Merge branch 'havok'

Conflicts:
	src/GameWorld.cpp
	src/Systems/PhysicsSystem.cpp
	src/Systems/PhysicsSystem.h
	vs11/Returngeance/Returngeance.vcxproj.filters
This commit is contained in:
2014-04-24 23:11:16 +02:00
17 changed files with 1834 additions and 128 deletions
+1 -1
View File
@@ -77,7 +77,7 @@ void Camera::UpdateProjectionMatrix()
void Camera::UpdateViewMatrix()
{
m_ViewMatrix = glm::translate(glm::toMat4(m_Orientation), -m_Position);
m_ViewMatrix = glm::toMat4(glm::inverse(m_Orientation)) * glm::translate(-m_Position);
}
void Camera::FOV(float val)
+2 -1
View File
@@ -9,9 +9,10 @@ namespace Components
struct Physics : Component
{
Physics()
: Mass(0.f) { }
: Mass(0.f), Static(false){}
float Mass;
bool Static;
};
}
+26
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@@ -0,0 +1,26 @@
#ifndef Components_Vehicle_h__
#define Components_Vehicle_h__
#include "Component.h"
namespace Components
{
struct Vehicle : Component
{
Vehicle()
: MaxTorque(500.0f), MinRPM(1000.0f), OptimalRPM(5500.0f), MaxRPM(7500.0f), MaxSteeringAngle(35), TopSpeed(50.0f) { }
float MaxTorque;
float MinRPM;
float OptimalRPM;
float MaxRPM;
// Degrees
float MaxSteeringAngle;
float TopSpeed;
};
}
#endif // Components_Vehicle_h__
+47
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@@ -0,0 +1,47 @@
#ifndef Components_Wheel_h__
#define Components_Wheel_h__
#include "Component.h"
namespace Systems { class PhysicsSystem; }
namespace Components
{
struct Wheel : Component
{
friend class Systems::PhysicsSystem;
Wheel()
: AxleID(0), Radius(0), Width(0), Mass(0), Steering(false), DownDirection(glm::vec3(0, -1, 0)), Friction(1.5f), SlipAngle(0.0f),
MaxBreakingTorque(1500.0f), ConnectedToHandbrake(false), SuspensionStrength(50.0f) { }
// The Hardpoint MUST be positioned INSIDE the chassis.
glm::vec3 Hardpoint;
unsigned int AxleID;
float Radius;
float Width;
float Mass;
bool Steering;
glm::vec3 DownDirection;
float SuspensionStrength;
float Friction;
float SlipAngle;
float MaxBreakingTorque;
bool ConnectedToHandbrake;
private:
int ID;
glm::quat OriginalOrientation;
};
}
#endif // Components_Wheel_h__
/*
m_currentSuspensionLength
m_suspension
m_steeringOrientationChassisSpace
m_spinAngle
*/
+200 -89
View File
@@ -27,122 +27,231 @@ void GameWorld::Initialize()
{
auto ground = CreateEntity();
auto transform = AddComponent<Components::Transform>(ground, "Transform");
transform->Position = glm::vec3(0, 0, 0);
transform->Scale = glm::vec3(1000.0f, 1.0f, 1000.0f);
transform->Position = glm::vec3(0, -5, 0);
transform->Scale = glm::vec3(400.0f, 10.0f, 400.0f);
transform->Orientation = glm::quat(glm::vec3(0.0f, 0.0f, 0.0f));
auto model = AddComponent<Components::Model>(ground, "Model");
model->ModelFile = "Models/Placeholders/PhysicsTest/Cube.obj";
auto box = AddComponent<Components::Box>(ground, "Box");
box->Width = 500;
box->Height = 0.5;
box->Depth = 500;
box->Width = 200;
box->Height = 5;
box->Depth = 200;
auto physics = AddComponent<Components::Physics>(ground, "Physics");
physics->Mass = 10;
physics->Static = true;
CommitEntity(ground);
}
{
auto jeep = CreateEntity();
auto transform = AddComponent<Components::Transform>(jeep, "Transform");
transform->Position = glm::vec3(0, 1, 0);
transform->Position = glm::vec3(0, 2, 0);
auto model = AddComponent<Components::Model>(jeep, "Model");
model->ModelFile = "Models/JeepV2/Chassi/chassi.OBJ";
auto physics = AddComponent<Components::Physics>(jeep, "Physics");
physics->Mass = 1200;
auto box = AddComponent<Components::Box>(jeep, "Box");
box->Width = 1.487f;
box->Height = 0.727f;
box->Depth = 2.594f;
auto vehicle = AddComponent<Components::Vehicle>(jeep, "Vehicle");
vehicle->TopSpeed = 500.f;
vehicle->MaxTorque = 1000.f;
AddComponent<Components::Input>(jeep, "Input");
{
auto chassis = CreateEntity(jeep);
auto transform = AddComponent<Components::Transform>(chassis, "Transform");
transform->Position = glm::vec3(0, -0.6577f, 0);
auto model = AddComponent<Components::Model>(chassis, "Model");
model->ModelFile = "Models/JeepV2/Chassi/chassi.OBJ";
}
{
auto wheel = CreateEntity(jeep);
auto transform = AddComponent<Components::Transform>(wheel, "Transform");
transform->Position = glm::vec3(1.4f, 0.5546f - 0.6577f - 0.2, -0.9242f);
transform->Scale = glm::vec3(1.0f);
auto model = AddComponent<Components::Model>(wheel, "Model");
model->ModelFile = "Models/JeepV2/WheelFront/wheelFront.obj";
auto Wheel = AddComponent<Components::Wheel>(wheel, "Wheel");
Wheel->Hardpoint = transform->Position + glm::vec3(0.f, 1.f, 0.f);
Wheel->AxleID = 0;
Wheel->Mass = 10;
Wheel->Radius = 0.837f;
Wheel->Steering = true;
Wheel->SuspensionStrength = 50.f;
Wheel->Friction = 4.0f;
Wheel->ConnectedToHandbrake = true;
CommitEntity(wheel);
}
{
auto wheel = CreateEntity(jeep);
auto transform = AddComponent<Components::Transform>(wheel, "Transform");
transform->Position = glm::vec3(-1.4f, 0.5546f - 0.6577f - 0.2, -0.9242f);
transform->Scale = glm::vec3(1.0f);
transform->Orientation = glm::angleAxis(glm::pi<float>(), glm::vec3(0, 0, 1));
auto model = AddComponent<Components::Model>(wheel, "Model");
model->ModelFile = "Models/JeepV2/WheelFront/wheelFront.obj";
auto Wheel = AddComponent<Components::Wheel>(wheel, "Wheel");
Wheel->Hardpoint = transform->Position + glm::vec3(0.f, 1.f, 0.f);
Wheel->AxleID = 0;
Wheel->Mass = 10;
Wheel->Radius = 0.837f;
Wheel->Steering = true;
Wheel->SuspensionStrength = 50.f;
Wheel->Friction = 4.0f;
Wheel->ConnectedToHandbrake = true;
CommitEntity(wheel);
}
{
auto wheel = CreateEntity(jeep);
auto transform = AddComponent<Components::Transform>(wheel, "Transform");
transform->Position = glm::vec3(0.2726f, 0.2805f - 0.6577f, 1.9307f);
auto model = AddComponent<Components::Model>(wheel, "Model");
model->ModelFile = "Models/JeepV2/WheelBack/wheelBack.obj";
auto Wheel = AddComponent<Components::Wheel>(wheel, "Wheel");
Wheel->Hardpoint = transform->Position + glm::vec3(0.f, 1.f, 0.f);
Wheel->AxleID = 1;
Wheel->Mass = 10;
Wheel->Radius = 0.737f;
Wheel->Steering = false;
Wheel->SuspensionStrength = 50.f;
Wheel->Friction = 4.0f;
CommitEntity(wheel);
}
{
auto wheel = CreateEntity(jeep);
auto transform = AddComponent<Components::Transform>(wheel, "Transform");
transform->Position = glm::vec3(-0.2726f, 0.2805f - 0.6577f, 1.9307f);
transform->Orientation = glm::angleAxis(glm::pi<float>(), glm::vec3(0, 0, 1));
auto model = AddComponent<Components::Model>(wheel, "Model");
model->ModelFile = "Models/JeepV2/WheelBack/wheelBack.obj";
auto Wheel = AddComponent<Components::Wheel>(wheel, "Wheel");
Wheel->Hardpoint = transform->Position + glm::vec3(0.f, 1.f, 0.f);
Wheel->AxleID = 1;
Wheel->Mass = 10;
Wheel->Radius = 0.737f;
Wheel->Steering = false;
Wheel->SuspensionStrength = 50.f;
Wheel->Friction = 4.0f;
CommitEntity(wheel);
}
CommitEntity(jeep);
{
auto wheel = CreateEntity(jeep);
auto transform = AddComponent<Components::Transform>(wheel, "Transform");
transform->Position = glm::vec3(1.4f, 0.5546f, -0.9242f);
auto model = AddComponent<Components::Model>(wheel, "Model");
model->ModelFile = "Models/JeepV2/WheelFront/wheelFront.obj";
CommitEntity(wheel);
}
{
auto wheel = CreateEntity(jeep);
auto transform = AddComponent<Components::Transform>(wheel, "Transform");
transform->Position = glm::vec3(-1.4f, 0.5546f, -0.9242f);
transform->Orientation = glm::angleAxis(glm::pi<float>(), glm::vec3(0, 0, 1));
auto model = AddComponent<Components::Model>(wheel, "Model");
model->ModelFile = "Models/JeepV2/WheelFront/wheelFront.obj";
CommitEntity(wheel);
}
{
auto wheel = CreateEntity(jeep);
auto transform = AddComponent<Components::Transform>(wheel, "Transform");
transform->Position = glm::vec3(0.2726f, 0.2805f, 1.9307f);
auto model = AddComponent<Components::Model>(wheel, "Model");
model->ModelFile = "Models/JeepV2/WheelBack/wheelBack.obj";
CommitEntity(wheel);
}
{
auto wheel = CreateEntity(jeep);
auto transform = AddComponent<Components::Transform>(wheel, "Transform");
transform->Position = glm::vec3(-0.2726f, 0.2805f, 1.9307f);
transform->Orientation = glm::angleAxis(glm::pi<float>(), glm::vec3(0, 0, 1));
auto model = AddComponent<Components::Model>(wheel, "Model");
model->ModelFile = "Models/JeepV2/WheelBack/wheelBack.obj";
CommitEntity(wheel);
}
}
/*
{
// Front Right Wheel
auto ent = CreateEntity(car);
auto transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Scale = glm::vec3(1)/glm::vec3(3, 1, 5);
transform->Position = glm::vec3(1.1f, -1.5f, -1.3f);
auto Wheel = AddComponent<Components::Wheel>(ent, "Wheel");
Wheel->Hardpoint = glm::vec3(1.1f, 0.f, -1.3f);// HACK: make into component
Wheel->AxleID = 0;
Wheel->Mass = 10;
Wheel->Radius = 0.5f;
Wheel->Steering = true;
Wheel->SuspensionStrength = 20.f;
auto model = AddComponent<Components::Model>(ent, "Model");
model->ModelFile = "Models/Placeholders/PhysicsTest/Cube2.obj";
CommitEntity(ent);
}
{
// Front Left Wheel
auto ent = CreateEntity(car);
auto transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Scale = glm::vec3(1)/glm::vec3(3, 1, 5);
transform->Position = glm::vec3(-1.1f, -1.5f, -1.3f);
auto Wheel = AddComponent<Components::Wheel>(ent, "Wheel");
Wheel->Hardpoint = glm::vec3(-1.1f, 0.f, -1.3f);
Wheel->AxleID = 0;
Wheel->Mass = 10;
Wheel->Radius = 0.5f;
Wheel->Steering = true;
Wheel->SuspensionStrength = 20.f;
auto model = AddComponent<Components::Model>(ent, "Model");
model->ModelFile = "Models/Placeholders/PhysicsTest/Cube2.obj";
CommitEntity(ent);
}
{
// Back Right Wheel
auto ent = CreateEntity(car);
auto transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Scale = glm::vec3(1)/glm::vec3(3, 1, 5);
transform->Position = glm::vec3(1.1f, -1.5f, 1.3f);
auto Wheel = AddComponent<Components::Wheel>(ent, "Wheel");
Wheel->Hardpoint = glm::vec3(1.1f, 0.f, 1.3f);
Wheel->AxleID = 1;
Wheel->Mass = 10;
Wheel->Radius = 0.5f;
Wheel->Steering = false;
Wheel->ConnectedToHandbrake = true;
Wheel->SuspensionStrength = 20.f;
