Esempio n. 1
0
void Entity::InitializePhysics() {
	btTransform transform(btQuaternion(0, 0, 0, 1), btVector3(mPosition.x, mPosition.y, 0));
	transform.setIdentity();
	//btTransform transform;
	transform.setIdentity();
	btScalar mass(1.f);
	btVector3 local_inertia(0, 0, 0);

	if(mUID.substr(0,5) == "empty") {
		mCollisionShape = boost::shared_ptr<btCollisionShape>(new btBoxShape(btVector3(15*mScale, 1*mScale, 1)));
	} else if(mImageFile == "evil1") {
		mCollisionShape = boost::shared_ptr<btCollisionShape>(new btBoxShape(btVector3(0.5*mScale, 0.22*mScale, 1)));
	} else if(mImageFile == "evil2") {
		mCollisionShape = boost::shared_ptr<btCollisionShape>(new btBoxShape(btVector3(0.5*mScale, 0.05*mScale, 1)));
	} else {
		mCollisionShape = boost::shared_ptr<btCollisionShape>(new btBoxShape(btVector3(1.2*mScale, 1.2*mScale, 1)));
	}

	mCollisionShape->calculateLocalInertia(mass, local_inertia);
	transform.setOrigin(btVector3(mPosition.x, mPosition.y, 0));
	transform.setRotation(btQuaternion(0, 0, PI - mRotation));

	mMotionState = boost::shared_ptr<btDefaultMotionState>(new btDefaultMotionState(transform));
	btRigidBody::btRigidBodyConstructionInfo rb_info(mass, mMotionState.get(), mCollisionShape.get(), local_inertia);
	mBody = boost::shared_ptr<btRigidBody>(new btRigidBody(rb_info));
	mBody->setDamping(0.2f, 0.2f);
	//mBody->setActivationState(DISABLE_DEACTIVATION);
	mBody->setLinearFactor(btVector3(1,1,0));
	mBody->setAngularFactor(btVector3(0,0,1));
	//mBody->setAngularFactor(btVector3(0,0,1));
	mBody->setUserPointer(this);
}
Esempio n. 2
0
void EQPhysics::RegisterMesh(const std::string &ident, const std::vector<glm::vec3>& verts, const std::vector<unsigned int>& inds, const glm::vec3 &pos, EQPhysicsFlags flag) {
	UnregisterMesh(ident);

	if (verts.size() == 0 || inds.size() == 0) {
		return;
	}

	btTriangleMesh *mesh = new btTriangleMesh();

	int face_count = (int)inds.size() / 3;
	for (int i = 0; i < face_count; ++i) {
		unsigned int i1 = inds[i * 3 + 0];
		unsigned int i2 = inds[i * 3 + 1];
		unsigned int i3 = inds[i * 3 + 2];

		btVector3 v1(verts[i1].x, verts[i1].y, verts[i1].z);
		btVector3 v2(verts[i2].x, verts[i2].y, verts[i2].z);
		btVector3 v3(verts[i3].x, verts[i3].y, verts[i3].z);

		mesh->addTriangle(v1, v2, v3);
	}

	btBvhTriangleMeshShape *mesh_shape = new btBvhTriangleMeshShape(mesh, true, true);

	btTransform origin_transform;
	origin_transform.setIdentity();
	origin_transform.setOrigin(btVector3(pos.x, pos.y, pos.z));

	btDefaultMotionState* motionState = new btDefaultMotionState(origin_transform);
	btRigidBody::btRigidBodyConstructionInfo rb_info(0.0f, motionState, mesh_shape, btVector3(0.0f, 0.0f, 0.0f));
	btRigidBody *rb = new btRigidBody(rb_info);

	imp->collision_world->addRigidBody(rb, (short)flag, (short)flag);
	imp->entity_info->insert(std::make_pair(ident, btMeshInfo(mesh, mesh_shape, rb)));
}
Esempio n. 3
0
void OCModel::init()
{
   collision_configuration_ = new btDefaultCollisionConfiguration();
   dispatcher_ = new btCollisionDispatcher(collision_configuration_);
   broadphase_ = new btDbvtBroadphase();
   solver_ = new btSequentialImpulseConstraintSolver;
   dynamics_world_ = new btDiscreteDynamicsWorld(dispatcher_, broadphase_, 
         solver_, collision_configuration_);
   dynamics_world_->setGravity(btVector3(0, -10, 0));
   dynamics_world_->setDebugDrawer(new OCDebugDraw());
   
   //Temporary stuff to get it working
   btBoxShape *ground_shape = 
         new btBoxShape(btVector3(btScalar(50.), btScalar(50.), btScalar(50.)));
   btTransform ground_transform;
   ground_transform.setIdentity();
   ground_transform.setOrigin(btVector3(0, -50, 0));
   btScalar mass(0.);
   btVector3 local_inertia(0, 0, 0);
   btDefaultMotionState *my_motion_state = new btDefaultMotionState(ground_transform);
   btRigidBody::btRigidBodyConstructionInfo ground_info(mass, 
                                                    my_motion_state,
                                                    ground_shape, 
                                                    local_inertia);
   btRigidBody *ground = new btRigidBody(ground_info);
   dynamics_world_->addRigidBody(ground);

      //collision_shapes_.push_back(col_shape);
      //std::cout << "local inertia: ( " << local_inertia.x() << ", " << local_inertia.y() << ", " <<  local_inertia.z() << " )\n"; 
               
   //CreatureNode *creature = new CreatureNode(1, 1, btVector3(1, 1, 1));
   //CreatureNode *creature = new CreatureNode(1, 1, col_shape);
   //creatures_.push_back(creature);
   //creature->AddToWorld(dynamics_world_, btVector3(
   //         btScalar(start_x + 20),
   //         btScalar(20 + start_y),
   //         btScalar(start_z + 20)));
               
   mass = 1.f;
   btTransform start_transform;
   start_transform.setIdentity();
   start_transform.setOrigin(btVector3(
                       btScalar(-5),
                       btScalar(15),
                       btScalar(-5)));
   my_motion_state = new btDefaultMotionState(start_transform);
   btBoxShape *col_shape = new btBoxShape(btVector3(1, 1, 1));
   col_shape->calculateLocalInertia(mass, local_inertia);

   btRigidBody::btRigidBodyConstructionInfo rb_info(mass,
         my_motion_state,
         col_shape,
         local_inertia);
          
   btRigidBody *body = new btRigidBody(rb_info);
   dynamics_world_->addRigidBody(body);
   
   CreatureNode *c = new CreatureNode(1, 1, btVector3(2, 3, 2));
   c->AddToWorld(dynamics_world_, btVector3(0, 15, 0));

   c = new CreatureNode(1, 1, c->shape_);
   c->AddToWorld(dynamics_world_, btVector3(10, 15, 10));
   
}