added collision masks and button creator

This commit is contained in:
Jasper 2015-01-19 14:01:05 +01:00
parent 7160330bfd
commit ca98df63ac
2 changed files with 41 additions and 6 deletions

View File

@ -87,7 +87,7 @@ void Physics::addTerrainTriangles(int width, int length, float** heightData)
terrainBody = tBody;
world->addRigidBody(tBody);
world->addRigidBody(tBody,COL_TERRAIN,COL_OBJECTS);
}
@ -145,7 +145,7 @@ void Physics::addPlayer(float friction, float rad, Entity entity, float mass, fl
playerBall->setDamping(dampningL, dampningA);
world->addRigidBody(playerBall);
world->addRigidBody(playerBall,COL_OBJECTS,COL_OBJECTS|COL_OBJECTS_NO_TERRAIN|COL_TERRAIN);
bodies.push_back(playerBall);
@ -202,7 +202,7 @@ void Physics::addTriangleMeshBody(Entity entity, std::string path, float mass, f
}
btBvhTriangleMeshShape* shape = new btBvhTriangleMeshShape(triMesh,true);
shape->setLocalScaling(btVector3(0.5f,0.5f,0.5f));
btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1),btVector3(entity.getPosition().x,entity.getPosition().y,entity.getPosition().z)));
btVector3 inertia(0,0,0);
@ -226,6 +226,34 @@ void Physics::addTriangleMeshBody(Entity entity, std::string path, float mass, f
throw std::invalid_argument( "Bodies out of Sync" );
}
void Physics::addButton(float radius, float height, Entity entity, float mass, float dampningL, float dampningA, unsigned indice)
{
if(bodies.size() == indice)
throw std::invalid_argument( "Bodies out of Sync" );
btCylinderShape* shape = new btCylinderShape(btVector3(height/2, radius,radius));
btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1),btVector3(entity.getPosition().x,entity.getPosition().y,entity.getPosition().z)));
btVector3 inertia(0,0,0);
if(mass != 0.0)
{
shape->calculateLocalInertia((btScalar)mass,inertia);
}
btRigidBody::btRigidBodyConstructionInfo info(mass,motion,shape,inertia);
btRigidBody* body = new btRigidBody(info);
body->setDamping(dampningL, dampningA);
world->addRigidBody(body,COL_OBJECTS_NO_TERRAIN, specialPhysicsCollision);
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)
{
@ -248,8 +276,8 @@ void Physics::addBox(float width, float height, float length, Entity entity, flo
body->setDamping(dampningL, dampningA);
world->addRigidBody(body);
world->addRigidBody(body,COL_OBJECTS, objectsPhysicsCollision);
bodies.push_back(body);
if(bodies.size() != indice)
@ -277,7 +305,7 @@ void Physics::addSphere(float rad, Entity entity, float mass, float dampningL, f
body->setDamping(dampningL, dampningA);
world->addRigidBody(body);
world->addRigidBody(body,COL_OBJECTS, objectsPhysicsCollision);
bodies.push_back(body);

View File

@ -21,6 +21,7 @@
#include "extern/bullet/src/BulletCollision/CollisionShapes/btTriangleMesh.h"
#include "extern/bullet/src/BulletCollision/CollisionShapes/btCollisionShape.h"
#include "extern/bullet/src/BulletCollision/CollisionShapes/btConvexTriangleMeshShape.h"
#include "extern/bullet/src/BulletCollision/CollisionShapes/btCylinderShape.h"
#include "extern/bullet/src/BulletDynamics/ConstraintSolver/btConstraintSolver.h"
#include "extern/bullet/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"//YAY!
@ -64,6 +65,7 @@ class Physics {
void addBox(float width, float height, float length, Entity entity, float mass, float dampningL, float dampningA, unsigned indice); //this is used to ensuer that the system is synchronized
void addPositionConstraint(int bodyIndice, float strength, glm::vec3 position);
void removePositionConstraint(int bodyIndice);
void addButton(float radius, float height, Entity entity, float mass, float dampningL, float dampningA, unsigned indice);
struct positionConstraint{btRigidBody* body; float strength; btVector3 position;};
@ -80,6 +82,10 @@ class Physics {
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.
int objectsPhysicsCollision = 1 | 2 | 4;
int specialPhysicsCollision = 2 | 4;
int terrainPhysicsCollision = 2;
};
enum collisionTypes{
@ -89,6 +95,7 @@ enum collisionTypes{
COL_OBJECTS_NO_TERRAIN = 4
};
//world->addRigidBody(playerBall,COL_OBJECTS_NO_TERRAIN, COL_OBJECTS);
class btDistanceConstraint : public btPoint2PointConstraint
{
protected: