Saxum/physics.cc

438 lines
13 KiB
C++

#include "physics.hh"
#include "extern/bullet/Extras/Serialize/BulletWorldImporter/btBulletWorldImporter.h"
Physics::Physics() {
}
Physics::~Physics() {
}
void Physics::init()
{
colConfig = new btDefaultCollisionConfiguration();
dispatcher = new btCollisionDispatcher(colConfig);
broadphase = new btDbvtBroadphase();
solver = new btSequentialImpulseConstraintSolver();
world = new btDiscreteDynamicsWorld(dispatcher,broadphase,solver,colConfig);
world->setGravity(btVector3(0,-10,-0));
}
void Physics::takeUpdateStep(float timeDiff)
{
world->stepSimulation(timeDiff);
for(unsigned i = 0; i < allPositionConstraints.size();i++)
{
if(allPositionConstraints[i].position != allPositionConstraints[i].body->getCenterOfMassPosition())
{
btVector3 dir = allPositionConstraints[i].body->getCenterOfMassPosition() - allPositionConstraints[i].position;
allPositionConstraints[i].body->applyCentralForce(dir*allPositionConstraints[i].strength);
}
}
}
void Physics::removePositionConstraint(int bodyIndice)
{
for(unsigned i = 0; i < allPositionConstraints.size(); i++)
{
if(allPositionConstraints[i].body == bodies[bodyIndice])
{
allPositionConstraints.erase(allPositionConstraints.begin()+i);
}
}
}
void Physics::addPositionConstraint(int bodyIndice, float strength, glm::vec3 position)
{
positionConstraint cons;
cons.body = bodies[bodyIndice];
cons.strength = strength;
cons.position = btVector3(position.x,position.y,position.z);
allPositionConstraints.push_back(cons);
}
//TERRAIN SUBSET
void Physics::addTerrainTriangles(int width, int length, float** heightData)
{//not working correctly something with offset wrong?
btTriangleMesh* trimesh = new btTriangleMesh();
for(int i = 0; i < width-1;i++)
{
for(int j = 0; j < length-1; j++)
{
btVector3 v0(i,heightData[j][i],j);
btVector3 v1(i+1,heightData[j][i+1],j);
btVector3 v2(i,heightData[j+1][i],j+1);
trimesh->addTriangle(v0,v1,v2);
}
}
for(int i = 1; i < width;i++)
{
for(int j = 1; j < length; j++)
{
btVector3 v0(i,heightData[j][i],j);
btVector3 v1(i-1,heightData[j][i-1],j);
btVector3 v2(i,heightData[j-1][i],j-1);
trimesh->addTriangle(v0,v1,v2);
}
}
btBvhTriangleMeshShape* shape = new btBvhTriangleMeshShape(trimesh, true);
btRigidBody* tBody = new btRigidBody(0, new btDefaultMotionState(),shape);
tBody->getWorldTransform().setOrigin(btVector3(-length/2,0,-width/2));
terrainBody = tBody;
world->addRigidBody(tBody);
}
void Physics::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[i*length+j] = heightData[j][i];
if (heightData[j][i] > highest)
highest = heightData[j][i];
}
}
highest++;
btHeightfieldTerrainShape* terrianShape = new btHeightfieldTerrainShape(length,width,heightfield,highest,1,true,false);
btRigidBody* tBody = new btRigidBody(0,new btDefaultMotionState(),terrianShape);
tBody->getWorldTransform().setOrigin(btVector3(0,((float)highest - 1)/2,0));
//tBody->getWoorldTransform().setRotation(btQuaternion(0,0,0,1));
terrainBody = tBody;
world->addRigidBody(terrainBody, COL_TERRAIN, COL_TERRAIN | COL_OBJECTS);
}
//players and objects
void Physics::addPlayer(float friction, float rad, Entity entity, float mass, float dampningL, float dampningA, unsigned indice)
{
if(bodies.size() == indice)
throw std::invalid_argument( "Bodies out of Sync" );
btSphereShape* sphere = new btSphereShape(rad);
btVector3 inertia(0,0,0);
if(mass != 0.0)
{
sphere->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,sphere,inertia);
info.m_friction = friction;
info.m_restitution = 0.0f;
playerBall = new btRigidBody(info);
playerBall->setDamping(dampningL, dampningA);
world->addRigidBody(playerBall);
bodies.push_back(playerBall);
playerBall->setSleepingThresholds(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)
{//TODO look at convexHullShapes
if(bodies.size() == indice)
throw std::invalid_argument( "Bodies out of Sync" );
std::vector< unsigned int > vertexIndices;
std::vector< btVector3 > temp_vertices;
path = "../Levels/Geometry/" + path;
FILE * file = fopen(path.c_str(), "r");
if( file == NULL ){
printf("Impossible to open the file !\n");
}
while( 1 ){
char lineHeader[128];
// read the first word of the line
int res = fscanf(file, "%s", lineHeader);
if (res == EOF)
break; // EOF = End Of File. Quit the loop.
