Composition scales addapted
Physics added trimeshshapes
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fdeb783055
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@ -5,7 +5,7 @@
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<xOffset>0.0</xOffset>
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<yOffset>0.0</yOffset>
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<zOffset>0.0</zOffset>
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<scale>0.75</scale>
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<scale>1.0</scale>
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<mass>8.0</mass>
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</object>
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</composition>
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@ -17,8 +17,8 @@
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<xOffset>0.0</xOffset>
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<yOffset>1.0</yOffset>
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<zOffset>2.0</zOffset>
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<scale>1.0</scale>
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<mass>2.0</mass>
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<scale>1.5</scale>
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<mass>0.0</mass>
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</object>
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</composition>
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@ -35,7 +35,7 @@
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</composition>
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<composition>
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<typeID>99</typeID>
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<typeID>80</typeID>
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<object>
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<modelPath>torch.obj</modelPath>
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<xOffset>0.0</xOffset>
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@ -55,14 +55,15 @@
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</light>
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</composition>
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<!-- Block on 2 Pillars -->
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<composition>
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<typeID>100</typeID>
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<typeID>99</typeID>
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<object>
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<modelPath>column.obj</modelPath>
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<xOffset>0.0</xOffset>
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<yOffset>0.0</yOffset>
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<zOffset>0.0</zOffset>
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<scale>1.0</scale>
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<scale>1.5</scale>
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<mass>0.0</mass>
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</object>
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<object>
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@ -70,7 +71,7 @@
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<xOffset>2.0</xOffset>
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<yOffset>0.0</yOffset>
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<zOffset>0.0</zOffset>
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<scale>1.0</scale>
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<scale>1.5</scale>
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<mass>0.0</mass>
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</object>
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<object>
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@ -78,7 +79,7 @@
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<xOffset>1.0</xOffset>
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<yOffset>3.0</yOffset>
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<zOffset>0.0</zOffset>
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<scale>1.0</scale>
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<scale>1.5</scale>
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<mass>0.0</mass>
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</object>
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</composition>
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@ -126,9 +127,9 @@
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<specularFactor>0.4</specularFactor>
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<shininess>2.0</shininess>
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<physicType>Box</physicType>
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<width>1.0</width>
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<width>5.0</width>
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<height>1.0</height>
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<length>3.0</length>
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<length>1.8</length>
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</objectData>
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<objectData>
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124
physics.cc
124
physics.cc
@ -1,4 +1,5 @@
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#include "physics.hh"
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#include "extern/bullet/Extras/Serialize/BulletWorldImporter/btBulletWorldImporter.h"
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Physics::Physics() {
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@ -23,6 +24,44 @@ void Physics::takeUpdateStep(float timeDiff)
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world->stepSimulation(timeDiff);
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}
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//TERRAIN SUBSET
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void Physics::addTerrainTriangles(int width, int length, float** heightData)
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{//not working correctly something with offset wrong?
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btTriangleMesh* trimesh = new btTriangleMesh();
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for(int i = 0; i < width-1;i++)
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{
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for(int j = 0; j < length-1; j++)
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{
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btVector3 v0(i,heightData[j][i],j);
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btVector3 v1(i+1,heightData[j][i+1],j);
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btVector3 v2(i,heightData[j+1][i],j+1);
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trimesh->addTriangle(v0,v1,v2);
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}
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}
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for(int i = 1; i < width;i++)
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{
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for(int j = 1; j < length; j++)
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{
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btVector3 v0(i,heightData[j][i],j);
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btVector3 v1(i-1,heightData[j][i-1],j);
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btVector3 v2(i,heightData[j-1][i],j-1);
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trimesh->addTriangle(v0,v1,v2);
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}
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}
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btBvhTriangleMeshShape* shape = new btBvhTriangleMeshShape(trimesh, true);
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btRigidBody* tBody = new btRigidBody(0, new btDefaultMotionState(),shape);
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tBody->getWorldTransform().setOrigin(btVector3(-length/2,0,-width/2));
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terrainBody = tBody;
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world->addRigidBody(tBody);
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}
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void Physics::addTerrain(int width, int length, float** heightData)
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{
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@ -50,7 +89,7 @@ void Physics::addTerrain(int width, int length, float** heightData)
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terrainBody = tBody;
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world->addRigidBody(terrainBody);
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world->addRigidBody(terrainBody, COL_TERRAIN, COL_TERRAIN | COL_OBJECTS);
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}
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void Physics::addStaticGroundPlane()
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@ -63,6 +102,8 @@ void Physics::addStaticGroundPlane()
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world->addRigidBody(staticGroundBody);
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}
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//players and objects
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void Physics::addPlayer(float rad, Entity entity, float mass, unsigned indice)
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{
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if(bodies.size() == indice)
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@ -79,6 +120,8 @@ void Physics::addPlayer(float rad, Entity entity, float mass, unsigned indice)
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btRigidBody::btRigidBodyConstructionInfo info(mass,motion,sphere,inertia);
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info.m_friction = 5;
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playerBall = new btRigidBody(info);
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playerBall->setDamping(0.1f,0.3f);
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@ -93,6 +136,77 @@ void Physics::addPlayer(float rad, Entity entity, float mass, unsigned indice)
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}
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void Physics::addTriangleMeshBody(Entity entity, std::string path, float mass, float dampningL, float dampningA,unsigned indice)
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{//TODO look at convexHullShapes
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if(bodies.size() == indice)
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throw std::invalid_argument( "Bodies out of Sync" );
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std::vector< unsigned int > vertexIndices;
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std::vector< btVector3 > temp_vertices;
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path = "../Levels/Geometry/" + path;
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FILE * file = fopen(path.c_str(), "r");
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if( file == NULL ){
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printf("Impossible to open the file !\n");
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}
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while( 1 ){
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char lineHeader[128];
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// read the first word of the line
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int res = fscanf(file, "%s", lineHeader);
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if (res == EOF)
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break; // EOF = End Of File. Quit the loop.
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// else : parse lineHeader
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if ( strcmp( lineHeader, "v" ) == 0 ){
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glm::vec3 vertex;
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fscanf(file, "%f %f %f\n", &vertex.x, &vertex.y, &vertex.z );
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temp_vertices.push_back(btVector3(vertex.x,vertex.y,vertex.z));
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}
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else if ( strcmp( lineHeader, "f" ) == 0 ){
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std::string vertex1, vertex2, vertex3;
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unsigned int vertexIndex[3], uvIndex[3], normalIndex[3];
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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] );
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vertexIndices.push_back(vertexIndex[0]);
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vertexIndices.push_back(vertexIndex[1]);
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vertexIndices.push_back(vertexIndex[2]);
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}
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}
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printf("olla");
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//finally start making body
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btTriangleMesh* triMesh = new btTriangleMesh();
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for(unsigned i = 2; i < vertexIndices.size();i++)
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{
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triMesh->addTriangle(temp_vertices[vertexIndices[i]],temp_vertices[vertexIndices[i-1]],temp_vertices[vertexIndices[i-2]]);
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}
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btBvhTriangleMeshShape* shape = new btBvhTriangleMeshShape(triMesh,true);
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btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1),btVector3(entity.getPosition().x,entity.getPosition().y,entity.getPosition().z)));
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btVector3 inertia(0,0,0);
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if(mass != 0.0)
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{
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shape->calculateLocalInertia((btScalar)mass,inertia);
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}
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btRigidBody::btRigidBodyConstructionInfo info(mass,motion,shape,inertia);
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btRigidBody* body = new btRigidBody(info);
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body->setDamping(dampningL,dampningA);
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bodies.push_back(body);
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world->addRigidBody(body);
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if(bodies.size() != indice)
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throw std::invalid_argument( "Bodies out of Sync" );
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}
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void Physics::addBox(float width, float height, float length, Entity entity, float mass, unsigned indice)
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{
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@ -138,7 +252,7 @@ void Physics::addSphere(float rad, Entity entity, float mass, unsigned indice)
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btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1),btVector3(entity.getPosition().x,entity.getPosition().y,entity.getPosition().z)));
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btRigidBody::btRigidBodyConstructionInfo info(mass,motion,sphere,inertia);
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//info.
