예제 #1
0
	virtual bool	mouseMoveCallback(float x,float y)
	{
		if (m_replay)
			return false;

		CommonRenderInterface* renderer = m_multiThreadedHelper->m_childGuiHelper->getRenderInterface();// m_guiHelper->getRenderInterface();
	
		if (!renderer)
		{
			return false;
		}

		btVector3 rayTo = getRayTo(int(x), int(y));
		btVector3 rayFrom;
		renderer->getActiveCamera()->getCameraPosition(rayFrom);

		MyMouseCommand cmd;
		cmd.m_rayFrom = rayFrom;
		cmd.m_rayTo = rayTo;
		cmd.m_type = MyMouseMove;
		m_args[0].m_cs->lock();
		m_args[0].m_mouseCommands.push_back(cmd);
		m_args[0].m_cs->unlock();
		return false;
	};
예제 #2
0
	virtual bool	mouseButtonCallback(int button, int state, float x, float y)
	{
		if (m_replay)
			return false;

		CommonRenderInterface* renderer = m_guiHelper->getRenderInterface();

		if (!renderer)
		{
			return false;
		}

		CommonWindowInterface* window = m_guiHelper->getAppInterface()->m_window;


		if (state==1)
		{
			if(button==0 && (!window->isModifierKeyPressed(B3G_ALT) && !window->isModifierKeyPressed(B3G_CONTROL) ))
			{
				btVector3 camPos;
				renderer->getActiveCamera()->getCameraPosition(camPos);

				btVector3 rayFrom = camPos;
				btVector3 rayTo = getRayTo(int(x),int(y));

				MyMouseCommand cmd;
				cmd.m_rayFrom = rayFrom;
				cmd.m_rayTo = rayTo;
				cmd.m_type = MyMouseButtonDown;
				m_args[0].m_cs->lock();
				m_args[0].m_mouseCommands.push_back(cmd);
				m_args[0].m_cs->unlock();


			}
		} else
		{
			if (button==0)
			{
				//m_physicsServer.removePickingConstraint();
				MyMouseCommand cmd;
				cmd.m_rayFrom.setValue(0,0,0);
				cmd.m_rayTo.setValue(0, 0, 0);
				cmd.m_type = MyMouseButtonUp;
				m_args[0].m_cs->lock();
				m_args[0].m_mouseCommands.push_back(cmd);
				m_args[0].m_cs->unlock();
				//remove p2p
			}
		}

		//printf("button=%d, state=%d\n",button,state);
		return false;
	}
예제 #3
0
    virtual bool	mouseMoveCallback(float x,float y)
    {
        CommonRenderInterface* renderer = m_guiHelper->getRenderInterface();

        if (!renderer)
        {
            btAssert(0);
            return false;
        }

        btVector3 rayTo = getRayTo(int(x), int(y));
        btVector3 rayFrom;
        renderer->getActiveCamera()->getCameraPosition(rayFrom);
        m_physicsServer.movePickedBody(rayFrom,rayTo);
        return false;
    };
	virtual bool	mouseButtonCallback(int button, int state, float x, float y)
	{
		if (m_replay)
			return false;

		CommonRenderInterface* renderer = m_guiHelper->getRenderInterface();
		
		if (!renderer)
		{
			btAssert(0);
			return false;
		}
		
		CommonWindowInterface* window = m_guiHelper->getAppInterface()->m_window;

	
		if (state==1)
		{
			if(button==0 && (!window->isModifierKeyPressed(B3G_ALT) && !window->isModifierKeyPressed(B3G_CONTROL) ))
			{
				btVector3 camPos;
				renderer->getActiveCamera()->getCameraPosition(camPos);

				btVector3 rayFrom = camPos;
				btVector3 rayTo = getRayTo(int(x),int(y));

				m_physicsServer.pickBody(rayFrom, rayTo);


			}
		} else
		{
			if (button==0)
			{
				m_physicsServer.removePickingConstraint();
				//remove p2p
			}
		}

		//printf("button=%d, state=%d\n",button,state);
		return false;
	}
예제 #5
0
void TinyRendererSetup::stepSimulation(float deltaTime)
{
    m_internalData->updateTransforms();
    
    if (!m_useSoftware)
    {
        
        for (int i=0;i<m_internalData->m_transforms.size();i++)
        {
            m_guiHelper->getRenderInterface()->writeSingleInstanceTransformToCPU(m_internalData->m_transforms[i].getOrigin(),m_internalData->m_transforms[i].getRotation(),i);
        }
        m_guiHelper->getRenderInterface()->writeTransforms();
        m_guiHelper->getRenderInterface()->renderScene();
    } else
    {
        
