716 lines
27 KiB
C++
716 lines
27 KiB
C++
#include "physics.hh"
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#include <ACGL/OpenGL/Data/GeometryData.hh>
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#include <ACGL/OpenGL/Data/GeometryDataLoadStore.hh>
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using namespace ACGL::OpenGL;
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Physics::Physics() {
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}
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Physics::~Physics() {
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}
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void Physics::init(std::string geometryPath) //prepares bullet by creating all initial classes
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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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if (world == NULL) {
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printf("No World after init\n");
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}
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this->geometryPath = geometryPath;
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}
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void Physics::takeUpdateStep(float timeDiff)
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{
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for(unsigned i = 0; i < allPositionConstraints.size();i++) //this handles the spring constraints
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{
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if(allPositionConstraints[i].position != allPositionConstraints[i].body->getCenterOfMassPosition()) //if constraint != position of the body because otherwise dir = 0
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{
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btVector3 dir = allPositionConstraints[i].position - allPositionConstraints[i].body->getCenterOfMassPosition();
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dir = dir*allPositionConstraints[i].strength - allPositionConstraints[i].body->getLinearVelocity()
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*allPositionConstraints[i].body->getLinearVelocity().length();
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allPositionConstraints[i].body->applyCentralForce(dir*allPositionConstraints[i].strength); //apply a foce upon the object pushing it towards the constraint position
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}
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}
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if(simulationActive)
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{
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if(endgame)
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{
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currentDirection = playerBall->getCenterOfMassPosition();
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currentDirection.setY(0);
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currentDirection.normalize();
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cameraDistance = 15;
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}
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btVector3 position = currentDirection;
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position.normalize();
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position *= cameraDistance;
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position += playerBall->getCenterOfMassPosition(); //is the position cameraDistance away from the player in the direction of the camera
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btVector3 dir = cameraBody->getCenterOfMassPosition() - position;
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float str = 50 * dir.length() / cameraBody->getInvMass(); //getInvMass() returns the inverted mass
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cameraBody->setLinearVelocity(btVector3(0,0,0));
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cameraBody->applyCentralForce(-dir*str*3) ; //scale the force by camera mass
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counter=0;
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float force = cameraBody->getTotalForce().length();
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if(force>1.0f)
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{
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btVector3 currentForce = cameraBody->getTotalForce();
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cameraBody->clearForces();
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cameraBody->applyCentralForce(currentForce*1.0/force);
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}
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world->stepSimulation(timeDiff);
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}
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else
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{
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btVector3 camPos = cameraBody->getCenterOfMassPosition();
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if(sinking)
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{
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btVector3 currentPos = playerBall->getCenterOfMassPosition();
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currentPos -= btVector3(0,0.8f*timeDiff,0);
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float damp = playerBall->getAngularDamping();
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playerBall->setDamping(playerBall->getLinearDamping(),0.9);
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world->stepSimulation(timeDiff);
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cameraBody->setCenterOfMassTransform(btTransform(btQuaternion(0,0,0,1),camPos));
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playerBall->setDamping(playerBall->getLinearDamping(),damp);
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playerBall->setCenterOfMassTransform(btTransform(playerBall->getOrientation(),currentPos));
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if(playerBall->getCenterOfMassPosition().y() < resetHight - 1.5f)
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{
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playerBall->setCenterOfMassTransform(btTransform(btQuaternion(0,0,0,1),btVector3(startPosition.x(),startPosition.y() - 3,startPosition.z())));
