Exemplo n.º 1
0
//to be implemented by the demo
void VehicleDemo::renderme()
{
	
	updateCamera();

	btScalar m[16];
	int i;


	btVector3 wheelColor(1,0,0);

	btVector3	worldBoundsMin,worldBoundsMax;
	getDynamicsWorld()->getBroadphase()->getBroadphaseAabb(worldBoundsMin,worldBoundsMax);



	for (i=0;i<m_vehicle->getNumWheels();i++)
	{
		//synchronize the wheels with the (interpolated) chassis worldtransform
		m_vehicle->updateWheelTransform(i,true);
		//draw wheels (cylinders)
		m_vehicle->getWheelInfo(i).m_worldTransform.getOpenGLMatrix(m);
		m_shapeDrawer->drawOpenGL(m,m_wheelShape,wheelColor,getDebugMode(),worldBoundsMin,worldBoundsMax);
	}


	DemoApplication::renderme();

}
Exemplo n.º 2
0
void CcdPhysicsDemo::clientMoveAndDisplay()
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 

	//simple dynamics world doesn't handle fixed-time-stepping
	//float ms = getDeltaTimeMicroseconds();
	
	///step the simulation
	if (m_dynamicsWorld)
	{
		m_dynamicsWorld->stepSimulation(1./60.,0);//ms / 1000000.f);
		//optional but useful: debug drawing
		m_dynamicsWorld->debugDrawWorld();
	}
		
	renderme(); 

	displayText();
#if 0
	for (int i=0;i<debugContacts.size();i++)
	{
		getDynamicsWorld()->getDebugDrawer()->drawContactPoint(debugContacts[i],debugNormals[i],0,0,btVector3(1,0,0));
	}
#endif

	glFlush();

	swapBuffers();

}
Exemplo n.º 3
0
mmdpiMatrix mmdpiBullet::get_matrix( mmdpiMatrix *mOut, int object_id )
{
	mmdpiMatrix matrix, matrix_t;

	//btCollisionObject* obj = getDiscreteDynamicsWorld()->getCollisionObjectArray()[ rigidbody_id ];
	btCollisionObject* obj = getDynamicsWorld()->getCollisionObjectArray()[ object_id ];
	btTransform trans;  // bulletから情報を取得
	btRigidBody* body = btRigidBody::upcast( obj );
	body->getMotionState()->getWorldTransform( trans );

	// 行列取得
	//float m[ 16 ];
	//trans.getOpenGLMatrix( m );  
	//dxo_ConvertMatrixOpenGLToDirectx( ( float * )&matrix, m );
	//trans.getOpenGLMatrix( ( btScalar * )&matrix );

	//btMatrix3x3 rot = trans.getBasis();  
	//btVector3 euler;  
	//rot.getEulerZYX( euler[ 2 ], euler[ 1 ], euler[ 0 ] );  

	//dxo_MatrixTransRotate( &matrix, 
	//	trans.getOrigin().getX(), trans.getOrigin().getY(), trans.getOrigin().getZ(),
	//	euler[ 0 ], euler[ 1 ], euler[ 2 ] );  

	trans.getOpenGLMatrix( ( btScalar * )&matrix[ 0 ] );

	if( mOut )
		*mOut = matrix;

	return matrix;
}
Exemplo n.º 4
0
//to be implemented by the demo
void ForkLiftDemo::renderme()
{
	
	updateCamera();

	btScalar m[16];
	int i;

	btVector3 wheelColor(1,0,0);

	btVector3	worldBoundsMin,worldBoundsMax;
	getDynamicsWorld()->getBroadphase()->getBroadphaseAabb(worldBoundsMin,worldBoundsMax);



	for (i=0;i<m_vehicle->getNumWheels();i++)
	{
		//synchronize the wheels with the (interpolated) chassis worldtransform
		m_vehicle->updateWheelTransform(i,true);
		//draw wheels (cylinders)
		m_vehicle->getWheelInfo(i).m_worldTransform.getOpenGLMatrix(m);
		m_shapeDrawer->drawOpenGL(m,m_wheelShape,wheelColor,getDebugMode(),worldBoundsMin,worldBoundsMax);
	}


	int lineWidth=250;
	int xStart = m_glutScreenWidth - lineWidth;
	int yStart = 20;

	if((getDebugMode() & btIDebugDraw::DBG_NoHelpText)==0)
	{
		setOrthographicProjection();
		glDisable(GL_LIGHTING);
		glColor3f(0, 0, 0);
		char buf[124];
		
		glRasterPos3f(xStart, yStart, 0);
		sprintf(buf,"SHIFT+Cursor Left/Right - rotate lift");
		GLDebugDrawString(xStart,20,buf);
		yStart+=20;
		glRasterPos3f(xStart, yStart, 0);
		sprintf(buf,"SHIFT+Cursor UP/Down - move fork up/down");
		yStart+=20;
		GLDebugDrawString(xStart,yStart,buf);
		glRasterPos3f(xStart, yStart, 0);
		sprintf(buf,"F5 - toggle camera mode");
		yStart+=20;
		GLDebugDrawString(xStart,yStart,buf);
		glRasterPos3f(xStart, yStart, 0);
        sprintf(buf,"Click inside this window for keyboard focus");
		yStart+=20;
		GLDebugDrawString(xStart,yStart,buf);


		resetPerspectiveProjection();
		glEnable(GL_LIGHTING);
	}
	DemoApplication::renderme();
}
Exemplo n.º 5
0
int mmdpiBullet::advance_time_physical( int fps, float frametime )
{
	// 1ループにかかった時間を計測  
	float	wait_time_local = 1.0f / fps;
	float	fMilliSec = frametime * 1000.0f * wait_time_local;
	getDynamicsWorld()->stepSimulation( fMilliSec, _MMDPI_BULLET_STEP_/*, wait_time_local / 1000.0f*/ ); 
	return 0;  
}
void	DemoApplication::clientResetScene()
{
#ifdef SHOW_NUM_DEEP_PENETRATIONS
	gNumDeepPenetrationChecks = 0;
	gNumGjkChecks = 0;
#endif //SHOW_NUM_DEEP_PENETRATIONS

	gNumClampedCcdMotions = 0;
	int numObjects = 0;
	int i;

	if (m_dynamicsWorld)
	{
		numObjects = m_dynamicsWorld->getNumCollisionObjects();
	
		///create a copy of the array, not a reference!
		btCollisionObjectArray copyArray = m_dynamicsWorld->getCollisionObjectArray();

		


		for (i=0;i<numObjects;i++)
		{
			btCollisionObject* colObj = copyArray[i];
			btRigidBody* body = btRigidBody::upcast(colObj);
			if (body)
			{
				if (body->getMotionState())
				{
					btDefaultMotionState* myMotionState = (btDefaultMotionState*)body->getMotionState();
					myMotionState->m_graphicsWorldTrans = myMotionState->m_startWorldTrans;
					body->setCenterOfMassTransform( myMotionState->m_graphicsWorldTrans );
					colObj->setInterpolationWorldTransform( myMotionState->m_startWorldTrans );
					colObj->forceActivationState(ACTIVE_TAG);
					colObj->activate();
					colObj->setDeactivationTime(0);
					//colObj->setActivationState(WANTS_DEACTIVATION);
				}
				//removed cached contact points (this is not necessary if all objects have been removed from the dynamics world)
				//m_dynamicsWorld->getBroadphase()->getOverlappingPairCache()->cleanProxyFromPairs(colObj->getBroadphaseHandle(),getDynamicsWorld()->getDispatcher());

				btRigidBody* body = btRigidBody::upcast(colObj);
				if (body && !body->isStaticObject())
				{
					btRigidBody::upcast(colObj)->setLinearVelocity(btVector3(0,0,0));
					btRigidBody::upcast(colObj)->setAngularVelocity(btVector3(0,0,0));
				}
			}

		}

		///reset some internal cached data in the broadphase
		m_dynamicsWorld->getBroadphase()->resetPool(getDynamicsWorld()->getDispatcher());
		m_dynamicsWorld->getConstraintSolver()->reset();

	}

}
Exemplo n.º 7
0
int mmdpiBullet::set_matrix( int object_id, mmdpiMatrix *mIn )
{
	//btCollisionObject* obj = getDiscreteDynamicsWorld()->getCollisionObjectArray()[ rigidbody_id ];
	btCollisionObject* obj = getDynamicsWorld()->getCollisionObjectArray()[ object_id ];
	btTransform trans;  // bulletから情報を取得
	btRigidBody* body = btRigidBody::upcast( obj );
	//mmdpiMatrix m = *mIn; //m._43 = m._43;
	body->getMotionState()->setWorldTransform( matrix_to_btTransMatrix( mIn ) );
	return 0;
}
Exemplo n.º 8
0
mmdpiBullet::~mmdpiBullet()
{
	// ボディー
	for( int i = 0; i < getDiscreteDynamicsWorld()->getNumCollisionObjects() - 1; i ++ )  
	{
		btCollisionObject* obj = getDiscreteDynamicsWorld()->getCollisionObjectArray()[ i ];
		btRigidBody* body = btRigidBody::upcast( obj );
		getDiscreteDynamicsWorld()->removeCollisionObject( obj );
		delete obj;
	}
	for( int j = 0; j < collisionShapes.size(); j ++ )  
    {  
        btCollisionShape* shape = collisionShapes[ j ];
        delete shape;  
    }  	
	
	// ジョイント
	for( int i = 0; i < getDynamicsWorld()->getNumConstraints(); i ++ )
	{
		btTypedConstraint* p2p = getDynamicsWorld()->getConstraint( i );
		//getDynamicsWorld()->removeConstraint( p2p );
		delete p2p;
	}

    collisionShapes.clear();  

	//delete dynamics world
	delete dynamicsWorld;

