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source: code/branches/physics/src/orxonox/objects/HelloBullet.cc @ 2300

Last change on this file since 2300 was 2201, checked in by martisty, 16 years ago

loading objects and creating shapes…

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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Martin Stypinski
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30#include "HelloBullet.h"
31
32#include <OgreSceneNode.h>
33#include <OgreStaticGeometry.h>
34#include <OgreSceneManager.h>
35#include <OgreEntity.h>
36
37#include "util/Convert.h"
38#include "core/CoreIncludes.h"
39#include "core/ConfigValueIncludes.h"
40#include "core/XMLPort.h"
41#include "objects/Scene.h"
42
43#include "util/Sleep.h"
44
45
46namespace orxonox
47{
48    CreateFactory(HelloBullet);
49   
50    HelloBullet::HelloBullet(BaseObject* creator)
51        : BaseObject(creator)
52    {
53        RegisterObject(HelloBullet);
54        COUT(0) << "HelloBullet loaded" << std::endl ;
55        int maxProxies = 1024;
56
57
58  //      btVector3 worldAabbMin(-10000,-10000,-10000);
59  //      btVector3 worldAabbMax(10000,10000,10000);
60  //      btAxisSweep3* broadphase = new btAxisSweep3(worldAabbMin,worldAabbMax,maxProxies);
61
62  //      btDefaultCollisionConfiguration* collisionConfiguration = new btDefaultCollisionConfiguration();
63  //      btCollisionDispatcher* dispatcher = new btCollisionDispatcher(collisionConfiguration);
64
65  //      btSequentialImpulseConstraintSolver* solver = new btSequentialImpulseConstraintSolver;
66
67  //      dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,broadphase,solver,collisionConfiguration);
68
69        dynamicsWorld = getCreator()->getScene()->getPhysicalWorld();
70
71
72        btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0,1,0),1);
73
74        btCollisionShape* fallShape = new btSphereShape(1);
75
76
77        btDefaultMotionState* groundMotionState = new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1),btVector3(0,-1,0)));
78        btRigidBody::btRigidBodyConstructionInfo
79                groundRigidBodyCI(0,groundMotionState,groundShape,btVector3(0,0,0));
80        btRigidBody* groundRigidBody = new btRigidBody(groundRigidBodyCI);
81        dynamicsWorld->addRigidBody(groundRigidBody);
82
83
84        btDefaultMotionState* fallMotionState =
85                new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1),btVector3(0,100,0)));
86        btScalar mass = 1000;
87        btVector3 fallInertia(0,0,0);
88        fallShape->calculateLocalInertia(mass,fallInertia);
89        btRigidBody::btRigidBodyConstructionInfo fallRigidBodyCI(mass,fallMotionState,fallShape,fallInertia);
90        fallRigidBody = new btRigidBody(fallRigidBodyCI);
91        dynamicsWorld->addRigidBody(fallRigidBody);
92
93 
94        //load floor mash
95        Ogre::SceneManager* sceneMgr = creator->getScene()->getSceneManager();
96
97        int i = 0;
98        Ogre::StaticGeometry* floor;
99        floor = sceneMgr->createStaticGeometry("StaticFloor");
100        floor->setRegionDimensions(Ogre::Vector3(160.0, 100.0, 160.0));
101        // Set the region origin so the center is at 0 world
102        floor->setOrigin(Ogre::Vector3::ZERO);
103        for (Real z = -80.0; z <= 80.0; z += 20.0)
104        {
105            for (Real x = -80.0; x <= 80.0; x += 20.0)
106            {
107                std::string name = std::string("Ground") + convertToString(i++);
108                Ogre::Entity* entity = sceneMgr->createEntity(name, "plane.mesh");
109                entity->setQueryFlags (1<<4);
110                entity->setCastShadows(false);
111                floor->addEntity(entity, Ogre::Vector3(x,0,z));
112            }
113        }       
114
115        floor->build();
116
117
118        // crate
119
120        entity_ = sceneMgr->createEntity("crate","crate.mesh");
121        entity_->setQueryFlags (1<<2);
122        sceneNode_ = sceneMgr->getRootSceneNode()->createChildSceneNode("crate");
123        sceneNode_->attachObject(entity_);
124        entity_->setNormaliseNormals(true);
125        entity_->setCastShadows(true);
126        sceneNode_ -> setPosition(Vector3(0,100,0));
127    }
128
129    HelloBullet::~HelloBullet()
130    {
131     //  dynamicsWorld->removeRigidBody(fallRigidBody);
132     //   delete fallRigidBody->getMotionState();
133     //   delete fallRigidBody;
134
135     //   dynamicsWorld->removeRigidBody(groundRigidBody);
136     //   delete groundRigidBody->getMotionState();
137     //   delete groundRigidBody;
138
139
140     //   delete fallShape;
141
142     //   delete groundShape;
143
144
145     //   delete dynamicsWorld;
146     //   delete solver;
147     //   delete collisionConfiguration;
148     //   delete dispatcher;
149     //   delete broadphase;
150
151    }
152
153    void HelloBullet::setConfigValues()
154    {
155
156    }
157
158    /**
159    @brief
160        XML loading and saving.
161    @param
162        xmlelement The XML-element
163    @param     
164        loading Loading (true) or saving (false)
165    @return
166        The XML-element
167    */
168    void HelloBullet::XMLPort(Element& xmlelement, XMLPort::Mode mode)
169    {
170      SUPER(HelloBullet, XMLPort, xmlelement, mode);
171    }
172
173    void HelloBullet::tick(float dt)
174    {
175        dynamicsWorld->stepSimulation(dt,10);
176        btTransform trans;
177        fallRigidBody->getMotionState()->getWorldTransform(trans);
178        // COUT(0) << "sphere height: " << trans.getOrigin().getY() << std::endl;
179        sceneNode_ -> setPosition(Vector3(0,trans.getOrigin().getY(),0));
180        //      msleep(20);
181    }
182}
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