Merge remote-tracking branch 'origin/GamePhysics' into Camera
This commit is contained in:
commit
786c6bb3c1
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@ -104,10 +104,13 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float
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Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/8,1,1,50);
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Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace));
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Oyster::Collision3D::Cone *hitCone;
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forcePushData args;
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args.pushForce = pushForce;
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Oyster::Physics::API::Instance().ApplyEffect(hitFrustum,&args,ForcePushAction);
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//Oyster::Physics::API::Instance().ApplyEffect(hitFrustum,&args,ForcePushAction);
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}
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/********************************************************
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@ -126,7 +129,7 @@ void AttatchmentMassDriver::ForceZip(const WEAPON_FIRE &usage, float dt)
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void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt)
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{
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if(hasObject) return; //this test checks if the weapon already has something picked up, if so then it cant use this function
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//if(hasObject) return; //this test checks if the weapon already has something picked up, if so then it cant use this function
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PickUpObject(usage,dt); //first test if there is a nearby object to pickup
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@ -142,19 +145,15 @@ void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt)
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forcePushData args;
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args.pushForce = -pushForce;
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Oyster::Physics::API::Instance().ApplyEffect(hitFrustum,&args,ForcePushAction);
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//Oyster::Physics::API::Instance().ApplyEffect(hitFrustum,&args,ForcePushAction);
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}
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void AttatchmentMassDriver::PickUpObject(const WEAPON_FIRE &usage, float dt)
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{
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Oyster::Math::Float3 pos = owner->GetPosition() + owner->GetLookDir().GetNormalized()*5;
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Oyster::Collision3D::Sphere hitSphere = Oyster::Collision3D::Sphere(pos,20);
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/*Oyster::Math::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(owner->GetLookDir(), owner->GetRigidBody()->GetGravityNormal(), owner->GetPosition());
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Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1,1,20);
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Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace));
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*/
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Oyster::Collision3D::Sphere *hitSphere = new Oyster::Collision3D::Sphere(pos,20);
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Oyster::Physics::API::Instance().ApplyEffect(hitSphere,this,AttemptPickUp);
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delete hitSphere;
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}
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@ -12,6 +12,8 @@ using namespace ::Utility::Value;
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API_Impl API_instance;
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API & API::Instance()
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{
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return API_instance;
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@ -251,9 +253,73 @@ void API_Impl::ReleaseFromLimbo( const ICustomBody* objRef )
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}
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void API_Impl::ApplyEffect( const Oyster::Collision3D::ICollideable& collideable, void* args, void(hitAction)(ICustomBody*, void*) )
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void API_Impl::ApplyEffect(Oyster::Collision3D::ICollideable* collideable, void* args, EventAction_ApplyEffect effect)
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{
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btRigidBody* body;
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btCollisionShape* shape;
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btMotionState* state;
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btRigidBody::btRigidBodyConstructionInfo rigidBodyCI(0, NULL, NULL);
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Sphere* sphere;
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Box* box;
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Cone* cone;
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switch(collideable->type)
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{
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case ICollideable::Type::Type_sphere:
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sphere = dynamic_cast<Sphere*>(collideable);
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// Add collision shape
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shape = new btSphereShape(sphere->radius);
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// Add motion state
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state = new btDefaultMotionState(btTransform(btQuaternion(0.0f, 0.0f, 0.0f, 1.0f),btVector3(sphere->center.x, sphere->center.y, sphere->center.z)));
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// Add rigid body
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rigidBodyCI = btRigidBody::btRigidBodyConstructionInfo(0, state, shape);
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body = new btRigidBody(rigidBodyCI);
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break;
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case ICollideable::Type::Type_box:
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box = dynamic_cast<Box*>(collideable);
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// Add collision shape
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shape = new btBoxShape(btVector3(box->boundingOffset.x, box->boundingOffset.y, box->boundingOffset.z));
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// Add motion state
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state = new btDefaultMotionState(btTransform(btQuaternion(0.0f, 0.0f, 0.0f, 1.0f),btVector3(box->center.x, box->center.y, box->center.z)));
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// Add rigid body
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rigidBodyCI = btRigidBody::btRigidBodyConstructionInfo(0, state, shape);
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body = new btRigidBody(rigidBodyCI);
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break;
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case ICollideable::Type::Type_cone:
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cone = dynamic_cast<Cone*>(collideable);
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// Add collision shape
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shape = new btConeShape(cone->radius, cone->height.GetLength());
