178 lines
4.6 KiB
C++
178 lines
4.6 KiB
C++
#include "physics.hh"
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#include <vector>
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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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btBroadphaseInterface* broadphase; //defines how objects are culled from collision detection.
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btConstraintSolver* solver; //solver for forces and impulses.
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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* playerBall;
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btRigidBody* terrainBody;
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void init()
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{
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colConfig = new btDefaultCollisionConfiguration();
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dispatcher = new btCollisionDispatcher(colConfig);
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broadphase = new btDbvtBroadphase();
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solver = new btSequentialImpulseConstraintSolver();
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world = new btDiscreteDynamicsWorld(dispatcher,broadphase,solver,colConfig);
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world->setGravity(btVector3(0,-10,-0));
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}
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void takeUpdateStep(float timeDiff)
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{
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world->stepSimulation(timeDiff);
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}
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void addTerrain(int width, int length, float** heightData)
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{
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float* heightfield = new float[width * length];
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int highest = -999999, j = 0, i = 0;
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for (i = 0; i < width; i++)
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for (j = 0; j < length; j++) {
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heightfield[j*length+i] = heightData[i][j];
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if (heightData[i][j] > highest)
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highest = heightData[i][j];
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}
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btHeightfieldTerrainShape* terrianShape = new btHeightfieldTerrainShape(width,length,heightData,highest,1,true,false);
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btRigidBody* tBody = new btRigidBody(0,new btDefaultMotionState(),terrianShape);
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tBody->getWorldTransform().setOrigin(btVector3(0,highest/2,0));
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//tBody->getWoorldTransform().setRotation(btQuaternion(0,0,0,1));
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terrainBody = tBody;
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world->addRigidBody(terrainBody);
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/*
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terrianShape->setLocalScaling(btVector3(1,1,1));
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btCollisionShape* trimeshShape = terrianShape;
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float mass = 0.f;
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btTransform startTransform;
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startTransform.setIdentity();
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startTransform.setOrigin(btVector3(0,highest/2,0));//not 100% sure maybe (0,0,0) or (0,-highest/2,0)
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btRigidBody* groundBody = localCreateRigidBody(mass, startTransform,trimeshShape);
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world->addRigidBody(terrainBody);
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*/
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}
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void addPlayer(float rad, float x, float y, float z, float mass, unsigned indice)
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{
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if(bodies.size() != indice)
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throw std::invalid_argument( "Bodies out of Sync" );
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btSphereShape* sphere = new btSphereShape(rad);
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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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sphere->calculateLocalInertia((btScalar)mass,inertia);
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}
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btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1),btVector3(x,y,z)));
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btRigidBody::btRigidBodyConstructionInfo info(mass,motion,sphere,inertia);
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playerBall = new btRigidBody(info);
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world->addRigidBody(playerBall);
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bodies.push_back(playerBall);
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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 addSphere(float rad, float x, float y, float z, float mass, unsigned indice)
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{
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if(bodies.size() != indice)
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throw std::invalid_argument( "Bodies out of Sync" );
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btSphereShape* sphere = new btSphereShape(rad);
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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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sphere->calculateLocalInertia((btScalar)mass,inertia);
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}
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btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1),btVector3(x,y,z)));
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btRigidBody::btRigidBodyConstructionInfo info(mass,motion,sphere,inertia);
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btRigidBody* body = new btRigidBody(info);
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world->addRigidBody(body);
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bodies.push_back(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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glm::vec3 getPos(int i)
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{
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btVector3 origin = bodies[i]->getCenterOfMassPosition();
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glm::vec3 save(origin.getX(),origin.getY(),origin.getZ());
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return save;
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}
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glm::mat4 getRotation(int i)
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{
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btQuaternion quat = bodies[i]->getOrientation();
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glm::mat4 matrix = glm::rotate(
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matrix,
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quat.getAngle(),
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glm::vec3(quat.getAxis().getX(), quat.getAxis().getY(), quat.getAxis().getZ())
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);
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return matrix;
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}
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void rollForward(glm::mat3 rotCamera)
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{
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glm::vec3 saveVector= glm::vec3(1,0,0) * rotCamera;
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saveVector = glm::cross(glm::vec3(0,1,0),saveVector);
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playerBall->applyTorque(btVector3(saveVector[0],saveVector[1],saveVector[2]));
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}
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/*
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void kill()
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{
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//btDynamimcWorld*
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for(int i = 0; i < bodies.size();i++)
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{
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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
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btMotionState* motionState = bodies[i]->getMotionState();
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btCollisionShape* shape = bodies[i]->getCollisionShape();
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delete shape;
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delete motionState;
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delete bodies[i];
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}
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delete dispatcher;
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delete colConfig;
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delete solver;
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}
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delete broadphase;
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delete world;
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}
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*/
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