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playerBall->setLinearVelocity(btVector3(0,0,0));
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playerBall->setAngularVelocity(btVector3(0,0,0));
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currentDirection = btVector3(1,1,1);
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currentDirection.normalize();
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forceMoveCamera(startPosition + currentDirection*cameraDistance);
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sinking = false;
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}
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}
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else
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{
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btVector3 currentPos = playerBall->getCenterOfMassPosition();
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currentPos += btVector3(0,3.0f*timeDiff,0);
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world->stepSimulation(timeDiff);
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playerBall->setCenterOfMassTransform(btTransform(playerBall->getOrientation(),currentPos));
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cameraBody->setCenterOfMassTransform(btTransform(btQuaternion(0,0,0,1),camPos));
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if(playerBall->getCenterOfMassPosition().y() >= startPosition.y() + 1)
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{
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sinking = true;
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simulationActive = true;
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}
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}
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}
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}
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void Physics::removePositionConstraint(int bodyIndice) //remover function for deleting all pos constraints on one body
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{
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for(unsigned i = 0; i < allPositionConstraints.size(); i++)
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{
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if(allPositionConstraints[i].body == bodies[bodyIndice])
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{
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allPositionConstraints.erase(allPositionConstraints.begin()+i);
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}
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}
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}
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void Physics::addPositionConstraint(int bodyIndice, float strength, glm::vec3 position) //function for adding position constraints
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{
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positionConstraint cons;
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cons.body = bodies[bodyIndice];
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cons.body->setSleepingThresholds(0,0);
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cons.strength = strength;
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cons.position = btVector3(position.x,position.y,position.z);
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allPositionConstraints.push_back(cons);
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}
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//players and objects
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void Physics::addPlayer(float friction, float rad, Entity entity, float mass, float dampningL, float dampningA, unsigned indice)
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{
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if (mass != 0.0f) {
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if(bodies.size() == indice)
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throw std::invalid_argument( "Bodies out of Sync: Before adding Player" ); //these error are to ensure that level can always communicate with physics without having to worry about synching errors
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}
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btSphereShape* sphere = new btSphereShape(rad); //the first thing we need for a rigid body is the shape
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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); //from this shape we can then calculate the innertia, as long as the mass != 0 (otherwise inertia = 0)
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}
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glm::quat glmQuat = glm::quat_cast(entity.getRotation());
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btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(glmQuat.x,glmQuat.y,glmQuat.z,glmQuat.w),btVector3(entity.getPosition().x,entity.getPosition().y,entity.getPosition().z))); //next we define the motionstate, wich describes the innital position and rotation
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startPosition =btVector3(entity.getPosition().x,entity.getPosition().y,entity.getPosition().z);
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btRigidBody::btRigidBodyConstructionInfo info(mass,motion,sphere,inertia); //next we process all data for the rigid body into info
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info.m_friction = friction; //here we modify the friction and restitution (bounciness) of the object
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info.m_restitution = 0.0f;
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playerBall = new btRigidBody(info); //finally we create the rigid body using the info
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playerBall->setDamping(dampningL, dampningA); //here we can set the dampning (how much of the motion is lost)
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world->addRigidBody(playerBall,COL_OBJECTS,COL_OBJECTS|COL_OBJECTS_NO_TERRAIN|COL_TERRAIN); //then we add the rigid body to the wiorld, allowing it to be simulated
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if (mass != 0.0f) {
