Added basic Triangle Mesh, pending reading out of .obj and then testing.

This commit is contained in:
Jasper 2014-11-28 16:46:35 +01:00
parent 594f336204
commit ad61969176
2 changed files with 31 additions and 6 deletions

View File

@ -118,11 +118,7 @@ void Physics::addBox(float width, float height, float length, Entity entity, flo
world->addRigidBody(body);
bodies.push_back(body);
if(mass != 0)
body->setSleepingThresholds(0,0);
if(bodies.size() != indice)
throw std::invalid_argument( "Bodies out of Sync" );
}
@ -159,6 +155,32 @@ void Physics::addSphere(float rad, Entity entity, float mass, unsigned indice)
}
void Physics::addTriangleMeshBody(Entity entity, float mass, float dampningL, float dampningA,unsigned indice)
{
btTriangleMesh* trimesh = new btTriangleMesh();
btVector3* v0 = new btVector3( 0, 0, 0);
btVector3* v1 = new btVector3( 1, 1, 1);
btVector3* v2 = new btVector3( 2, 2, 2);
trimesh->addTriangle( *v0, *v1, *v2 );
btTriangleMeshShape* shape = new btBvhTriangleMeshShape(trimesh,true);
btVector3 inertia(0,0,0);
if(mass != 0.0)
{
shape->calculateLocalInertia((btScalar)mass,inertia);
}
btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1),btVector3(entity.getPosition().x,entity.getPosition().y,entity.getPosition().z)));
btRigidBody::btRigidBodyConstructionInfo info(mass,motion,shape,inertia);
btRigidBody* body = new btRigidBody(info);
body->setDamping(dampningL,dampningA);
}
void Physics::addCamera(float rad, float distance)
{
btSphereShape* sphere = new btSphereShape(rad);
@ -170,7 +192,7 @@ void Physics::addCamera(float rad, float distance)
cameraBody = new btRigidBody(info);
cameraBody->setDamping(0.2f,0.4f);
cameraBody->setDamping(0.9f,1.0f);
world->addRigidBody(cameraBody);

View File

@ -15,6 +15,8 @@
#include "extern/bullet/src/BulletCollision/CollisionShapes/btBoxShape.h"
#include "extern/bullet/src/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h"
#include "extern/bullet/src/BulletCollision/CollisionShapes/btStaticPlaneShape.h"
#include "extern/bullet/src/BulletCollision/CollisionShapes/btBvhTriangleMeshShape.h"
#include "extern/bullet/src/BulletCollision/CollisionShapes/btTriangleMesh.h"
#include "extern/bullet/src/BulletDynamics/ConstraintSolver/btConstraintSolver.h"
#include "extern/bullet/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"//YAY!
@ -49,6 +51,7 @@ class Physics {
void addStaticGroundPlane();
void addCamera(float rad,float distance); //Do NOT impliment before Player has been created;
glm::vec3 getCameraPosition();
void addTriangleMeshBody(Entity entity, float mass, float dampningL, float dampningA,unsigned indice);
void addTerrain(int width, int length, float** heightData);
void addPlayer(float rad, Entity entity, float mass, unsigned indice); //use these AFTER physicObjects.push_back(object)! if mass == 0 then the object is unmoveable
void addSphere(float rad, Entity entity, float mass, unsigned indice); //The Indice should be set to physicObjects.size()