Merge
This commit is contained in:
Steffen Fündgens 2014-11-14 17:37:30 +01:00
commit 834d3758d6
7 changed files with 437 additions and 194 deletions

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@ -118,9 +118,12 @@ FILE(GLOB_RECURSE HEADER_FILES_BULLET ${CMAKE_SOURCE_DIR}/extern/bullet/src/*.h)
INCLUDE_DIRECTORIES(${CMAKE_SOURCE_DIR}/extern/bullet/src)
SET(HEADER_FILES ${HEADER_FILES} ${HEADER_FILES_BULLET})
SET (LIBRARIES ${LIBRARIES} ${CMAKE_SOURCE_DIR}/extern/bullet/build/src/BulletCollision/libBulletCollision.a)
SET (LIBRARIES ${LIBRARIES} ${CMAKE_SOURCE_DIR}/extern/bullet/build/src/BulletDynamics/libBulletDynamics.a)
SET (LIBRARIES ${LIBRARIES} ${CMAKE_SOURCE_DIR}/extern/bullet/build/src/BulletCollision/libBulletCollision.a)
SET (LIBRARIES ${LIBRARIES} ${CMAKE_SOURCE_DIR}/extern/bullet/build/src/LinearMath/libLinearMath.a)
SET (LIBRARIES ${LIBRARIES} ${CMAKE_SOURCE_DIR}/extern/bullet/build/src/BulletSoftBody/libBulletSoftBody.a)
ADD_EXECUTABLE(${CMAKE_PROJECT_NAME} ${SOURCE_FILES} ${HEADER_FILES} ${SHADER_FILES} ${README_FILES})
TARGET_LINK_LIBRARIES(${CMAKE_PROJECT_NAME} ${LIBRARIES})

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@ -1,100 +1,151 @@
#include "graphics.hh"
#include <iostream>
#include <fstream>
#include <iomanip>
#include <sstream>
#include <ACGL/OpenGL/glloaders/extensions.hh>
#include <ACGL/Utils/FileHelpers.hh>
#include <ACGL/Utils/StringHelpers.hh>
#include "model.hh"
#include <ACGL/OpenGL/Creator/ShaderProgramCreator.hh>
using namespace std;
ACGL::OpenGL::SharedShaderProgram shader;
Level level;
// gets called after the OpenGL window is prepared:
void initCustomResources()
{
// define where shaders and textures can be found:
ACGL::Base::Settings::the()->setResourcePath("../");
ACGL::Base::Settings::the()->setShaderPath("Shader/");
ACGL::Base::Settings::the()->setTexturePath("Geometry/");
ACGL::Base::Settings::the()->setGeometryPath("Geometry/");
// load Model to give shader correct Attribute locations
// TODO look up if this is really necessary, since this looks really stupid.
Model model = Model("Bunny.obj");
// look up all shader files starting with 'phong' and build a ShaderProgram from it:
shader = ACGL::OpenGL::ShaderProgramCreator("phong").attributeLocations(
model.getReference()->getAttributeLocations()).create();
shader->use();
// load Level
level.load(shader);
// just in case: check for errors
openGLCriticalError();
Graphics::Graphics() {
}
void deleteCustomResources()
{
// we have memory management via reference counting, so nothing to do here
GLFWwindow* Graphics::getWindow() {
return window;
}
void draw(float runTime)
void Graphics::setGLFWHintsForOpenGLVersion( unsigned int _version )
{
// update Level first TODO: move this with the rest of the stuff that doesn't belong here to main
level.update(runTime);
#ifdef __APPLE__
#if (ACGL_OPENGL_VERSION >= 30)
// request OpenGL 3.2, will return a 4.1 context on Mavericks
glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3 );
glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 2 );
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
#else
// non-apple
glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, _version / 10 );
glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, _version % 10 );
#ifdef ACGL_OPENGL_PROFILE_CORE
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#endif
#endif
}
bool Graphics::createWindow()
{
/////////////////////////////////////////////////////////////////////////////////////
// Initialise GLFW
//
if ( !glfwInit() )
{
ACGL::Utils::error() << "Failed to initialize GLFW" << endl;
exit( -1 );
}
/////////////////////////////////////////////////////////////////////////////////////
// Configure OpenGL context
//
setGLFWHintsForOpenGLVersion( ACGL_OPENGL_VERSION );
// activate multisampling (second parameter is the number of samples):
//glfwWindowHint( GLFW_SAMPLES, 8 );
// request an OpenGL debug context:
glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, true );