// else : parse lineHeader
if ( strcmp( lineHeader, "v" ) == 0 ){
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));
}
else if ( strcmp( lineHeader, "f" ) == 0 ){
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]);
}
}
printf("olla");
//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]]);
}
btBvhTriangleMeshShape* shape = new btBvhTriangleMeshShape(triMesh,true);
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);
bodies.push_back(body);
world->addRigidBody(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)
{
if(bodies.size() == indice)
throw std::invalid_argument( "Bodies out of Sync" );
btBoxShape* box = new btBoxShape(btVector3(width/2,height/2,length/2));
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)
{
box->calculateLocalInertia((btScalar)mass,inertia);
}
btRigidBody::btRigidBodyConstructionInfo info(mass,motion,box,inertia);
btRigidBody* body = new btRigidBody(info);
body->setDamping(dampningL, dampningA);
world->addRigidBody(body);
bodies.push_back(body);
if(bodies.size() != indice)
throw std::invalid_argument( "Bodies out of Sync" );
}
void Physics::addSphere(float rad, Entity entity, float mass, float dampningL, float dampningA, unsigned indice)
{
if(bodies.size() == indice)
throw std::invalid_argument( "Bodies out of Sync" );
btSphereShape* sphere = new btSphereShape(rad);
btVector3 inertia(0,0,0);
if(mass != 0.0)
{
sphere->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,sphere,inertia);
btRigidBody* body = new btRigidBody(info);
body->setDamping(dampningL, dampningA);
world->addRigidBody(body);
bodies.push_back(body);
body->setSleepingThresholds(0,0);
if(bodies.size() != indice)
throw std::invalid_argument( "Bodies out of Sync" );
}
/*
void Physics::addTriangleMeshBody(Entity entity, float mass, float dampningL, float dampningA,unsigned indice)
{
btTriangleMesh* trimesh = new btTriangleMesh();
btVector3 v0( 0, 0, 0 );
btVector3 v1( 1, 1, 1 );
btVector3 v2( 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);
btVector3 inertia(0,0,0);
btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1),btVector3(0,0,0)));
btRigidBody::btRigidBodyConstructionInfo info(1/(playerBall->getInvMass()/100),motion,sphere,inertia);
cameraBody = new btRigidBody(info);
cameraBody->setDamping(0.9f,1.0f);
world->addRigidBody(cameraBody);
cameraBody->setSleepingThresholds(0,0);
btVector3 pivotInA(5,0,0);
btVector3 pivotInB(-5, 0, 0);
btDistanceConstraint* pdc = new btDistanceConstraint(*cameraBody,*playerBall,pivotInA,pivotInB, distance);
world->addConstraint(pdc);
}
//update functions
glm::vec3 Physics::getCameraPosition()
{
btVector3 origin = cameraBody->getCenterOfMassPosition();
glm::vec3 save(origin.getX(),origin.getY(),origin.getZ());
return save;
}
glm::vec3 Physics::getPos(int i)
{
btVector3 origin = bodies[i]->getCenterOfMassPosition();
glm::vec3 save(origin.getX(),origin.getY(),origin.getZ());
return save;
}
glm::mat4 Physics::getRotation(int i)
{
btQuaternion quat = bodies[i]->getOrientation();
glm::mat4 matrix = glm::rotate(
quat.getAngle(),
glm::vec3(quat.getAxis().getX(), quat.getAxis().getY(), quat.getAxis().getZ())
);
return matrix;
}
void Physics::rollForward(glm::vec3 camPos,float strength)
{
btVector3 pos(camPos.x,0,camPos.z);
pos.normalize();
pos = btCross(pos,btVector3(0,1,0));
pos *= strength;
playerBall->applyTorque(pos);
}
void Physics::rollBack(glm::vec3 camPos,float strength)
{
btVector3 pos(camPos.x,0,camPos.z);
pos.normalize();
pos = btCross(btVector3(0,1,0),pos);
pos *= strength;
playerBall->applyTorque(pos);
}
void Physics::rollLeft(glm::vec3 camPos,float strength)
{
btVector3 pos(camPos.x,0,camPos.z);
pos.normalize();
pos *= strength;
playerBall->applyTorque(pos);
}
void Physics::rollRight(glm::vec3 camPos,float strength)
{
btVector3 pos(camPos.x,0,camPos.z);
pos.normalize();
pos *= strength;
playerBall->applyTorque(-pos);
}
//not used right now
void Physics::addStaticGroundPlane()
{
btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0, 1, 0), 0);
btDefaultMotionState* groundMotionState = new btDefaultMotionState(btTransform(btQuaternion(0, 0, 0, 1), btVector3(0, 0, 0)));
btRigidBody::btRigidBodyConstructionInfo groundRigidBodyCI(0, groundMotionState, groundShape, btVector3(0, 0, 0));
staticGroundBody = new btRigidBody(groundRigidBodyCI);
world->addRigidBody(staticGroundBody);
}
/*
void kill()
{
//btDynamimcWorld*
for(int i = 0; i < bodies.size();i++)
{
world->removeCollisionObject(bodies[i]); //clarification: go through the list of bodies in wordl for each body b, then remove exactly this body b from world
btMotionState* motionState = bodies[i]->getMotionState();
btCollisionShape* shape = bodies[i]->getCollisionShape();
delete shape;
delete motionState;
delete bodies[i];
}
delete dispatcher;
delete colConfig;
delete solver;
}
delete broadphase;
delete world;
}
*/