auto model = AddComponent<Components::Model>(ent, "Model");
model->ModelFile = "Models/Placeholders/PhysicsTest/Cube2.obj";
CommitEntity(ent);
}
{
// Back Left Wheel
auto ent = CreateEntity(car);
auto transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Scale = glm::vec3(1)/glm::vec3(3, 1, 5);
transform->Position = glm::vec3(-1.1f, -1.5f, 1.3f);
auto Wheel = AddComponent<Components::Wheel>(ent, "Wheel");
Wheel->Hardpoint = glm::vec3(-1.1f, 0.f, 1.3f);
Wheel->AxleID = 1;
Wheel->Mass = 10;
Wheel->Radius = 0.5f;
Wheel->Steering = false;
Wheel->ConnectedToHandbrake = true;
Wheel->SuspensionStrength = 20.f;
auto model = AddComponent<Components::Model>(ent, "Model");
model->ModelFile = "Models/Placeholders/PhysicsTest/Cube2.obj";
CommitEntity(ent);
}
CommitEntity(car);
}
*/
for(int i = 0; i < 10; i++)
{
auto TankTest = CreateEntity();
auto transform = AddComponent<Components::Transform>(TankTest, "Transform");
transform->Position = glm::vec3(1.5f, 0.7f, 5.f);
auto model = AddComponent<Components::Model>(TankTest, "Model");
model->ModelFile = "Models/Placeholders/tank/Chassi.obj";
CommitEntity(TankTest);
}
for(int i = 0; i < 83; i++)
{
auto light = CreateEntity();
auto transform = AddComponent<Components::Transform>(light, "Transform");
transform->Position = glm::vec3((float)(2*i)*glm::sin((float)i), 3, (float)(2*i)*glm::cos((float)i));
auto pointLight = AddComponent<Components::PointLight>(light, "PointLight");
pointLight->Specular = glm::vec3(0.1f, 0.1f, 0.1f);
pointLight->Diffuse = glm::vec3(0.05f, 0.36f, 1.f);
pointLight->constantAttenuation = 0.03f;
pointLight->linearAttenuation = 0.009f;
pointLight->quadraticAttenuation = 0.07f;
pointLight->spotExponent = 0.0f;
auto model = AddComponent<Components::Model>(light, "Model");
model->ModelFile = "Models/Placeholders/PhysicsTest/PointLight.obj";
CommitEntity(light);
}
for(int i = 0; i < 500; i++)
{
auto ball = CreateEntity();
auto transform = AddComponent<Components::Transform>(ball, "Transform");
transform->Position = glm::vec3(i/5.f, 5 + i*2, i/5.f);
transform->Scale = glm::vec3(1.0f, 1.0f, 1.0f);
auto cube = CreateEntity();
auto transform = AddComponent<Components::Transform>(cube, "Transform");
transform->Position = glm::vec3(20, 10 + i*2, 0);
transform->Scale = glm::vec3(1);
transform->Orientation = glm::quat(glm::vec3(0.0f, 0.0f, 0.0f));
auto model = AddComponent<Components::Model>(ball, "Model");
model->ModelFile = "Models/Placeholders/PhysicsTest/Sphere.obj";
auto sphere = AddComponent<Components::Sphere>(ball, "Sphere");
sphere->Radius = 0.5;
auto physics = AddComponent<Components::Physics>(ball, "Physics");
physics->Mass = 1;
CommitEntity(ball);
auto model = AddComponent<Components::Model>(cube, "Model");
model->ModelFile = "Models/Placeholders/PhysicsTest/Cube2.obj";
auto physics = AddComponent<Components::Physics>(cube, "Physics");
physics->Mass = 100;
auto box = AddComponent<Components::Box>(cube, "Box");
box->Width = 0.5f;
box->Height = 0.5f;
box->Depth = 0.5f;
CommitEntity(cube);
}
/*{
{
auto entity = CreateEntity();
AddComponent(entity, "Transform");
auto emitter = AddComponent<Components::SoundEmitter>(entity, "SoundEmitter");
emitter->Path = "Sounds/korvring.wav";
emitter->Loop = true;
GetSystem<Systems::SoundSystem>("SoundSystem")->PlaySound(emitter);
}*/
CommitEntity(entity);
}
}
void GameWorld::Update(double dt)
@@ -156,6 +265,8 @@ void GameWorld::RegisterComponents()
m_ComponentFactory.Register("Template", []() { return new Components::Template(); });
m_ComponentFactory.Register("Sphere", []() { return new Components::Sphere(); });
m_ComponentFactory.Register("Box", []() { return new Components::Box (); });
m_ComponentFactory.Register("Vehicle", []() { return new Components::Vehicle(); });
m_ComponentFactory.Register("Wheel", []() { return new Components::Wheel(); });
}
void GameWorld::RegisterSystems()
+413
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@@ -0,0 +1,413 @@
#include "PrecompiledHeader.h"
#include "GameWorld.h"
void GameWorld::Initialize()
{
World::Initialize();
<<<<<<< HEAD
m_ResourceManager.Preload("Model", "Models/Placeholders/PhysicsTest/Plane.obj");
m_ResourceManager.Preload("Model", "Models/Placeholders/PhysicsTest/ArrowCube.obj");
RegisterComponents();
=======
>>>>>>> havok
{
auto camera = CreateEntity();
auto transform = AddComponent<Components::Transform>(camera, "Transform");
transform->Position.z = 20.f;
transform->Position.y = 20.f;
transform->Orientation = glm::quat(glm::vec3(glm::pi<float>() / 8.f, 0.f, 0.f));
auto cameraComp = AddComponent<Components::Camera>(camera, "Camera");
cameraComp->FarClip = 2000.f;
AddComponent(camera, "Input");
auto freeSteering = AddComponent<Components::FreeSteering>(camera, "FreeSteering");
CommitEntity(camera);
}
{
auto ground = CreateEntity();
auto transform = AddComponent<Components::Transform>(ground, "Transform");
transform->Position = glm::vec3(0, -5, 0);
transform->Scale = glm::vec3(400.0f, 10.0f, 400.0f);
transform->Orientation = glm::quat(glm::vec3(0.0f, 0.0f, 0.0f));
auto model = AddComponent<Components::Model>(ground, "Model");
model->ModelFile = "Models/Placeholders/PhysicsTest/Cube.obj";
auto box = AddComponent<Components::Box>(ground, "Box");
box->Width = 200;
box->Height = 5;
box->Depth = 200;
auto physics = AddComponent<Components::Physics>(ground, "Physics");
physics->Mass = 10;
<<<<<<< HEAD
CommitEntity(ground);
}
{
auto jeep = CreateEntity();
auto transform = AddComponent<Components::Transform>(jeep, "Transform");
transform->Position = glm::vec3(0, 1, 0);
auto model = AddComponent<Components::Model>(jeep, "Model");
model->ModelFile = "Models/JeepV2/Chassi/chassi.OBJ";
CommitEntity(jeep);
{
auto wheel = CreateEntity(jeep);
auto transform = AddComponent<Components::Transform>(wheel, "Transform");
transform->Position = glm::vec3(1.4f, 0.5546f, -0.9242f);
auto model = AddComponent<Components::Model>(wheel, "Model");
model->ModelFile = "Models/JeepV2/WheelFront/wheelFront.obj";
CommitEntity(wheel);
}
{
auto wheel = CreateEntity(jeep);
auto transform = AddComponent<Components::Transform>(wheel, "Transform");
transform->Position = glm::vec3(-1.4f, 0.5546f, -0.9242f);
transform->Orientation = glm::angleAxis(glm::pi<float>(), glm::vec3(0, 0, 1));
auto model = AddComponent<Components::Model>(wheel, "Model");
model->ModelFile = "Models/JeepV2/WheelFront/wheelFront.obj";
CommitEntity(wheel);
}
{
auto wheel = CreateEntity(jeep);
auto transform = AddComponent<Components::Transform>(wheel, "Transform");
transform->Position = glm::vec3(0.2726f, 0.2805f, 1.9307f);
auto model = AddComponent<Components::Model>(wheel, "Model");
model->ModelFile = "Models/JeepV2/WheelBack/wheelBack.obj";
CommitEntity(wheel);
}
{
auto wheel = CreateEntity(jeep);
auto transform = AddComponent<Components::Transform>(wheel, "Transform");
transform->Position = glm::vec3(-0.2726f, 0.2805f, 1.9307f);
transform->Orientation = glm::angleAxis(glm::pi<float>(), glm::vec3(0, 0, 1));
auto model = AddComponent<Components::Model>(wheel, "Model");
model->ModelFile = "Models/JeepV2/WheelBack/wheelBack.obj";
CommitEntity(wheel);
}
}
{
auto TankTest = CreateEntity();
auto transform = AddComponent<Components::Transform>(TankTest, "Transform");
transform->Position = glm::vec3(1.5f, 0.7f, 5.f);
auto model = AddComponent<Components::Model>(TankTest, "Model");
model->ModelFile = "Models/Placeholders/tank/Chassi.obj";
CommitEntity(TankTest);
}
for(int i = 0; i < 83; i++)
{
auto light = CreateEntity();
auto transform = AddComponent<Components::Transform>(light, "Transform");
transform->Position = glm::vec3((float)(2*i)*glm::sin((float)i), 3, (float)(2*i)*glm::cos((float)i));
auto pointLight = AddComponent<Components::PointLight>(light, "PointLight");
pointLight->Specular = glm::vec3(0.1f, 0.1f, 0.1f);
pointLight->Diffuse = glm::vec3(0.05f, 0.36f, 1.f);
pointLight->constantAttenuation = 0.03f;
pointLight->linearAttenuation = 0.009f;
pointLight->quadraticAttenuation = 0.07f;
pointLight->spotExponent = 0.0f;
auto model = AddComponent<Components::Model>(light, "Model");
model->ModelFile = "Models/Placeholders/PhysicsTest/PointLight.obj";
CommitEntity(light);
}
for(int i = 0; i < 500; i++)
{
auto ball = CreateEntity();
auto transform = AddComponent<Components::Transform>(ball, "Transform");
transform->Position = glm::vec3(i/5.f, 5 + i*2, i/5.f);
transform->Scale = glm::vec3(1.0f, 1.0f, 1.0f);
transform->Orientation = glm::quat(glm::vec3(0.0f, 0.0f, 0.0f));
auto model = AddComponent<Components::Model>(ball, "Model");
model->ModelFile = "Models/Placeholders/PhysicsTest/Sphere.obj";
auto sphere = AddComponent<Components::Sphere>(ball, "Sphere");
sphere->Radius = 0.5;
auto physics = AddComponent<Components::Physics>(ball, "Physics");
physics->Mass = 1;
CommitEntity(ball);
=======
physics->Static = true;
CommitEntity(ground);
}
{
auto jeep = CreateEntity();
auto transform = AddComponent<Components::Transform>(jeep, "Transform");
transform->Position = glm::vec3(0, 2, 0);
auto physics = AddComponent<Components::Physics>(jeep, "Physics");
physics->Mass = 1200;
auto box = AddComponent<Components::Box>(jeep, "Box");
box->Width = 1.487f;
box->Height = 0.727f;
box->Depth = 2.594f;
auto vehicle = AddComponent<Components::Vehicle>(jeep, "Vehicle");
vehicle->TopSpeed = 500.f;
vehicle->MaxTorque = 1000.f;
AddComponent<Components::Input>(jeep, "Input");
{
auto chassis = CreateEntity(jeep);
auto transform = AddComponent<Components::Transform>(chassis, "Transform");
transform->Position = glm::vec3(0, -0.6577f, 0);
auto model = AddComponent<Components::Model>(chassis, "Model");
model->ModelFile = "Models/JeepV2/Chassi/chassi.OBJ";
}
{
auto wheel = CreateEntity(jeep);
auto transform = AddComponent<Components::Transform>(wheel, "Transform");
transform->Position = glm::vec3(1.4f, 0.5546f - 0.6577f - 0.2, -0.9242f);
transform->Scale = glm::vec3(1.0f);
auto model = AddComponent<Components::Model>(wheel, "Model");