// define whether the window can get resized:
glfwWindowHint(GLFW_RESIZABLE, false);
// non-decorated windows can be used as splash screens:
//glfwWindowHint( GLFW_DECORATED, false );
/////////////////////////////////////////////////////////////////////////////////////
// try to create an OpenGL context in a window and check the supported OpenGL version:
// R,G,B,A, Depth,Stencil
window = glfwCreateWindow(windowSize.x, windowSize.y, "SWP MarbleGame Group C", NULL, NULL);
if (!getWindow()) {
ACGL::Utils::error() << "Failed to open a GLFW window - requested OpenGL: " << ACGL_OPENGL_VERSION << endl;
return false;
}
glfwMakeContextCurrent(window);
ACGL::init();
return true;
}
Graphics::Graphics(glm::uvec2 windowSize, float nearPlane, float farPlane) {
this->windowSize = windowSize;
this->nearPlane = nearPlane;
this->farPlane = farPlane;
}
void Graphics::render(Level* level, ACGL::OpenGL::SharedShaderProgram shader)
{
// clear the framebuffer:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//set view and projection matrix
shader->setUniform("projectionMatrix", buildFrustum(75.0, 0.1, 100.0, (float)g_windowSize.x/(float)g_windowSize.y) );
// the + (0,1,0) compensates bunny doesn't have its center at it's center
shader->setUniform("viewMatrix", buildViewMatrix());
shader->setUniform("projectionMatrix", buildFrustum(75.0f, 0.1f, 100.0f, (float)windowSize.x/(float)windowSize.y) );
shader->setUniform("viewMatrix", buildViewMatrix(level));
//set lighting parameters
if (level.getLights().size() > 0) {
shader->setUniform("lightCount", (int) level.getLights().size());
if (level->getLights().size() > 0) {
shader->setUniform("lightCount", (int) level->getLights().size());
// TODO look into doing this less often
// Build light position array
glm::vec3 lightSources[level.getLights().size()];
for(unsigned int i = 0; i<level.getLights().size(); i++) {
lightSources[i] = level.getLights()[i].getPosition();
glm::vec3 lightSources[level->getLights().size()];
for(unsigned int i = 0; i<level->getLights().size(); i++) {
lightSources[i] = level->getLights()[i].getPosition();
}
glUniform3fv(shader->getUniformLocation("lightSources"),
sizeof(lightSources), (GLfloat*) lightSources);
// Build light colour array
glm::vec3 lightColours[level.getLights().size()];
for(unsigned int i = 0; i<level.getLights().size(); i++) {
lightColours[i] = level.getLights()[i].getColour();
glm::vec3 lightColours[level->getLights().size()];
for(unsigned int i = 0; i<level->getLights().size(); i++) {
lightColours[i] = level->getLights()[i].getColour();
}
glUniform3fv(shader->getUniformLocation("lightColors"),
sizeof(lightColours), (GLfloat*) lightColours);
// Build light attenuation array
float lightIntensities[level.getLights().size()];
for(unsigned int i = 0; i<level.getLights().size(); i++) {
lightIntensities[i] = level.getLights()[i].getIntensity();
float lightIntensities[level->getLights().size()];
for(unsigned int i = 0; i<level->getLights().size(); i++) {
lightIntensities[i] = level->getLights()[i].getIntensity();
}
glUniform1fv(shader->getUniformLocation("lightIntensities"),
sizeof(lightIntensities), (GLfloat*) lightIntensities);
}
// set Material Parameters
shader->setUniform("ambientColor", level.getAmbientLight());
shader->setUniform("ambientColor", level->getAmbientLight());
shader->setUniform("camera", glm::vec3(0.0f, 0.0f, 0.0f));
// render the level(currently only a bunny):
level.render();
level->render();
}
void resizeCallback( GLFWwindow *, int newWidth, int newHeight )
void Graphics::setWindowSize(glm::uvec2 windowSize) {
this->windowSize = windowSize;
}
void resizeCallback(Graphics* graphics, int newWidth, int newHeight)
{
// store the new window size and adjust the viewport:
g_windowSize = glm::uvec2( newWidth, newHeight);
glViewport( 0, 0, g_windowSize.x, g_windowSize.y );
graphics->setWindowSize(glm::uvec2( newWidth, newHeight));
glViewport( 0, 0, newWidth, newHeight);
}
glm::mat4 buildFrustum( float phiInDegree, float _near, float _far, float aspectRatio) {
