couch/core/World.cpp
2021-04-21 18:27:30 -05:00

79 lines
2.3 KiB
C++

/*
Dane Johnson <dane@danejohnson.org>
LICENSE
Couch Copyright (C) 2021 Dane Johnson
This program comes with ABSOLUTELY NO WARRANTY; without event the
implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for details at
https://www.gnu.org/licenses/gpl-3.0.html
This is free software, and you are welcome to redistribute it
under the terms of the GNU General Public License as published
by the Free Software Foundation; either version 3 of the License,
or (at your option) any later version.
DESCRIPTION
The physics world
*/
#include "World.h"
World* World::GetWorld() {
if (!world) {
world = new World();
}
return world;
}
void World::AddRigidbody(Rigidbody *rigidbody) {
btWorld->addRigidBody(rigidbody->btBody);
}
void World::Step(float delta) {
btWorld->stepSimulation(delta);
}
RaycastResult World::Raycast(const Vector3 &from, const Vector3 &to) {
RaycastResult rcr;
btVector3 btFrom = btVector3(from.x, from.y, from.z);
btVector3 btTo = btVector3(to.x, to.y, to.z);
btCollisionWorld::ClosestRayResultCallback rayCallback(btFrom, btTo);
rayCallback.m_collisionFilterGroup = -1; // Everything
btWorld->rayTest(btFrom, btTo, rayCallback);
rcr.hit = rayCallback.hasHit();
if (rcr.hit) {
rcr.position = Vector3(rayCallback.m_hitPointWorld.getX(),
rayCallback.m_hitPointWorld.getY(),
rayCallback.m_hitPointWorld.getZ());
rcr.normal = Vector3(rayCallback.m_hitNormalWorld.getX(),
rayCallback.m_hitNormalWorld.getY(),
rayCallback.m_hitNormalWorld.getZ());
rcr.object = (Rigidbody*) rayCallback.m_collisionObject->getUserPointer();
}
return rcr;
}
World* World::world { new World() };
World::World() {
// Some Java-ass code to follow
collisionConfiguration = new btDefaultCollisionConfiguration();
dispatcher = new btCollisionDispatcher(collisionConfiguration);
overlappingPairCache = new btDbvtBroadphase();
solver = new btSequentialImpulseConstraintSolver();
btWorld = new btDiscreteDynamicsWorld(dispatcher, overlappingPairCache, solver, collisionConfiguration);
btWorld->setGravity(btVector3(0, -10, 0));
}
World::~World() {
delete btWorld;
delete solver;
delete overlappingPairCache;
delete dispatcher;
delete collisionConfiguration;
}