void game_scene::start (void) { get_physics_world()->setGravity( btVector3(0.0F, 0.0F, 0.0F) ); // std::string shader_file_name = "ver.sdr f*g.sdr"; const unsigned int game_shader = 1; shader_load( shader_file_name, game_shader ); // set_ambient_color( glm::vec4(0.218F, 0.218F, 0.218F, 1.0F) ); // _light_base* light_one = new _light_base(); light_one->set_diffuse_color( glm::vec3(1.0F, 1.0F, 1.0F) ); /* light_one->set_diffuse_color( glm::vec3(0.36F, 0.05F, 0.67F) ); */ light_one->set_specular_color( glm::vec3(0.9F, 0.9F, 0.9F) ); light_one->set_position_in_world( glm::vec3( 0.0F, 0.0F, 0.0F) ); /* light_one->rotate( 8.0F, vec3( 0.0F, 1.0F, 0.0F ) ); */ light_one->translate( glm::vec3(400.0F, -100.0F, 400.0F) ); add_light( light_one ); _light_base* light_two = new _light_base(); light_two->set_diffuse_color( glm::vec3(0.F, 0.F, 1.F) ); light_two->set_specular_color( glm::vec3(0.9F, 0.9F, 0.9F) ); light_two->set_position_in_world( glm::vec3( 0.0F, 0.0F, 0.0F) ); /* light_two->rotate( 8.0F, vec3( 0.0F, 1.0F, 0.0F ) ); */ light_two->translate( glm::vec3(-400.0F, 200.0F, 400.0F) ); add_light( light_two ); /* std::cout<<"dot: "<<glm::dot( glm::vec3(0.0F, 0.0F, -4.0), glm::vec3(0.0F, 0.0F, -1.0) )<<std::endl; */ // camera_main* camera_m = new camera_main(); camera_m->set_ID( 11 ); camera_m->activate( true ); camera_m->perspective( 45.0F, 1366.0F / 768.0F, 1.0F, 1000.0F ); camera_m->set_position_in_world( glm::vec3( 0.0F, 0.0F, 0.0F ) ); camera_m->rotate( 0.0F, glm::vec3( 0.0F, 1.0F, 0.0F ) ); camera_m->_camera_base::translate( glm::vec3( 0.0F, 3.F, 8.0F ) ); camera_m->_camera_base::rotate( -10.0F, glm::vec3( 1.0F, 0.F, 0.0F ) ); add_camera( camera_m ); // btCollisionDispatcher* dispatcher = static_cast<btCollisionDispatcher*>( this->get_physics_world()->getDispatcher() ); btGImpactCollisionAlgorithm::registerAlgorithm( dispatcher ); // { ship* ship_a = new ship(); ship_a->activate( true ); /* ship_a->generate_model(); */ /* ship_a->load_model_data_from_assets( asset->get_model_data( "lowpolyspaceship.dae" ) ); */ ship_a->set_position_in_world( glm::vec3( 0.0F, 0.0F, 0.0F ) ); ship_a->translate( glm::vec3( .0F, 0.0F, -10.5F ) ); ship_a->set_material_diffuse_color( glm::vec4( 0.0, 0.6, 0.6, 1.0 ) ); ship_a->set_material_specular_color( glm::vec4( 0.0, 0.6, 0.6, 1.0 ) ); /* //////////////////// */ /* ship_a->init_rigid_body( 1.0F, btVector3( 0.6F, 0.6F, 0.6F ), tmpshape ); */ ship_a->get_rigidbody()->setDamping( 0.05F, 0.01F ); ship_a->get_rigidbody()->setAngularFactor( btVector3(0.4F, 0.4F, 0.4F) ); ship_a->get_rigidbody()->setLinearFactor( btVector3(0.4F, 0.4F, 0.4F) ); add_object( ship_a, game_shader ); } { stone_a_l* stone_a_l_a = new stone_a_l(); /* stone_a_l_a->generate_model(); */ /* stone_a_l_a->load_model_data_from_assets( asset->get_model_data( "lowpolyspacestone_a_l.dae" ) ); */ stone_a_l_a->set_position_in_world( glm::vec3( 0.0F, 0.0F, 0.0F ) ); stone_a_l_a->translate( glm::vec3( .0F, 0.0F, -5.0F ) ); stone_a_l_a->set_material_diffuse_color( glm::vec4( 0.0, 0.6, 0.6, 1.0 ) ); stone_a_l_a->set_material_specular_color( glm::vec4( 0.0, 0.6, 0.6, 1.0 ) ); /* //////////////////// */ /* stone_a_l_a->init_rigid_body( 1.0F, btVector3( 0.6F, 0.6F, 0.6F ), tmpshape ); */ stone_a_l_a->get_rigidbody()->setDamping( 0.05F, 0.01F ); stone_a_l_a->get_rigidbody()->setAngularFactor( btVector3(0.4F, 0.4F, 0.4F) ); stone_a_l_a->get_rigidbody()->setLinearFactor( btVector3(0.4F, 0.4F, 0.4F) ); add_object( stone_a_l_a, game_shader ); } { circle* circle_a = new circle(); circle_a->catch_contrtoller(); circle_a->catch_camera( camera_m->get_ID() ); circle_a->set_position_in_world( glm::vec3( 0.0F, 0.0F, 0.0F ) ); circle_a->translate( glm::vec3( .0F, 0.0F, 20.5F ) ); circle_a->set_material_diffuse_color( glm::vec4( 0.6, 0.6, 0.6, 1.0 ) ); circle_a->set_material_specular_color( glm::vec4( 0.6, 0.6, 0.6, 1.0 ) ); add_object( circle_a, game_shader ); } }
