IT FALLSS

This commit is contained in:
maelstrom 2024-09-29 19:19:49 +02:00
parent 5a17c1289b
commit 5c62c1585f
5 changed files with 34 additions and 47 deletions

View file

@ -35,6 +35,9 @@ int main() {
glfwMakeContextCurrent(window);
glewInit();
simulationInit();
renderInit(window);
parts.push_back(Part {
.position = glm::vec3(0),
.rotation = glm::vec3(0),
@ -45,9 +48,7 @@ int main() {
.shininess = 32.0f,
}
});
simulationInit();
renderInit(window);
syncPartPhysics(parts.back());
float lastTime = glfwGetTime();
do {
@ -143,6 +144,7 @@ void keyCallback(GLFWwindow* window, int key, int scancode, int action, int mods
.shininess = 32.0f,
}
});
syncPartPhysics(parts.back());
}
float shiftFactor = (mods & GLFW_MOD_SHIFT) ? -0.2 : 0.2;

View file

@ -1,27 +0,0 @@
#include <glm/ext.hpp>
#include <reactphysics3d/engine/PhysicsCommon.h>
#include <reactphysics3d/engine/PhysicsWorld.h>
#include "physics/util.h"
#include "part.h"
namespace rp = reactphysics3d;
extern rp::PhysicsWorld* world;
extern rp::PhysicsCommon physicsCommon;
void Part::syncTransforms() {
glm::mat4 rotMat = glm::mat4(1.0f);
rotMat = glm::rotate(rotMat, rotation.x, glm::vec3(1., 0., 0.));
rotMat = glm::rotate(rotMat, rotation.y, glm::vec3(0., 1., 0.));
rotMat = glm::rotate(rotMat, rotation.z, glm::vec3(0., 0., 1.));
glm::quat quat(rotMat);
rp::Transform transform(glmToRp(position), glmToRp(quat));
rigidBody = world->createRigidBody(transform);
rp::BoxShape* shape = physicsCommon.createBoxShape(glmToRp(scale * glm::vec3(0.5)));
rigidBody->removeCollider(rigidBody->getCollider(0));
rigidBody->addCollider(shape, rp::Transform());
}

View file

@ -1,5 +1,6 @@
#include <cstdio>
#include <glm/ext/matrix_float3x3.hpp>
#include <glm/gtc/quaternion.hpp>
#include <reactphysics3d/collision/shapes/BoxShape.h>
#include <reactphysics3d/collision/shapes/CollisionShape.h>
#include <reactphysics3d/components/RigidBodyComponents.h>
@ -28,15 +29,10 @@ void simulationInit() {
rp::Vector3 position(0, 20, 0);
rp::Quaternion orientation = rp::Quaternion::identity();
rp::Transform transform(position, orientation);
// body = world->createRigidBody(transform);
rp::RigidBody* 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;
}
void syncPartPhysics(Part& part) {
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.));
@ -44,9 +40,17 @@ void addToSimulation(Part part) {
glm::quat quat(rotMat);
rp::Transform transform(glmToRp(part.position), glmToRp(quat));
part.rigidBody = world->createRigidBody(transform);
if (!part.rigidBody) {
part.rigidBody = world->createRigidBody(transform);
} else {
part.rigidBody->setTransform(transform);
}
rp::BoxShape* shape = physicsCommon.createBoxShape(rp::Vector3(.5, .5, .5));
rp::BoxShape* shape = physicsCommon.createBoxShape(glmToRp(part.scale * glm::vec3(0.5f)));
if (part.rigidBody->getNbColliders() > 0) {
part.rigidBody->removeCollider(part.rigidBody->getCollider(0));
}
part.rigidBody->addCollider(shape, rp::Transform());
part.rigidBody->setType(part.anchored ? rp::BodyType::STATIC : rp::BodyType::DYNAMIC);
@ -56,10 +60,9 @@ void physicsStep(float deltaTime) {
// Step the simulation a few steps
world->update(deltaTime);
// Get the updated position of the body
// const rp::Transform& transform = body->getTransform();
// const rp::Vector3& position = transform.getPosition();
// Display the position of the body
// std::cout << "Body Position: (" << position.x << ", " << position.y << ", " << position.z << ")" << std::endl;
for (Part& part : parts) {
const rp::Transform& transform = part.rigidBody->getTransform();
part.position = rpToGlm(transform.getPosition());
part.rotation = glm::eulerAngles(rpToGlm(transform.getOrientation()));
}
}

View file

@ -3,5 +3,5 @@
#include "../part.h"
void simulationInit();
void addToSimulation(Part part);
void syncPartPhysics(Part& part);
void physicsStep(float deltaTime);

View file

@ -1,4 +1,5 @@
#pragma once
#include <glm/ext/vector_float3.hpp>
#include <reactphysics3d/mathematics/Quaternion.h>
#include <reactphysics3d/mathematics/Vector3.h>
#include <reactphysics3d/mathematics/mathematics.h>
@ -11,5 +12,13 @@ inline rp::Vector3 glmToRp(glm::vec3 vec) {
}
inline rp::Quaternion glmToRp(glm::quat quat) {
return rp::Quaternion(rp::Vector3(quat.x, quat.y, quat.z), quat.w);
return rp::Quaternion(quat.w, rp::Vector3(quat.x, quat.y, quat.z));
}
inline glm::vec3 rpToGlm(rp::Vector3 vec) {
return glm::vec3(vec.x, vec.y, vec.z);
}
inline glm::quat rpToGlm(rp::Quaternion quat) {
return glm::quat(quat.w, quat.x, quat.y, quat.z);
}