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/*
   base/physics.h
   This file is part of the Osirion project and is distributed under 
   the terms and conditions of the GNU General Public License version 2 
*/

#ifndef __INCLUDED_BASE_PHYSICS_H__
#define __INCLUDED_BASE_PHYSICS_H__

#include "sys/sys.h"
#include "core/zone.h"
#include <vector>

#ifdef HAVE_BULLET
#include "btBulletDynamicsCommon.h"
#include "BulletCollision/CollisionShapes/btTriangleMesh.h"
#endif

/*

	This file provides the interface between the osirion game library
	and the bullet physics library

*/

namespace game {

#ifdef HAVE_BULLET
/// helper function to convert math:Vector3f to btVector3
inline btVector3 to_btVector3(const math::Vector3f & v)
{
	return btVector3(v[0], v[1], v[2]);
}

/// helper function to conver math::Axis to btMatrix3x3
inline btMatrix3x3 to_btMatrix3x3(const math::Axis &a)
{
	return btMatrix3x3(a[0][0], a[0][1], a[0][2],
			a[1][0], a[1][1], a[1][2],
			a[2][0], a[2][1], a[2][2]);
};
#endif

/* ---- class CollisionShape --------------------------------------- */

/// a bullet collision shape
class CollisionShape {
public:
	CollisionShape(model::Model *model, const bool moving);

	~CollisionShape();

	inline const std::string &label() const { return shape_label; }

	inline const bool moving() const { return shape_moving; }

#ifdef HAVE_BULLET
	inline btCollisionShape *bullet_shape() { return shape_bulletshape; }
#endif

/* ----- static functions for the shape registry ------------------- */

	/// tpye definition for the collision shape registry
	typedef std::vector<CollisionShape *> Registry;

	static void clear();

	static CollisionShape *add(model::Model *model, const bool moving);

	static CollisionShape *find(model::Model *model, const bool moving);

private:
	std::string shape_label;
	bool shape_moving;

#ifdef HAVE_BULLET
	btCollisionShape *shape_bulletshape;
	btTriangleMesh *shape_mesh;
#endif

	/// collision shape registry
	static Registry shape_registry;
};

/* ---- class Physics ---------------------------------------------- */

/// main physics functions
class Physics {
public:
	/// intialize world physics
	static void init();

	/// run a world physics frame
	static void frame(const float elapsed);

	/// shutdown world physics
	static void shutdown();

#ifdef HAVE_BULLET
	static btDefaultCollisionConfiguration *configuration;

	static btCollisionDispatcher *dispatcher;

	static btSequentialImpulseConstraintSolver *solver;
#endif
};

/* ---- class PhysicsZone ------------------------------------------ */

/// a zone containing collision objects
class PhysicsZone : public core::Zone {
public:
	PhysicsZone(const std::string &label);
	virtual ~PhysicsZone();

#ifdef HAVE_BULLET
	inline  btDiscreteDynamicsWorld *dynamics_world() { return zone_dynamics_world; }

private:
	btAxisSweep3			*zone_cache;
	btDiscreteDynamicsWorld 	*zone_dynamics_world;
#endif
};

/* ---- class PhysicsBody ------------------------------------------ */

/// an object that is capable of colliding with other objects
class PhysicsBody {
public:
	/// initialize a collider attached to an entity
	/** 
	 * a PhysicsBody with zero mass is considered non-moving
	 */
	PhysicsBody(core::Entity *entity);
	~PhysicsBody();

	/// initialize the collision body
	void init_physics(const float mass);

	/// shutdown the collision body
	void shutdown_physics();

	/// collider mass
	inline const float mass() const { return collider_mass; }

	/// the entity the collider is attached to
	inline core::Entity *entity() { return collider_entity; }

#ifdef HAVE_BULLET
	/// the bullet rigid body associated with this collider
	inline btRigidBody *body() { return collider_body; }
#endif

private:
	CollisionShape	*collider_shape;
	core::Entity	*collider_entity;
#ifdef HAVE_BULLET
	btRigidBody 	*collider_body;
#endif
	float		collider_mass;
};

}

#endif // __INCLUDED_BASE_PHYSICS_H__