model->ModelFile = "Models/JeepV2/WheelFront/wheelFront.obj";
auto Wheel = AddComponent<Components::Wheel>(wheel, "Wheel");
Wheel->Hardpoint = transform->Position + glm::vec3(0.f, 1.f, 0.f);
Wheel->AxleID = 0;
Wheel->Mass = 10;
Wheel->Radius = 0.837f;
Wheel->Steering = true;
Wheel->SuspensionStrength = 50.f;
Wheel->Friction = 4.0f;
Wheel->ConnectedToHandbrake = true;
CommitEntity(wheel);
}
{
auto wheel = CreateEntity(jeep);
auto transform = AddComponent<Components::Transform>(wheel, "Transform");
transform->Position = glm::vec3(-1.4f, 0.5546f - 0.6577f - 0.2, -0.9242f);
transform->Scale = glm::vec3(1.0f);
transform->Orientation = glm::angleAxis(glm::pi<float>(), glm::vec3(0, 0, 1));
auto model = AddComponent<Components::Model>(wheel, "Model");
model->ModelFile = "Models/JeepV2/WheelFront/wheelFront.obj";
auto Wheel = AddComponent<Components::Wheel>(wheel, "Wheel");
Wheel->Hardpoint = transform->Position + glm::vec3(0.f, 1.f, 0.f);
Wheel->AxleID = 0;
Wheel->Mass = 10;
Wheel->Radius = 0.837f;
Wheel->Steering = true;
Wheel->SuspensionStrength = 50.f;
Wheel->Friction = 4.0f;
Wheel->ConnectedToHandbrake = true;
CommitEntity(wheel);
}
{
auto wheel = CreateEntity(jeep);
auto transform = AddComponent<Components::Transform>(wheel, "Transform");
transform->Position = glm::vec3(0.2726f, 0.2805f - 0.6577f, 1.9307f);
auto model = AddComponent<Components::Model>(wheel, "Model");
model->ModelFile = "Models/JeepV2/WheelBack/wheelBack.obj";
auto Wheel = AddComponent<Components::Wheel>(wheel, "Wheel");
Wheel->Hardpoint = transform->Position + glm::vec3(0.f, 1.f, 0.f);
Wheel->AxleID = 1;
Wheel->Mass = 10;
Wheel->Radius = 0.737f;
Wheel->Steering = false;
Wheel->SuspensionStrength = 50.f;
Wheel->Friction = 4.0f;
CommitEntity(wheel);
}
{
auto wheel = CreateEntity(jeep);
auto transform = AddComponent<Components::Transform>(wheel, "Transform");
transform->Position = glm::vec3(-0.2726f, 0.2805f - 0.6577f, 1.9307f);
transform->Orientation = glm::angleAxis(glm::pi<float>(), glm::vec3(0, 0, 1));
auto model = AddComponent<Components::Model>(wheel, "Model");
model->ModelFile = "Models/JeepV2/WheelBack/wheelBack.obj";
auto Wheel = AddComponent<Components::Wheel>(wheel, "Wheel");
Wheel->Hardpoint = transform->Position + glm::vec3(0.f, 1.f, 0.f);
Wheel->AxleID = 1;
Wheel->Mass = 10;
Wheel->Radius = 0.737f;
Wheel->Steering = false;
Wheel->SuspensionStrength = 50.f;
Wheel->Friction = 4.0f;
CommitEntity(wheel);
}
CommitEntity(jeep);
}
/*
{
// Front Right Wheel
auto ent = CreateEntity(car);
auto transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Scale = glm::vec3(1)/glm::vec3(3, 1, 5);
transform->Position = glm::vec3(1.1f, -1.5f, -1.3f);
auto Wheel = AddComponent<Components::Wheel>(ent, "Wheel");
Wheel->Hardpoint = glm::vec3(1.1f, 0.f, -1.3f);// HACK: make into component
Wheel->AxleID = 0;
Wheel->Mass = 10;
Wheel->Radius = 0.5f;
Wheel->Steering = true;
Wheel->SuspensionStrength = 20.f;
auto model = AddComponent<Components::Model>(ent, "Model");
model->ModelFile = "Models/Placeholders/PhysicsTest/Cube2.obj";
CommitEntity(ent);
}
{
// Front Left Wheel
auto ent = CreateEntity(car);
auto transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Scale = glm::vec3(1)/glm::vec3(3, 1, 5);
transform->Position = glm::vec3(-1.1f, -1.5f, -1.3f);
auto Wheel = AddComponent<Components::Wheel>(ent, "Wheel");
Wheel->Hardpoint = glm::vec3(-1.1f, 0.f, -1.3f);
Wheel->AxleID = 0;
Wheel->Mass = 10;
Wheel->Radius = 0.5f;
Wheel->Steering = true;
Wheel->SuspensionStrength = 20.f;
auto model = AddComponent<Components::Model>(ent, "Model");
model->ModelFile = "Models/Placeholders/PhysicsTest/Cube2.obj";
CommitEntity(ent);
}
{
// Back Right Wheel
auto ent = CreateEntity(car);
auto transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Scale = glm::vec3(1)/glm::vec3(3, 1, 5);
transform->Position = glm::vec3(1.1f, -1.5f, 1.3f);
auto Wheel = AddComponent<Components::Wheel>(ent, "Wheel");
Wheel->Hardpoint = glm::vec3(1.1f, 0.f, 1.3f);
Wheel->AxleID = 1;
Wheel->Mass = 10;
Wheel->Radius = 0.5f;
Wheel->Steering = false;
Wheel->ConnectedToHandbrake = true;
Wheel->SuspensionStrength = 20.f;
auto model = AddComponent<Components::Model>(ent, "Model");
model->ModelFile = "Models/Placeholders/PhysicsTest/Cube2.obj";
CommitEntity(ent);
}
{
// Back Left Wheel
auto ent = CreateEntity(car);
auto transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Scale = glm::vec3(1)/glm::vec3(3, 1, 5);
transform->Position = glm::vec3(-1.1f, -1.5f, 1.3f);
auto Wheel = AddComponent<Components::Wheel>(ent, "Wheel");
Wheel->Hardpoint = glm::vec3(-1.1f, 0.f, 1.3f);
Wheel->AxleID = 1;
Wheel->Mass = 10;
Wheel->Radius = 0.5f;
Wheel->Steering = false;
Wheel->ConnectedToHandbrake = true;
Wheel->SuspensionStrength = 20.f;
auto model = AddComponent<Components::Model>(ent, "Model");
model->ModelFile = "Models/Placeholders/PhysicsTest/Cube2.obj";
CommitEntity(ent);
}
CommitEntity(car);
}
*/
for(int i = 0; i < 10; i++)
{
auto cube = CreateEntity();
auto transform = AddComponent<Components::Transform>(cube, "Transform");
transform->Position = glm::vec3(20, 10 + i*2, 0);
transform->Scale = glm::vec3(1);
transform->Orientation = glm::quat(glm::vec3(0.0f, 0.0f, 0.0f));
auto model = AddComponent<Components::Model>(cube, "Model");
model->ModelFile = "Models/Placeholders/PhysicsTest/Cube2.obj";
auto physics = AddComponent<Components::Physics>(cube, "Physics");
physics->Mass = 100;
auto box = AddComponent<Components::Box>(cube, "Box");
box->Width = 0.5f;
box->Height = 0.5f;
box->Depth = 0.5f;
CommitEntity(cube);
>>>>>>> havok
}
{
auto entity = CreateEntity();
AddComponent(entity, "Transform");
auto emitter = AddComponent<Components::SoundEmitter>(entity, "SoundEmitter");
emitter->Path = "Sounds/korvring.wav";
emitter->Loop = true;
GetSystem<Systems::SoundSystem>("SoundSystem")->PlaySound(emitter);
CommitEntity(entity);
}
}
void GameWorld::Update(double dt)
{
World::Update(dt);
}
void GameWorld::RegisterComponents()
{
<<<<<<< HEAD
m_ComponentFactory.Register("Transform", []() { return new Components::Transform(); });
m_ComponentFactory.Register("Template", []() { return new Components::Template(); });
=======
m_ComponentFactory.Register("Camera", []() { return new Components::Camera(); });
m_ComponentFactory.Register("DirectionalLight", []() { return new Components::DirectionalLight(); });
m_ComponentFactory.Register("Input", []() { return new Components::Input(); });
m_ComponentFactory.Register("Model", []() { return new Components::Model(); });
m_ComponentFactory.Register("ParticleEmitter", []() { return new Components::ParticleEmitter(); });
m_ComponentFactory.Register("PointLight", []() { return new Components::PointLight(); });
m_ComponentFactory.Register("SoundEmitter", []() { return new Components::SoundEmitter(); });
m_ComponentFactory.Register("Sprite", []() { return new Components::Sprite(); });
m_ComponentFactory.Register("Template", []() { return new Components::Template(); });
m_ComponentFactory.Register("Transform", []() { return new Components::Transform(); });
m_ComponentFactory.Register("FreeSteering", []() { return new Components::FreeSteering(); });
m_ComponentFactory.Register("Physics", []() { return new Components::Physics(); });
>>>>>>> havok
m_ComponentFactory.Register("Sphere", []() { return new Components::Sphere(); });
m_ComponentFactory.Register("Box", []() { return new Components::Box (); });
m_ComponentFactory.Register("Vehicle", []() { return new Components::Vehicle(); });
m_ComponentFactory.Register("Wheel", []() { return new Components::Wheel(); });
}
void GameWorld::RegisterSystems()
{
m_SystemFactory.Register("TransformSystem", [this]() { return new Systems::TransformSystem(this); });
//m_SystemFactory.Register("LevelGenerationSystem", [this]() { return new Systems::LevelGenerationSystem(this); });
m_SystemFactory.Register("InputSystem", [this]() { return new Systems::InputSystem(this, m_Renderer); });
//m_SystemFactory.Register("CollisionSystem", [this]() { return new Systems::CollisionSystem(this); });
////m_SystemFactory.Register("ParticleSystem", [this]() { return new Systems::ParticleSystem(this); });
//m_SystemFactory.Register("PlayerSystem", [this]() { return new Systems::PlayerSystem(this); });
m_SystemFactory.Register("FreeSteeringSystem", [this]() { return new Systems::FreeSteeringSystem(this); });
m_SystemFactory.Register("SoundSystem", [this]() { return new Systems::SoundSystem(this); });
m_SystemFactory.Register("PhysicsSystem", [this]() { return new Systems::PhysicsSystem(this); });
m_SystemFactory.Register("RenderSystem", [this]() { return new Systems::RenderSystem(this, m_Renderer); });
}
void GameWorld::AddSystems()
{
AddSystem("TransformSystem");
//AddSystem("LevelGenerationSystem");
AddSystem("InputSystem");
//AddSystem("CollisionSystem");
////AddSystem("ParticleSystem");
//AddSystem("PlayerSystem");
AddSystem("FreeSteeringSystem");
AddSystem("SoundSystem");
AddSystem("PhysicsSystem");
AddSystem("RenderSystem");
}
+2
View File
@@ -29,6 +29,8 @@
#include "Components/Physics.h"
#include "Components/Sphere.h"
#include "Components/Box.h"
#include "Components/Vehicle.h"
#include "Components/Wheel.h"
class GameWorld : public World
{
+296
View File
@@ -0,0 +1,296 @@
#include "PrecompiledHeader.h"
#include "Physics/VehicleSetup.h"
void VehicleSetup::buildVehicle(World *world, const hkpWorld* physicsWorld, hkpVehicleInstance& vehicle, EntityID vehicleEntity, std::vector<EntityID> wheelEntities)
{
auto vehicleComponent = world->GetComponent<Components::Vehicle>(vehicleEntity, "Vehicle");
WheelData wheelData;
for (int i = 0; i < wheelEntities.size(); i++)
{
wheelData.WheelComponent = world->GetComponent<Components::Wheel>(wheelEntities[i], "Wheel");
wheelData.TransformComponent = world->GetComponent<Components::Transform>(wheelEntities[i], "Transform");
m_Wheels.push_back(wheelData);
}
//
// All memory allocations are made here.