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bodies.push_back(playerBall); //next we add the rigid body to our own list (for cleanup and for synchronitaation with level)
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}
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//note, while we can always access playerBall through its global name, we add it to this array for synchronization purposes
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playerBall->setSleepingThresholds(0,0); //in a final step we make sure that the body never is removed from the active rigid bodies
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if (mass != 0.0f) {
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if(bodies.size() != indice)
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throw std::invalid_argument( "Bodies out of Sync: After adding Player" ); //one last check to make sure level and physics are in synch
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}
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addCamera(); //now that the player exists add a camera for the player
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}
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void Physics::addTerrain(int width, int length, float** heightData) //The terrain adding function
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{
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float* heightfield = new float[width * length]; //bullet only accepts data in a one dimensional array, so parse data into appropriate format
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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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{
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for (j = 0; j < length; j++) {
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heightfield[i*length+j] = heightData[j][i]; //reverse order because they are loaded backwards
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if (heightData[j][i] > highest)
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highest = heightData[j][i]; //bullet needs to know the highest point of the heightmap
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}
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}
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btHeightfieldTerrainShape* terrainShape = new btHeightfieldTerrainShape(length,width,heightfield,highest,1,true,false);
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btRigidBody::btRigidBodyConstructionInfo info(0,new btDefaultMotionState(),terrainShape,btVector3(0,0,0)); //next we process all data for the rigid body into info
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info.m_friction = 0.8f;
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info.m_restitution = 0;
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btRigidBody* tBody = new btRigidBody(info);
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tBody->getWorldTransform().setOrigin(btVector3(0,((float)highest)/2,0)); //we have to move the origin of our rigid body down, because bullet sets the origin (0,0,0) at (width/2, height/2, length/2) in the map the x and z are correct in our level, but y needs to be addapted
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terrainBody = tBody;
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if (world == NULL) {
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printf("No World while adding terrain.\n");
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}
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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)
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}
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void Physics::addConvexBody(Entity entity, std::string path, float mass, float dampningL, float dampningA, unsigned indice, float scaling, bool rotate)
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{
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if (mass != 0.0f) {
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if(bodies.size() == indice)
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throw std::invalid_argument( "Bodies out of Sync: Before adding Convex Body" );
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}
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SharedGeometryData geometry = loadGeometryData("../" + geometryPath + path);
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for (unsigned int i = 0; i<geometry->mAttributes.size(); i++) {
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if (geometry->mAttributes.at(i).type != GL_FLOAT) {
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printf("File %s incompatible with physics\n", std::string(geometryPath + path).c_str());
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exit(-1);
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}
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}
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int strideSize = geometry->getStrideSize()/sizeof(geometry->mAttributes.at(0).type);
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int size = geometry->getSize()/geometry->getStrideSize();
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GLfloat* dataStart = (GLfloat*) geometry->getData();
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std::vector<btVector3> vertices;
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for (int i = 0; i<size; i++) {
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vertices.push_back(btVector3(dataStart[i*strideSize + 0], dataStart[i*strideSize + 1], dataStart[i*strideSize + 2]));
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}
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//finally start making body
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btTriangleMesh* triMesh = new btTriangleMesh();
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for(unsigned i = 0; i < vertices.size();i+=3)
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{
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triMesh->addTriangle(vertices.at(i+0), vertices.at(i+1), vertices.at(i+2));
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}
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btConvexTriangleMeshShape* shape = new btConvexTriangleMeshShape(triMesh,true);
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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)
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glm::quat glmQuat = glm::quat_cast(entity.getRotation());