	//delete solver
	delete solver;

	//delete broadphase
	delete overlappingPairCache;

	//delete dispatcher
	delete dispatcher;

	delete collisionConfiguration;

	///-----cleanup_end-----
}
Exemplo n.º 9
0
btRigidBody* Physics::addRigidBody(Ogre::Entity* entity, Ogre::SceneNode* node, btCollisionShape *rigidShape,
                                   btScalar mass, btScalar rest, btVector3 localInertia, btVector3 origin, btQuaternion *rotation) {
    btTransform startTransform;
    startTransform.setIdentity();
    startTransform.setOrigin(origin);
    if (rotation) {
        startTransform.setRotation(*rotation);
    }
    rigidShape->calculateLocalInertia(mass, localInertia);

    // Instantiate the body and add it to the dynamics world
    btDefaultMotionState *myMotionState = new btDefaultMotionState(startTransform);

    btRigidBody::btRigidBodyConstructionInfo rbInfo(mass, myMotionState, rigidShape, localInertia);
    btRigidBody *body = new btRigidBody(rbInfo);
    body->setRestitution(rest);
    body->setUserPointer(node);

    getDynamicsWorld()->addRigidBody(body);
    return body;
}
Exemplo n.º 10
0
void CcdPhysicsDemo::displayCallback(void) {

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 
	
	renderme();

	displayText();

	//optional but useful: debug drawing to detect problems
	if (m_dynamicsWorld)
	{
		m_dynamicsWorld->debugDrawWorld();
	}
#if 0
	for (int i=0;i<debugContacts.size();i++)
	{
		getDynamicsWorld()->getDebugDrawer()->drawContactPoint(debugContacts[i],debugNormals[i],0,0,btVector3(1,0,0));
	}
#endif

	glFlush();
	swapBuffers();
}
void gkScene::createInstanceImpl(void)
{
	if (m_objects.empty())
	{
		gkPrintf("Scene: '%s' Has no creatable objects.\n", m_name.getName().c_str());
		m_instanceState = ST_ERROR;
		return;
	}

	if (!m_window)
		setDisplayWindow(gkWindowSystem::getSingleton().getMainWindow());

	// generic for now, but later scene properties will be used
	// to extract more detailed management information

	m_manager = Ogre::Root::getSingleton().createSceneManager(Ogre::ST_GENERIC, m_name.getFullName());
#if OGREKIT_USE_RTSHADER_SYSTEM
	Ogre::RTShader::ShaderGenerator::getSingleton().addSceneManager(m_manager);
#endif

	m_skybox  = gkMaterialLoader::loadSceneSkyMaterial(this, m_baseProps.m_material);



	// create the world
	(void)getDynamicsWorld();


	gkGameObjectHashMap::Iterator it = m_objects.iterator();
	while (it.hasMoreElements())
	{
		gkGameObject* gobj = it.getNext().second;

		if (!gobj->isInstanced())
		{
			// Skip creation of inactive layers
			if (m_layers & gobj->getLayer())
			{
				// call builder
				gobj->createInstance();
			}
		}
	}

	// Build groups.
	gkGroupManager::getSingleton().createGameObjectInstances(this);

	if (gkEngine::getSingleton().getUserDefs().buildStaticGeometry)
		gkGroupManager::getSingleton().createStaticBatches(this);


	// Build parent / child hierarchy.
	_applyBuiltinParents(m_instanceObjects);

	// Build physics.
	_applyBuiltinPhysics(m_instanceObjects);

	if (!m_viewport)
	{

		// setMainCamera has not been called, try to call
		if (m_startCam)
			setMainCamera(m_startCam);
		else
		{
			if (!m_cameras.empty())
				setMainCamera(m_cameras.at(0));
			else
			{
				m_startCam = createCamera(" -- No Camera -- ");

				m_startCam->getProperties().m_transform.set(
				    gkVector3(0, -5, 0),
				    gkEuler(90.f, 0.f, 0.f).toQuaternion(),
				    gkVector3(1.f, 1.f, 1.f)
				);
				m_startCam->createInstance();
				setMainCamera(m_startCam);
			}
		}
	}

	GK_ASSERT(m_viewport);

	m_viewport->getViewport()->setBackgroundColour(m_baseProps.m_material.m_horizon);
	m_manager->setAmbientLight(m_baseProps.m_material.m_ambient);




#if OGRE_NO_VIEWPORT_ORIENTATIONMODE != 0
	const gkString& iparam = gkEngine::getSingleton().getUserDefs().viewportOrientation;
	if (!iparam.empty())
	{
		int oparam = Ogre::OR_PORTRAIT;
		if (iparam == "landscaperight") //viewport orientation is reversed.
		{
			oparam = Ogre::OR_LANDSCAPELEFT;
//			gkLogger::write("Set Orientation: OR_LANDSCAPELEFT",true);
		}
		else if (iparam == "landscapeleft") {
			oparam = Ogre::OR_LANDSCAPERIGHT;
//			gkLogger::write("Set Orientation: OR_LANDSCAPERIGHT",true);
		}
		try{
			m_viewport->getViewport()->setOrientationMode((Ogre::OrientationMode)oparam);
		} catch (...) {
			gkLogger::write("Problem setting Viewport Orientation");
		}
	}
#endif

	if (m_baseProps.m_fog.m_mode != gkFogParams::FM_NONE)
	{
		m_manager->setFog(  m_baseProps.m_fog.m_mode == gkFogParams::FM_QUAD ?  Ogre::FOG_EXP2 :
		                    m_baseProps.m_fog.m_mode == gkFogParams::FM_LIN  ?  Ogre::FOG_LINEAR :
		                    Ogre::FOG_EXP,
		                    m_baseProps.m_fog.m_color,
		                    m_baseProps.m_fog.m_intensity,
		                    m_baseProps.m_fog.m_start,
		                    m_baseProps.m_fog.m_end);
	}

	//Enable Shadows
	setShadows();


#ifdef OGREKIT_OPENAL_SOUND
	// Set sound scene.

	gkSoundManager& sndMgr = gkSoundManager::getSingleton();
	sndMgr.getProperties() = m_soundScene;

	sndMgr.updateSoundProperties();

#endif


	// notify main scene
	gkEngine::getSingleton().registerActiveScene(this);
}
Exemplo n.º 12
0
//------------------------------------------------------------------------------
void GimpactConcaveDemo::renderme()
{
	updateCamera();


	btScalar m[16];

	if (m_dynamicsWorld)
	{
		btVector3	worldBoundsMin,worldBoundsMax;
		getDynamicsWorld()->getBroadphase()->getBroadphaseAabb(worldBoundsMin,worldBoundsMax);


		int numObjects = m_dynamicsWorld->getNumCollisionObjects();
		btVector3 wireColor(1,0,0);
		for (int i=0;i<numObjects;i++)
		{
			btCollisionObject* colObj = m_dynamicsWorld->getCollisionObjectArray()[i];
			btRigidBody* body = btRigidBody::upcast(colObj);

			if (body && body->getMotionState())
			{
				btDefaultMotionState* myMotionState = (btDefaultMotionState*)body->getMotionState();
				myMotionState->m_graphicsWorldTrans.getOpenGLMatrix(m);
			} else
			{
				colObj->getWorldTransform().getOpenGLMatrix(m);
			}

			btVector3 wireColor(1.f,1.0f,0.5f); //wants deactivation
			if (i & 1)
			{
				wireColor = btVector3(0.f,0.0f,1.f);
			}
			///color differently for active, sleeping, wantsdeactivation states
			if (colObj->getActivationState() == 1) //active
			{
				if (i & 1)
				{
					wireColor += btVector3 (0.8f,0.1f,0.1f);
				} else
				{
					wireColor += btVector3 (0.5f,0.f,0.f);
				}
			}
			if (colObj->getActivationState() == 2) //ISLAND_SLEEPING
			{
				if (i & 1)
				{
					wireColor += btVector3 (0.5f,0.8f, 0.5f);
				} else
				{
					wireColor += btVector3 (0.f,0.5f,0.f);
				}
			}

			m_shapeDrawer->drawOpenGL(m,colObj->getCollisionShape(),wireColor,getDebugMode(),worldBoundsMin,worldBoundsMax);
		}


			float xOffset = 10.f;
			float yStart = 20.f;
			float yIncr = 20.f;
			char buf[124];

			glColor3f(0, 0, 0);

			setOrthographicProjection();

			glRasterPos3f(xOffset,yStart,0);
			sprintf(buf,"mouse to interact");
			GLDebugDrawString(xOffset,yStart,buf);
			yStart += yIncr;

		/*	glRasterPos3f(xOffset,yStart,0);
			sprintf(buf,"space to reset");
			GLDebugDrawString(xOffset,yStart,buf);
			yStart += yIncr;
		*/
			glRasterPos3f(xOffset,yStart,0);
			sprintf(buf,"cursor keys and z,x to navigate");
			GLDebugDrawString(xOffset,yStart,buf);
			yStart += yIncr;

			glRasterPos3f(xOffset,yStart,0);
			sprintf(buf,"i to toggle simulation, s single step");
			GLDebugDrawString(xOffset,yStart,buf);
			yStart += yIncr;

			glRasterPos3f(xOffset,yStart,0);
			sprintf(buf,"q to quit");
			GLDebugDrawString(xOffset,yStart,buf);
			yStart += yIncr;

			glRasterPos3f(xOffset,yStart,0);
			sprintf(buf,". to shoot TRIMESH (dot)");
			GLDebugDrawString(xOffset,yStart,buf);
			yStart += yIncr;

			// not yet hooked up again after refactoring...