//
vehicle.m_data = new hkpVehicleData;
vehicle.m_driverInput = new hkpVehicleDefaultAnalogDriverInput;
vehicle.m_steering = new hkpVehicleDefaultSteering;
vehicle.m_engine = new hkpVehicleDefaultEngine;
vehicle.m_transmission = new hkpVehicleDefaultTransmission;
vehicle.m_brake = new hkpVehicleDefaultBrake;
vehicle.m_suspension = new hkpVehicleDefaultSuspension;
vehicle.m_aerodynamics = new hkpVehicleDefaultAerodynamics;
vehicle.m_velocityDamper = new hkpVehicleDefaultVelocityDamper;
// For illustrative purposes we use a custom hkpVehicleRayCastWheelCollide
// which implements varying 'ground' friction in a very simple way.
vehicle.m_wheelCollide = new hkpVehicleRayCastWheelCollide;
setupVehicleData(physicsWorld, *vehicle.m_data);
setupComponent(*vehicle.m_data, *static_cast<hkpVehicleDefaultAnalogDriverInput*>(vehicle.m_driverInput));
setupComponent(*vehicle.m_data, *static_cast<hkpVehicleDefaultSteering*>(vehicle.m_steering), *vehicleComponent);
setupComponent(*vehicle.m_data, *static_cast<hkpVehicleDefaultEngine*>(vehicle.m_engine), *vehicleComponent);
setupComponent(*vehicle.m_data, *static_cast<hkpVehicleDefaultTransmission*>(vehicle.m_transmission), *vehicleComponent);
setupComponent(*vehicle.m_data, *static_cast<hkpVehicleDefaultBrake*>(vehicle.m_brake), *vehicleComponent);
setupComponent(*vehicle.m_data, *static_cast<hkpVehicleDefaultSuspension*>(vehicle.m_suspension), *vehicleComponent);
setupComponent(*vehicle.m_data, *static_cast<hkpVehicleDefaultAerodynamics*>(vehicle.m_aerodynamics), *vehicleComponent);
setupComponent(*vehicle.m_data, *static_cast<hkpVehicleDefaultVelocityDamper*>(vehicle.m_velocityDamper), *vehicleComponent);
setupWheelCollide(physicsWorld, vehicle, *static_cast<hkpVehicleRayCastWheelCollide*>(vehicle.m_wheelCollide));
//
// Check that all components are present.
//
HK_ASSERT(0x0 , vehicle.m_data);
HK_ASSERT(0x7708674a, vehicle.m_driverInput);
HK_ASSERT(0x5a324a2d, vehicle.m_steering);
HK_ASSERT(0x7bcb2aff, vehicle.m_engine);
HK_ASSERT(0x29bddb50, vehicle.m_transmission);
HK_ASSERT(0x2b0323a2, vehicle.m_brake);
HK_ASSERT(0x7a7ade23, vehicle.m_suspension);
HK_ASSERT(0x6ec4d0ed, vehicle.m_aerodynamics);
HK_ASSERT(0x67161206, vehicle.m_wheelCollide);
//
// Set up any variables that store cached data.
//
// Give driver input default values so that the vehicle (if this input is a default for non
// player cars) will drive, even if it is in circles!
// Steering Defaults
vehicle.m_deviceStatus = new hkpVehicleDriverInputAnalogStatus;
hkpVehicleDriverInputAnalogStatus* deviceStatus = (hkpVehicleDriverInputAnalogStatus*)vehicle.m_deviceStatus;
deviceStatus->m_positionY = 0.f;
deviceStatus->m_positionX = 0.f;
deviceStatus->m_handbrakeButtonPressed = false;
deviceStatus->m_reverseButtonPressed = false;
//
// Don't forget to call init! (This function is necessary to set up derived data)
//
vehicle.init();
}
void VehicleSetup::setupVehicleData(const hkpWorld* world, hkpVehicleData& data )
{
data.m_gravity = world->getGravity();
//
// The vehicleData contains information about the chassis.
//
// The coordinates of the chassis system, used for steering the vehicle.
// up forward right
data.m_chassisOrientation.setCols(hkVector4(0, 1, 0), hkVector4(0, 0, -1), hkVector4(1, 0, 0));
data.m_frictionEqualizer = 0.5f;
// Inertia tensor for each axis is calculated by using :
// (1 / chassis_mass) * (torque(axis)Factor / chassisUnitInertia)
data.m_torqueRollFactor = 0.625f;
data.m_torquePitchFactor = 0.5f;
data.m_torqueYawFactor = 0.35f;
data.m_chassisUnitInertiaYaw = 1.0f;
data.m_chassisUnitInertiaRoll = 1.0f;
data.m_chassisUnitInertiaPitch = 1.0f;
// Adds or removes torque around the yaw axis
// based on the current steering angle. This will
// affect steering.
data.m_extraTorqueFactor = -0.5f;
data.m_maxVelocityForPositionalFriction = 0.0f;
//
// Wheel specifications
//
data.m_numWheels = m_Wheels.size();
data.m_wheelParams.setSize(data.m_numWheels);
for (int i = 0; i < m_Wheels.size(); i++)
{
data.m_wheelParams[i].m_axle = m_Wheels[i].WheelComponent->AxleID;
data.m_wheelParams[i].m_friction = m_Wheels[i].WheelComponent->Friction;
data.m_wheelParams[i].m_slipAngle = m_Wheels[i].WheelComponent->SlipAngle;
// This value is also used to calculate the m_primaryTransmissionRatio.
data.m_wheelParams[i].m_radius = m_Wheels[i].WheelComponent->Radius;
data.m_wheelParams[i].m_width = m_Wheels[i].WheelComponent->Width;
data.m_wheelParams[i].m_mass = m_Wheels[i].WheelComponent->Mass;
// May be in wheelcomponent later
data.m_wheelParams[i].m_viscosityFriction = 0.25f;
data.m_wheelParams[i].m_maxFriction = 2.0f * data.m_wheelParams[i].m_friction;
data.m_wheelParams[i].m_forceFeedbackMultiplier = 0.1f;
data.m_wheelParams[i].m_maxContactBodyAcceleration = hkReal(data.m_gravity.length3()) * 2;
}
}
void VehicleSetup::setupComponent(const hkpVehicleData& data, hkpVehicleDefaultAnalogDriverInput& driverInput)
{
// We also use an analog "driver input" class to help converting user input to vehicle behavior.
driverInput.m_slopeChangePointX = 0.8f;
driverInput.m_initialSlope = 0.7f;
driverInput.m_deadZone = 0.0f;
driverInput.m_autoReverse = true;
}
void VehicleSetup::setupComponent(const hkpVehicleData& data, hkpVehicleDefaultSteering& steering, Components::Vehicle vehicleComponent )
{
steering.m_doesWheelSteer.setSize(data.m_numWheels);
// degrees
steering.m_maxSteeringAngle = vehicleComponent.MaxSteeringAngle * (HK_REAL_PI / 180);
// [mph/h] The steering angle decreases linearly
// based on your overall max speed of the vehicle.
steering.m_maxSpeedFullSteeringAngle = 70.0f * (1.605f / 3.6f); //MPH???!
for (int i = 0; i < m_Wheels.size(); i++)
{
steering.m_doesWheelSteer[i] = m_Wheels[i].WheelComponent->Steering;
}
}
void VehicleSetup::setupComponent(const hkpVehicleData& data, hkpVehicleDefaultEngine& engine, Components::Vehicle vehicleComponent)
{
engine.m_maxTorque = vehicleComponent.MaxTorque;
engine.m_minRPM = vehicleComponent.MinRPM;
engine.m_optRPM = vehicleComponent.OptimalRPM;
// This value is also used to calculate the m_primaryTransmissionRatio.
engine.m_maxRPM = vehicleComponent.MaxRPM;
engine.m_torqueFactorAtMinRPM = 0.8f;
engine.m_torqueFactorAtMaxRPM = 0.8f;
engine.m_resistanceFactorAtMinRPM = 0.05f;
engine.m_resistanceFactorAtOptRPM = 0.1f;
engine.m_resistanceFactorAtMaxRPM = 0.3f;
}
void VehicleSetup::setupComponent(const hkpVehicleData& data, hkpVehicleDefaultTransmission& transmission, Components::Vehicle vehicleComponent )
{
int numberOfGears = 4;
transmission.m_gearsRatio.setSize(numberOfGears);
transmission.m_wheelsTorqueRatio.setSize(data.m_numWheels);
transmission.m_downshiftRPM = 3500.0f;
transmission.m_upshiftRPM = 6500.0f;
transmission.m_clutchDelayTime = 0.0f;
transmission.m_reverseGearRatio = 1.0f;
transmission.m_gearsRatio[0] = 2.0f;
transmission.m_gearsRatio[1] = 1.5f;
transmission.m_gearsRatio[2] = 1.0f;
transmission.m_gearsRatio[3] = 0.75f;
transmission.m_wheelsTorqueRatio[0] = 0.2f;
transmission.m_wheelsTorqueRatio[1] = 0.2f;
transmission.m_wheelsTorqueRatio[2] = 0.3f;
transmission.m_wheelsTorqueRatio[3] = 0.3f;
transmission.m_primaryTransmissionRatio = hkpVehicleDefaultTransmission::calculatePrimaryTransmissionRatio(
vehicleComponent.TopSpeed,
m_Wheels[0].WheelComponent->Radius, // HACK: All wheels are the same size right?
vehicleComponent.MaxRPM,
transmission.m_gearsRatio[numberOfGears - 1]);
}
void VehicleSetup::setupComponent(const hkpVehicleData& data, hkpVehicleDefaultBrake& brake, Components::Vehicle vehicleComponent )
{
brake.m_wheelBrakingProperties.setSize(data.m_numWheels);
for (int i = 0; i < m_Wheels.size(); i++)
{
brake.m_wheelBrakingProperties[i].m_maxBreakingTorque = m_Wheels[i].WheelComponent->MaxBreakingTorque;
brake.m_wheelBrakingProperties[i].m_isConnectedToHandbrake = m_Wheels[i].WheelComponent->ConnectedToHandbrake;
brake.m_wheelBrakingProperties[i].m_minPedalInputToBlock = 0.9f;
}
brake.m_wheelsMinTimeToBlock = 1000.0f;
}
void VehicleSetup::setupComponent(const hkpVehicleData& data, hkpVehicleDefaultSuspension& suspension, Components::Vehicle vehicleComponent)
{
suspension.m_wheelParams.setSize(data.m_numWheels);
suspension.m_wheelSpringParams.setSize(data.m_numWheels);
for (int i = 0; i < m_Wheels.size(); i++)
{
float suspensionLength = glm::length(m_Wheels[i].TransformComponent->Position - m_Wheels[i].WheelComponent->Hardpoint);
suspension.m_wheelParams[i].m_length = suspensionLength;
suspension.m_wheelSpringParams[i].m_strength = m_Wheels[i].WheelComponent->SuspensionStrength;
const float wd = 3.0f;
suspension.m_wheelSpringParams[i].m_dampingCompression = wd;
suspension.m_wheelSpringParams[i].m_dampingRelaxation = wd;
suspension.m_wheelParams[i].m_hardpointChassisSpace.set(m_Wheels[i].WheelComponent->Hardpoint.x, m_Wheels[i].WheelComponent->Hardpoint.y, m_Wheels[i].WheelComponent->Hardpoint.z);
suspension.m_wheelParams[i].m_directionChassisSpace = hkVector4(m_Wheels[i].WheelComponent->DownDirection.x, m_Wheels[i].WheelComponent->DownDirection.y, m_Wheels[i].WheelComponent->DownDirection.z);
}
}
void VehicleSetup::setupComponent(const hkpVehicleData& data, hkpVehicleDefaultAerodynamics& aerodynamics, Components::Vehicle vehicleComponent )
{
aerodynamics.m_airDensity = 1.3f;
// In m^2.
aerodynamics.m_frontalArea = 1.0f;
aerodynamics.m_dragCoefficient = 0.7f;
aerodynamics.m_liftCoefficient = -0.3f;
// Extra gavity applies in world space (independent of m_chassisCoordinateSystem).
aerodynamics.m_extraGravityws.set(0.0f, -5.0f, 0.0f);
}
void VehicleSetup::setupComponent(const hkpVehicleData& data, hkpVehicleDefaultVelocityDamper& velocityDamper, Components::Vehicle vehicleComponent)
{
// Caution: setting negative damping values will add energy to system.
