terrain added

This commit is contained in:
Jasper 2014-11-14 14:17:04 +01:00
parent 5424e469ca
commit 58cc753aec
2 changed files with 129 additions and 0 deletions

92
physics.cc Normal file
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#include "physics.hh"
#include <vector>
btDynamicsWorld* world; //contains physical attributes of the world.
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.
std::vector<btRigidBody*> bodies; //list of all bodies. bodies are also in world, but save again to ease cleaning up process.
void init()
{
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));
}
void takeUpdateStep(float timeDiff)
{
world->stepSimulation(timeDiff);
}
void addSphere(float rad, float x, float y, float z, float mass)
{
btSphereShape* sphere = new btSphereShape(rad);
btVector3 inertia(0,0,0);
if(mass == 0.0)
{
}
else
{
sphere->calculateLocalInertia((btScalar)mass,inertia);
}
btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1),btVector3(x,y,z)));
btRigidBody::btRigidBodyConstructionInfo info(mass,motion,sphere,inertia);
btRigidBody* body = new btRigidBody(info);
world->addRigidBody(body);
bodies.push_back(body);
}
void getPos(int i)
{
btVector3 origin = bodies[i]->getCenterOfMassPosition();
}
void getRotation(int i)
{
btQuaternion rotQuantrino = bodies[i]->getOrientation(); //TODO return orientation in gl format
}
void rollForward()
{
//bodies[k].applyTorque(btVector3);
}
/*
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;
}
*/

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#ifndef PHYSICS_HH_INCLUDED
#define PHYSICS_HH_INCLUDED
#include <ACGL/Base/Settings.hh>
#include <ACGL/Math/Math.hh>
#include <vector>
#include "extern/bullet/src/BulletDynamics/Dynamics/btRigidBody.h"
#include "extern/bullet/src/BulletDynamics/Dynamics/btDynamicsWorld.h"
#include "extern/bullet/src/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h"
#include "extern/bullet/src/BulletCollision/CollisionShapes/btSphereShape.h"
#include "extern/bullet/src/BulletDynamics/ConstraintSolver/btConstraintSolver.h"
#include "extern/bullet/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"//YAY!
#include "extern/bullet/src/BulletCollision/CollisionDispatch/btCollisionConfiguration.h"
#include "extern/bullet/src/BulletCollision/CollisionDispatch/btDefaultCollisionConfiguration.h"
#include "extern/bullet/src/BulletCollision/BroadphaseCollision/btBroadphaseInterface.h"
#include "extern/bullet/src/BulletCollision/BroadphaseCollision/btDbvtBroadphase.h"
#include "extern/bullet/src/BulletCollision/BroadphaseCollision/btDispatcher.h"
#include "extern/bullet/src/LinearMath/btScalar.h"
#include "extern/bullet/src/LinearMath/btMotionState.h"
#include "extern/bullet/src/LinearMath/btDefaultMotionState.h"
#include "extern/bullet/src/LinearMath/btQuaternion.h"
class Physics {
public:
Physics();
~Physics();
void rollForward(glm::vec3 camPos, float strength);
private:
btRigidBody* playerBody;
btRigidBody* terrainBody;
std::vector<btRigidBody*> bodies; //list of all bodies. bodies are also in world, but save again to ease cleaning up process.
btDynamicsWorld* world; //contains physical attributes of the world.
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.
};
#endif