/*			glRasterPos3f(xOffset,yStart,0);
			sprintf(buf,"d to toggle deactivation");
			GLDebugDrawString(xOffset,yStart,buf);
			yStart += yIncr;
*/

		/*
			glRasterPos3f(xOffset,yStart,0);
			sprintf(buf,"a to draw temporal AABBs");
			GLDebugDrawString(xOffset,yStart,buf);
			yStart += yIncr;
		*/

			glRasterPos3f(xOffset,yStart,0);
			sprintf(buf,"h to toggle help text");
			GLDebugDrawString(xOffset,yStart,buf);
			yStart += yIncr;

			//bool useBulletLCP = !(getDebugMode() & btIDebugDraw::DBG_DisableBulletLCP);

			bool useCCD = ((getDebugMode() & btIDebugDraw::DBG_EnableCCD) != 0);

			glRasterPos3f(xOffset,yStart,0);
			sprintf(buf,"1 CCD mode (adhoc) = %i",useCCD);
			GLDebugDrawString(xOffset,yStart,buf);
			yStart += yIncr;

			glRasterPos3f(xOffset,yStart,0);
			sprintf(buf,"+- shooting speed = %10.2f",m_ShootBoxInitialSpeed);
			GLDebugDrawString(xOffset,yStart,buf);
			yStart += yIncr;

			#ifdef SHOW_NUM_DEEP_PENETRATIONS
				
				glRasterPos3f(xOffset,yStart,0);
				sprintf(buf,"gNumDeepPenetrationChecks = %d",gNumDeepPenetrationChecks);
				GLDebugDrawString(xOffset,yStart,buf);
				yStart += yIncr;

				glRasterPos3f(xOffset,yStart,0);
				sprintf(buf,"gNumSplitImpulseRecoveries= %d",gNumSplitImpulseRecoveries);
				GLDebugDrawString(xOffset,yStart,buf);
				yStart += yIncr;

				


				glRasterPos3f(xOffset,yStart,0);
				sprintf(buf,"gNumGjkChecks= %d",gNumGjkChecks);
				GLDebugDrawString(xOffset,yStart,buf);
				yStart += yIncr;

			#endif //SHOW_NUM_DEEP_PENETRATIONS


			resetPerspectiveProjection();


	}

}
Exemplo n.º 13
0
void	SerializeDemo::initPhysics()
{
	setTexturing(true);
	setShadows(false);//true);

	setCameraDistance(btScalar(SCALING*30.));

	setupEmptyDynamicsWorld();
	
#ifdef DESERIALIZE_SOFT_BODIES
	m_fileLoader = new MySoftBulletWorldImporter((btSoftRigidDynamicsWorld*)m_dynamicsWorld);
#else
	m_fileLoader = new btBulletWorldImporter(m_dynamicsWorld);
#endif //DESERIALIZE_SOFT_BODIES
	
	m_fileLoader->setVerboseMode(m_verboseMode);
	


	if (!m_fileLoader->loadFile("testFile.bullet"))
//	if (!m_fileLoader->loadFile("../SoftDemo/testFile.bullet"))
	{
		///create a few basic rigid bodies and save them to testFile.bullet
		btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(50.),btScalar(50.),btScalar(50.)));
	//	btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0,1,0),50);
		btCollisionObject* groundObject = 0;

		
		m_collisionShapes.push_back(groundShape);

		btTransform groundTransform;
		groundTransform.setIdentity();
		groundTransform.setOrigin(btVector3(0,-50,0));

		//We can also use DemoApplication::localCreateRigidBody, but for clarity it is provided here:
		{
			btScalar mass(0.);

			//rigidbody is dynamic if and only if mass is non zero, otherwise static
			bool isDynamic = (mass != 0.f);

			btVector3 localInertia(0,0,0);
			if (isDynamic)
				groundShape->calculateLocalInertia(mass,localInertia);

			//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
			btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
			btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,groundShape,localInertia);
			btRigidBody* body = new btRigidBody(rbInfo);

			//add the body to the dynamics world
			m_dynamicsWorld->addRigidBody(body);
			groundObject = body;
		}


		{
			//create a few dynamic rigidbodies
			// Re-using the same collision is better for memory usage and performance

			int numSpheres = 2;
			btVector3 positions[2] = {btVector3(0.1f,0.2f,0.3f),btVector3(0.4f,0.5f,0.6f)};
			btScalar	radii[2] = {0.3f,0.4f};

			btMultiSphereShape* colShape = new btMultiSphereShape(positions,radii,numSpheres);

			//btCollisionShape* colShape = new btCapsuleShapeZ(SCALING*1,SCALING*1);
			//btCollisionShape* colShape = new btCylinderShapeZ(btVector3(SCALING*1,SCALING*1,SCALING*1));
			//btCollisionShape* colShape = new btBoxShape(btVector3(SCALING*1,SCALING*1,SCALING*1));
			//btCollisionShape* colShape = new btSphereShape(btScalar(1.));
			m_collisionShapes.push_back(colShape);

			/// Create Dynamic Objects
			btTransform startTransform;
			startTransform.setIdentity();

			btScalar	mass(1.f);

			//rigidbody is dynamic if and only if mass is non zero, otherwise static
			bool isDynamic = (mass != 0.f);

			btVector3 localInertia(0,0,0);
			if (isDynamic)
				colShape->calculateLocalInertia(mass,localInertia);

			float start_x = START_POS_X - ARRAY_SIZE_X/2;
			float start_y = START_POS_Y;
			float start_z = START_POS_Z - ARRAY_SIZE_Z/2;

			for (int k=0;k<ARRAY_SIZE_Y;k++)
			{
				for (int i=0;i<ARRAY_SIZE_X;i++)
				{
					for(int j = 0;j<ARRAY_SIZE_Z;j++)
					{
						startTransform.setOrigin(SCALING*btVector3(
											btScalar(2.0*i + start_x),
											btScalar(20+2.0*k + start_y),
											btScalar(2.0*j + start_z)));

				
						//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
						btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
						btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,colShape,localInertia);
						btRigidBody* body = new btRigidBody(rbInfo);
						
						m_dynamicsWorld->addRigidBody(body);
						//body->setActivationState(ISLAND_SLEEPING);
					}
				}
			}
		}

		int maxSerializeBufferSize = 1024*1024*5;

		btDefaultSerializer*	serializer = new btDefaultSerializer(maxSerializeBufferSize);

		static const char* groundName = "GroundName";
		serializer->registerNameForPointer(groundObject, groundName);

		for (int i=0;i<m_collisionShapes.size();i++)
		{
			char* name = new char[20];
			
			sprintf(name,"name%d",i);
			serializer->registerNameForPointer(m_collisionShapes[i],name);
		}

		btPoint2PointConstraint* p2p = new btPoint2PointConstraint(*(btRigidBody*)getDynamicsWorld()->getCollisionObjectArray()[2],btVector3(0,1,0));
		m_dynamicsWorld->addConstraint(p2p);
		
		const char* name = "constraintje";
		serializer->registerNameForPointer(p2p,name);

		m_dynamicsWorld->serialize(serializer);
#if 1
		FILE* f2 = fopen("testFile.bullet","wb");
		fwrite(serializer->getBufferPointer(),serializer->getCurrentBufferSize(),1,f2);
		fclose(f2);
#endif

	}

	//clientResetScene();

}
Exemplo n.º 14
0
void SerializeDemo::keyboardCallback(unsigned char key, int x, int y)
{
	btAlignedObjectArray<btRigidBody*> bodies;
	if (key == 'g')
	{
		int numManifolds = getDynamicsWorld()->getDispatcher()->getNumManifolds();

		for (int i=0;i<numManifolds;i++)
		{
			btPersistentManifold* manifold = getDynamicsWorld()->getDispatcher()->getManifoldByIndexInternal(i);
			if (!manifold->getNumContacts())
				continue;

			btScalar minDist = 1e30f;
			int minIndex = -1;
			for (int v=0;v<manifold->getNumContacts();v++)
			{
				if (minDist >manifold->getContactPoint(v).getDistance())
				{
					minDist = manifold->getContactPoint(v).getDistance();
					minIndex = v;
				}
			}
			if (minDist>0.)
				continue;
		
			btCollisionObject* colObj0 = (btCollisionObject*)manifold->getBody0();
			btCollisionObject* colObj1 = (btCollisionObject*)manifold->getBody1();
		//	int tag0 = (colObj0)->getIslandTag();
		//	int tag1 = (colObj1)->getIslandTag();
			btRigidBody* body0 = btRigidBody::upcast(colObj0);
			btRigidBody* body1 = btRigidBody::upcast(colObj1);
			if (bodies.findLinearSearch(body0)==bodies.size())
				bodies.push_back(body0);
			if (bodies.findLinearSearch(body1)==bodies.size())
				bodies.push_back(body1);

			if (body0 && body1)
			{
				if (!colObj0->isStaticOrKinematicObject() && !colObj1->isStaticOrKinematicObject())
				{
					if (body0->checkCollideWithOverride(body1))
					{
						{
							btTransform trA,trB;
							trA.setIdentity();
							trB.setIdentity();
							btVector3 contactPosWorld = manifold->getContactPoint(minIndex).m_positionWorldOnA;
							btTransform globalFrame;
							globalFrame.setIdentity();
							globalFrame.setOrigin(contactPosWorld);

							trA = body0->getWorldTransform().inverse()*globalFrame;
							trB = body1->getWorldTransform().inverse()*globalFrame;

							btGeneric6DofConstraint* dof6 = new btGeneric6DofConstraint(*body0,*body1,trA,trB,true);
							dof6->setOverrideNumSolverIterations(100);

							dof6->setBreakingImpulseThreshold(35);

							for (int i=0;i<6;i++)
								dof6->setLimit(i,0,0);
							getDynamicsWorld()->addConstraint(dof6,true);
							