        TGAColor clearColor;
        clearColor.bgra[0] = 200;
        clearColor.bgra[1] = 200;
        clearColor.bgra[2] = 200;
        clearColor.bgra[3] = 255;
        for(int y=0;y<m_internalData->m_height;++y)
        {
            for(int x=0;x<m_internalData->m_width;++x)
            {
                m_internalData->m_rgbColorBuffer.set(x,y,clearColor);
                m_internalData->m_depthBuffer[x+y*m_internalData->m_width] = -1e30f;
            }
        }


        ATTRIBUTE_ALIGNED16(btScalar modelMat2[16]);
        ATTRIBUTE_ALIGNED16(float viewMat[16]);
        ATTRIBUTE_ALIGNED16(float projMat[16]);
        CommonRenderInterface* render = this->m_app->m_renderer;
        render->getActiveCamera()->getCameraViewMatrix(viewMat);
        render->getActiveCamera()->getCameraProjectionMatrix(projMat);
            

        
        for (int o=0;o<this->m_internalData->m_renderObjects.size();o++)
        {
                
            const btTransform& tr = m_internalData->m_transforms[o];
            tr.getOpenGLMatrix(modelMat2);
            
                    
            for (int i=0;i<4;i++)
            {
                for (int j=0;j<4;j++)
                {
                    m_internalData->m_renderObjects[o]->m_modelMatrix[i][j] = float(modelMat2[i+4*j]);
                    m_internalData->m_renderObjects[o]->m_viewMatrix[i][j] = viewMat[i+4*j];
                    m_internalData->m_renderObjects[o]->m_projectionMatrix[i][j] = projMat[i+4*j];
                    
                    float eye[4];
                    float center[4];
                    render->getActiveCamera()->getCameraPosition(eye);
                    render->getActiveCamera()->getCameraTargetPosition(center);

                    m_internalData->m_renderObjects[o]->m_eye.setValue(eye[0],eye[1],eye[2]);
                    m_internalData->m_renderObjects[o]->m_center.setValue(center[0],center[1],center[2]);
                }
            }
            TinyRenderer::renderObject(*m_internalData->m_renderObjects[o]);
        }
        //m_app->drawText("hello",500,500);
        render->activateTexture(m_internalData->m_textureHandle);
        render->updateTexture(m_internalData->m_textureHandle,m_internalData->m_rgbColorBuffer.buffer());
        float color[4] = {1,1,1,1};
        m_app->drawTexturedRect(0,0,m_app->m_window->getWidth(), m_app->m_window->getHeight(),color,0,0,1,1,true);
    }
}
예제 #6
0
btVector3	PhysicsServerExample::getRayTo(int x,int y)
{
	CommonRenderInterface* renderer = m_guiHelper->getRenderInterface();

	if (!renderer)
	{
		btAssert(0);
		return btVector3(0,0,0);
	}

	float top = 1.f;
	float bottom = -1.f;
	float nearPlane = 1.f;
	float tanFov = (top-bottom)*0.5f / nearPlane;
	float fov = btScalar(2.0) * btAtan(tanFov);

	btVector3 camPos,camTarget;
	renderer->getActiveCamera()->getCameraPosition(camPos);
	renderer->getActiveCamera()->getCameraTargetPosition(camTarget);
	
	btVector3	rayFrom = camPos;
	btVector3 rayForward = (camTarget-camPos);
	rayForward.normalize();
	float farPlane = 10000.f;
	rayForward*= farPlane;

	btVector3 rightOffset;
	btVector3 cameraUp=btVector3(0,0,0);
	cameraUp[m_guiHelper->getAppInterface()->getUpAxis()]=1;

	btVector3 vertical = cameraUp;

	btVector3 hor;
	hor = rayForward.cross(vertical);
	hor.normalize();
	vertical = hor.cross(rayForward);
	vertical.normalize();

	float tanfov = tanf(0.5f*fov);


	hor *= 2.f * farPlane * tanfov;
	vertical *= 2.f * farPlane * tanfov;