// Setting the value to 0 will not affect the angular velocity.
// Damping the change of the chassis angular velocity when below m_collisionThreshold.
// This will affect turning radius and steering.
velocityDamper.m_normalSpinDamping = 0.0f;
// Positive numbers dampen the rotation of the chassis and
// reduce the reaction of the chassis in a collision.
velocityDamper.m_collisionSpinDamping = 4.0f;
// The threshold in m/s at which the algorithm switches from
// using the normalSpinDamping to the collisionSpinDamping.
velocityDamper.m_collisionThreshold = 1.0f;
}
void VehicleSetup::setupWheelCollide(const hkpWorld* world, const hkpVehicleInstance& vehicle, hkpVehicleRayCastWheelCollide& wheelCollide)
{
// Set the wheels to have the same collision filter info as the chassis.
wheelCollide.m_wheelCollisionFilterInfo = vehicle.getChassis()->getCollisionFilterInfo();
}
+63
View File
@@ -0,0 +1,63 @@
#ifndef Physics_Vehicle_h__
#define Physics_Vehicle_h__
//#include "PrecompiledHeader.h"
#include <Common/Base/hkBase.h>
#include <Common/Base/Memory/System/Util/hkMemoryInitUtil.h>
#include <Common/Base/System/Error/hkDefaultError.h>
#include <Common/Base/Monitor/hkMonitorStream.h>
#include <Common/Base/Config/hkConfigVersion.h>
#include <Common/Base/Memory/System/hkMemorySystem.h>
#include <Common/Base/Memory/Allocator/Malloc/hkMallocAllocator.h>
#include <Common/Base/Container/String/hkStringBuf.h>
// Vehicle page 425 in documentation
#include <Physics2012/Vehicle/hkpVehicleInstance.h>
#include <Physics2012/Vehicle/AeroDynamics/Default/hkpVehicleDefaultAerodynamics.h>
#include <Physics2012/Vehicle/DriverInput/Default/hkpVehicleDefaultAnalogDriverInput.h>
#include <Physics2012/Vehicle/Brake/Default/hkpVehicleDefaultBrake.h>
#include <Physics2012/Vehicle/Engine/Default/hkpVehicleDefaultEngine.h>
#include <Physics2012/Vehicle/VelocityDamper/Default/hkpVehicleDefaultVelocityDamper.h>
#include <Physics2012/Vehicle/Steering/Default/hkpVehicleDefaultSteering.h>
#include <Physics2012/Vehicle/Suspension/Default/hkpVehicleDefaultSuspension.h>
#include <Physics2012/Vehicle/Transmission/Default/hkpVehicleDefaultTransmission.h>
#include <Physics2012/Vehicle/WheelCollide/RayCast/hkpVehicleRayCastWheelCollide.h>
#include <Physics2012/Vehicle/WheelCollide/RayCast/hkpVehicleRayCastWheelCollide.h>
#include <Physics2012/Collide/Filter/Group/hkpGroupFilter.h>
#include "World.h"
#include "Components/Vehicle.h"
#include "Components/Wheel.h"
#include "Components/Transform.h"
class VehicleSetup
{
public:
virtual void VehicleSetup::buildVehicle(World *world, const hkpWorld* physicsWorld, hkpVehicleInstance& vehicle, EntityID vehicleEntity, std::vector<EntityID> wheelEntities);
public:
struct WheelData
{
Components::Wheel* WheelComponent;
Components::Transform* TransformComponent;
};
std::vector<WheelData> m_Wheels;
virtual void setupVehicleData(const hkpWorld* world, hkpVehicleData& data);
virtual void setupComponent(const hkpVehicleData& data, hkpVehicleDefaultAnalogDriverInput& driverInput);
virtual void setupComponent(const hkpVehicleData& data, hkpVehicleDefaultEngine& engine, Components::Vehicle vehicleComponent);
virtual void setupComponent(const hkpVehicleData& data, hkpVehicleDefaultSteering& steering, Components::Vehicle vehicleComponent);
virtual void setupComponent(const hkpVehicleData& data, hkpVehicleDefaultTransmission& transmission, Components::Vehicle vehicleComponent);
virtual void setupComponent(const hkpVehicleData& data, hkpVehicleDefaultBrake& brake, Components::Vehicle vehicleComponent );
virtual void setupComponent(const hkpVehicleData& data, hkpVehicleDefaultSuspension& suspension, Components::Vehicle vehicleComponent);
virtual void setupComponent(const hkpVehicleData& data, hkpVehicleDefaultAerodynamics& aerodynamics, Components::Vehicle vehicleComponent );
virtual void setupComponent(const hkpVehicleData& data, hkpVehicleDefaultVelocityDamper& velocityDamper, Components::Vehicle vehicleComponent);
virtual void setupWheelCollide(const hkpWorld* world, const hkpVehicleInstance& vehicle, hkpVehicleRayCastWheelCollide& wheelCollide);
};
#endif // Physics_Vehicle_h__
+2 -2
View File
@@ -52,7 +52,7 @@ void main()
//float bias = 0.001 * tan(acos(cosTheta)); // cosTheta is dot( n,l ), clamped between 0 and 1
//bias = clamp(bias, 0.0, 0.01);
float visibility = 1.0;
if (Input.ShadowCoord.x >= 0.0 && Input.ShadowCoord.x <= 1.0 && Input.ShadowCoord.y >= 0.0 && Input.ShadowCoord.y <= 1.0)
/*if (Input.ShadowCoord.x >= 0.0 && Input.ShadowCoord.x <= 1.0 && Input.ShadowCoord.y >= 0.0 && Input.ShadowCoord.y <= 1.0)
{
float bias = 0.00005;
vec4 shadowMapValue = texture(shadowMap, Input.ShadowCoord.xy);
@@ -60,7 +60,7 @@ void main()
{
visibility = 0.3;
}
}
}*/
vec3 totalLighting = La * Ka * visibility;
+235 -20
View File
@@ -25,10 +25,9 @@
#include "PhysicsSystem.h"
#include "World.h"
Systems::PhysicsSystem::PhysicsSystem(World* world) : System(world)
{
m_Accumulator = 0;
{
hkMemorySystem::FrameInfo finfo(500 * 1024); // Allocate 500KB of Physics solver buffer
hkMemoryRouter* memoryRouter = hkMemoryInitUtil::initDefault(hkMallocAllocator::m_defaultMallocAllocator, finfo);
@@ -41,7 +40,7 @@ Systems::PhysicsSystem::PhysicsSystem(World* world) : System(world)
worldInfo.m_broadPhaseBorderBehaviour = hkpWorldCinfo::BROADPHASE_BORDER_FIX_ENTITY; // just fix the entity if the object falls off too far
// You must specify the size of the broad phase - objects should not be simulated outside this region
worldInfo.setBroadPhaseWorldSize(10000.0f);
worldInfo.setBroadPhaseWorldSize(1000.0f);
m_PhysicsWorld = new hkpWorld(worldInfo);
}
// Register all collision agents, even though only box - box will be used in this particular example.
@@ -64,11 +63,39 @@ Systems::PhysicsSystem::PhysicsSystem(World* world) : System(world)
void Systems::PhysicsSystem::RegisterComponents(ComponentFactory* cf)
{
cf->Register("Physics", []() { return new Components::Physics(); });
cf->Register("Box", []() { return new Components::Box(); });
cf->Register("Sphere", []() { return new Components::Sphere(); });
cf->Register("Vehicle", []() { return new Components::Vehicle(); });
cf->Register("Wheel", []() { return new Components::Wheel(); });
}
void Systems::PhysicsSystem::Update(double dt)
{
static const double timestep = 1 / 60.0;
for (auto pair : *m_World->GetEntities())
{
EntityID entity = pair.first;
if (m_RigidBodies.find(entity) == m_RigidBodies.end())
continue;
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
if (!transformComponent)
continue;
if(m_RigidBodies[entity]->isActive())
{
hkVector4 position(transformComponent->Position.x, transformComponent->Position.y, transformComponent->Position.z);
hkQuaternion rotation(transformComponent->Orientation.x, transformComponent->Orientation.y, transformComponent->Orientation.z, transformComponent->Orientation.w);
m_RigidBodies[entity]->setPositionAndRotation(position, rotation);
}
}
static const double timestep = 1 / 30.0;
m_Accumulator += dt;
while (m_Accumulator >= timestep)
{
@@ -85,21 +112,165 @@ void Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID p
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
if (!transformComponent)
return;
if (m_RigidBodies.find(entity) == m_RigidBodies.end())
auto wheelComponent = m_World->GetComponent<Components::Wheel>(entity, "Wheel");
if (wheelComponent)
{
SetUpPhysicsState(entity, parent);
EntityID car = m_World->GetEntityParent(entity);
if(m_Vehicles.find(car) != m_Vehicles.end())
{
m_Vehicles[car]->getChassis()->activate();
hkVector4 hardPoint = m_Vehicles[car]->m_suspension->m_wheelParams[wheelComponent->ID].m_hardpointChassisSpace;
hkVector4 suspensionDirection = m_Vehicles[car]->m_suspension->m_wheelParams[wheelComponent->ID].m_directionChassisSpace;
hkReal suspensionLength = m_Vehicles[car]->m_wheelsInfo[wheelComponent->ID].m_currentSuspensionLength;
glm::vec3 position = glm::vec3(hardPoint(0) + (suspensionDirection(0) * suspensionLength), hardPoint(1) + (suspensionDirection(1) * suspensionLength), hardPoint(2) + (suspensionDirection(2) * suspensionLength));
transformComponent->Position = position;
hkQuaternion steeringOrientation = m_Vehicles[car]->m_wheelsInfo[wheelComponent->ID].m_steeringOrientationChassisSpace;
hkReal spinAngle = -m_Vehicles[car]->m_wheelsInfo[wheelComponent->ID].m_spinAngle;
glm::quat orientation = glm::quat(steeringOrientation(3), steeringOrientation(0), steeringOrientation(1), steeringOrientation(2)) * glm::angleAxis<float>(spinAngle, glm::vec3(1, 0, 0));
transformComponent->Orientation = orientation * wheelComponent->OriginalOrientation;
}
}
else
{
hkVector4 position = m_RigidBodies[entity]->getPosition();
transformComponent->Position = glm::vec3(position(0), position(1), position(2));
hkQuaternion orientation = m_RigidBodies[entity]->getRotation();
transformComponent->Orientation = glm::quat(orientation(3),orientation(0), orientation(1), orientation(2));
if(m_Vehicles.find(entity) != m_Vehicles.end())
{
if(m_RigidBodies[entity]->isActive())
{
hkVector4 position = m_RigidBodies[entity]->getPosition();
transformComponent->Position = glm::vec3(position(0), position(1), position(2));
hkQuaternion orientation = m_RigidBodies[entity]->getRotation();