						}
					}
				}
			}
			
		} 

		for (int i=0;i<bodies.size();i++)
		{
			getDynamicsWorld()->removeRigidBody(bodies[i]);
			getDynamicsWorld()->addRigidBody(bodies[i]);
		}
	}else
	{
		PlatformDemoApplication::keyboardCallback(key,x,y);
	}
}
Exemplo n.º 15
0
void	InternalEdgeDemo::initPhysics()
{
	
	setTexturing(true);
	setShadows(false);//true);

	#define TRISIZE 10.f

     gContactAddedCallback = CustomMaterialCombinerCallback;

#define USE_TRIMESH_SHAPE 1
#ifdef USE_TRIMESH_SHAPE

	int vertStride = sizeof(btVector3);
	int indexStride = 3*sizeof(int);

	
	const int totalTriangles = 2*(NUM_VERTS_X-1)*(NUM_VERTS_Y-1);

	gVertices = new btVector3[totalVerts];
	gIndices = new int[totalTriangles*3];

	int i;


	setVertexPositions(waveheight,0.f);
	
	
	//gVertices[1].setY(21.1);
	//gVertices[1].setY(121.1);
	gVertices[1].setY(.1f);

#ifdef ROTATE_GROUND
	//gVertices[1].setY(-1.1);
#else
	//gVertices[1].setY(0.1);
	//gVertices[1].setY(-0.1);
	//gVertices[1].setY(-20.1);
	//gVertices[1].setY(-20);
#endif
	
	int index=0;
	for ( i=0;i<NUM_VERTS_X-1;i++)
	{
		for (int j=0;j<NUM_VERTS_Y-1;j++)
		{

#ifdef SWAP_WINDING
#ifdef SHIFT_INDICES
			gIndices[index++] = j*NUM_VERTS_X+i;
			gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
			gIndices[index++] = j*NUM_VERTS_X+i+1;
			
			gIndices[index++] = j*NUM_VERTS_X+i;
			gIndices[index++] = (j+1)*NUM_VERTS_X+i;
			gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
			
#else
			gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
			gIndices[index++] = j*NUM_VERTS_X+i+1;
			gIndices[index++] = j*NUM_VERTS_X+i;

			gIndices[index++] = (j+1)*NUM_VERTS_X+i;
			gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
			gIndices[index++] = j*NUM_VERTS_X+i;
#endif //SHIFT_INDICES
#else //SWAP_WINDING

#ifdef SHIFT_INDICES
			gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
			gIndices[index++] = j*NUM_VERTS_X+i;
			gIndices[index++] = j*NUM_VERTS_X+i+1;

#ifdef TEST_INCONSISTENT_WINDING
			gIndices[index++] = j*NUM_VERTS_X+i;
			gIndices[index++] = (j+1)*NUM_VERTS_X+i;
			gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;

#else //TEST_INCONSISTENT_WINDING
			gIndices[index++] = (j+1)*NUM_VERTS_X+i;
			gIndices[index++] = j*NUM_VERTS_X+i;
			gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
#endif //TEST_INCONSISTENT_WINDING
			
			
			
#else //SHIFT_INDICES
			gIndices[index++] = j*NUM_VERTS_X+i;
			gIndices[index++] = j*NUM_VERTS_X+i+1;
			gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;

			gIndices[index++] = j*NUM_VERTS_X+i;
			gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
			gIndices[index++] = (j+1)*NUM_VERTS_X+i;
#endif //SHIFT_INDICES

#endif //SWAP_WINDING

			
		}
	}

	m_indexVertexArrays = new btTriangleIndexVertexArray(totalTriangles,
		gIndices,
		indexStride,
		totalVerts,(btScalar*) &gVertices[0].x(),vertStride);

	
	bool useQuantizedAabbCompression = true;

//comment out the next line to read the BVH from disk (first run the demo once to create the BVH)
#define SERIALIZE_TO_DISK 1
#ifdef SERIALIZE_TO_DISK
	btVector3 aabbMin(-1000,-1000,-1000),aabbMax(1000,1000,1000);
	
	trimeshShape  = new btBvhTriangleMeshShape(m_indexVertexArrays,useQuantizedAabbCompression,aabbMin,aabbMax);
	m_collisionShapes.push_back(trimeshShape);
	
	
	///we can serialize the BVH data 
	void* buffer = 0;
	int numBytes = trimeshShape->getOptimizedBvh()->calculateSerializeBufferSize();
	buffer = btAlignedAlloc(numBytes,16);
	bool swapEndian = false;
	trimeshShape->getOptimizedBvh()->serialize(buffer,numBytes,swapEndian);
#ifdef __QNX__
	FILE* file = fopen("app/native/bvh.bin","wb");
#else
	FILE* file = fopen("bvh.bin","wb");
#endif
	fwrite(buffer,1,numBytes,file);
	fclose(file);
	btAlignedFree(buffer);
	


#else

	trimeshShape  = new btBvhTriangleMeshShape(m_indexVertexArrays,useQuantizedAabbCompression,false);

	char* fileName = "bvh.bin";

#ifdef __QNX__
	char* fileName = "app/native/bvh.bin";
#else
	char* fileName = "bvh.bin";
#endif
	int size=0;
	btOptimizedBvh* bvh = 0;

	if (fseek(file, 0, SEEK_END) || (size = ftell(file)) == EOF || fseek(file, 0, SEEK_SET)) {        /* File operations denied? ok, just close and return failure */
		printf("Error: cannot get filesize from %s\n", fileName);
		exit(0);
	} else
	{

		fseek(file, 0, SEEK_SET);

		int buffersize = size+btOptimizedBvh::getAlignmentSerializationPadding();

		void* buffer = btAlignedAlloc(buffersize,16);
		int read = fread(buffer,1,size,file);
		fclose(file);
		bool swapEndian = false;
		bvh = btOptimizedBvh::deSerializeInPlace(buffer,buffersize,swapEndian);
	}

	trimeshShape->setOptimizedBvh(bvh);

#endif

	btCollisionShape* groundShape = trimeshShape;

	btTriangleInfoMap* triangleInfoMap = new btTriangleInfoMap();
	

	btGenerateInternalEdgeInfo(trimeshShape,triangleInfoMap);
	


#else
	btCollisionShape* groundShape = new btBoxShape(btVector3(50,3,50));

	m_collisionShapes.push_back(groundShape);

#endif //USE_TRIMESH_SHAPE

	m_collisionConfiguration = new btDefaultCollisionConfiguration();
	

	m_dispatcher = new	btCollisionDispatcher(m_collisionConfiguration);


	
	m_broadphase = new btDbvtBroadphase();
	m_solver = new btSequentialImpulseConstraintSolver();
	m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
/*
m_dynamicsWorld->getSolverInfo().m_splitImpulse = true;
	m_dynamicsWorld->getSolverInfo().m_splitImpulsePenetrationThreshold = 1e30f;
	m_dynamicsWorld->getSolverInfo().m_maxErrorReduction = 1e30f;
	m_dynamicsWorld->getSolverInfo().m_erp  =1.f;
	m_dynamicsWorld->getSolverInfo().m_erp2 = 1.f;
*/

	m_dynamicsWorld->setGravity(btVector3(0,-10,0));

	
	float mass = 0.f;
	btTransform	startTransform;
	startTransform.setIdentity();
	startTransform.setOrigin(btVector3(0,-2,0));


	btConvexHullShape* colShape = new btConvexHullShape();
	for (int i=0;i<TaruVtxCount;i++)
	{
		btVector3 vtx(TaruVtx[i*3],TaruVtx[i*3+1],TaruVtx[i*3+2]);
		colShape->addPoint(vtx);
	}
	//this will enable polyhedral contact clipping, better quality, slightly slower
	colShape->initializePolyhedralFeatures();

	//the polyhedral contact clipping can use either GJK or SAT test to find the separating axis
	m_dynamicsWorld->getDispatchInfo().m_enableSatConvex=false;

	m_collisionShapes.push_back(colShape);

	{
		for (int i=0;i<1;i++)
		{
			startTransform.setOrigin(btVector3(-10.f+i*3.f,2.2f+btScalar(i)*0.1f,-1.3f));
			btRigidBody* body = localCreateRigidBody(10, startTransform,colShape);
			body->setActivationState(DISABLE_DEACTIVATION);
			body->setLinearVelocity(btVector3(0,0,-1));
			//body->setContactProcessingThreshold(0.f);
		}
	}
	{
		btBoxShape* colShape = new btBoxShape(btVector3(1,1,1));
		colShape->initializePolyhedralFeatures();
		m_collisionShapes.push_back(colShape);
		startTransform.setOrigin(btVector3(-16.f+i*3.f,1.f+btScalar(i)*0.1f,-1.3f));
		btRigidBody* body = localCreateRigidBody(10, startTransform,colShape);
		body->setActivationState(DISABLE_DEACTIVATION);
		body->setLinearVelocity(btVector3(0,0,-1));
	}

	startTransform.setIdentity();
#ifdef ROTATE_GROUND
	btQuaternion orn(btVector3(0,0,1),SIMD_PI);
	startTransform.setOrigin(btVector3(-20,0,0));
	startTransform.setRotation(orn);
#endif //ROTATE_GROUND

	staticBody = localCreateRigidBody(mass, startTransform,groundShape);
	//staticBody->setContactProcessingThreshold(-0.031f);
	staticBody->setCollisionFlags(staticBody->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);//STATIC_OBJECT);

	//enable custom material callback
	staticBody->setCollisionFlags(staticBody->getCollisionFlags()  | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK);

	getDynamicsWorld()->setDebugDrawer(&gDebugDrawer);
	setDebugMode(btIDebugDraw::DBG_DrawText|btIDebugDraw::DBG_NoHelpText+btIDebugDraw::DBG_DrawWireframe+btIDebugDraw::DBG_DrawContactPoints);