void ray_test(glm::vec2 Mouse, glm::vec2 screen_size) { //glm::vec2 Mouse = mouse_pos; Mouse.y = screen_size.y - Mouse.y; //glm::vec4 RayStart = glm::vec4(2*Mouse.x/screen_size.x - 1,2*Mouse.y/screen_size.y - 1, -1, 1); //glm::vec4 RayEnd = RayStart; RayEnd.z = 0; glm::vec4 RayStart( ((float)Mouse.x/(float)screen_size.x - 0.5f) * 2.0f, // [0,1024] -> [-1,1] ((float)Mouse.y/(float)screen_size.y - 0.5f) * 2.0f, // [0, 768] -> [-1,1] -1.0, // The near plane maps to Z=-1 in Normalized Device Coordinates 1.0f ); glm::vec4 RayEnd = RayStart; RayEnd.z = 0.0; /*lRayEnd_NDC( ((float)mouseX/(float)screenWidth - 0.5f) * 2.0f, ((float)mouseY/(float)screenHeight - 0.5f) * 2.0f, 0.0, 1.0f );*/ //RayStart = glm::inverse( get_g_projection()*get_g_view() )*RayStart; RayStart /= RayStart.w; //RayEnd = glm::inverse( get_g_projection()*get_g_view() )*RayEnd; RayEnd /= RayEnd.w; // Faster way (just one inverse) glm::mat4 M = glm::inverse(get_g_projection() * get_g_view()); glm::vec4 lRayStart_world = M * RayStart; lRayStart_world/=lRayStart_world.w; glm::vec4 lRayEnd_world = M * RayEnd ; lRayEnd_world /=lRayEnd_world.w; //glm::vec4 RayDirection = glm::normalize(RayEnd-RayStart); glm::vec3 lRayDir_world(lRayEnd_world - lRayStart_world); lRayDir_world = 1000.0f * glm::normalize(lRayDir_world); //btCollisionWorld::AllHitsRayResultCallback RayCallback(btVector3(lRayStart_world.x,lRayStart_world.y,lRayStart_world.z), btCollisionWorld::ClosestRayResultCallback RayCallback(btVector3(lRayStart_world.x,lRayStart_world.y,lRayStart_world.z), btVector3(lRayDir_world.x,lRayDir_world.y,lRayDir_world.z)); btDiscreteDynamicsWorld* TheWorld = get_physics_world(); TheWorld->rayTest(btVector3(lRayStart_world.x,lRayStart_world.y,lRayStart_world.z), btVector3(lRayDir_world.x,lRayDir_world.y,lRayDir_world.z), RayCallback); int closest = 0; if ( RayCallback.hasHit() ) { //for ( int i = 0; i < RayCallback.m_collisionObjects.size(); i++ ) // { /* std::cout<<i<<": "<<glm::ToVec3(RayCallback.m_hitPointWorld[i])<<" " <<RayCallback.m_hitFractions[i]<<" " <<RayCallback.m_collisionObjects[i]->getCollisionShape()->getShapeType()<<std::endl; */ //printf("collisions %i distance %f ID: %i\n", i, RayCallback.m_hitPointWorld[i].getZ(), RayCallback.m_collisionObjects[i]->getUserIndex()); // if (RayCallback.m_hitPointWorld[i].getZ() > // RayCallback.m_hitPointWorld[closest].getZ() ) // closest = i; // } //printf("closest %i\n", closest); } else{ printf("no hits!!\n"); return; } //struct d3_object * clicked_object = find_object_by_id(RayCallback.m_collisionObjects[closest]->getUserIndex()); struct d3_object * clicked_object = find_object_by_id(RayCallback.m_collisionObject->getUserIndex()); //printf("id trying to find: %i, ID GOT: %i\n", RayCallback.m_collisionObjects[closest]->getUserIndex(), clicked_object->id); //clicked_object->flags = clicked_object->flags | D3_OBJECT_NORENDER; printf("physics state: %i\n", clicked_object->physics_obj->fallRigidBody->getActivationState()); //delete_object(clicked_object); }