transformComponent->Orientation = glm::quat(orientation(3),orientation(0), orientation(1), orientation(2));
}
}
}
// HACK: Vehicle test-controls
auto vehicleComponent = m_World->GetComponent<Components::Vehicle>(entity, "Vehicle");
auto inputComponent = m_World->GetComponent<Components::Input>(entity, "Input");
if (vehicleComponent && inputComponent)
{
hkpVehicleDriverInputAnalogStatus* deviceStatus = (hkpVehicleDriverInputAnalogStatus*)m_Vehicles[entity]->m_deviceStatus;
deviceStatus->m_positionY = inputComponent->KeyState[GLFW_KEY_UP] * -1 + inputComponent->KeyState[GLFW_KEY_DOWN] * 1;
deviceStatus->m_positionX = inputComponent->KeyState[GLFW_KEY_LEFT] * -1 + inputComponent->KeyState[GLFW_KEY_RIGHT] * 1;
deviceStatus->m_handbrakeButtonPressed = inputComponent->KeyState[GLFW_KEY_RIGHT_CONTROL];
}
}
void Systems::PhysicsSystem::OnEntityCommit( EntityID entity )
{
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
if (!transformComponent)
return;
auto wheelComponent = m_World->GetComponent<Components::Wheel>(entity, "Wheel");
if (wheelComponent)
{
wheelComponent->ID = m_Wheels.size();
wheelComponent->OriginalOrientation = transformComponent->Orientation;
m_Wheels.push_back(entity);
}
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity, "Physics");
if (!physicsComponent)
return;
auto sphereComponent = m_World->GetComponent<Components::Sphere >(entity, "Sphere");
auto boxComponent = m_World->GetComponent<Components::Box >(entity, "Box");
hkpConvexShape* shape;
hkpRigidBodyCinfo rigidBodyInfo;
hkMassProperties massProperties;
if (sphereComponent)
{
shape = new hkpSphereShape(sphereComponent->Radius);
rigidBodyInfo.m_shape = shape;
if (physicsComponent->Static)
{
rigidBodyInfo.m_motionType = hkpMotion::MOTION_FIXED;
}
else
{
rigidBodyInfo.m_motionType = hkpMotion::MOTION_SPHERE_INERTIA;
}
hkpInertiaTensorComputer::computeSphereVolumeMassProperties(sphereComponent->Radius, physicsComponent->Mass, massProperties);
}
else if (boxComponent)
{
hkReal thickness = 0.05;
shape = new hkpBoxShape(hkVector4(boxComponent->Width - thickness, boxComponent->Height - thickness, boxComponent->Depth - thickness));
rigidBodyInfo.m_shape = shape;
if (physicsComponent->Static)
{
rigidBodyInfo.m_motionType = hkpMotion::MOTION_FIXED;
}
else
{
rigidBodyInfo.m_motionType = hkpMotion::MOTION_BOX_INERTIA;
}
hkpInertiaTensorComputer::computeBoxSurfaceMassProperties(hkVector4(boxComponent->Width - thickness, boxComponent->Height - thickness, boxComponent->Depth - thickness), physicsComponent->Mass, thickness, massProperties);
}
else
{
return;
}
rigidBodyInfo.m_position.set(transformComponent->Position.x, transformComponent->Position.y, transformComponent->Position.z);
rigidBodyInfo.m_inertiaTensor = massProperties.m_inertiaTensor;
rigidBodyInfo.m_centerOfMass = massProperties.m_centerOfMass;
rigidBodyInfo.m_mass = massProperties.m_mass;
// Create RigidBody
hkpRigidBody* rigidBody = new hkpRigidBody(rigidBodyInfo);
auto vehicleComponent = m_World->GetComponent<Components::Vehicle >(entity, "Vehicle");
if (vehicleComponent && m_Vehicles.find(entity) == m_Vehicles.end())
{
for (int i = 0; i < m_Wheels.size(); i++)
{
if(m_World->GetEntityParent(m_Wheels[i]) != entity)
{
m_Wheels.erase(m_Wheels.begin() + i);
i--;
}
}
VehicleSetup vehicleSetup;
// Create the basic vehicle.
m_Vehicles[entity] = new hkpVehicleInstance(rigidBody);
vehicleSetup.buildVehicle(m_World, m_PhysicsWorld, *m_Vehicles[entity], entity, m_Wheels);
// Add the vehicle's entities and phantoms to the world
m_Vehicles[entity]->addToWorld(m_PhysicsWorld);
m_RigidBodies[entity] = rigidBody;
// The vehicle is an action
m_PhysicsWorld->addAction(m_Vehicles[entity]);
//m_Vehicles[entity]->m_rpm = 0.0f; // Not sure why this one should be here
m_Wheels.clear();
shape->removeReference();
rigidBody->removeReference();
}
else
{
m_PhysicsWorld->addEntity(rigidBody);
m_RigidBodies[entity] = rigidBody;
shape->removeReference();
rigidBody->removeReference();
}
}
/*
void Systems::PhysicsSystem::SetUpPhysicsState(EntityID entity, EntityID parent)
{
@@ -124,17 +295,32 @@ void Systems::PhysicsSystem::SetUpPhysicsState(EntityID entity, EntityID parent)
{
shape = new hkpSphereShape(sphereComponent->Radius);
rigidBodyInfo.m_shape = shape;
rigidBodyInfo.m_motionType = hkpMotion::MOTION_SPHERE_INERTIA;
if (physicsComponent->Static)
{
rigidBodyInfo.m_motionType = hkpMotion::MOTION_FIXED;
}
else
{
rigidBodyInfo.m_motionType = hkpMotion::MOTION_SPHERE_INERTIA;
}
hkpInertiaTensorComputer::computeSphereVolumeMassProperties(sphereComponent->Radius, physicsComponent->Mass, massProperties);
}
else if (boxComponent)
{
shape = new hkpBoxShape(hkVector4(boxComponent->Width, boxComponent->Height, boxComponent->Depth));
hkReal thickness = 0.05;
shape = new hkpBoxShape(hkVector4(boxComponent->Width - thickness, boxComponent->Height - thickness, boxComponent->Depth - thickness));
rigidBodyInfo.m_shape = shape;
rigidBodyInfo.m_motionType = hkpMotion::MOTION_FIXED;
hkReal thickness = 0.1;
if (physicsComponent->Static)
{
rigidBodyInfo.m_motionType = hkpMotion::MOTION_FIXED;
}
else
{
rigidBodyInfo.m_motionType = hkpMotion::MOTION_BOX_INERTIA;
}
hkpInertiaTensorComputer::computeBoxSurfaceMassProperties(hkVector4(boxComponent->Width - thickness, boxComponent->Height - thickness, boxComponent->Depth - thickness), physicsComponent->Mass, thickness, massProperties);
}
else
@@ -149,13 +335,41 @@ void Systems::PhysicsSystem::SetUpPhysicsState(EntityID entity, EntityID parent)
// Create RigidBody
hkpRigidBody* rigidBody = new hkpRigidBody(rigidBodyInfo);
shape->removeReference();
m_PhysicsWorld->addEntity(rigidBody);
m_RigidBodies[entity] = rigidBody;
rigidBody->removeReference();
auto vehicleComponent = m_World->GetComponent<Components::Vehicle >(entity, "Vehicle");
if (vehicleComponent && m_Vehicles.find(entity) == m_Vehicles.end())
{
VehicleSetup vehicleSetup;
// Create the basic vehicle.
m_Vehicles[entity] = new hkpVehicleInstance(rigidBody);
vehicleSetup.buildVehicle(m_PhysicsWorld, *m_Vehicles[entity]);
// Add the vehicle's entities and phantoms to the world
m_Vehicles[entity]->addToWorld(m_PhysicsWorld);
m_RigidBodies[entity] = rigidBody;
// The vehicle is an action
m_PhysicsWorld->addAction(m_Vehicles[entity]);
//m_Vehicles[entity]->m_rpm = 0.0f; // Not sure why this one should be here
shape->removeReference();
rigidBody->removeReference();
}
else
{
m_PhysicsWorld->addEntity(rigidBody);
m_RigidBodies[entity] = rigidBody;
shape->removeReference();
rigidBody->removeReference();
}
}
*/
void Systems::PhysicsSystem::TearDownPhysicsState(EntityID entity, EntityID parent)
{
@@ -201,5 +415,6 @@ void Systems::PhysicsSystem::StepVisualDebugger()
void HK_CALL Systems::PhysicsSystem::HavokErrorReport(const char* msg, void*)
{
LOG_DEBUG("%s", msg);
LOG_INFO("%s", msg);
}
+426
View File
@@ -0,0 +1,426 @@
#include "PrecompiledHeader.h"
// Were not using anything product specific yet. We undef these so we dont get the usual
// product initialization for the products.
#undef HK_FEATURE_PRODUCT_AI
#undef HK_FEATURE_PRODUCT_ANIMATION
#undef HK_FEATURE_PRODUCT_CLOTH
#undef HK_FEATURE_PRODUCT_DESTRUCTION_2012
#undef HK_FEATURE_PRODUCT_DESTRUCTION
#undef HK_FEATURE_PRODUCT_BEHAVIOR
#undef HK_FEATURE_PRODUCT_PHYSICS_2012
//#undef HK_FEATURE_PRODUCT_PHYSICS
// Also were not using any serialization/versioning so we dont need any of these.
#define HK_EXCLUDE_FEATURE_SerializeDeprecatedPre700
#define HK_EXCLUDE_FEATURE_RegisterVersionPatches
#define HK_EXCLUDE_FEATURE_RegisterReflectedClasses
#define HK_EXCLUDE_FEATURE_MemoryTracker
#define HK_CLASSES_FILE "Common/Serialize/classlist/hkClasses.h"
#include "Common/Serialize/Util/hkBuiltinTypeRegistry.cxx"
#define HK_COMPAT_FILE "Common/Compat/hkCompatVersions.h"
// This include generates an initialization function based on the products
// and the excluded features.
#include <Common/Base/keycode.cxx>
#include <Common/Base/Config/hkProductFeatures.cxx>
#include "PhysicsSystem.h"
#include "World.h"
Systems::PhysicsSystem::PhysicsSystem(World* world) : System(world)
{
m_Accumulator = 0;
{
hkMemorySystem::FrameInfo finfo(500 * 1024); // Allocate 500KB of Physics solver buffer
hkMemoryRouter* memoryRouter = hkMemoryInitUtil::initDefault(hkMallocAllocator::m_defaultMallocAllocator, finfo);
hkBaseSystem::init(memoryRouter, HavokErrorReport);
hkpWorldCinfo worldInfo;
worldInfo.setupSolverInfo(hkpWorldCinfo::SOLVER_TYPE_4ITERS_MEDIUM);
worldInfo.m_gravity = hkVector4(0.0f, -9.8f, 0.0f);
worldInfo.m_broadPhaseBorderBehaviour = hkpWorldCinfo::BROADPHASE_BORDER_FIX_ENTITY; // just fix the entity if the object falls off too far
// You must specify the size of the broad phase - objects should not be simulated outside this region
worldInfo.setBroadPhaseWorldSize(10000.0f);
m_PhysicsWorld = new hkpWorld(worldInfo);
}
// Register all collision agents, even though only box - box will be used in this particular example.
// It's important to register collision agents before adding any entities to the world.
hkpAgentRegisterUtil::registerAllAgents(m_PhysicsWorld->getCollisionDispatcher());
//
// Initialize the visual debugger so we can connect remotely to the simulation
// The context must exist beyond the use of the VDB instance, and you can make
// whatever contexts you like for your own viewer types.
