u32 wsScene::addPrimitive(wsPrimitive* myPrimitive) { wsAssert(numPrimitives < WS_MAX_PRIMITIVES, "Cannot add another primitive to the scene. Maximum already reached."); primitives[numPrimitives] = myPrimitive; #if WS_PHYSICS_BACKEND == WS_BACKEND_BULLET switch (myPrimitive->getType()) { case WS_PRIM_TYPE_PLANE: { wsPlane* plane = (wsPlane*)myPrimitive; vec4 data = plane->getPosData(); btCollisionShape* planeShape = wsNew(btStaticPlaneShape, btStaticPlaneShape(btVector3(data.x, data.y, data.z), data.w)); btDefaultMotionState* planeState = wsNew(btDefaultMotionState, btDefaultMotionState(btTransform(btQuaternion(0.0f, 0.0f, 0.0f, 1.0f), btVector3(0.0f, 0.0f, 0.0f)))); btRigidBody::btRigidBodyConstructionInfo planeRigidBodyCI(0, planeState, planeShape, btVector3(0,0,0)); btRigidBody* groundRigidBody = wsNew(btRigidBody, btRigidBody(planeRigidBodyCI)); physicsWorld->addRigidBody(groundRigidBody, myPrimitive->getCollisionClass(), collisionClasses[(u32)wsLog2(myPrimitive->getCollisionClass())]); } break; case WS_PRIM_TYPE_CUBE: { wsCube* cube = (wsCube*)myPrimitive; vec4 dimensions = cube->getDimensions(); vec4 pos = cube->getPos(); quat rot = cube->getRot(); btCollisionShape* cubeShape = wsNew(btBoxShape, btBoxShape(btVector3(dimensions.x/2.0f, dimensions.y/2.0f, dimensions.z/2.0f))); btDefaultMotionState* cubeState = wsNew(btDefaultMotionState, btDefaultMotionState(btTransform(btQuaternion(rot.x, rot.y, rot.z, rot.w), btVector3(pos.x, pos.y, pos.z)))); btRigidBody::btRigidBodyConstructionInfo cubeRigidBodyCI(0, cubeState, cubeShape, btVector3(0, 0, 0)); btRigidBody* cubeRigidBody = wsNew(btRigidBody, btRigidBody(cubeRigidBodyCI)); physicsWorld->addRigidBody(cubeRigidBody, myPrimitive->getCollisionClass(), collisionClasses[(u32)wsLog2(myPrimitive->getCollisionClass())]); } break; default: break; } #endif return numPrimitives++; }
EventBox::EventBox(vec3f size, CameraLogic* logic, PlayerLogic* playerLogic) :m_Event((std::string("Event Box") + std::to_string(s_Count)).c_str()), m_Handler(logic, playerLogic), m_Box(0, New btDefaultMotionState(), New btBoxShape(btVector3(size.x, size.y, size.z) * 0.5f / Config::s_PPM)), m_Model("") { s_Count++; m_Event.AddComponent(&m_Handler); m_Event.AddComponent(&m_Box); m_Event.AddComponent(&m_Model); m_Node = New WE::Node(&m_Event); m_Event.AddComponent(m_Node); m_Box.GetBody()->setCollisionFlags(m_Box.GetBody()->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE); }
Enemy::Enemy(std::string path, vec3f size,vec3f modelSize, vec3f tunnelSize, unsigned int count, unsigned int current, Player* player, EnemyPool* enemies, CameraLogic* camera) : m_Enemy("Enemy"), m_Model(path.c_str(),modelSize), m_Body(1, New btDefaultMotionState(), New btBoxShape(btVector3(size.x, size.y, size.z) / 2.0f)), m_Node(nullptr), m_Logic(&m_Body), m_Handler(player, enemies,camera) { m_Enemy.AddComponent(&m_Model); m_Enemy.AddComponent(&m_Body); m_Node = New Node(&m_Enemy); m_Enemy.AddComponent(m_Node); InitialisePosition(tunnelSize,size,count, current); m_Body.GetRigidBody().setLinearFactor(btVector3(1.0f, 0.0f, 1.0f)); m_Body.GetRigidBody().setCollisionFlags(m_Body.GetRigidBody().getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE); m_Enemy.AddComponent(&m_Logic); m_Enemy.AddComponent(&m_Handler); }