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btRigidBody* body = new btRigidBody(info);
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@ -154,7 +268,7 @@ void Physics::addSphere(float rad, Entity entity, float mass, unsigned indice)
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throw std::invalid_argument( "Bodies out of Sync" );
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}
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/*
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void Physics::addTriangleMeshBody(Entity entity, float mass, float dampningL, float dampningA,unsigned indice)
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{
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btTriangleMesh* trimesh = new btTriangleMesh();
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@ -180,7 +294,7 @@ void Physics::addTriangleMeshBody(Entity entity, float mass, float dampningL, fl
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body->setDamping(dampningL,dampningA);
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}
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}*/
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void Physics::addCamera(float rad, float distance)
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{
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@ -206,6 +320,8 @@ void Physics::addCamera(float rad, float distance)
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world->addConstraint(pdc);
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}
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//update functions
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glm::vec3 Physics::getCameraPosition()
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{
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btVector3 origin = cameraBody->getCenterOfMassPosition();
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19
physics.hh
19
physics.hh
@ -4,6 +4,8 @@
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#include <ACGL/Base/Settings.hh>
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#include <ACGL/Math/Math.hh>
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#include <vector>
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#include <string>
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#include <stdio.h>
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#include "entity.hh"
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@ -17,6 +19,8 @@
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#include "extern/bullet/src/BulletCollision/CollisionShapes/btStaticPlaneShape.h"
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#include "extern/bullet/src/BulletCollision/CollisionShapes/btBvhTriangleMeshShape.h"
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#include "extern/bullet/src/BulletCollision/CollisionShapes/btTriangleMesh.h"
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#include "extern/bullet/src/BulletCollision/CollisionShapes/btCollisionShape.h"
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#include "extern/bullet/src/BulletCollision/CollisionShapes/btConvexTriangleMeshShape.h"
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#include "extern/bullet/src/BulletDynamics/ConstraintSolver/btConstraintSolver.h"
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#include "extern/bullet/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"//YAY!
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@ -51,20 +55,21 @@ class Physics {
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void addStaticGroundPlane();
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void addCamera(float rad,float distance); //Do NOT impliment before Player has been created;
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glm::vec3 getCameraPosition();
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void addTriangleMeshBody(Entity entity, float mass, float dampningL, float dampningA,unsigned indice);
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void addRigidBodyFromFile(Entity entity, float mass, float dampningL, float dampningA, std::string modelLocation,unsigned indice);
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void addTriangleMeshBody(Entity entity, std::string path, float mass, float dampningL, float dampningA,unsigned indice);
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void addTerrain(int width, int length, float** heightData);
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void addTerrainTriangles(int width, int length, float** heightData); //add the terrain as a trimesh instead of a heightmap
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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
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void addSphere(float rad, Entity entity, float mass, unsigned indice); //The Indice should be set to physicObjects.size()
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void addBox(float width, float height, float length, Entity entity, float mass, unsigned indice); //this is used to ensuer that the system is synchronized
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private:
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btRigidBody* playerBall; //allows for quicker access to the ball
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btRigidBody* playerBall; //allows for easier access to the ball
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btRigidBody* terrainBody; //duh
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btRigidBody* cameraBody;
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std::vector<btRigidBody*> bodies; //list of all bodies. bodies are also in world, but save again to ease cleaning up process.
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btRigidBody* staticGroundBody;
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btDynamicsWorld* world; //contains physical attributes of the world.
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btDispatcher* dispatcher; //
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btCollisionConfiguration* colConfig; //defines the type of collision detection.
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@ -72,6 +77,12 @@ class Physics {
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btConstraintSolver* solver; //solver for forces and impulses.
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};
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enum collisionTypes{
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COL_NOTHING = 0,
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COL_TERRAIN = 1,
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COL_OBJECTS = 2,
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COL_OBJECTS_NO_TERRAIN = 4
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};
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class btDistanceConstraint : public btPoint2PointConstraint
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{
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