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source: code/branches/physics/src/orxonox/objects/HelloBullet.cc @ 2164

Last change on this file since 2164 was 2150, checked in by martisty, 16 years ago

Physics implementation in scene.cc

File size: 5.9 KB
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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 <OgreStaticGeometry.h>
33#include <OgreSceneManager.h>
34#include <OgreEntity.h>
35
36#include "ogreode/OgreOde_Core.h"
37#include "ogreode/OgreOdeGeometry.h"
38#include "util/Convert.h"
39#include "core/CoreIncludes.h"
40#include "core/ConfigValueIncludes.h"
41#include "core/XMLPort.h"
42#include "objects/Scene.h"
43
44#include "util/Sleep.h"
45
46
47namespace orxonox
48{
49    CreateFactory(HelloBullet);
50   
51    HelloBullet::HelloBullet(BaseObject* creator)
52        : BaseObject(creator)
53    {
54           RegisterObject(HelloBullet);
55           COUT(0) << "HelloBullet loaded" << std::endl ;
56           int maxProxies = 1024;
57
58
59  //      btVector3 worldAabbMin(-10000,-10000,-10000);
60  //      btVector3 worldAabbMax(10000,10000,10000);
61  //      btAxisSweep3* broadphase = new btAxisSweep3(worldAabbMin,worldAabbMax,maxProxies);
62
63  //      btDefaultCollisionConfiguration* collisionConfiguration = new btDefaultCollisionConfiguration();
64  //      btCollisionDispatcher* dispatcher = new btCollisionDispatcher(collisionConfiguration);
65
66  //      btSequentialImpulseConstraintSolver* solver = new btSequentialImpulseConstraintSolver;
67
68  //      dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,broadphase,solver,collisionConfiguration);
69
70        dynamicsWorld =  creator->getScene()->getPhysicalWorld();
71        dynamicsWorld-> setGravity(btVector3(0,-10,0));
72
73
74        btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0,1,0),10);
75
76        btCollisionShape* fallShape = new btSphereShape(1);
77
78
79        btDefaultMotionState* groundMotionState = new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1),btVector3(0,-1,0)));
80        btRigidBody::btRigidBodyConstructionInfo
81                groundRigidBodyCI(0,groundMotionState,groundShape,btVector3(0,0,0));
82        btRigidBody* groundRigidBody = new btRigidBody(groundRigidBodyCI);
83        dynamicsWorld->addRigidBody(groundRigidBody);
84
85
86        btDefaultMotionState* fallMotionState =
87                new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1),btVector3(0,100,0)));
88        btScalar mass = 1000;
89        btVector3 fallInertia(0,0,0);
90        fallShape->calculateLocalInertia(mass,fallInertia);
91        btRigidBody::btRigidBodyConstructionInfo fallRigidBodyCI(mass,fallMotionState,fallShape,fallInertia);
92        fallRigidBody = new btRigidBody(fallRigidBodyCI);
93        dynamicsWorld->addRigidBody(fallRigidBody);
94
95 
96
97//load floor mash
98        Ogre::SceneManager* sceneMgr = creator->getScene()->getSceneManager();
99
100        int i = 0;
101        Ogre::StaticGeometry* floor;
102        floor = sceneMgr->createStaticGeometry("StaticFloor");
103        floor->setRegionDimensions(Ogre::Vector3(160.0, 100.0, 160.0));
104        // Set the region origin so the center is at 0 world
105        floor->setOrigin(Ogre::Vector3::ZERO);
106        for (Real z = -80.0; z <= 80.0; z += 20.0)
107        {
108            for (Real x = -80.0; x <= 80.0; x += 20.0)
109            {
110                std::string name = std::string("Ground") + convertToString(i++);
111                Ogre::Entity* entity = sceneMgr->createEntity(name, "plane.mesh");
112                entity->setQueryFlags (1<<4);
113                entity->setCastShadows(false);
114                floor->addEntity(entity, Ogre::Vector3(x,0,z));
115            }
116        }       
117
118        floor->build();
119
120
121// crate
122
123        entity_ = sceneMgr->createEntity("crate","crate.mesh");
124        entity_->setQueryFlags (1<<2);
125        sceneNode_ = sceneMgr->getRootSceneNode()->createChildSceneNode("crate");
126        sceneNode_->attachObject(entity_);
127        entity_->setNormaliseNormals(true);
128        entity_->setCastShadows(true);
129        sceneNode_ -> setPosition(Vector3(0,100,0));
130
131
132     
133
134
135    }
136
137    HelloBullet::~HelloBullet()
138    {
139     //  dynamicsWorld->removeRigidBody(fallRigidBody);
140     //   delete fallRigidBody->getMotionState();
141     //   delete fallRigidBody;
142
143     //   dynamicsWorld->removeRigidBody(groundRigidBody);
144     //   delete groundRigidBody->getMotionState();
145     //   delete groundRigidBody;
146
147
148     //   delete fallShape;
149
150     //   delete groundShape;
151
152
153     //   delete dynamicsWorld;
154     //   delete solver;
155     //   delete collisionConfiguration;
156     //   delete dispatcher;
157     //   delete broadphase;
158
159    }
160
161    void HelloBullet::setConfigValues()
162    {
163
164    }
165
166    /**
167    @brief
168        XML loading and saving.
169    @param
170        xmlelement The XML-element
171    @param     
172        loading Loading (true) or saving (false)
173    @return
174        The XML-element
175    */
176    void HelloBullet::XMLPort(Element& xmlelement, XMLPort::Mode mode)
177    {
178      SUPER(HelloBullet, XMLPort, xmlelement, mode);
179    }
180
181    void HelloBullet::tick(float dt)
182    {
183                dynamicsWorld->stepSimulation(dt,10);
184                btTransform trans;
185                fallRigidBody->getMotionState()->getWorldTransform(trans);
186               // COUT(0) << "sphere height: " << trans.getOrigin().getY() << std::endl;
187                sceneNode_ -> setPosition(Vector3(0,trans.getOrigin().getY(),0));
188        //      msleep(20);
189               
190               
191    }
192
193}
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