#ifdef BT_INTERNAL_EDGE_DEBUG_DRAW
	btSetDebugDrawer(&gDebugDrawer);
#endif //BT_INTERNAL_EDGE_DEBUG_DRAW

	
}
Exemplo n.º 16
0
void	BasicDemo::initPhysics()
{
	setTexturing(false);
	setShadows(false);

#if OECAKE_LOADER
	setCameraDistance(80.);
	m_cameraTargetPosition.setValue(50, 10, 0);
#else
	#if LARGE_DEMO
		setCameraDistance(btScalar(SCALING*100.));
	#else
		setCameraDistance(btScalar(SCALING*20.));
	#endif
	m_cameraTargetPosition.setValue(START_POS_X, -START_POS_Y-20, START_POS_Z);
#endif
	m_azi = btScalar(0.f);
	m_ele = btScalar(0.f);

	///collision configuration contains default setup for memory, collision setup

	btDefaultCollisionConstructionInfo dci;
	dci.m_defaultMaxPersistentManifoldPoolSize=50000;
	dci.m_defaultMaxCollisionAlgorithmPoolSize=50000;

	m_collisionConfiguration = new btDefaultCollisionConfiguration(dci);

	///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
	m_dispatcher = new	btCollisionDispatcher(m_collisionConfiguration);
	m_dispatcher->registerCollisionCreateFunc(BOX_SHAPE_PROXYTYPE,BOX_SHAPE_PROXYTYPE,new btEmptyAlgorithm::CreateFunc);

	m_dispatcher->setNearCallback(cudaDemoNearCallback);

	
#if USE_CUDA_DEMO_PAIR_CASHE
	gPairCache = new (btAlignedAlloc(sizeof(btGpuDemoPairCache),16)) btGpuDemoPairCache(MAX_PROXIES, 24, MAX_SMALL_PROXIES); 
#else
	gPairCache = new (btAlignedAlloc(sizeof(btHashedOverlappingPairCache),16))btHashedOverlappingPairCache(); 
#endif


//	btVector3 numOfCells = (gWorldMax - gWorldMin) / (2. * SCALING);
//	btVector3 numOfCells = (gWorldMax - gWorldMin) / CELL_SIZE;
//	int numOfCellsX = (int)numOfCells[0];
//	int numOfCellsY = (int)numOfCells[1];
//	int numOfCellsZ = (int)numOfCells[2];
//	if(!numOfCellsX) numOfCellsX = 1;
//	if(!numOfCellsY) numOfCellsY = 1;
//	if(!numOfCellsZ) numOfCellsZ = 1;
	btScalar maxDiam = 2.0f * SCALING;  
	btVector3 cellSize(maxDiam, maxDiam, maxDiam);
	btVector3 numOfCells = (gWorldMax - gWorldMin) / cellSize;
	int numOfCellsX = btGpu3DGridBroadphase::getFloorPowOfTwo((int)numOfCells[0]);
	int numOfCellsY = btGpu3DGridBroadphase::getFloorPowOfTwo((int)numOfCells[1]);
	int numOfCellsZ = btGpu3DGridBroadphase::getFloorPowOfTwo((int)numOfCells[2]);

//	m_broadphase = new btAxisSweep3(gWorldMin, gWorldMax, MAX_PROXIES,gPairCache);
//	m_broadphase = new btDbvtBroadphase(gPairCache);
//	m_broadphase = new btGpu3DGridBroadphase(gPairCache, gWorldMin, gWorldMax,numOfCellsX, numOfCellsY, numOfCellsZ,MAX_SMALL_PROXIES,20,24,24, 1.0f/1.5f);
//	m_broadphase = new btCudaBroadphase(gPairCache, gWorldMin, gWorldMax,numOfCellsX, numOfCellsY, numOfCellsZ,MAX_SMALL_PROXIES,10,24,24);
//	m_broadphase = new bt3dGridBroadphaseOCL(gPairCache, gWorldMin, gWorldMax,numOfCellsX, numOfCellsY, numOfCellsZ,MAX_SMALL_PROXIES,20,24,24,1./1.5);
	m_broadphase = new bt3dGridBroadphaseOCL(gPairCache, cellSize,numOfCellsX, numOfCellsY, numOfCellsZ,MAX_SMALL_PROXIES,20,24,10.f, 24);


	///the default constraint solver
	m_solver = new btSequentialImpulseConstraintSolver();

	btGpuDemoDynamicsWorld* pDdw = new btGpuDemoDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration, MAX_PROXIES);
	m_dynamicsWorld = pDdw;
	m_pWorld = pDdw;
	pDdw->getSimulationIslandManager()->setSplitIslands(true);
	pDdw->setObjRad(SCALING);
	pDdw->setWorldMin(gWorldMin);
	pDdw->setWorldMax(gWorldMax);
//	gUseCPUSolver = true;
	pDdw->setUseCPUSolver(gUseCPUSolver);
	gUseBulletNarrowphase = false;
	pDdw->setUseBulletNarrowphase(gUseBulletNarrowphase);

//	m_dynamicsWorld->setGravity(btVector3(0,0,0));
	m_dynamicsWorld->setGravity(btVector3(0,-10.,0));
	m_dynamicsWorld->getSolverInfo().m_numIterations = 4;

	{
		//create a few dynamic rigidbodies
		// Re-using the same collision is better for memory usage and performance



#if 1
		#define SPRADIUS btScalar(SCALING*0.1f)
		#define SPRPOS btScalar(SCALING*0.05f)
		static btVector3 sSphPos[8];
		
		for (int k=0;k<8;k++)
		{
			sSphPos[k].setValue((k-4)*0.25*SCALING,0,0);
		}
		
		btVector3 inertiaHalfExtents(SPRADIUS,  SPRADIUS,  SPRADIUS);
		static btScalar sSphRad[8] = 
		{
//			 SPRADIUS,  SPRADIUS,  SPRADIUS, SPRADIUS,SPRADIUS,  SPRADIUS,  SPRADIUS, 0.3
			 SPRADIUS,  SPRADIUS,  SPRADIUS, SPRADIUS,SPRADIUS,  SPRADIUS,  SPRADIUS, SPRADIUS
		};
//		sSphPos[0].setX(sSphPos[0].getX()-0.15);
		#undef SPR
		btMultiSphereShape* colShape[2];
		colShape[0] = new btMultiSphereShape( sSphPos, sSphRad, 8);
		colShape[1] = new btMultiSphereShape( sSphPos, sSphRad, 2);

		//btCollisionShape* colShape = new btSphereShape(btScalar(1.));
		m_collisionShapes.push_back(colShape[0]);
		m_collisionShapes.push_back(colShape[1]);
#endif

		/// Create Dynamic Objects
		btTransform startTransform;
		startTransform.setIdentity();

		btScalar	mass(0.f);

		//rigidbody is dynamic if and only if mass is non zero, otherwise static
		bool isDynamic = (mass != 0.f);

		btVector3 localInertia(0,0,0);
#if OECAKE_LOADER
	BasicDemoOecakeLoader	loader(this);
	if (!loader.processFile("test1.oec"))
	{
		loader.processFile("../../../../../Demos/Gpu2dDemo/test.oec");
	}
#if 0 // perfomance test : work-in-progress
	{ // add more object, but share their shapes
		int numNewObjects = 500;
		mass = 1.f;
		for(int n_obj = 0; n_obj < numNewObjects; n_obj++)
		{
			btDefaultMotionState* myMotionState= 0;
			btVector3 localInertia(0,0,0);
			btTransform worldTransform;
			worldTransform.setIdentity();
			btScalar fx = fRandMinMax(-30., 30.);
			btScalar fy = fRandMinMax(5., 30.);
			worldTransform.setOrigin(btVector3(fx, fy, 0.f));
			int sz = m_collisionShapes.size();
			btMultiSphereShape* multiSphere = (btMultiSphereShape*)m_collisionShapes[1];
			myMotionState = new btDefaultMotionState(worldTransform);
			multiSphere->calculateLocalInertia(mass, localInertia);
			btRigidBody* body = new btRigidBody(mass,myMotionState,multiSphere,localInertia);	
			body->setLinearFactor(btVector3(1,1,0));
			body->setAngularFactor(btVector3(0,0,1));
			body->setWorldTransform(worldTransform);
			getDynamicsWorld()->addRigidBody(body);
		}
	}
#endif

#else
#if (!SPEC_TEST)
		float start_x = START_POS_X - ARRAY_SIZE_X * SCALING;
		float start_y = START_POS_Y - ARRAY_SIZE_Y * SCALING;
		float start_z = START_POS_Z - ARRAY_SIZE_Z * SCALING;

		int collisionShapeIndex = 0;
		for (int k=0;k<ARRAY_SIZE_Y;k++)
		{
			for (int i=0;i<ARRAY_SIZE_X;i++)
			{
				for(int j = 0;j<ARRAY_SIZE_Z;j++)
				{
					float offs = (2. * (float)rand() / (float)RAND_MAX - 1.f) * 0.05f;
					startTransform.setOrigin(SCALING*btVector3(
										2.0*SCALING*i + start_x + offs,
										2.0*SCALING*k + start_y + offs,
										2.0*SCALING*j + start_z));

					if (isDynamic)
						colShape[collisionShapeIndex]->calculateLocalInertia(mass,localInertia);


