This commit is contained in:
Jasper 2014-11-14 14:23:10 +01:00
parent 58cc753aec
commit ba8be9e10d
2 changed files with 55 additions and 2 deletions

View File

@ -10,6 +10,8 @@ btBroadphaseInterface* broadphase; //defines how objects are culled from collisi
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()
{
@ -29,7 +31,46 @@ void takeUpdateStep(float timeDiff)
world->stepSimulation(timeDiff);
}
void addSphere(float rad, float x, float y, float z, float mass)
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 addSphere(float rad, float x, float y, float z, float mass, int indice) //TODO add indice check
{
btSphereShape* sphere = new btSphereShape(rad);
btVector3 inertia(0,0,0);
@ -52,9 +93,11 @@ void addSphere(float rad, float x, float y, float z, float mass)
bodies.push_back(body);
}
void getPos(int i)
glm::vec3 getPos(int i)
{
btVector3 origin = bodies[i]->getCenterOfMassPosition();
glm::vec3 save(origin.getX(),origin.getY(),origin.getZ());
return save;
}
void getRotation(int i)

View File

@ -8,7 +8,9 @@
#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!
@ -29,7 +31,15 @@ class Physics {
public:
Physics();
~Physics();
void init();
void takeUpdateStep(float timeDiff);
void rollForward(glm::vec3 camPos, float strength);
glm::vec3 getPos(int i);
void getRotation(int i);
void rollForward();
void addTerrain(int width, int length, float** heightData);
void addSphere(float rad, float x, float y, float z, float mass, int indice);
private:
btRigidBody* playerBody;
btRigidBody* terrainBody;