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// Add motion state
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state = new btDefaultMotionState(btTransform(btQuaternion(btVector3(cone->height.x, cone->height.y, cone->height.z).normalized(), 0.0f),btVector3(cone->position.x, cone->position.y, cone->position.z)));
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// Add rigid body
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rigidBodyCI = btRigidBody::btRigidBodyConstructionInfo (0, state, shape);
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body = new btRigidBody(rigidBodyCI);
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break;
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default:
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return;
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}
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ContactSensorCallback callback(*body, effect, args);
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this->dynamicsWorld->contactTest(body, callback);
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delete state;
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state = NULL;
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delete shape;
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shape = NULL;
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delete body;
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body = NULL;
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}
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namespace Oyster
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@ -12,6 +12,42 @@ namespace Oyster
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class API_Impl : public API
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{
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public:
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struct ContactSensorCallback : public btCollisionWorld::ContactResultCallback
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{
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ContactSensorCallback(btRigidBody& contactBody, EventAction_ApplyEffect effect, void* args)
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: btCollisionWorld::ContactResultCallback(), body(contactBody), func(effect), args(args) {}
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btRigidBody& body;
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EventAction_ApplyEffect func;
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void* args;
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virtual bool needsCollision(btBroadphaseProxy* proxy) const
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{
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if(!btCollisionWorld::ContactResultCallback::needsCollision(proxy))
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return false;
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return body.checkCollideWithOverride(static_cast<btCollisionObject*>(proxy->m_clientObject));
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}
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virtual btScalar addSingleResult(btManifoldPoint& cp, const btCollisionObjectWrapper* colObj0, int partId0, int index0, const btCollisionObjectWrapper* colObj1, int partId1, int index1)
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{
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btVector3 pt;
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if(colObj0->m_collisionObject == &body)
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{
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pt = cp.m_localPointA;
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this->func((ICustomBody*)(colObj1->getCollisionObject()->getUserPointer()), this->args);
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}
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else
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{
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assert(colObj1->m_collisionObject == &body && "Body does not match either collision object");
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pt = cp.m_localPointB;
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this->func((ICustomBody*)(colObj0->getCollisionObject()->getUserPointer()), this->args);
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}
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return 0;
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}
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};
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API_Impl();
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virtual ~API_Impl();
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@ -33,7 +69,7 @@ namespace Oyster
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void UpdateWorld();
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void ApplyEffect( const Oyster::Collision3D::ICollideable& collideable, void* args, void(hitAction)(ICustomBody*, void*) );
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void ApplyEffect(Oyster::Collision3D::ICollideable* collideable, void* args, EventAction_ApplyEffect effect);
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private:
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btBroadphaseInterface* broadphase;
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@ -67,6 +67,11 @@ void SimpleRigidBody::SetState( const SimpleRigidBody::State &state )
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this->state = state;
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}
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void SimpleRigidBody::ApplyImpulse(Float3 impulse)
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{
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this->rigidBody->applyImpulse(btVector3(impulse.x, impulse.y, impulse.z), btVector3(0.0f, 0.0f, 0.0f));
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}
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void SimpleRigidBody::SetCollisionShape(btCollisionShape* shape)
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{
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this->collisionShape = shape;
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@ -18,6 +18,8 @@ namespace Oyster
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State& GetState( State &targetMem ) const;
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void SetState( const State &state );
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void ApplyImpulse(Math::Float3 impulse);
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void SetCollisionShape(btCollisionShape* shape);
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void SetMotionState(btDefaultMotionState* motionState);
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void SetRigidBody(btRigidBody* rigidBody);
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@ -45,6 +45,7 @@ namespace Oyster
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typedef Struct::Gravity Gravity;
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typedef void (*EventAction_Destruction)( ::Utility::DynamicMemory::UniquePointer<ICustomBody> proto );
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typedef void (*EventAction_ApplyEffect)(ICustomBody* collidedBody, void* args);
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/** Gets the Physics instance. */
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static API & Instance();
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@ -99,7 +100,7 @@ namespace Oyster
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* @param hitAction: A function that contains the effect. Parameterlist contains the custom body
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the collideable hits, and the arguments sent to the function.