glm::mat4 Graphics::buildFrustum( float phiInDegree, float _near, float _far, float aspectRatio) {
float phiHalfInRadians = 0.5*phiInDegree * (M_PI/180.0);
float top = _near * tan( phiHalfInRadians );
@ -105,12 +156,12 @@ glm::mat4 buildFrustum( float phiInDegree, float _near, float _far, float aspect
return glm::frustum(left, right, bottom, top, _near, _far);
}
glm::mat4 buildViewMatrix() {
glm::vec4 cameraVector = glm::vec4(0.0f, 0.0f, level.getCamera().getDistance(), 0.0f);
glm::mat4 Graphics::buildViewMatrix(Level* level) {
glm::vec4 cameraVector = glm::vec4(0.0f, 0.0f, level->getCamera().getDistance(), 0.0f);
// rotate vector
glm::mat4 rotationMatrix = glm::rotate<float>(level.getCamera().getRotation()[0], glm::vec3(1.0f, 0.0f, 0.0f)) *
glm::rotate<float>(level.getCamera().getRotation()[1], glm::vec3(0.0f, 1.0f, 0.0f)) * glm::rotate<float>(level.getCamera().getRotation()[2], glm::vec3(0.0f, 0.0f, 1.0f));
glm::mat4 rotationMatrix = glm::rotate<float>(level->getCamera().getRotation()[0], glm::vec3(1.0f, 0.0f, 0.0f)) *
glm::rotate<float>(level->getCamera().getRotation()[1], glm::vec3(0.0f, 1.0f, 0.0f)) * glm::rotate<float>(level->getCamera().getRotation()[2], glm::vec3(0.0f, 0.0f, 1.0f));
cameraVector = rotationMatrix * cameraVector;
//construct lookAt (cameraPosition = cameraCenter + cameraVector
return glm::lookAt(level.getCameraCenter()->getPosition() + glm::vec3(cameraVector), level.getCameraCenter()->getPosition(), glm::vec3(0.0f, 1.0f, 0.0f));
return glm::lookAt(level->getCameraCenter()->getPosition() + glm::vec3(cameraVector), level->getCameraCenter()->getPosition(), glm::vec3(0.0f, 1.0f, 0.0f));
}

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@ -1,26 +1,33 @@
#ifndef GRAPHICS_HH_INCLUDED
#define GRAPHICS_HH_INCLUDED
#include <ACGL/OpenGL/GL.hh>
#include "main.hh"
#include <ACGL/Base/Settings.hh>
#include <GLFW/glfw3.h>
#include <ACGL/Math/Math.hh>
#include "level.hh"
// gets called after the OpenGL window is prepared, init of example specific stuff:
void initCustomResources();
class Graphics {
public:
Graphics(glm::uvec2 windowSize, float nearPlane, float farPlane);
Graphics();
void render(Level* level, ACGL::OpenGL::SharedShaderProgram shader);
// gets called at window resize:
void resizeCallback( GLFWwindow *, int newWidth, int newHeight );
// to build the projection matrix:
glm::mat4 buildFrustum( float phiInDegree, float near, float far, float aspectRatio);
glm::mat4 buildViewMatrix(Level* level);
glm::uvec2 getWindowSize();
bool createWindow();
GLFWwindow* getWindow();
void setWindowSize(glm::uvec2 windowSize);
private:
void setGLFWHintsForOpenGLVersion( unsigned int _version );
glm::uvec2 windowSize;
float nearPlane;
float farPlane;
GLFWwindow* window;
};
// gets called at application shutdown:
void deleteCustomResources();
// gets called ech frame, runTime is in seconds:
void draw(float runTime);
// gets called at window resize:
void resizeCallback( GLFWwindow *, int newWidth, int newHeight );
// to build the projection matrix:
glm::mat4 buildFrustum( float phiInDegree, float near, float far, float aspectRatio);
glm::mat4 buildViewMatrix();
void resizeCallback(Graphics* graphics, int newWidth, int newHeight);
#endif

154
main.cc
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@ -10,108 +10,63 @@
#include <ACGL/Math/Math.hh>
#include <ACGL/Utils/FileHelpers.hh>
#include <ACGL/Utils/StringHelpers.hh>
#include <ACGL/OpenGL/Objects/VertexArrayObject.hh>
#include <ACGL/OpenGL/Creator/ShaderProgramCreator.hh>
#include <ACGL/OpenGL/glloaders/extensions.hh>
#include <ACGL/Base/Settings.hh>
#include "model.hh"
using namespace std;
using namespace ACGL::OpenGL;
using namespace ACGL::Base;
using namespace ACGL::Utils;
glm::uvec2 g_windowSize( 1024, 786 );
float g_nearPlane = 0.1f;
float g_farPlane = 100.0f;
bool glfwWindowClosed = false;
Application::Application() {
graphics = Graphics(glm::uvec2(1024, 786), 0.1f, 100.0f);
}
GLFWwindow* g_window;