			
					//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
					//btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
					btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,0,colShape[collisionShapeIndex],localInertia);
					collisionShapeIndex = 1 - collisionShapeIndex;
					rbInfo.m_startWorldTransform=startTransform;
					btRigidBody* body = new btRigidBody(rbInfo);
					m_dynamicsWorld->addRigidBody(body);
				}
			}
		}
#else//SPEC_TEST
		// narrowphase test - 2 bodies at the same position
		float start_x = START_POS_X;
//		float start_y = START_POS_Y;
		float start_y = gWorldMin[1] + SCALING * 0.7f + 5.f;
		float start_z = START_POS_Z;
		startTransform.setOrigin(SCALING*btVector3(start_x,start_y,start_z));
		btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,0,colShape[0],localInertia);
		rbInfo.m_startWorldTransform=startTransform;
		btRigidBody* body = new btRigidBody(rbInfo);
		m_dynamicsWorld->addRigidBody(body);

		btPoint2PointConstraint * p2pConstr =  new btPoint2PointConstraint(*body, btVector3(1., 0., 0.));
		m_dynamicsWorld->addConstraint(p2pConstr);

		startTransform.setOrigin(SCALING*btVector3(start_x-2.f, start_y,start_z));
		rbInfo.m_startWorldTransform=startTransform;
		btRigidBody* body1 = new btRigidBody(rbInfo);
		m_dynamicsWorld->addRigidBody(body1);

		p2pConstr =  new btPoint2PointConstraint(*body, *body1, btVector3(-1., 0., 0.), btVector3(1., 0., 0.));
		m_dynamicsWorld->addConstraint(p2pConstr);


#endif//SPEC_TEST
#endif //OE_CAKE_LOADER
	}
	// now set Ids used by collision detector and constraint solver
	int numObjects = m_dynamicsWorld->getNumCollisionObjects();
	btCollisionObjectArray& collisionObjects = m_dynamicsWorld->getCollisionObjectArray();
	for(int i = 0; i < numObjects; i++)
	{
		btCollisionObject* colObj = collisionObjects[i];
		colObj->setCompanionId(i+1); // 0 reserved for the "world" object
		btCollisionShape* pShape = colObj->getCollisionShape();
		int shapeType = pShape->getShapeType();
		if(shapeType == MULTI_SPHERE_SHAPE_PROXYTYPE)
		{
			btMultiSphereShape* pMs = (btMultiSphereShape*)pShape;
			int numSpheres = pMs->getSphereCount();
			pDdw->addMultiShereObject(numSpheres, i + 1);
			for(int j = 0; j < numSpheres; j++)
			{
				btVector3 sphPos = pMs->getSpherePosition(j);
				float sphRad = pMs->getSphereRadius(j);
				pDdw->addSphere(sphPos, sphRad);
			}
		}
		else
		{
			btAssert(0);
		}
	}
#if OECAKE_LOADER
	clientResetScene();
#endif
}
Exemplo n.º 17
0
void VoronoiFractureDemo::attachFixedConstraints()
{
	btAlignedObjectArray<btRigidBody*> bodies;

	int numManifolds = getDynamicsWorld()->getDispatcher()->getNumManifolds();

	for (int i=0;i<numManifolds;i++)
	{
		btPersistentManifold* manifold = getDynamicsWorld()->getDispatcher()->getManifoldByIndexInternal(i);
		if (!manifold->getNumContacts())
			continue;

		btScalar minDist = 1e30f;
		int minIndex = -1;
		for (int v=0;v<manifold->getNumContacts();v++)
		{
			if (minDist >manifold->getContactPoint(v).getDistance())
			{
				minDist = manifold->getContactPoint(v).getDistance();
				minIndex = v;
			}
		}
		if (minDist>0.)
			continue;
		
		btCollisionObject* colObj0 = (btCollisionObject*)manifold->getBody0();
		btCollisionObject* colObj1 = (btCollisionObject*)manifold->getBody1();
	//	int tag0 = (colObj0)->getIslandTag();
//		int tag1 = (colObj1)->getIslandTag();
		btRigidBody* body0 = btRigidBody::upcast(colObj0);
		btRigidBody* body1 = btRigidBody::upcast(colObj1);
		if (bodies.findLinearSearch(body0)==bodies.size())
			bodies.push_back(body0);
		if (bodies.findLinearSearch(body1)==bodies.size())
			bodies.push_back(body1);

		if (body0 && body1)
		{
			if (!colObj0->isStaticOrKinematicObject() && !colObj1->isStaticOrKinematicObject())
			{
				if (body0->checkCollideWithOverride(body1))
				{
					{
						btTransform trA,trB;
						trA.setIdentity();
						trB.setIdentity();
						btVector3 contactPosWorld = manifold->getContactPoint(minIndex).m_positionWorldOnA;
						btTransform globalFrame;
						globalFrame.setIdentity();
						globalFrame.setOrigin(contactPosWorld);

						trA = body0->getWorldTransform().inverse()*globalFrame;
						trB = body1->getWorldTransform().inverse()*globalFrame;
						float totalMass = 1.f/body0->getInvMass() + 1.f/body1->getInvMass();

						
						if (useGenericConstraint)
						{
							btGeneric6DofConstraint* dof6 = new btGeneric6DofConstraint(*body0,*body1,trA,trB,true);
							dof6->setOverrideNumSolverIterations(30);


							dof6->setBreakingImpulseThreshold(BREAKING_THRESHOLD*totalMass);

							for (int i=0;i<6;i++)
								dof6->setLimit(i,0,0);
							getDynamicsWorld()->addConstraint(dof6,true);

						} else
						{
							btFixedConstraint* fixed = new btFixedConstraint(*body0,*body1,trA,trB);
							fixed->setBreakingImpulseThreshold(BREAKING_THRESHOLD*totalMass);
							fixed ->setOverrideNumSolverIterations(30);
							getDynamicsWorld()->addConstraint(fixed,true);

						}
							
					}
				}
			}
		}
			
	} 

	for (int i=0;i<bodies.size();i++)
	{
		getDynamicsWorld()->removeRigidBody(bodies[i]);
		getDynamicsWorld()->addRigidBody(bodies[i]);
	}
}
Exemplo n.º 18
0
void	DemoApplication::setDebugMode(int mode)
{
	m_debugMode = mode;
	if (getDynamicsWorld() && getDynamicsWorld()->getDebugDrawer())
		getDynamicsWorld()->getDebugDrawer()->setDebugMode(mode);
}
Exemplo n.º 19
0
void CharacterDemo::clientResetScene()
{
	m_dynamicsWorld->getBroadphase()->getOverlappingPairCache()->cleanProxyFromPairs(m_ghostObject->getBroadphaseHandle(),getDynamicsWorld()->getDispatcher());

	m_character->reset (m_dynamicsWorld);
	///WTF
	m_character->warp (btVector3(10.210001,-2.0306311,16.576973));
	
}
Exemplo n.º 20
0
void ConcaveRaycastDemo::clientMoveAndDisplay()
{
	 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 

	float dt = getDeltaTimeMicroseconds() * 0.000001f;

	if (m_animatedMesh)
	{
		static float offset=0.f;
		offset+=0.01f;

		setVertexPositions(waveheight,offset);

		btVector3 worldMin(-1000,-1000,-1000);
		btVector3 worldMax(1000,1000,1000);

		trimeshShape->refitTree(worldMin,worldMax);
		
		//clear all contact points involving mesh proxy. Note: this is a slow/unoptimized operation.
		m_dynamicsWorld->getBroadphase()->getOverlappingPairCache()->cleanProxyFromPairs(staticBody->getBroadphaseHandle(),getDynamicsWorld()->getDispatcher());
	}

	m_dynamicsWorld->stepSimulation(1./60.,0);
	
	//optional but useful: debug drawing
	m_dynamicsWorld->debugDrawWorld();
	
	raycastBar.move (dt);
	raycastBar.cast (m_dynamicsWorld);
	renderme();
	raycastBar.draw ();
    glFlush();
    glutSwapBuffers();

}
Exemplo n.º 21
0
void TPhySystem::processCollision( TPhyBody& body )
{
	btManifoldArray   manifoldArray;
	btBroadphasePairArray& pairArray = body.getOverlappingPairCache()->getOverlappingPairArray();
	int numPairs = pairArray.size();

	for (int i=0;i<numPairs;i++)
	{
		manifoldArray.clear();

		const btBroadphasePair& pair = pairArray[i];

		if ( pair.m_pProxy0->m_clientObject == &body &&
			 pair.m_pProxy0->getUid() < pair.m_pProxy1->getUid() )
		{
			PhyRigidBody* rigidbody = (PhyRigidBody*) pair.m_pProxy1->m_clientObject;
			if ( TPhyBody::upcast( rigidbody ) != NULL )
				continue;
		}


		btBroadphasePair* collisionPair ;
		{
			TPROFILE("findPair");
			//unless we manually perform collision detection on this pair, the contacts are in the dynamics world paircache:
			collisionPair = getDynamicsWorld()->getPairCache()->findPair(pair.m_pProxy0,pair.m_pProxy1);
		}

		if (!collisionPair)
			continue;

		{
			TPROFILE("getAllContactManifolds");
			if (collisionPair->m_algorithm)
				collisionPair->m_algorithm->getAllContactManifolds(manifoldArray);

		}


		TPROFILE("manifoldArray");

		for (int j=0;j<manifoldArray.size();j++)
		{
			btPersistentManifold* manifold = manifoldArray[j];

			int numContacts = 0;

			Vec3D avgPtA(0,0,0);
			Vec3D avgPtB(0,0,0);
			Vec3D avgNormalOnB(0,0,0);
			Float avgDepth = 0;

			btCollisionObject* objA = static_cast<btCollisionObject*>( manifold->getBody0() );
			btCollisionObject* objB = static_cast<btCollisionObject*>( manifold->getBody1() );

