int main(int argc,char** argv) { raytracePicture = new RenderTexture(screenWidth,screenHeight); myBox.SetMargin(0.02f); myCone.SetMargin(0.2f); simplex.SetSimplexSolver(&simplexSolver); simplex.AddVertex(SimdPoint3(-1,0,-1)); simplex.AddVertex(SimdPoint3(1,0,-1)); simplex.AddVertex(SimdPoint3(0,0,1)); simplex.AddVertex(SimdPoint3(0,1,0)); /// convex hull of 5 spheres #define NUM_SPHERES 5 SimdVector3 inertiaHalfExtents(10.f,10.f,10.f); SimdVector3 positions[NUM_SPHERES] = { SimdVector3(-1.2f, -0.3f, 0.f), SimdVector3(0.8f, -0.3f, 0.f), SimdVector3(0.5f, 0.6f, 0.f), SimdVector3(-0.5f, 0.6f, 0.f), SimdVector3(0.f, 0.f, 0.f) }; SimdScalar radi[NUM_SPHERES] = { 0.35f,0.35f,0.45f,0.40f,0.40f }; MultiSphereShape multiSphereShape(inertiaHalfExtents,positions,radi,NUM_SPHERES); ConvexHullShape convexHullShape(positions,3); //choose shape shapePtr[0] = &myCone; shapePtr[1] =&simplex; shapePtr[2] =&convexHullShape; shapePtr[3] =&myMink;//myBox; simplex.SetMargin(0.3f); setCameraDistance(6.f); return glutmain(argc, argv,screenWidth,screenHeight,"Minkowski-Sum Raytracer Demo"); }
void Raytracer::initPhysics() { raytracePicture = new RenderTexture(screenWidth,screenHeight); myBox.SetMargin(0.02f); myCone.SetMargin(0.2f); simplex.SetSimplexSolver(&simplexSolver); simplex.AddVertex(SimdPoint3(-1,0,-1)); simplex.AddVertex(SimdPoint3(1,0,-1)); simplex.AddVertex(SimdPoint3(0,0,1)); simplex.AddVertex(SimdPoint3(0,1,0)); /// convex hull of 5 spheres #define NUM_SPHERES 5 SimdVector3 inertiaHalfExtents(10.f,10.f,10.f); SimdVector3 positions[NUM_SPHERES] = { SimdVector3(-1.2f, -0.3f, 0.f), SimdVector3(0.8f, -0.3f, 0.f), SimdVector3(0.5f, 0.6f, 0.f), SimdVector3(-0.5f, 0.6f, 0.f), SimdVector3(0.f, 0.f, 0.f) }; // MultiSphereShape* multiSphereShape = new MultiSphereShape(inertiaHalfExtents,positions,radi,NUM_SPHERES); ConvexHullShape* convexHullShape = new ConvexHullShape(positions,3); //choose shape shapePtr[0] = &myCone; shapePtr[1] =&simplex; shapePtr[2] =convexHullShape; shapePtr[3] =&myMink;//myBox;//multiSphereShape simplex.SetMargin(0.3f); }
/// /// Debugging method CalcClosest calculates the closest point to the origin, using m_simplexSolver /// void GL_Simplex1to4::CalcClosest(float* m) { SimdTransform tr; tr.setFromOpenGLMatrix(m); GL_ShapeDrawer::DrawCoordSystem(); if (m_simplexSolver) { m_simplexSolver->reset(); bool res; SimdVector3 v; SimdPoint3 pBuf[4]; SimdPoint3 qBuf[4]; SimdPoint3 yBuf[4]; for (int i=0; i<m_numVertices; i++) { v = tr(m_vertices[i]); m_simplexSolver->addVertex(v,v,SimdPoint3(0.f,0.f,0.f)); res = m_simplexSolver->closest(v); int res = m_simplexSolver->getSimplex(pBuf, qBuf, yBuf); } //draw v? glDisable(GL_LIGHTING); glBegin(GL_LINES); glColor3f(1.f, 0.f, 0.f); glVertex3f(0.f, 0.f, 0.f); glVertex3f(v.x(),v.y(),v.z()); glEnd(); glEnable(GL_LIGHTING); } }
int main(int argc,char** argv) { clientResetScene(); SimdMatrix3x3 basisA; basisA.setIdentity(); SimdMatrix3x3 basisB; basisB.setIdentity(); objects[0].m_worldTransform.setBasis(basisA); objects[1].m_worldTransform.setBasis(basisB); SimdPoint3 points0[3]={SimdPoint3(1,0,0),SimdPoint3(0,1,0),SimdPoint3(0,0,1)}; SimdPoint3 points1[5]={SimdPoint3(1,0,0),SimdPoint3(0,1,0),SimdPoint3(0,0,1),SimdPoint3(0,0,-1),SimdPoint3(-1,-1,0)}; BoxShape boxA(SimdVector3(1,1,1)); BoxShape boxB(SimdVector3(0.5,0.5,0.5)); //ConvexHullShape hullA(points0,3); //hullA.setLocalScaling(SimdVector3(3,3,3)); //ConvexHullShape hullB(points1,4); //hullB.setLocalScaling(SimdVector3(4,4,4)); objects[0].m_collisionShape = &boxA;//&hullA; objects[1].m_collisionShape = &boxB;//&hullB; CollisionDispatcher dispatcher; //SimpleBroadphase broadphase; SimdVector3 worldAabbMin(-1000,-1000,-1000); SimdVector3 worldAabbMax(1000,1000,1000); AxisSweep3 broadphase(worldAabbMin,worldAabbMax); collisionWorld = new CollisionWorld(&dispatcher,&broadphase); collisionWorld->AddCollisionObject(&objects[0]); collisionWorld->AddCollisionObject(&objects[1]); return glutmain(argc, argv,screenWidth,screenHeight,"Collision Interface Demo"); }
MyMotionState ms[maxNumObjects]; CcdPhysicsController* physObjects[maxNumObjects] = {0,0,0,0}; int shapeIndex[maxNumObjects]; CcdPhysicsEnvironment* physicsEnvironmentPtr = 0; TriangleMesh meshData; StridingMeshInterface* ptr; //GL_LineSegmentShape shapeE(SimdPoint3(-50,0,0), // SimdPoint3(50,0,0)); CollisionShape* shapePtr[5] = { new BoxShape (SimdVector3(100,10,100)), new BoxShape (SimdVector3(2,2,2)), new BU_Simplex1to4(SimdPoint3(-2,-2,-2),SimdPoint3(2,-2,-2),SimdPoint3(-2,2,-2),SimdPoint3(0,0,2)), new BoxShape (SimdVector3(1,3,1)), #ifdef DEBUG_MESH new TriangleMeshShape(&meshData), #else NULL, #endif //(&meshData) }; static const int NUM_VERTICES = 5; static const int NUM_TRIANGLES=4;