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btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(glmQuat.x,glmQuat.y,glmQuat.z,glmQuat.w),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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if (mass != 0.0f) {
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bodies.push_back(body);
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}
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world->addRigidBody(body,COL_OBJECTS, objectsPhysicsCollision);
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if(!rotate)//rotate lets certain objects get inertia (0,0,0) (not rotateable)
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{
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body->setAngularFactor(btVector3(0,0,0));
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}
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if (mass != 0.0f) {
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if(bodies.size() != indice)
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throw std::invalid_argument( "Bodies out of Sync: After adding Convex Body" );
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}
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}
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void Physics::addTriangleMeshBody(Entity entity, std::string path, float mass, float dampningL, float dampningA,unsigned indice,float scaling, bool rotate)
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{
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if (mass != 0.0f) {
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if(bodies.size() == indice)
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throw std::invalid_argument( "Bodies out of Sync: Before adding Triangle Mesh Body" );
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}
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SharedGeometryData geometry = loadGeometryData("../" + geometryPath + path);
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for (unsigned int i = 0; i<geometry->mAttributes.size(); i++) {
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if (geometry->mAttributes.at(i).type != GL_FLOAT) {
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printf("File %s incompatible with physics\n", std::string(geometryPath + path).c_str());
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exit(-1);
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}
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}
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int strideSize = geometry->getStrideSize()/sizeof(geometry->mAttributes.at(0).type);
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int size = geometry->getSize()/geometry->getStrideSize();
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GLfloat* dataStart = (GLfloat*) geometry->getData();
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std::vector<btVector3> vertices;
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for (int i = 0; i<size; i++) {
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vertices.push_back(btVector3(dataStart[i*strideSize + 0], dataStart[i*strideSize + 1], dataStart[i*strideSize + 2]));
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}
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//finally start making body
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btTriangleMesh* triMesh = new btTriangleMesh();
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for(unsigned i = 0; i < vertices.size();i+=3)
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{
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triMesh->addTriangle(vertices.at(i+0), vertices.at(i+1), vertices.at(i+2));
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}
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btBvhTriangleMeshShape* shape = new btBvhTriangleMeshShape(triMesh,true);
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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)
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glm::quat glmQuat = glm::quat_cast(entity.getRotation());
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btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(glmQuat.x,glmQuat.y,glmQuat.z,glmQuat.w),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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if (mass != 0.0f) {
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bodies.push_back(body);
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}
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world->addRigidBody(body,COL_OBJECTS, objectsPhysicsCollision);
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if(!rotate)//rotate lets certain objects get inertia (0,0,0) (not rotateable)
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{
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body->setAngularFactor(btVector3(0,0,0));
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}
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if (mass != 0.0f) {
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if(bodies.size() != indice)
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throw std::invalid_argument( "Bodies out of Sync: After adding Triangle Mesh Body" );
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}
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}
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void Physics::addButton(float width, float height, float length, Entity entity, float mass, float dampningL, float dampningA, unsigned indice,bool rotate)
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{
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if (mass != 0.0f) {
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if(bodies.size() == indice)
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throw std::invalid_argument( "Bodies out of Sync: Before adding Button" );
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}
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btBoxShape* box = new btBoxShape(btVector3(width/2,height/2,length/2));
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glm::quat glmQuat = glm::quat_cast(entity.getRotation());
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btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(glmQuat.x,glmQuat.y,glmQuat.z,glmQuat.w),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) //&& rotate lets certain objects get inertia (0,0,0) (not rotateable)