//
hkpPhysicsContext* context = new hkpPhysicsContext;
hkpPhysicsContext::registerAllPhysicsProcesses(); // all the physics viewers
context->addWorld(m_PhysicsWorld); // add the physics world so the viewers can see it
SetupVisualDebugger(context);
//SetupPhysics(m_PhysicsWorld);
}
void Systems::PhysicsSystem::RegisterComponents(ComponentFactory* cf)
{
cf->Register("Physics", []() { return new Components::Physics(); });
}
void Systems::PhysicsSystem::Update(double dt)
{
<<<<<<< HEAD
static const double timestep = 1 / 60.0;
=======
for (auto pair : *m_World->GetEntities())
{
EntityID entity = pair.first;
if (m_RigidBodies.find(entity) == m_RigidBodies.end())
continue;
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
if (!transformComponent)
continue;
if(m_RigidBodies[entity]->isActive())
{
hkVector4 position(transformComponent->Position.x, transformComponent->Position.y, transformComponent->Position.z);
hkQuaternion rotation(transformComponent->Orientation.x, transformComponent->Orientation.y, transformComponent->Orientation.z, transformComponent->Orientation.w);
m_RigidBodies[entity]->setPositionAndRotation(position, rotation);
}
}
static const double timestep = 1 / 30.0;
>>>>>>> havok
m_Accumulator += dt;
while (m_Accumulator >= timestep)
{
m_PhysicsWorld->stepDeltaTime(timestep);
m_Accumulator -= timestep;
}
// Step the visual debugger
StepVisualDebugger();
}
void Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
{
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
if (!transformComponent)
return;
auto wheelComponent = m_World->GetComponent<Components::Wheel>(entity, "Wheel");
if (wheelComponent)
{
EntityID car = m_World->GetEntityParent(entity);
if(m_Vehicles.find(car) != m_Vehicles.end())
{
m_Vehicles[car]->getChassis()->activate();
hkVector4 hardPoint = m_Vehicles[car]->m_suspension->m_wheelParams[wheelComponent->ID].m_hardpointChassisSpace;
hkVector4 suspensionDirection = m_Vehicles[car]->m_suspension->m_wheelParams[wheelComponent->ID].m_directionChassisSpace;
hkReal suspensionLength = m_Vehicles[car]->m_wheelsInfo[wheelComponent->ID].m_currentSuspensionLength;
glm::vec3 position = glm::vec3(hardPoint(0) + (suspensionDirection(0) * suspensionLength), hardPoint(1) + (suspensionDirection(1) * suspensionLength), hardPoint(2) + (suspensionDirection(2) * suspensionLength));
transformComponent->Position = position;
hkQuaternion steeringOrientation = m_Vehicles[car]->m_wheelsInfo[wheelComponent->ID].m_steeringOrientationChassisSpace;
hkReal spinAngle = -m_Vehicles[car]->m_wheelsInfo[wheelComponent->ID].m_spinAngle;
glm::quat orientation = glm::quat(steeringOrientation(3), steeringOrientation(0), steeringOrientation(1), steeringOrientation(2)) * glm::angleAxis<float>(spinAngle, glm::vec3(1, 0, 0));
transformComponent->Orientation = orientation * wheelComponent->OriginalOrientation;
}
}
else
{
if(m_Vehicles.find(entity) != m_Vehicles.end())
{
if(m_RigidBodies[entity]->isActive())
{
hkVector4 position = m_RigidBodies[entity]->getPosition();
transformComponent->Position = glm::vec3(position(0), position(1), position(2));
hkQuaternion orientation = m_RigidBodies[entity]->getRotation();
transformComponent->Orientation = glm::quat(orientation(3),orientation(0), orientation(1), orientation(2));
}
}
}
// HACK: Vehicle test-controls
auto vehicleComponent = m_World->GetComponent<Components::Vehicle>(entity, "Vehicle");
auto inputComponent = m_World->GetComponent<Components::Input>(entity, "Input");
if (vehicleComponent && inputComponent)
{
hkpVehicleDriverInputAnalogStatus* deviceStatus = (hkpVehicleDriverInputAnalogStatus*)m_Vehicles[entity]->m_deviceStatus;
deviceStatus->m_positionY = inputComponent->KeyState[GLFW_KEY_UP] * -1 + inputComponent->KeyState[GLFW_KEY_DOWN] * 1;
deviceStatus->m_positionX = inputComponent->KeyState[GLFW_KEY_LEFT] * -1 + inputComponent->KeyState[GLFW_KEY_RIGHT] * 1;
deviceStatus->m_handbrakeButtonPressed = inputComponent->KeyState[GLFW_KEY_RIGHT_CONTROL];
}
}
void Systems::PhysicsSystem::OnEntityCommit( EntityID entity )
{
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
if (!transformComponent)
return;
auto wheelComponent = m_World->GetComponent<Components::Wheel>(entity, "Wheel");
if (wheelComponent)
{
wheelComponent->ID = m_Wheels.size();
wheelComponent->OriginalOrientation = transformComponent->Orientation;
m_Wheels.push_back(entity);
}
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity, "Physics");
if (!physicsComponent)
return;
auto sphereComponent = m_World->GetComponent<Components::Sphere >(entity, "Sphere");
auto boxComponent = m_World->GetComponent<Components::Box >(entity, "Box");
hkpConvexShape* shape;
hkpRigidBodyCinfo rigidBodyInfo;
hkMassProperties massProperties;
if (sphereComponent)
{
shape = new hkpSphereShape(sphereComponent->Radius);
rigidBodyInfo.m_shape = shape;
if (physicsComponent->Static)
{
rigidBodyInfo.m_motionType = hkpMotion::MOTION_FIXED;
}
else
{
rigidBodyInfo.m_motionType = hkpMotion::MOTION_SPHERE_INERTIA;
}
hkpInertiaTensorComputer::computeSphereVolumeMassProperties(sphereComponent->Radius, physicsComponent->Mass, massProperties);
}
else if (boxComponent)
{
hkReal thickness = 0.05;
shape = new hkpBoxShape(hkVector4(boxComponent->Width - thickness, boxComponent->Height - thickness, boxComponent->Depth - thickness));
rigidBodyInfo.m_shape = shape;
if (physicsComponent->Static)
{
rigidBodyInfo.m_motionType = hkpMotion::MOTION_FIXED;
}
else
{
rigidBodyInfo.m_motionType = hkpMotion::MOTION_BOX_INERTIA;
}
hkpInertiaTensorComputer::computeBoxSurfaceMassProperties(hkVector4(boxComponent->Width - thickness, boxComponent->Height - thickness, boxComponent->Depth - thickness), physicsComponent->Mass, thickness, massProperties);
}
else
{
return;
}
rigidBodyInfo.m_position.set(transformComponent->Position.x, transformComponent->Position.y, transformComponent->Position.z);
rigidBodyInfo.m_inertiaTensor = massProperties.m_inertiaTensor;
rigidBodyInfo.m_centerOfMass = massProperties.m_centerOfMass;
rigidBodyInfo.m_mass = massProperties.m_mass;
// Create RigidBody
hkpRigidBody* rigidBody = new hkpRigidBody(rigidBodyInfo);
auto vehicleComponent = m_World->GetComponent<Components::Vehicle >(entity, "Vehicle");
if (vehicleComponent && m_Vehicles.find(entity) == m_Vehicles.end())
{
for (int i = 0; i < m_Wheels.size(); i++)
{
if(m_World->GetEntityParent(m_Wheels[i]) != entity)
{
m_Wheels.erase(m_Wheels.begin() + i);
i--;
}
}
VehicleSetup vehicleSetup;
// Create the basic vehicle.
m_Vehicles[entity] = new hkpVehicleInstance(rigidBody);
vehicleSetup.buildVehicle(m_World, m_PhysicsWorld, *m_Vehicles[entity], entity, m_Wheels);
// Add the vehicle's entities and phantoms to the world
m_Vehicles[entity]->addToWorld(m_PhysicsWorld);
m_RigidBodies[entity] = rigidBody;
// The vehicle is an action
m_PhysicsWorld->addAction(m_Vehicles[entity]);
//m_Vehicles[entity]->m_rpm = 0.0f; // Not sure why this one should be here
m_Wheels.clear();
shape->removeReference();
rigidBody->removeReference();
}
else
{
m_PhysicsWorld->addEntity(rigidBody);
m_RigidBodies[entity] = rigidBody;
shape->removeReference();
rigidBody->removeReference();
}
}
/*
void Systems::PhysicsSystem::SetUpPhysicsState(EntityID entity, EntityID parent)
{
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
if (!transformComponent)
return;
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity, "Physics");
if (!physicsComponent)
return;
auto sphereComponent = m_World->GetComponent<Components::Sphere >(entity, "Sphere");
auto boxComponent = m_World->GetComponent<Components::Box >(entity, "Box");
hkpConvexShape* shape;
hkpRigidBodyCinfo rigidBodyInfo;
hkMassProperties massProperties;
if (sphereComponent)
{
shape = new hkpSphereShape(sphereComponent->Radius);
rigidBodyInfo.m_shape = shape;
if (physicsComponent->Static)
{
rigidBodyInfo.m_motionType = hkpMotion::MOTION_FIXED;
}
else
{
rigidBodyInfo.m_motionType = hkpMotion::MOTION_SPHERE_INERTIA;
}
hkpInertiaTensorComputer::computeSphereVolumeMassProperties(sphereComponent->Radius, physicsComponent->Mass, massProperties);
}
else if (boxComponent)
{
hkReal thickness = 0.05;
shape = new hkpBoxShape(hkVector4(boxComponent->Width - thickness, boxComponent->Height - thickness, boxComponent->Depth - thickness));
rigidBodyInfo.m_shape = shape;
if (physicsComponent->Static)
{
rigidBodyInfo.m_motionType = hkpMotion::MOTION_FIXED;
}
else
{
rigidBodyInfo.m_motionType = hkpMotion::MOTION_BOX_INERTIA;
}
hkpInertiaTensorComputer::computeBoxSurfaceMassProperties(hkVector4(boxComponent->Width - thickness, boxComponent->Height - thickness, boxComponent->Depth - thickness), physicsComponent->Mass, thickness, massProperties);
}
else
{
return;
}
rigidBodyInfo.m_position.set(transformComponent->Position.x, transformComponent->Position.y, transformComponent->Position.z);
rigidBodyInfo.m_inertiaTensor = massProperties.m_inertiaTensor;
rigidBodyInfo.m_centerOfMass = massProperties.m_centerOfMass;
rigidBodyInfo.m_mass = massProperties.m_mass;
// Create RigidBody
hkpRigidBody* rigidBody = new hkpRigidBody(rigidBodyInfo);
auto vehicleComponent = m_World->GetComponent<Components::Vehicle >(entity, "Vehicle");
if (vehicleComponent && m_Vehicles.find(entity) == m_Vehicles.end())
{
VehicleSetup vehicleSetup;
// Create the basic vehicle.