	btScalar aspect;
	float width = float(renderer->getScreenWidth());
	float height = float (renderer->getScreenHeight());

	aspect =  width / height;

	hor*=aspect;


	btVector3 rayToCenter = rayFrom + rayForward;
	btVector3 dHor = hor * 1.f/width;
	btVector3 dVert = vertical * 1.f/height;


	btVector3 rayTo = rayToCenter - 0.5f * hor + 0.5f * vertical;
	rayTo += btScalar(x) * dHor;
	rayTo -= btScalar(y) * dVert;
	return rayTo;
}
	virtual void render(const btDiscreteDynamicsWorld* rbWorld)
	{
		OpenGLGuiHelper::render(rbWorld);

		//clear the color buffer
		TGAColor clearColor;
		clearColor.bgra[0] = 255;
		clearColor.bgra[1] = 255;
		clearColor.bgra[2] = 255;
		clearColor.bgra[3] = 255;

		clearBuffers(clearColor);

		ATTRIBUTE_ALIGNED16(btScalar modelMat[16]);
		ATTRIBUTE_ALIGNED16(float viewMat[16]);
		ATTRIBUTE_ALIGNED16(float projMat[16]);

		CommonRenderInterface* render = getRenderInterface();

		render->getActiveCamera()->getCameraProjectionMatrix(projMat);
		render->getActiveCamera()->getCameraViewMatrix(viewMat);

		btVector3 lightDirWorld(-5, 200, -40);
		switch (1)  //app->getUpAxis())
		{
			case 1:
				lightDirWorld = btVector3(-50.f, 100, 30);
				break;
			case 2:
				lightDirWorld = btVector3(-50.f, 30, 100);
				break;
			default:
			{
			}
		};

		lightDirWorld.normalize();

		for (int i = 0; i < rbWorld->getNumCollisionObjects(); i++)
		{
			btCollisionObject* colObj = rbWorld->getCollisionObjectArray()[i];
			int colObjIndex = colObj->getUserIndex();
			int shapeIndex = colObj->getCollisionShape()->getUserIndex();
			if (colObjIndex >= 0 && shapeIndex >= 0)
			{
				TinyRenderObjectData* renderObj = 0;

				int* cptr = m_swInstances[colObjIndex];
				if (cptr)
				{
					int c = *cptr;
					TinyRenderObjectData** sptr = m_swRenderObjects[c];
					if (sptr)
					{
						renderObj = *sptr;
						//sync the object transform
						const btTransform& tr = colObj->getWorldTransform();
						tr.getOpenGLMatrix(modelMat);

						for (int i = 0; i < 4; i++)
						{
							for (int j = 0; j < 4; j++)
							{
								renderObj->m_projectionMatrix[i][j] = projMat[i + 4 * j];
								renderObj->m_modelMatrix[i][j] = modelMat[i + 4 * j];
								renderObj->m_viewMatrix[i][j] = viewMat[i + 4 * j];
							}
						}
						renderObj->m_localScaling = colObj->getCollisionShape()->getLocalScaling();
						renderObj->m_lightDirWorld = lightDirWorld;
						renderObj->m_lightAmbientCoeff = 0.6;
						renderObj->m_lightDiffuseCoeff = 0.35;
						renderObj->m_lightSpecularCoeff = 0.05;
						TinyRenderer::renderObject(*renderObj);
					}
				}
			}
		}

		for (int y = 0; y < m_swHeight; ++y)
		{
			unsigned char* pi = m_image + (y)*m_swWidth * 3;
			for (int x = 0; x < m_swWidth; ++x)
			{
				const TGAColor& color = getFrameBuffer().get(x, y);
				pi[0] = color.bgra[2];
				pi[1] = color.bgra[1];
				pi[2] = color.bgra[0];
				pi += 3;
			}
		}
		render->activateTexture(m_textureHandle);
		render->updateTexture(m_textureHandle, m_image);

		static int counter = 0;
		counter++;
		if ((counter & 7) == 0)
		{
			char filename[1024];
			sprintf(filename, "framebuf%d.tga", counter);
			getFrameBuffer().write_tga_file(filename, true);
		}
		float color[4] = {1, 1, 1, 1};
		m_primRenderer->drawTexturedRect(0, 0, m_swWidth, m_swHeight, color, 0, 0, 1, 1, true);
	}