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{
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box->calculateLocalInertia((btScalar)mass,inertia);
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}
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btRigidBody::btRigidBodyConstructionInfo info(mass,motion,box,inertia);
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info.m_friction = 0.2; //here we modify the friction and restitution (bounciness) of the object
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info.m_restitution = 0.0f;
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btRigidBody* body = new btRigidBody(info);
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body->setDamping(dampningL, dampningA);
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world->addRigidBody(body,COL_OBJECTS_NO_TERRAIN, specialPhysicsCollision); //the specialPhysicsCollision allows these objects to not collide with the terrain
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if (mass != 0.0f) {
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bodies.push_back(body);
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}
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if(!rotate)
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{
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body->setAngularFactor(btVector3(0,0,0));
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}
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if (mass != 0.0f) {
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if(bodies.size() != indice)
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throw std::invalid_argument( "Bodies out of Sync: After adding Button" );
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}
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}
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void Physics::addBox(float width, float height, float length, Entity entity, float mass, float dampningL, float dampningA, unsigned indice,bool rotate)
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{
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//similar to other constructors
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if (mass != 0.0f) {
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if(bodies.size() == indice)
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throw std::invalid_argument( "Bodies out of Sync: Before adding Box" );
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}
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glm::quat glmQuat = glm::quat_cast(entity.getRotation());
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btBoxShape* box = new btBoxShape(btVector3(width/2,height/2,length/2));
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btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(glmQuat.x,glmQuat.y,glmQuat.z,glmQuat.w),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) //&& rotate lets certain objects get inertia (0,0,0) (not rotateable)
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{
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box->calculateLocalInertia((btScalar)mass,inertia);
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}
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btRigidBody::btRigidBodyConstructionInfo info(mass,motion,box,inertia);
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btRigidBody* body = new btRigidBody(info);
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body->setDamping(dampningL, dampningA);
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world->addRigidBody(body,COL_OBJECTS, objectsPhysicsCollision);
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if (mass != 0.0f) {
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bodies.push_back(body);
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}
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if(!rotate)
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{
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body->setAngularFactor(btVector3(0,0,0));
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}
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if (mass != 0.0f) {
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if(bodies.size() != indice)
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throw std::invalid_argument( "Bodies out of Sync: After adding Box" );
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}
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}
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void Physics::addSphere(float rad, Entity entity, float mass, float dampningL, float dampningA, unsigned indice,bool rotate)
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{
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if (mass != 0.0f) {
|
|
if(bodies.size() == indice) //(user's initial) height, not the actual height. More...
|
|
throw std::invalid_argument( "Bodies out of Sync: Before adding Sphere" );
|
|
}
|
|
|
|
btSphereShape* sphere = new btSphereShape(rad);
|
|
btVector3 inertia(0,0,0);
|
|
if(mass != 0.0)
|
|
{
|
|
sphere->calculateLocalInertia((btScalar)mass,inertia);
|
|
}
|
|
|
|
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)));
|
|
|
|
btRigidBody::btRigidBodyConstructionInfo info(mass,motion,sphere,inertia);
|
|
|
|
btRigidBody* body = new btRigidBody(info);
|
|
|
|
body->setDamping(dampningL, dampningA);
|
|
|
|
world->addRigidBody(body,COL_OBJECTS, objectsPhysicsCollision);
|
|
|
|
if (mass != 0.0f) {
|
|
bodies.push_back(body);
|
|
}
|
|
|
|
if(!rotate)//rotate lets certain objects get inertia (0,0,0) (not rotateable)
|
|
{
|
|
body->setAngularFactor(btVector3(0,0,0));
|
|
}
|
|
|
|
body->setSleepingThresholds(0,0);
|
|
|
|
if (mass != 0.0f) {
|
|
if(bodies.size() != indice)
|
|
throw std::invalid_argument( "Bodies out of Sync: After adding Sphere" );
|
|
}
|
|
}
|
|
|
|
void Physics::prepareCollisionDetection()
|
|
{
|
|
playerTerrainCol = playerObjectColision = false;
|
|
}
|
|
|
|
bool Physics::playerWithGround()
|
|
{
|
|
return playerTerrainCol;
|
|
}
|
|
|
|
bool Physics::playerWithObject()
|
|
{
|
|
return playerObjectColision;
|
|
}
|
|
|
|
void Physics::addCamera() //Camera Creator automatically called when player is created
|
|
{
|
|
btSphereShape* sphere = new btSphereShape(1.0f); //we use this to make a more interesting camera, that does not interpenetrate with the terrain/objects
|
|
|
|
btVector3 inertia(0,0,0); //rotation handled elsewhere (as it always has to look at the player)