Graphics* Application::getGraphics() {
return &graphics;
}
void setGLFWHintsForOpenGLVersion( unsigned int _version )
Level* Application::getLevel() {
return &level;
}
ACGL::OpenGL::SharedShaderProgram Application::getShader() {
return shader;
}
void Application::init()
{
#ifdef __APPLE__
#if (ACGL_OPENGL_VERSION >= 30)
// request OpenGL 3.2, will return a 4.1 context on Mavericks
glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3 );
glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 2 );
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
#else
// non-apple
glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, _version / 10 );
glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, _version % 10 );
#ifdef ACGL_OPENGL_PROFILE_CORE
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#endif
#endif
// define where shaders and textures can be found:
ACGL::Base::Settings::the()->setResourcePath("../");
ACGL::Base::Settings::the()->setShaderPath("Shader/");
ACGL::Base::Settings::the()->setTexturePath("Geometry/");
ACGL::Base::Settings::the()->setGeometryPath("Geometry/");
// load Model to give shader correct Attribute locations
// TODO look up if this is really necessary, since this looks really stupid.
Model model = Model("Bunny.obj");
// look up all shader files starting with 'phong' and build a ShaderProgram from it:
shader = ACGL::OpenGL::ShaderProgramCreator("phong").attributeLocations(
model.getReference()->getAttributeLocations()).create();
shader->use();
// load Level
level.load(shader);
// just in case: check for errors
openGLCriticalError();
}
/**********************************************************************************************************************
* Returns true if a window with the desired context could get created.
* Requested OpenGL version gets set by ACGL defines.
*/
bool createWindow()
{
/////////////////////////////////////////////////////////////////////////////////////
// Initialise GLFW
//
if ( !glfwInit() )
{
error() << "Failed to initialize GLFW" << endl;
exit( -1 );
}
/////////////////////////////////////////////////////////////////////////////////////
// Configure OpenGL context
//
setGLFWHintsForOpenGLVersion( ACGL_OPENGL_VERSION );
// activate multisampling (second parameter is the number of samples):
//glfwWindowHint( GLFW_SAMPLES, 8 );
// request an OpenGL debug context:
glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, true );
// define whether the window can get resized:
//glfwWindowHint( GLFW_RESIZABLE, true );
// non-decorated windows can be used as splash screens:
//glfwWindowHint( GLFW_DECORATED, false );
// request an sRGB framebuffer:
//glfwWindowHint( GLFW_SRGB_CAPABLE, true );
//glfwWindowHint( , true );
//glfwWindowHint( , true );
//glfwWindowHint( , true );
//glfwWindowHint( , true );
/////////////////////////////////////////////////////////////////////////////////////
// try to create an OpenGL context in a window and check the supported OpenGL version:
// R,G,B,A, Depth,Stencil
g_window = glfwCreateWindow( g_windowSize.x, g_windowSize.y, "ACGL GLFWExamples", NULL, NULL);
if (!g_window) {
error() << "Failed to open a GLFW window - requested OpenGL: " << ACGL_OPENGL_VERSION << endl;
return false;
}
glfwMakeContextCurrent(g_window);
ACGL::init();
/////////////////////////////////////////////////////////////////////////////////////
// Init debug-extension
//
if (ACGL_ARB_debug_output()) {
//debug() << "GL_ARB_DEBUG_OUTPUT is supported, register callback" << endl;
//glDebugMessageCallbackARB( debugCallback, NULL);
// filter out the strange performance warnings about shader recompiles:
//glDebugMessageControlARB( GL_DEBUG_SOURCE_API_ARB, GL_DEBUG_TYPE_PERFORMANCE_ARB, GL_DEBUG_SEVERITY_MEDIUM_ARB, 0, NULL, GL_FALSE );
} else {
//debug() << "GL_ARB_DEBUG_OUTPUT is missing!" << endl;
}
return true;
}
static void keyCallback(GLFWwindow* _window, int _key, int, int _action, int)
{
@ -121,15 +76,14 @@ static void keyCallback(GLFWwindow* _window, int _key, int, int _action, int)
