openblocks/src/physics/simulation.cpp

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#include <cstdio>
#include <glm/ext/matrix_float3x3.hpp>
#include <reactphysics3d/collision/shapes/BoxShape.h>
#include <reactphysics3d/collision/shapes/CollisionShape.h>
#include <reactphysics3d/components/RigidBodyComponents.h>
#include <reactphysics3d/mathematics/Quaternion.h>
#include <reactphysics3d/mathematics/Transform.h>
#include <reactphysics3d/mathematics/Vector3.h>
#include <reactphysics3d/memory/DefaultAllocator.h>
#include <reactphysics3d/memory/MemoryAllocator.h>
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#include <reactphysics3d/reactphysics3d.h>
#include <vector>
#include "../part.h"
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#include "util.h"
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#include "simulation.h"
namespace rp = reactphysics3d;
extern std::vector<Part> parts;
rp::PhysicsCommon physicsCommon;
rp::PhysicsWorld* world;
void simulationInit() {
world = physicsCommon.createPhysicsWorld();
rp::Vector3 position(0, 20, 0);
rp::Quaternion orientation = rp::Quaternion::identity();
rp::Transform transform(position, orientation);
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// body = world->createRigidBody(transform);
}
void addToSimulation(Part part) {
if (part.rigidBody) {
fprintf(stderr, "Attempt to add part to simulation that already has a rigid body.\n");
return;
}
glm::mat4 rotMat = glm::mat4(1.0f);
rotMat = glm::rotate(rotMat, part.rotation.x, glm::vec3(1., 0., 0.));
rotMat = glm::rotate(rotMat, part.rotation.y, glm::vec3(0., 1., 0.));
rotMat = glm::rotate(rotMat, part.rotation.z, glm::vec3(0., 0., 1.));
glm::quat quat(rotMat);
rp::Transform transform(glmToRp(part.position), glmToRp(quat));
part.rigidBody = world->createRigidBody(transform);
rp::BoxShape* shape = physicsCommon.createBoxShape(rp::Vector3(.5, .5, .5));
part.rigidBody->addCollider(shape, rp::Transform());
part.rigidBody->setType(part.anchored ? rp::BodyType::STATIC : rp::BodyType::DYNAMIC);
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}
void physicsStep(float deltaTime) {
// Step the simulation a few steps
world->update(deltaTime);
// Get the updated position of the body
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// const rp::Transform& transform = body->getTransform();
// const rp::Vector3& position = transform.getPosition();
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// Display the position of the body
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// std::cout << "Body Position: (" << position.x << ", " << position.y << ", " << position.z << ")" << std::endl;
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}