameraBody; //note: palyerBall is also in the array bodies so we do not need to clean it up
|
||||
|
||||
delete dispatcher; //clean up rest
|
||||
delete colConfig;
|
||||
delete solver;
|
||||
delete broadphase;
|
||||
delete world;
|
||||
|
||||
//feel like a good little programmer because everything is clean
|
||||
}
|
||||
|
@ -81,7 +81,7 @@ class Physics {
|
||||
void addCamera(); //Do NOT impliment before Player has been created;
|
||||
|
||||
btDynamicsWorld* world = NULL; //contains physical attributes of the world.
|
||||
btDispatcher* dispatcher; //
|
||||
btDispatcher* dispatcher;
|
||||
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.
|
||||
@ -103,7 +103,7 @@ enum collisionTypes{
|
||||
class btDistanceConstraint : public btPoint2PointConstraint
|
||||
{
|
||||
protected:
|
||||
btScalar m_distance;
|
||||
btScalar m_distance;
|
||||
public:
|
||||
btDistanceConstraint(btRigidBody& rbA,btRigidBody& rbB, const btVector3& pivotInA,const btVector3& pivotInB, btScalar dist)
|
||||
: btPoint2PointConstraint(rbA, rbB, pivotInA, pivotInB)
|
||||
|
45
terrain.cc
45
terrain.cc
@ -18,16 +18,15 @@ void Terrain::load() {
|
||||
if (error) {
|
||||
std::cout << "Decoder error " << error << " from Terrain::load: " << lodepng_error_text(error) << std::endl;
|
||||
}
|
||||
this->heightmap = new float*[this->heightmapHeight]; //initialize the heightmap
|
||||
for(unsigned int rowNum = 0; rowNum < this->heightmapHeight; rowNum++){ //read in the heightmap
|
||||
this->heightmap[rowNum] = new float[this->heightmapWidth];
|
||||
this->heightmap = new float*[this->heightmapHeight]; //initialize the heightmap
|
||||
for(unsigned int rowNum = 0; rowNum < this->heightmapHeight; rowNum++){ //read in the heightmap
|
||||
this->heightmap[rowNum] = new float[this->heightmapWidth];
|
||||
for(unsigned int columnNum = 0; columnNum < this->heightmapWidth; columnNum++){
|
||||
this->heightmap[rowNum][columnNum] = (float)(image[(rowNum*heightmapWidth+columnNum)*4]) / 6; //<--heightmap is scaled here
|
||||
this->heightmap[rowNum][columnNum] = (float)(image[(rowNum*heightmapWidth+columnNum)*4]) / 6; //<--heightmap is scaled here
|
||||
}
|
||||
}
|
||||
this->makeTriangleMesh();
|
||||
heightmapChanged = false; //no need to make a TriangleMesh again before rendering
|
||||
|
||||
heightmapChanged = false; //no need to make a TriangleMesh again before rendering
|
||||
}
|
||||
|
||||
void Terrain::makeTriangleMesh(){
|
||||
@ -37,19 +36,19 @@ void Terrain::makeTriangleMesh(){
|
||||
ab->defineAttribute("aPosition", GL_FLOAT, 3);
|
||||
ab->defineAttribute("aTexCoord", GL_FLOAT, 2);
|
||||
ab->defineAttribute("aNormal", GL_FLOAT, 3);
|
||||
|
||||
unsigned int rowNum=0, columnNum=0, dataCount=0, floatsPerVertex=8; //initializing:
|
||||
|
||||
unsigned int rowNum=0, columnNum=0, dataCount=0, floatsPerVertex=8; //initializing:
|
||||
bool movingRight = true, isUp = true;
|
||||
int numVertices = (this->heightmapHeight - 1) * (this->heightmapWidth * 2 + 1) + 1;
|
||||
float* abData = new float[numVertices * floatsPerVertex];
|
||||
|
||||
while(rowNum < this->heightmapHeight){ //traversing the Triangle Strip!