			TPhyEntity* entityA = static_cast< TPhyEntity* >( objA->getUserPointer() );
			TPhyEntity* entityB = static_cast< TPhyEntity* >( objB->getUserPointer() );

			bool haveTerrain = ( entityA == NULL || entityB == NULL );

			for (int p=0;p<manifold->getNumContacts();p++ )
			{
				const btManifoldPoint& pt = manifold->getContactPoint(p);
				if ( pt.getDistance() < 0.0f )
				{
					++numContacts;

					if ( haveTerrain )
						break;

					avgPtA  += pt.getPositionWorldOnA();
					avgPtB  += pt.getPositionWorldOnB();
					avgNormalOnB += pt.m_normalWorldOnB;
					avgDepth -= pt.getDistance();

					break;
					/// work here
				}
			}

			if ( numContacts > 0 )
			{
				if ( haveTerrain )
				{
					if ( entityA )
						entityA->OnCollisionTerrain();
					if ( entityB )
						entityB->OnCollisionTerrain();
				}
				else
				{
					avgPtA /= numContacts;
					avgPtB /= numContacts;
					avgDepth /= numContacts;
					avgNormalOnB.normalize();

					entityA->OnCollision( entityB , avgDepth , avgPtA , avgPtB ,  avgNormalOnB );
					entityB->OnCollision( entityA , avgDepth , avgPtB , avgPtA , -avgNormalOnB );
				}

				break;
			}
		}
	}
}
Exemplo n.º 22
0
void TPhySystem::removeEntity( TPhyEntity* entity )
{
	getDynamicsWorld()->removeRigidBody( entity->getPhyBody() );
	entity->testCollision( false );
}
Exemplo n.º 23
0
void BasicDemo::outputDebugInfo(int & xOffset,int & yStart, int  yIncr)
{
	char buf[124];
	glDisable(GL_LIGHTING);
	glColor3f(0, 0, 0);
	
	sprintf(buf,"mouse move+buttons to interact");
	GLDebugDrawString(xOffset,yStart,buf);
	yStart += yIncr;

	
	sprintf(buf,"space to reset");
	GLDebugDrawString(xOffset,yStart,buf);
	yStart += yIncr;

	
	sprintf(buf,"cursor keys and z,x to navigate");
	GLDebugDrawString(xOffset,yStart,buf);
	yStart += yIncr;

	
	sprintf(buf,"i to toggle simulation, s single step");
	GLDebugDrawString(xOffset,yStart,buf);
	yStart += yIncr;

	
	sprintf(buf,"q to quit");
	GLDebugDrawString(xOffset,yStart,buf);
	yStart += yIncr;

	
	sprintf(buf,"h to toggle help text");
	GLDebugDrawString(xOffset,yStart,buf);
	yStart += yIncr;

	
	sprintf(buf,"p to toggle profiling (+results to file)");
	GLDebugDrawString(xOffset,yStart,buf);
	yStart += yIncr;

	
	sprintf(buf,"c to toggle constraint drawing");
	GLDebugDrawString(xOffset,yStart,buf);
	yStart += yIncr;


	sprintf(buf,"b to draw single constraint batch");
	GLDebugDrawString(xOffset,yStart,buf);
	yStart += yIncr;

	
	sprintf(buf,"u to toggle between CPU  and OpenCL solvers");
	GLDebugDrawString(xOffset,yStart,buf);
	yStart += yIncr;

	
	sprintf(buf,"d to toggle between different batch builders");
	GLDebugDrawString(xOffset,yStart,buf);
	yStart += yIncr;

	if (getDynamicsWorld())
	{
		
		sprintf(buf,"# objects = %d",getDynamicsWorld()->getNumCollisionObjects());
		GLDebugDrawString(xOffset,yStart,buf);
		yStart += yIncr;
		
		sprintf(buf,"# pairs = %d",getDynamicsWorld()->getBroadphase()->getOverlappingPairCache()->getNumOverlappingPairs());
		GLDebugDrawString(xOffset,yStart,buf);
		yStart += yIncr;
	}
} // BasicDemo::outputDebugInfo()
Exemplo n.º 24
0
void ConcaveDemo::clientMoveAndDisplay()
{
	 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 

	float dt = getDeltaTimeMicroseconds() * 0.000001f;

	if (m_animatedMesh)
	{
		static float offset=0.f;
		offset+=dt;

	//	setVertexPositions(waveheight,offset);
		
		int i;
		int j;
		btVector3 aabbMin(BT_LARGE_FLOAT,BT_LARGE_FLOAT,BT_LARGE_FLOAT);
		btVector3 aabbMax(-BT_LARGE_FLOAT,-BT_LARGE_FLOAT,-BT_LARGE_FLOAT);

		for ( i=NUM_VERTS_X/2-3;i<NUM_VERTS_X/2+2;i++)
		{
			for (j=NUM_VERTS_X/2-3;j<NUM_VERTS_Y/2+2;j++)
			{
			
			aabbMax.setMax(gVertices[i+j*NUM_VERTS_X]);
			aabbMin.setMin(gVertices[i+j*NUM_VERTS_X]);
			
				gVertices[i+j*NUM_VERTS_X].setValue((i-NUM_VERTS_X*0.5f)*TRIANGLE_SIZE,
					//0.f,
					waveheight*sinf((float)i+offset)*cosf((float)j+offset),
					(j-NUM_VERTS_Y*0.5f)*TRIANGLE_SIZE);
					
			aabbMin.setMin(gVertices[i+j*NUM_VERTS_X]);
			aabbMax.setMax(gVertices[i+j*NUM_VERTS_X]);

			}
		}

		trimeshShape->partialRefitTree(aabbMin,aabbMax);

		//clear all contact points involving mesh proxy. Note: this is a slow/unoptimized operation.
		m_dynamicsWorld->getBroadphase()->getOverlappingPairCache()->cleanProxyFromPairs(staticBody->getBroadphaseHandle(),getDynamicsWorld()->getDispatcher());
	}

	m_dynamicsWorld->stepSimulation(dt);

	//optional but useful: debug drawing
	m_dynamicsWorld->debugDrawWorld();

	
	renderme();

    glFlush();
    swapBuffers();

}
Exemplo n.º 25
0
//to be implemented by the demo
void Hinge2Vehicle::renderScene()
{
	m_guiHelper->syncPhysicsToGraphics(m_dynamicsWorld);
#if 0
	for (int i=0;i<m_vehicle->getNumWheels();i++)
	{
		//synchronize the wheels with the (interpolated) chassis worldtransform
		m_vehicle->updateWheelTransform(i,true);

		CommonRenderInterface* renderer = m_guiHelper->getRenderInterface();
		if (renderer)
		{
			btTransform tr = m_vehicle->getWheelInfo(i).m_worldTransform;
			btVector3 pos=tr.getOrigin();
			btQuaternion orn = tr.getRotation();
			renderer->writeSingleInstanceTransformToCPU(pos,orn,m_wheelInstances[i]);
		}
	}
#endif
	
	m_guiHelper->render(m_dynamicsWorld);

	btVector3 wheelColor(1,0,0);

	btVector3	worldBoundsMin,worldBoundsMax;
	getDynamicsWorld()->getBroadphase()->getBroadphaseAabb(worldBoundsMin,worldBoundsMax);




#if 0
	int lineWidth=400;
	int xStart = m_glutScreenWidth - lineWidth;
	int yStart = 20;

	if((getDebugMode() & btIDebugDraw::DBG_NoHelpText)==0)
	{
		setOrthographicProjection();
		glDisable(GL_LIGHTING);
		glColor3f(0, 0, 0);
		char buf[124];
		
		sprintf(buf,"SHIFT+Cursor Left/Right - rotate lift");
		GLDebugDrawString(xStart,20,buf);
		yStart+=20;
		sprintf(buf,"SHIFT+Cursor UP/Down - fork up/down");
		yStart+=20;
		GLDebugDrawString(xStart,yStart,buf);

		if (m_useDefaultCamera)
		{
			sprintf(buf,"F5 - camera mode (free)");
		} else
		{
			sprintf(buf,"F5 - camera mode (follow)");
		}
		yStart+=20;
		GLDebugDrawString(xStart,yStart,buf);

		yStart+=20;
		if (m_dynamicsWorld->getConstraintSolver()->getSolverType()==BT_MLCP_SOLVER)
		{
			sprintf(buf,"F6 - solver (direct MLCP)");
		} else
		{
			sprintf(buf,"F6 - solver (sequential impulse)");
		}
		GLDebugDrawString(xStart,yStart,buf);
		btDiscreteDynamicsWorld* world = (btDiscreteDynamicsWorld*) m_dynamicsWorld;
		if (world->getLatencyMotionStateInterpolation())
		{
			sprintf(buf,"F7 - motionstate interpolation (on)");
		} else
		{
			sprintf(buf,"F7 - motionstate interpolation (off)");
		}
		yStart+=20;
		GLDebugDrawString(xStart,yStart,buf);

		sprintf(buf,"Click window for keyboard focus");
		yStart+=20;
		GLDebugDrawString(xStart,yStart,buf);


		resetPerspectiveProjection();
		glEnable(GL_LIGHTING);
	}
#endif
}
Exemplo n.º 26
0
void ConvexDecompositionDemo::initPhysics(const char* filename)
{

	gContactAddedCallback = &MyContactCallback;

	setupEmptyDynamicsWorld();

	getDynamicsWorld()->setDebugDrawer(&gDebugDrawer);

	setTexturing(true);
	setShadows(true);

	setCameraDistance(26.f);


