diff --git a/physics.cc b/physics.cc index ddf7499..f94f0f6 100644 --- a/physics.cc +++ b/physics.cc @@ -166,6 +166,80 @@ void Physics::addTerrain(int width, int length, float** heightData) //The terrai world->addRigidBody(terrainBody, COL_TERRAIN, COL_TERRAIN | COL_OBJECTS); //COL_XXXX are collision masks, allowing us to ignore collisions between certain object groups (required for buttons) } +void Physics::addConvexBody(Entity entity, std::string path, float mass, float dampningL, float dampningA, unsigned indice, float scaling, bool rotate) +{ + + if(bodies.size() == indice) + throw std::invalid_argument( "Bodies out of Sync" ); + + std::vector< unsigned int > vertexIndices; //temp lists for data sets + std::vector< btVector3 > temp_vertices; + path = "../" + geometryPath + path; + FILE * file = fopen(path.c_str(), "r"); + if( file == NULL ){ + throw std::invalid_argument( "Impossible to open the file" ); //create correct filepath and report error if cannot open + } + while( 1 ){ + char lineHeader[128]; + //read the first word of the line + int res = fscanf(file, "%s", lineHeader); + if (res == EOF) + break; //while not at end do loop + if ( strcmp( lineHeader, "v" ) == 0 ){ //if a vertex + glm::vec3 vertex; + fscanf(file, "%f %f %f\n", &vertex.x, &vertex.y, &vertex.z ); + temp_vertices.push_back(btVector3(vertex.x,vertex.y,vertex.z)); //save vertex in array + } + else if ( strcmp( lineHeader, "f" ) == 0 ){ //if face (index for 3 vertexes for a triangle) + std::string vertex1, vertex2, vertex3; + unsigned int vertexIndex[3], uvIndex[3], normalIndex[3]; + int matches = fscanf(file, "%d/%d/%d %d/%d/%d %d/%d/%d\n", &vertexIndex[0], &uvIndex[0], &normalIndex[0], &vertexIndex[1], &uvIndex[1], &normalIndex[1], &vertexIndex[2], &uvIndex[2], &normalIndex[2]); + vertexIndices.push_back(vertexIndex[0]); + vertexIndices.push_back(vertexIndex[1]); + vertexIndices.push_back(vertexIndex[2]); //save 3 indexes in array + } + } + //finally start making body + btTriangleMesh* triMesh = new btTriangleMesh(); + + for(unsigned i = 2; i < vertexIndices.size();i+=3) + { + triMesh->addTriangle(temp_vertices[vertexIndices[i]],temp_vertices[vertexIndices[i-1]],temp_vertices[vertexIndices[i-2]]); //for every face (3 elements in vertexIndices) create triangle use the indices to find correct vertexes to make the triangle + } + + btConvexTriangleMeshShape* shape = new btConvexTriangleMeshShape(triMesh,true); + shape->setLocalScaling(btVector3(scaling,scaling,scaling)); //we need to add a scaling here because the objects seem to have diffrent sizes when loaded (no clue why, see composition.xml for exact scaling factors) + + + glm::quat glmQuat = glm::quat_cast(entity.getRotation()); + + btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(glmQuat.x,glmQuat.y,glmQuat.z,glmQuat.w),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); + + bodies.push_back(body); + + world->addRigidBody(body,COL_OBJECTS, objectsPhysicsCollision); + + if(!rotate)//rotate lets certain objects get inertia (0,0,0) (not rotateable) + { + body->setAngularFactor(btVector3(0,0,0)); + } + + if(bodies.size() != indice) + throw std::invalid_argument( "Bodies out of Sync" ); +} + void Physics::addTriangleMeshBody(Entity entity, std::string path, float mass, float dampningL, float dampningA,unsigned indice,float scaling, bool rotate) { diff --git a/physics.hh b/physics.hh index 6026ea7..d8f287e 100644 --- a/physics.hh +++ b/physics.hh @@ -22,6 +22,9 @@ #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/BulletCollision/CollisionShapes/btConvexHullShape.h" +#include "extern/bullet/src/BulletCollision/CollisionShapes/btConvexTriangleMeshShape.h" + #include "extern/bullet/src/BulletDynamics/ConstraintSolver/btConstraintSolver.h" #include "extern/bullet/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"//YAY! @@ -69,11 +72,13 @@ class Physics { void kill(); void addButtonFrame(Entity entity); void forceMove(glm::vec3 newPosition, unsigned indice); - void forceMoveCamera(glm::vec3 newPosition); + void forceMoveCamera(glm::vec3 newPosition); + void addConvexBody(Entity entity, std::string path, float mass, float dampningL, float dampningA, unsigned indice, float scaling, bool rotate); struct positionConstraint{btRigidBody* body; float strength; btVector3 position;}; private: + btVector3 currentDirection = btVector3(1,1,1); btRigidBody* playerBall; //allows for easier access to the ball btRigidBody* terrainBody; //duh btRigidBody* cameraBody;