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********************************************************/
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virtual void ApplyEffect( const Oyster::Collision3D::ICollideable& collideable, void* args, void(hitAction)(ICustomBody*, void*) ) = 0;
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virtual void ApplyEffect(Oyster::Collision3D::ICollideable* collideable, void* args, EventAction_ApplyEffect effect) = 0;
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protected:
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virtual ~API() {}
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@ -134,6 +135,8 @@ namespace Oyster
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virtual void SetSubscription(EventAction_AfterCollisionResponse function) = 0;
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virtual void SetSubscription(EventAction_Move function) = 0;
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virtual void ApplyImpulse(::Oyster::Math::Float3 impulse) = 0;
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virtual void SetLinearVelocity(::Oyster::Math::Float3 velocity) = 0;
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virtual void SetPosition(::Oyster::Math::Float3 position) = 0;
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virtual void SetRotation(::Oyster::Math::Float4 quaternion) = 0;
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@ -0,0 +1,44 @@
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/////////////////////////////////////////////////////////////////////
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// Created by Erik Persson 2014
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/////////////////////////////////////////////////////////////////////
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#include "Cone.h"
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#include "OysterCollision3D.h"
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using namespace ::Oyster::Collision3D;
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using namespace ::Oyster::Math3D;
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Cone::Cone( ) : ICollideable(Type_cone)
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{
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this->radius = 1;
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this->height = Oyster::Math::Float3(0,0,0);
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}
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Cone::Cone( const ::Oyster::Math::Float3 &height, const Oyster::Math::Float3 &position, const ::Oyster::Math::Float &radius )
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{
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this->radius = radius;
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this->height = height;
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this->position = position;
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}
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Cone::Cone( const ::Oyster::Math::Float4 &height, const Oyster::Math::Float4 &position, const ::Oyster::Math::Float &radius )
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{
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this->radius = radius;
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this->height = (Oyster::Math::Float3)height;
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this->position = (Oyster::Math::Float3)position;
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}
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Cone::~Cone( )
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{
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}
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Cone & Cone::operator = ( const Cone &cone )
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{
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this->radius = cone.radius;
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this->height = cone.height;
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this->position = cone.position;
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return *this;
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}
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@ -0,0 +1,39 @@
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/////////////////////////////////////////////////////////////////////
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// Created by Erik Persson 2014
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/////////////////////////////////////////////////////////////////////
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#pragma once
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#ifndef OYSTER_COLLISION_3D_CONE_H
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#define OYSTER_COLLISION_3D_CONE_H
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#include "OysterMath.h"
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#include "ICollideable.h"
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namespace Oyster
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{
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namespace Collision3D
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{
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class Cone : public ICollideable
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{
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public:
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Cone();
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Cone( const ::Oyster::Math::Float3 &height, const Oyster::Math::Float3 &position, const ::Oyster::Math::Float &radius );
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Cone( const ::Oyster::Math::Float4 &height, const Oyster::Math::Float4 &position, const ::Oyster::Math::Float &radius );
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virtual ~Cone( );
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Cone & operator = ( const Cone &Cone );
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Oyster::Math::Float3 height;
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Oyster::Math::Float3 position;
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Oyster::Math::Float radius;
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};
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}
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}
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#endif
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@ -26,7 +26,8 @@ namespace Oyster { namespace Collision3D //! Contains a collection of 3D shapes
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Type_box_axis_aligned,
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Type_box,
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Type_frustrum,
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Type_line
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Type_line,
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Type_cone,
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};
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const Type type;
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@ -17,6 +17,7 @@
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#include "Box.h"
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#include "Frustrum.h"
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#include "Line.h"
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#include "Cone.h"
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namespace Oyster { namespace Collision3D { namespace Utility
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{
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@ -154,6 +154,7 @@
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<ClInclude Include="BoxAxisAligned.h" />
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<ClInclude Include="FluidDrag.h" />
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<ClInclude Include="Frustrum.h" />
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<ClInclude Include="Cone.h" />
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<ClInclude Include="ICollideable.h" />
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<ClInclude Include="Inertia.h" />
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<ClInclude Include="Line.h" />
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@ -172,6 +173,7 @@
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<ItemGroup>
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<ClCompile Include="Box.cpp" />
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<ClCompile Include="BoxAxisAligned.cpp" />
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<ClCompile Include="Cone.cpp" />
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<ClCompile Include="FluidDrag.cpp" />
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<ClCompile Include="Frustrum.cpp" />
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<ClCompile Include="ICollideable.cpp" />
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@ -81,6 +81,9 @@
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<ClInclude Include="Universe.h">
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<Filter>Header Files\Collision</Filter>
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</ClInclude>
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<ClInclude Include="Cone.h">
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<Filter>Header Files\Collision</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="Box.cpp">
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@ -131,5 +134,8 @@
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<ClCompile Include="Inertia.cpp">
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<Filter>Source Files\Physics</Filter>
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</ClCompile>
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<ClCompile Include="Cone.cpp">
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<Filter>Source Files\Collision</Filter>
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</ClCompile>
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</ItemGroup>
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</Project>
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