|
|
|
|
btVector3 direction(1,1,1);
|
|
direction.normalize();
|
|
direction*=cameraDistance; //create a offset of length 5 so we have a stable camera at the beginning
|
|
btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1),playerBall->getCenterOfMassPosition()+direction));
|
|
|
|
btRigidBody::btRigidBodyConstructionInfo info(0.001,motion,sphere,inertia);
|
|
|
|
cameraBody = new btRigidBody(info);
|
|
|
|
cameraBody->setDamping(0.9,0.5); //this damping factor leaves a relativly smoothe system
|
|
|
|
info.m_friction = 0;
|
|
info.m_restitution = 0;
|
|
|
|
world->addRigidBody(cameraBody,COL_OBJECTS, objectsPhysicsCollision);
|
|
|
|
cameraBody->setGravity(btVector3(0,0,0));
|
|
|
|
cameraBody->setSleepingThresholds(0,0); //very important, otherwise camera may go to sleep, aka not move until next collision
|
|
}
|
|
|
|
|
|
//update functions
|
|
glm::vec3 Physics::getCameraPosition()
|
|
{
|
|
btVector3 origin = cameraBody->getCenterOfMassPosition();
|
|
glm::vec3 save(origin.getX(),origin.getY(),origin.getZ());
|
|
return save;
|
|
}
|
|
|
|
glm::vec3 Physics::getCameraToPlayer() //returns a glm::vec3 the goes from the camera to the player
|
|
{
|
|
btVector3 origin = playerBall->getCenterOfMassPosition() - cameraBody->getCenterOfMassPosition();
|
|
glm::vec3 save(origin.getX(),origin.getY(),origin.getZ());
|
|
return save;
|
|
}
|
|
|
|
glm::vec3 Physics::getPos(int i) //this and the next function are used to synchronize the graphics data and the physics data
|
|
{
|
|
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())
|
|
); //somewhat clunky, but basicly creates a rotation matrix out of the angle of the body, and its axis (from the quaterion in bullet)
|
|
return matrix;
|
|
}
|
|
|
|
//these are used to apply a force to the camera body according to the movement of the mouse
|
|
void Physics::updateCameraPos(glm::vec2 mouseMovement, float strength, float distance)
|
|
{
|
|
this->cameraDistance = distance;
|
|
//note: in mouseMovement x and y are flipped in contrast to bullet
|
|
btVector3 dodo = btVector3(0,1,0).cross(btVector3(currentDirection.x(),0,currentDirection.z()));
|
|
currentDirection = currentDirection.rotate(dodo,mouseMovement.x / 500);//mathhelper 3.14159265359
|
|
|
|
btVector3 compare = currentDirection;
|
|
compare.setY(0);
|
|
compare.normalize();
|
|
if(currentDirection.angle(compare)>= 3.14159265359/4)
|
|
{
|
|
dodo = btVector3(0,1,0).cross(btVector3(currentDirection.x(),0,currentDirection.z()));
|
|
compare = compare.rotate(-dodo, 3.14159265359/4);
|
|
if(currentDirection.y()<0)
|
|
compare.setY(-compare.y());
|
|
|
|
currentDirection = compare;
|
|
}
|
|
|
|
currentDirection = currentDirection.rotate(btVector3(0,1,0),-mouseMovement.y/1000);
|
|
currentDirection.normalize();
|
|
}
|
|
|
|
//use the crossproduct to correctly apply a torque to the palyer if function called
|
|
void Physics::rollForward(glm::vec3 camPos,float strength)
|
|
{
|
|
if(!simulationActive)
|
|
return;
|
|
btVector3 pos = cameraBody->getCenterOfMassPosition() - playerBall->getCenterOfMassPosition();
|
|
pos.setY(0);
|
|
pos.normalize();
|
|
pos = btCross(pos,btVector3(0,1,0));
|
|
pos *= strength;
|
|
playerBall->applyTorque(pos);
|
|
}
|
|
|
|
void Physics::rollBack(glm::vec3 camPos,float strength)
|
|
{
|
|
if(!simulationActive)
|
|
return;
|
|
btVector3 pos = cameraBody->getCenterOfMassPosition() - playerBall->getCenterOfMassPosition();
|
|
pos.setY(0);
|
|
pos.normalize();
|
|
pos = btCross(btVector3(0,1,0),pos);
|
|
pos *= strength;
|
|
playerBall->applyTorque(pos);
|
|
}
|
|
|
|
void Physics::rollLeft(glm::vec3 camPos,float strength)
|
|
{
|
|
if(!simulationActive)
|
|
return;
|
|
btVector3 pos = cameraBody->getCenterOfMassPosition() - playerBall->getCenterOfMassPosition();
|
|
pos.setY(0);
|
|
pos.normalize();
|
|
pos *= strength;
|
|
playerBall->applyTorque(pos);
|
|
}
|
|
|
|
void Physics::rollRight(glm::vec3 camPos,float strength)
|
|
{
|
|
if(!simulationActive)
|
|
return;
|
|
btVector3 pos = cameraBody->getCenterOfMassPosition() - playerBall->getCenterOfMassPosition();
|
|
pos.setY(0);
|
|
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);
|
|
} //not needed anymoer, but still good for debugging
|
|
|
|
|
|
|
|
void Physics::forceMove(glm::vec3 newPosition, unsigned indice)//ugly, but needed for reset
|
|
{
|
|
bodies[indice]->setCenterOfMassTransform(btTransform(btQuaternion(0,0,0,1),btVector3(newPosition.x,newPosition.y,newPosition.z)));
|
|
bodies[indice]->setLinearVelocity(btVector3(0,0,0));
|
|
bodies[indice]->setAngularVelocity(btVector3(0,0,0));
|
|
}
|
|
|
|
void Physics::forcePlayer(glm::vec3 newPosition)//ugly, but needed for reset
|
|
{
|
|
if(!simulationActive)
|
|
return;
|
|
simulationActive = false;
|
|
resetHight = playerBall->getCenterOfMassPosition().y();
|
|
|
|
startPosition = btVector3(newPosition.x,newPosition.y,newPosition.z);
|
|
}
|
|
|
|
void Physics::forceMoveCamera(btVector3 newPosition)
|
|
{
|
|
cameraBody->setCenterOfMassTransform(btTransform(btQuaternion(0,0,0,1),newPosition));
|
|
}
|
|
|
|
void Physics::activateEndgame()
|
|
{
|
|
if(endgame)
|
|
return;
|
|
endgame = true;
|
|
positionConstraint cons;
|
|
cons.body = playerBall;
|
|
cons.strength = 1;
|
|
cons.position = playerBall->getCenterOfMassPosition() + btVector3(0,15,0);
|
|
playerBall->setGravity(btVector3(0,0,0));
|
|
allPositionConstraints.push_back(cons);
|
|
}
|
|
|
|
void Physics::kill() //delete dynamically allocated memory
|
|
{
|
|
if (world == NULL) {
|
|
return;
|
|
}
|
|
//btDynamimcWorld*
|
|
for(unsigned i = 0; i < bodies.size();i++)
|
|
{
|
|
world->removeCollisionObject(bodies[i]); //go through the list of bodies in world 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];
|
|
}
|
|
btMotionState* motionState = terrainBody->getMotionState(); //delete the rest that are not in the array bodies
|
|
btCollisionShape* shape = terrainBody->getCollisionShape();
|
|
delete shape;
|
|
delete motionState;
|
|
delete terrainBody;
|
|
|
|
motionState = cameraBody->getMotionState();
|
|
shape = cameraBody->getCollisionShape();
|
|
delete shape;
|
|
delete motionState;
|
|
delete cameraBody; //note: palyerBall is also in the array bodies so we do not need to clean it up
|
|
|
|
delete dispatcher; //clean up rest
|
|
delete colConfig;
|
|
delete solver;
|
|
delete broadphase;
|
|
delete world;
|
|
|
|
//feel like a good little programmer because everything is clean
|
|
}
|
|
|
|
btDynamicsWorld* Physics::getWorld() {
|
|
return world;
|
|
}
|