Still trying to get it working.

This commit is contained in:
ViktorLjung
2014-04-12 20:53:35 +02:00
parent 04fff4a27b
commit 41db395f61
3 changed files with 185 additions and 9 deletions
+129
View File
@@ -1,4 +1,23 @@
#include "PrecompiledHeader.h"
#include <Common/Base/keycode.cxx>
// 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
// This include generates an initialization function based on the products
// and the excluded features.
#include <Common/Base/Config/hkProductFeatures.cxx>
#include "PhysicsSystem.h"
#include "World.h"
@@ -7,11 +26,43 @@
Systems::PhysicsSystem::PhysicsSystem(World* world) : System(world)
{
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(1000.0f);
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::Update(double dt)
{
m_PhysicsWorld->stepDeltaTime(dt);
// Step the visual debugger
StepVisualDebugger();
}
void Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
@@ -39,3 +90,81 @@ void Systems::PhysicsSystem::TearDownPhysicsState(EntityID entity, EntityID pare
}
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_ERROR("%s", msg);
}
void Systems::PhysicsSystem::SetupPhysics(hkpWorld* physicsWorld)
{
// Create the floor as a fixed box
{
hkpRigidBodyCinfo boxInfo;
hkVector4 boxSize(5.0f, 0.5f, 5.0f);
hkpBoxShape* boxShape = new hkpBoxShape(boxSize);
boxInfo.m_shape = boxShape;
boxInfo.m_motionType = hkpMotion::MOTION_FIXED;
boxInfo.m_position.set(0.0f, 0.0f, 0.0f);
boxInfo.m_restitution = 0.9f;
hkpRigidBody* floor = new hkpRigidBody(boxInfo);
boxShape->removeReference();
physicsWorld->addEntity(floor);
floor->removeReference();
}
// Create a moving sphere
{
hkReal sphereRadius = 0.5f;
hkpConvexShape* sphereShape = new hkpSphereShape(sphereRadius);
hkpRigidBodyCinfo sphereInfo;
sphereInfo.m_shape = sphereShape;
sphereInfo.m_position.set(0.0f, 5.0f, 0.0f);
sphereInfo.m_motionType = hkpMotion::MOTION_SPHERE_INERTIA;
// Compute mass properties
hkReal sphereMass = 10.0f;
hkMassProperties sphereMassProperties;
hkpInertiaTensorComputer::computeSphereVolumeMassProperties(sphereRadius, sphereMass, sphereMassProperties);
sphereInfo.m_inertiaTensor = sphereMassProperties.m_inertiaTensor;
sphereInfo.m_centerOfMass = sphereMassProperties.m_centerOfMass;
sphereInfo.m_mass = sphereMassProperties.m_mass;
// Create sphere RigidBody
hkpRigidBody* sphereRigidBody = new hkpRigidBody(sphereInfo);
sphereShape->removeReference();
physicsWorld->addEntity(sphereRigidBody);
g_ball = sphereRigidBody;
sphereRigidBody->removeReference();
}
}