m_Vehicles[entity] = new hkpVehicleInstance(rigidBody);
vehicleSetup.buildVehicle(m_PhysicsWorld, *m_Vehicles[entity]);
// Add the vehicle's entities and phantoms to the world
m_Vehicles[entity]->addToWorld(m_PhysicsWorld);
m_RigidBodies[entity] = rigidBody;
// The vehicle is an action
m_PhysicsWorld->addAction(m_Vehicles[entity]);
//m_Vehicles[entity]->m_rpm = 0.0f; // Not sure why this one should be here
shape->removeReference();
rigidBody->removeReference();
}
else
{
m_PhysicsWorld->addEntity(rigidBody);
m_RigidBodies[entity] = rigidBody;
shape->removeReference();
rigidBody->removeReference();
}
}
*/
void Systems::PhysicsSystem::TearDownPhysicsState(EntityID entity, EntityID parent)
{
}
void Systems::PhysicsSystem::OnComponentCreated(std::string type, std::shared_ptr<Component> component)
{
}
void Systems::PhysicsSystem::OnComponentRemoved(std::string type, Component* component)
{
}
void Systems::PhysicsSystem::SetupVisualDebugger(hkpPhysicsContext* worlds)
{
// Setup the visual debugger
hkArray<hkProcessContext*> contexts;
contexts.pushBack(worlds);
m_VisualDebugger = new hkVisualDebugger(contexts);
m_VisualDebugger->serve();
// Allocate memory for internal profiling information
// You can discard this if you do not want Havok profiling information
hkMonitorStream& stream = hkMonitorStream::getInstance();
stream.resize(500 * 1024); // 500K for timer info
stream.reset();
}
void Systems::PhysicsSystem::StepVisualDebugger()
{
// Step the debugger
m_VisualDebugger->step();
// Reset internal profiling info for next frame
hkMonitorStream::getInstance().reset();
}
void HK_CALL Systems::PhysicsSystem::HavokErrorReport(const char* msg, void*)
{
LOG_INFO("%s", msg);
}
<<<<<<< HEAD
=======
>>>>>>> havok
+8 -9
View File
@@ -1,18 +1,15 @@
#ifndef PhysicsSystem_h__
#define PhysicsSystem_h__
#include "System.h"
#include "Components/Transform.h"
#include "Components/Physics.h"
#include "Components/Sphere.h"
#include "Components/Box.h"
#include "Components/Vehicle.h"
#include "Components/Input.h"
// Math and base include
#include <Common/Base/hkBase.h>
#include <Common/Base/Memory/System/Util/hkMemoryInitUtil.h>
#include <Common/Base/System/Error/hkDefaultError.h>
@@ -29,8 +26,6 @@
#include <Physics2012/Collide/Shape/Convex/Sphere/hkpSphereShape.h>
#include <Physics2012/Collide/Dispatch/hkpAgentRegisterUtil.h>
#include <Physics2012/Dynamics/World/hkpWorld.h>
#include <Physics2012/Dynamics/Entity/hkpRigidBody.h>
#include <Physics2012/Utilities/Dynamics/Inertia/hkpInertiaTensorComputer.h>
@@ -39,6 +34,8 @@
#include <Common/Visualize/hkVisualDebugger.h>
#include <Physics2012/Utilities/VisualDebugger/hkpPhysicsContext.h>
#include "Physics/VehicleSetup.h"
#include <unordered_map>
namespace Systems
{
@@ -53,10 +50,9 @@ public:
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
void OnComponentCreated(std::string type, std::shared_ptr<Component> component) override;
void OnComponentRemoved(std::string type, Component* component) override;
void OnEntityCommit(EntityID entity) override;
private:
double m_Accumulator;
hkpWorld* m_PhysicsWorld;
@@ -70,7 +66,10 @@ private:
void SetupPhysics(hkpWorld* physicsWorld);
std::unordered_map<EntityID, hkpRigidBody*> m_RigidBodies;
std::unordered_map<EntityID, hkpVehicleInstance*> m_Vehicles;
std::vector<EntityID> m_Wheels;
hkpVehicleInstance* Systems::PhysicsSystem::createVehicle(VehicleSetup& vehicleSetup, hkpRigidBody* chassis);
};
}
+91
View File
@@ -0,0 +1,91 @@
#ifndef PhysicsSystem_h__
#define PhysicsSystem_h__
#include "System.h"
#include "Components/Transform.h"
#include "Components/Physics.h"
#include "Components/Sphere.h"
#include "Components/Box.h"
#include "Components/Vehicle.h"
#include "Components/Input.h"
// Math and base include
#include <Common/Base/hkBase.h>
#include <Common/Base/Memory/System/Util/hkMemoryInitUtil.h>
#include <Common/Base/System/Error/hkDefaultError.h>
#include <Common/Base/Monitor/hkMonitorStream.h>
#include <Common/Base/Config/hkConfigVersion.h>
#include <Common/Base/Memory/System/hkMemorySystem.h>
#include <Common/Base/Memory/Allocator/Malloc/hkMallocAllocator.h>
#include <Common/Base/Container/String/hkStringBuf.h>
// Dynamics includes
#include <Physics2012/Collide/hkpCollide.h>
#include <Physics2012/Collide/Agent/ConvexAgent/SphereBox/hkpSphereBoxAgent.h>
#include <Physics2012/Collide/Shape/Convex/Box/hkpBoxShape.h>
#include <Physics2012/Collide/Shape/Convex/Sphere/hkpSphereShape.h>
#include <Physics2012/Collide/Dispatch/hkpAgentRegisterUtil.h>
#include <Physics2012/Dynamics/World/hkpWorld.h>
#include <Physics2012/Dynamics/Entity/hkpRigidBody.h>
#include <Physics2012/Utilities/Dynamics/Inertia/hkpInertiaTensorComputer.h>
// Visual Debugger includes
#include <Common/Visualize/hkVisualDebugger.h>
#include <Physics2012/Utilities/VisualDebugger/hkpPhysicsContext.h>
#include "Physics/VehicleSetup.h"
#include <unordered_map>
namespace Systems
{
class PhysicsSystem : public System
{
public:
PhysicsSystem(World* world);
void RegisterComponents(ComponentFactory* cf) override;
void Update(double dt) override;
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
void OnComponentCreated(std::string type, std::shared_ptr<Component> component) override;
void OnComponentRemoved(std::string type, Component* component) override;
void OnEntityCommit(EntityID entity) override;
private:
<<<<<<< HEAD
=======
>>>>>>> havok
double m_Accumulator;
hkpWorld* m_PhysicsWorld;
void SetUpPhysicsState(EntityID entity, EntityID parent);
void TearDownPhysicsState(EntityID entity, EntityID parent);
hkVisualDebugger* m_VisualDebugger;
void SetupVisualDebugger(hkpPhysicsContext* worlds);
void StepVisualDebugger();
static void HK_CALL HavokErrorReport(const char* msg, void*);
void SetupPhysics(hkpWorld* physicsWorld);
std::unordered_map<EntityID, hkpRigidBody*> m_RigidBodies;
std::unordered_map<EntityID, hkpVehicleInstance*> m_Vehicles;
std::vector<EntityID> m_Wheels;
hkpVehicleInstance* Systems::PhysicsSystem::createVehicle(VehicleSetup& vehicleSetup, hkpRigidBody* chassis);
};
}
#endif // PhysicsSystem_h__
+2 -2
View File
@@ -47,8 +47,8 @@ void Systems::RenderSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
auto cameraComponent = m_World->GetComponent<Components::Camera>(entity, "Camera");
if (cameraComponent != nullptr)
{
m_Renderer->GetCamera()->Position(transformComponent->Position);
m_Renderer->GetCamera()->Orientation(transformComponent->Orientation);
m_Renderer->GetCamera()->Position(m_TransformSystem->AbsolutePosition(entity));
m_Renderer->GetCamera()->Orientation(m_TransformSystem->AbsoluteOrientation(entity));
m_Renderer->GetCamera()->FOV(cameraComponent->FOV);
m_Renderer->GetCamera()->NearClip(cameraComponent->NearClip);
+6 -2
View File
@@ -65,7 +65,7 @@
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>OpenAL32.lib;opengl32.lib;glu32.lib;SOIL.lib;glew32d.lib;glfw3.lib;hkBase.lib;hkVisualize.lib;hkInternal.lib;hkSerialize.lib;hkGeometryUtilities.lib;hkcdInternal.lib;hkcdCollide.lib;hkpCollide.lib;hkpConstraint.lib;hkpConstraintSolver.lib;hkpDynamics.lib;hkpInternal.lib;hkpUtilities.lib;hkSceneData.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>OpenAL32.lib;opengl32.lib;glu32.lib;SOIL.lib;glew32d.lib;glfw3.lib;hkBase.lib;hkVisualize.lib;hkInternal.lib;hkSerialize.lib;hkGeometryUtilities.lib;hkcdInternal.lib;hkcdCollide.lib;hkpCollide.lib;hkpConstraint.lib;hkpConstraintSolver.lib;hkpDynamics.lib;hkpInternal.lib;hkpUtilities.lib;hkSceneData.lib;hkpVehicle.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalOptions> /ignore:4221</AdditionalOptions>
</Link>
<CustomBuildStep />
@@ -89,7 +89,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>OpenAL32.lib;opengl32.lib;glu32.lib;SOIL.lib;glew32.lib;glfw3.lib;hkaAnimation.lib;hkaInternal.lib;hkaPhysics2012Bridge.lib;hkBase.lib;hkcdCollide.lib;hkcdInternal.lib;hkCompat.lib;hkgBridge.lib;hkgCommon.lib;hkgDx11.lib;hkgDx9s.lib;hkGeometryUtilities.lib;hkgOglES.lib;hkgOglES2.lib;hkgOgls.lib;hkgSoundCommon.lib;hkgSoundXAudio2.lib;hkInternal.lib;hkpCollide.lib;hkpConstraint.lib;hkpConstraintSolver.lib;hkpDynamics.lib;hkpInternal.lib;hkpUtilities.lib;hkpVehicle.lib;hkSceneData.lib;hkSerialize.lib;hkVisualize.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>OpenAL32.lib;opengl32.lib;glu32.lib;SOIL.lib;glew32.lib;glfw3.lib;hkBase.lib;hkVisualize.lib;hkInternal.lib;hkSerialize.lib;hkGeometryUtilities.lib;hkcdInternal.lib;hkcdCollide.lib;hkpCollide.lib;hkpConstraint.lib;hkpConstraintSolver.lib;hkpDynamics.lib;hkpInternal.lib;hkpUtilities.lib;hkSceneData.lib;hkpVehicle.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
<CustomBuildStep />
</ItemDefinitionGroup>
@@ -100,6 +100,7 @@
<ClCompile Include="..\..\src\main.cpp" />
<ClCompile Include="..\..\src\Model.cpp" />
<ClCompile Include="..\..\src\OBJ.cpp" />
<ClCompile Include="..\..\src\Physics\VehicleSetup.cpp" />
<ClCompile Include="..\..\src\PrecompiledHeader.cpp" />
<ClCompile Include="..\..\src\Renderer.cpp" />
<ClCompile Include="..\..\src\ResourceManager.cpp" />
@@ -134,6 +135,8 @@
<ClInclude Include="..\..\src\Components\Sprite.h" />
<ClInclude Include="..\..\src\Components\Template.h" />
<ClInclude Include="..\..\src\Components\Transform.h" />
<ClInclude Include="..\..\src\Components\Vehicle.h" />
<ClInclude Include="..\..\src\Components\Wheel.h" />
<ClInclude Include="..\..\src\CubemapTexture.h" />
<ClInclude Include="..\..\src\Engine.h" />
<ClInclude Include="..\..\src\Entity.h" />
@@ -141,6 +144,7 @@
<ClInclude Include="..\..\src\GameWorld.h" />
<ClInclude Include="..\..\src\Model.h" />
<ClInclude Include="..\..\src\OBJ.h" />
<ClInclude Include="..\..\src\Physics\VehicleSetup.h" />
<ClInclude Include="..\..\src\PrecompiledHeader.h" />
<ClInclude Include="..\..\src\Renderer.h" />
<ClInclude Include="..\..\src\ResourceManager.h" />
+14 -2
View File
@@ -50,6 +50,7 @@
</ClCompile>
<ClCompile Include="..\..\src\ResourceManager.cpp" />
<ClCompile Include="..\..\src\Sound.cpp" />
<ClCompile Include="..\..\src\Physics\VehicleSetup.cpp" />
</ItemGroup>
<ItemGroup>
<Filter Include="Util">
@@ -212,8 +213,19 @@
<ClInclude Include="..\..\src\Sound.h">
<Filter>Audio</Filter>
</ClInclude>
<ClInclude Include="..\..\src\Components\Box.h" />
<ClInclude Include="..\..\src\Components\Sphere.h" />
<ClInclude Include="..\..\src\Physics\VehicleSetup.h" />
<ClInclude Include="..\..\src\Components\Box.h">
<Filter>Physics\Components</Filter>
</ClInclude>
<ClInclude Include="..\..\src\Components\Sphere.h">
<Filter>Physics\Components</Filter>
</ClInclude>
<ClInclude Include="..\..\src\Components\Vehicle.h">
<Filter>Physics\Components</Filter>
</ClInclude>
<ClInclude Include="..\..\src\Components\Wheel.h">
<Filter>Physics\Components</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\..\src\Shaders\AABB.frag.glsl">