}
/**********************************************************************************************************************
* Generic main for different example apps
*/
int main( int argc, char *argv[] )
{
Application app = Application();
/////////////////////////////////////////////////////////////////////////////////////
// Create OpenGL capable window:
//
if ( !createWindow() ) {
if ( !app.getGraphics()->createWindow() ) {
glfwTerminate();
exit( -1 );
}
@ -138,11 +92,11 @@ int main( int argc, char *argv[] )
// Set window title to binary name (without the path):
//
std::vector<std::string> tmp = StringHelpers::split( std::string( argv[0] ), '/' );
glfwSetWindowTitle( g_window, tmp[tmp.size()-1].c_str() );
glfwSetWindowTitle(app.getGraphics()->getWindow(), tmp[tmp.size()-1].c_str() );
// Ensure we can capture the escape key being pressed below
glfwSetInputMode( g_window, GLFW_STICKY_KEYS, 1 );
glfwSetWindowSizeCallback( g_window, resizeCallback );
glfwSetKeyCallback( g_window, keyCallback );
glfwSetInputMode(app.getGraphics()->getWindow(), GLFW_STICKY_KEYS, 1 );
//glfwSetWindowSizeCallback(app.getGraphics(), resizeCallback);
glfwSetKeyCallback(app.getGraphics()->getWindow(), keyCallback );
// Enable vertical sync (on cards that support it) with parameter 1 - 0 means off
glfwSwapInterval( 0 );
@ -152,7 +106,7 @@ int main( int argc, char *argv[] )
//
glClearColor( 0.0, 0.0, 0.0, 1.0 );
glEnable( GL_DEPTH_TEST );
initCustomResources();
app.init();
int frameCount = 0;
@ -167,23 +121,23 @@ int main( int argc, char *argv[] )
stringstream sstream (stringstream::in | stringstream::out);
sstream << setprecision(1) << std::fixed
<< tmp[tmp.size()-1] << " - FPS: " << frameCount / (now-showNextFPS + FPSdelay) << " " << 1000 * (now-showNextFPS + FPSdelay)/frameCount << " msec";
glfwSetWindowTitle( g_window, sstream.str().c_str() );
glfwSetWindowTitle(app.getGraphics()->getWindow(), sstream.str().c_str() );
showNextFPS = now + FPSdelay;
frameCount = 0;
}
draw( now - startTimeInSeconds );
app.getLevel()->update(now - startTimeInSeconds);
app.getGraphics()->render(app.getLevel(), app.getShader());
openGLCriticalError();
// MacOS X will not swap correctly is another FBO is bound:
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
glfwSwapBuffers( g_window );
glfwSwapBuffers(app.getGraphics()->getWindow());
glfwPollEvents();
frameCount++;
} // Check if the window was closed
while( !glfwWindowShouldClose( g_window ) );
deleteCustomResources();
while( !glfwWindowShouldClose(app.getGraphics()->getWindow()) );
glfwTerminate();
exit(0);

35
main.hh
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@ -1,27 +1,28 @@
///////////////////////////////////////////////////////////////////////////////////////////////////
//
// headers needed:
//
#include <ACGL/Math/Math.hh>
#ifndef MAIN_HH_INCLUDED
#define MAIN_HH_INCLUDED
#include <ACGL/OpenGL/GL.hh>
#include <ACGL/Math/Math.hh>
#include <GLFW/glfw3.h>
#include <ACGL/OpenGL/Objects/ArrayBuffer.hh>
//
///////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
#include "physics.hh"
#include "graphics.hh"
#include "level.hh"
///////////////////////////////////////////////////////////////////////////////////////////////////
//
// implement the following functions:
//
/////////////////////////////////////////////////////////////////
class Application {
public:
Application();
Graphics* getGraphics();
Level* getLevel();
ACGL::OpenGL::SharedShaderProgram getShader();
void init();
private:
Graphics graphics;
Level level;
ACGL::OpenGL::SharedShaderProgram shader;
};
// global variables exported by the generic main:
extern glm::uvec2 g_windowSize;
extern float g_nearPlane;
extern float g_farPlane;
//
///////////////////////////////////////////////////////////////////////////////////////////////////
#endif

177
physics.cc Normal file
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@ -0,0 +1,177 @@
#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.