|
||||
set_abData(abData, dataCount, rowNum, columnNum);
|
||||
dataCount += floatsPerVertex;
|
||||
if (isUp){
|
||||
rowNum = rowNum + 1;
|
||||
isUp = false;
|
||||
}
|
||||
|
||||
while(rowNum < this->heightmapHeight){ //traversing the Triangle Strip!
|
||||
set_abData(abData, dataCount, rowNum, columnNum);
|
||||
dataCount += floatsPerVertex;
|
||||
if (isUp){
|
||||
rowNum = rowNum + 1;
|
||||
isUp = false;
|
||||
}
|
||||
else if (movingRight) {
|
||||
if (columnNum == this->heightmapWidth - 1) {
|
||||
set_abData(abData, dataCount, rowNum, columnNum);
|
||||
@ -58,7 +57,7 @@ void Terrain::makeTriangleMesh(){
|
||||
dataCount += floatsPerVertex;
|
||||
movingRight = false;
|
||||
rowNum = rowNum + 1;
|
||||
}
|
||||
}
|
||||
else {
|
||||
rowNum = rowNum - 1;
|
||||
columnNum = columnNum + 1;
|
||||
@ -81,7 +80,7 @@ void Terrain::makeTriangleMesh(){
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
ab->setDataElements(numVertices, abData);
|
||||
this->triangleMesh = std::make_shared<ACGL::OpenGL::VertexArrayObject>();
|
||||
this->triangleMesh->bind();
|
||||
@ -96,16 +95,16 @@ void Terrain::set_abData(float* abData, unsigned int dataCount, unsigned int row
|
||||
abData[dataCount] = (float)rowNum;
|
||||
abData[dataCount+1] = heightmap[rowNum][columnNum];
|
||||
abData[dataCount+2] = (float)columnNum;
|
||||
|
||||
|
||||
//set Texture Coordinate
|
||||
abData[dataCount+3] = (float)(rowNum % 2);
|
||||
abData[dataCount+4] = (float)(columnNum % 2);
|
||||
|
||||
|
||||
//setNormal
|
||||
if (rowNum==0 || rowNum==(this->heightmapHeight-1) || columnNum==0 || columnNum==(this->heightmapWidth-1)){
|
||||
abData[dataCount+5] = 0.0;
|
||||
abData[dataCount+6] = 1.0;
|
||||
abData[dataCount+7] = 0.0;
|
||||
abData[dataCount+5] = 0.0;
|
||||
abData[dataCount+6] = 1.0;
|
||||
abData[dataCount+7] = 0.0;
|
||||
}
|
||||
else {
|
||||
glm::vec3 sumNormals = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
|
@ -16,12 +16,12 @@ class Terrain {
|
||||
float** getHeightmap();
|
||||
unsigned int getHeightmapHeight();
|
||||
unsigned int getHeightmapWidth();
|
||||
|
||||
|
||||
private:
|
||||
Material material;
|
||||
std::string heightmapFilePath;
|
||||
unsigned int heightmapHeight, heightmapWidth;
|
||||
float** heightmap; //can be accessed like 'float[][]'
|
||||
float** heightmap; //can be accessed like 'float[][]'
|
||||
bool heightmapChanged;
|
||||
ACGL::OpenGL::SharedVertexArrayObject triangleMesh;
|
||||
void makeTriangleMesh();
|
||||
|
@ -15,7 +15,7 @@ class Level;
|
||||
class Trigger {
|
||||
public:
|
||||
Trigger(glm::vec3 position, float distance, bool isBigger, Object* object, std::string luaScript, lua_State* L, int objectToChange, std::string scriptPath);
|
||||
Trigger();
|
||||
Trigger();
|
||||
~Trigger();
|
||||
void triggerUpdate();
|
||||
bool deleteNotification(int deletedObjectIndex);
|
||||
|
Loading…
Reference in New Issue
Block a user