btRigidBody* playerBall;
btRigidBody* terrainBody;
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 addTerrain(int width, int length, float** heightData)
{
float* heightfield = new float[width * length];
int highest = -999999, j = 0, i = 0;
for (i = 0; i < width; i++)
for (j = 0; j < length; j++) {
heightfield[j*length+i] = heightData[i][j];
if (heightData[i][j] > highest)
highest = heightData[i][j];
}
btHeightfieldTerrainShape* terrianShape = new btHeightfieldTerrainShape(width,length,heightData,highest,1,true,false);
btRigidBody* tBody = new btRigidBody(0,new btDefaultMotionState(),terrianShape);
tBody->getWorldTransform().setOrigin(btVector3(0,highest/2,0));
//tBody->getWoorldTransform().setRotation(btQuaternion(0,0,0,1));
terrainBody = tBody;
world->addRigidBody(terrainBody);
/*
terrianShape->setLocalScaling(btVector3(1,1,1));
btCollisionShape* trimeshShape = terrianShape;
float mass = 0.f;
btTransform startTransform;
startTransform.setIdentity();
startTransform.setOrigin(btVector3(0,highest/2,0));//not 100% sure maybe (0,0,0) or (0,-highest/2,0)
btRigidBody* groundBody = localCreateRigidBody(mass, startTransform,trimeshShape);
world->addRigidBody(terrainBody);
*/
}
void addPlayer(float rad, float x, float y, float z, float mass, unsigned indice)
{
if(bodies.size() != indice)
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);
}
btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1),btVector3(x,y,z)));
btRigidBody::btRigidBodyConstructionInfo info(mass,motion,sphere,inertia);
playerBall = new btRigidBody(info);
world->addRigidBody(playerBall);
bodies.push_back(playerBall);
if(bodies.size() == indice)
throw std::invalid_argument( "Bodies out of Sync" );
}
void addSphere(float rad, float x, float y, float z, float mass, unsigned indice)
{
if(bodies.size() != indice)
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);
}
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);
if(bodies.size() == indice)
throw std::invalid_argument( "Bodies out of Sync" );
}
glm::vec3 getPos(int i)
{
btVector3 origin = bodies[i]->getCenterOfMassPosition();
glm::vec3 save(origin.getX(),origin.getY(),origin.getZ());
return save;
}
glm::mat4 getRotation(int i)
{
btQuaternion quat = bodies[i]->getOrientation();
glm::mat4 matrix = glm::rotate(
matrix,
quat.getAngle(),
glm::vec3(quat.getAxis().getX(), quat.getAxis().getY(), quat.getAxis().getZ())
);
return matrix;
}
void rollForward(glm::mat3 rotCamera)
{
glm::vec3 saveVector= glm::vec3(1,0,0) * rotCamera;
saveVector = glm::cross(glm::vec3(0,1,0),saveVector);
playerBall->applyTorque(btVector3(saveVector[0],saveVector[1],saveVector[2]));
}
/*
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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@ -1,8 +1,58 @@
#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/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.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"
#include "extern/bullet/src/LinearMath/btVector3.h"
#include "extern/bullet/src/LinearMath/btMatrix3x3.h"
class Physics {
public:
Physics();
~Physics();
void init();
void takeUpdateStep(float timeDiff);
void rollForward(glm::vec3 camPos, float strength);
glm::vec3 getPos(int i);
glm::mat4 getRotation(int i);
void rollForward(glm::mat3 rotCamera);
void addTerrain(int width, int length, float** heightData);
void addPlayer(float rad, float x, float y, float z, float mass, unsigned indice);
void addSphere(float rad, float x, float y, float z, float mass, unsigned indice);
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