#ifndef NO_OBJ_TO_BULLET

	ConvexDecomposition::WavefrontObj wo;

	tcount = 0;
    const char* prefix[]={"./","../","../../","../../../","../../../../", "ConvexDecompositionDemo/", "Demos/ConvexDecompositionDemo/",
    "../Demos/ConvexDecompositionDemo/","../../Demos/ConvexDecompositionDemo/"};
    int numPrefixes = sizeof(prefix)/sizeof(const char*);
    char relativeFileName[1024];

    for (int i=0;i<numPrefixes;i++)
    {
        sprintf(relativeFileName,"%s%s",prefix[i],filename);
        tcount = wo.loadObj(relativeFileName);
        if (tcount)
            break;
    }



	btTransform startTransform;
	startTransform.setIdentity();
	startTransform.setOrigin(btVector3(0,-4.5,0));

	btCollisionShape* boxShape = new btBoxShape(btVector3(30,2,30));
	m_collisionShapes.push_back(boxShape);
	localCreateRigidBody(0.f,startTransform,boxShape);

	class MyConvexDecomposition : public ConvexDecomposition::ConvexDecompInterface
	{
		ConvexDecompositionDemo*	m_convexDemo;

		public:

		btAlignedObjectArray<btConvexHullShape*> m_convexShapes;
		btAlignedObjectArray<btVector3> m_convexCentroids;

		MyConvexDecomposition (FILE* outputFile,ConvexDecompositionDemo* demo)
			:m_convexDemo(demo),
				mBaseCount(0),
			mHullCount(0),
			mOutputFile(outputFile)

		{
		}

			virtual void ConvexDecompResult(ConvexDecomposition::ConvexResult &result)
			{

				btTriangleMesh* trimesh = new btTriangleMesh();
				m_convexDemo->m_trimeshes.push_back(trimesh);

				btVector3 localScaling(6.f,6.f,6.f);

				//export data to .obj
				printf("ConvexResult. ");
				if (mOutputFile)
				{
					fprintf(mOutputFile,"## Hull Piece %d with %d vertices and %d triangles.\r\n", mHullCount, result.mHullVcount, result.mHullTcount );

					fprintf(mOutputFile,"usemtl Material%i\r\n",mBaseCount);
					fprintf(mOutputFile,"o Object%i\r\n",mBaseCount);

					for (unsigned int i=0; i<result.mHullVcount; i++)
					{
						const float *p = &result.mHullVertices[i*3];
						fprintf(mOutputFile,"v %0.9f %0.9f %0.9f\r\n", p[0], p[1], p[2] );
					}

					//calc centroid, to shift vertices around center of mass
					centroid.setValue(0,0,0);

					btAlignedObjectArray<btVector3> vertices;
					if ( 1 )
					{
						//const unsigned int *src = result.mHullIndices;
						for (unsigned int i=0; i<result.mHullVcount; i++)
						{
							btVector3 vertex(result.mHullVertices[i*3],result.mHullVertices[i*3+1],result.mHullVertices[i*3+2]);
							vertex *= localScaling;
							centroid += vertex;

						}
					}

					centroid *= 1.f/(float(result.mHullVcount) );

					if ( 1 )
					{
						//const unsigned int *src = result.mHullIndices;
						for (unsigned int i=0; i<result.mHullVcount; i++)
						{
							btVector3 vertex(result.mHullVertices[i*3],result.mHullVertices[i*3+1],result.mHullVertices[i*3+2]);
							vertex *= localScaling;
							vertex -= centroid ;
							vertices.push_back(vertex);
						}
					}



					if ( 1 )
					{
						const unsigned int *src = result.mHullIndices;
						for (unsigned int i=0; i<result.mHullTcount; i++)
						{
							unsigned int index0 = *src++;
							unsigned int index1 = *src++;
							unsigned int index2 = *src++;


							btVector3 vertex0(result.mHullVertices[index0*3], result.mHullVertices[index0*3+1],result.mHullVertices[index0*3+2]);
							btVector3 vertex1(result.mHullVertices[index1*3], result.mHullVertices[index1*3+1],result.mHullVertices[index1*3+2]);
							btVector3 vertex2(result.mHullVertices[index2*3], result.mHullVertices[index2*3+1],result.mHullVertices[index2*3+2]);
							vertex0 *= localScaling;
							vertex1 *= localScaling;
							vertex2 *= localScaling;

							vertex0 -= centroid;
							vertex1 -= centroid;
							vertex2 -= centroid;


							trimesh->addTriangle(vertex0,vertex1,vertex2);

							index0+=mBaseCount;
							index1+=mBaseCount;
							index2+=mBaseCount;

							fprintf(mOutputFile,"f %d %d %d\r\n", index0+1, index1+1, index2+1 );
						}
					}

				//	float mass = 1.f;


//this is a tools issue: due to collision margin, convex objects overlap, compensate for it here:
//#define SHRINK_OBJECT_INWARDS 1
#ifdef SHRINK_OBJECT_INWARDS

					float collisionMargin = 0.01f;

					btAlignedObjectArray<btVector3> planeEquations;
					btGeometryUtil::getPlaneEquationsFromVertices(vertices,planeEquations);

					btAlignedObjectArray<btVector3> shiftedPlaneEquations;
					for (int p=0;p<planeEquations.size();p++)
					{
						btVector3 plane = planeEquations[p];
						plane[3] += collisionMargin;
						shiftedPlaneEquations.push_back(plane);
					}
					btAlignedObjectArray<btVector3> shiftedVertices;
					btGeometryUtil::getVerticesFromPlaneEquations(shiftedPlaneEquations,shiftedVertices);


					btConvexHullShape* convexShape = new btConvexHullShape(&(shiftedVertices[0].getX()),shiftedVertices.size());

#else //SHRINK_OBJECT_INWARDS

					btConvexHullShape* convexShape = new btConvexHullShape(&(vertices[0].getX()),vertices.size());
#endif
					if (sEnableSAT)
						convexShape->initializePolyhedralFeatures();
					convexShape->setMargin(0.01f);
					m_convexShapes.push_back(convexShape);
					m_convexCentroids.push_back(centroid);
					m_convexDemo->m_collisionShapes.push_back(convexShape);
					mBaseCount+=result.mHullVcount; // advance the 'base index' counter.


				}
			}

			int   	mBaseCount;
  			int		mHullCount;
			FILE*	mOutputFile;

	};

	if (tcount)
	{
		btTriangleMesh* trimesh = new btTriangleMesh();
		m_trimeshes.push_back(trimesh);

		btVector3 localScaling(6.f,6.f,6.f);

		int i;
		for ( i=0;i<wo.mTriCount;i++)
		{
			int index0 = wo.mIndices[i*3];
			int index1 = wo.mIndices[i*3+1];
			int index2 = wo.mIndices[i*3+2];

			btVector3 vertex0(wo.mVertices[index0*3], wo.mVertices[index0*3+1],wo.mVertices[index0*3+2]);
			btVector3 vertex1(wo.mVertices[index1*3], wo.mVertices[index1*3+1],wo.mVertices[index1*3+2]);
			btVector3 vertex2(wo.mVertices[index2*3], wo.mVertices[index2*3+1],wo.mVertices[index2*3+2]);

			vertex0 *= localScaling;
			vertex1 *= localScaling;
			vertex2 *= localScaling;

			trimesh->addTriangle(vertex0,vertex1,vertex2);
		}


		btConvexShape* tmpConvexShape = new btConvexTriangleMeshShape(trimesh);

		printf("old numTriangles= %d\n",wo.mTriCount);
		printf("old numIndices = %d\n",wo.mTriCount*3);
		printf("old numVertices = %d\n",wo.mVertexCount);

		printf("reducing vertices by creating a convex hull\n");

		//create a hull approximation
		btShapeHull* hull = new btShapeHull(tmpConvexShape);
		btScalar margin = tmpConvexShape->getMargin();
		hull->buildHull(margin);
		tmpConvexShape->setUserPointer(hull);


		printf("new numTriangles = %d\n", hull->numTriangles ());
		printf("new numIndices = %d\n", hull->numIndices ());
		printf("new numVertices = %d\n", hull->numVertices ());

		btConvexHullShape* convexShape = new btConvexHullShape();
		bool updateLocalAabb = false;

		for (i=0;i<hull->numVertices();i++)
		{
			convexShape->addPoint(hull->getVertexPointer()[i],updateLocalAabb);
		}
		convexShape->recalcLocalAabb();

		if (sEnableSAT)
			convexShape->initializePolyhedralFeatures();
		delete tmpConvexShape;
		delete hull;



		m_collisionShapes.push_back(convexShape);

		float mass = 1.f;

		btTransform startTransform;
		startTransform.setIdentity();
		startTransform.setOrigin(btVector3(0,2,14));

		localCreateRigidBody(mass, startTransform,convexShape);

		bool useQuantization = true;
		btCollisionShape* concaveShape = new btBvhTriangleMeshShape(trimesh,useQuantization);
		startTransform.setOrigin(convexDecompositionObjectOffset);
		localCreateRigidBody(0.f,startTransform,concaveShape);

		m_collisionShapes.push_back (concaveShape);

	}


	if (tcount)
	{
		//-----------------------------------
		// Bullet Convex Decomposition
		//-----------------------------------

		char outputFileName[512];
  		strcpy(outputFileName,filename);
  		char *dot = strstr(outputFileName,".");
  		if ( dot )
			*dot = 0;
		strcat(outputFileName,"_convex.obj");
  		FILE* outputFile = fopen(outputFileName,"wb");

		unsigned int depth = 5;
		float cpercent     = 5;
		float ppercent     = 15;
		unsigned int maxv  = 16;
		float skinWidth    = 0.0;

		printf("WavefrontObj num triangles read %i\n",tcount);
		ConvexDecomposition::DecompDesc desc;
		desc.mVcount       = wo.mVertexCount;
		desc.mVertices     = wo.mVertices;
		desc.mTcount       = wo.mTriCount;
		desc.mIndices      = (unsigned int *)wo.mIndices;
		desc.mDepth        = depth;
		desc.mCpercent     = cpercent;
		desc.mPpercent     = ppercent;
		desc.mMaxVertices  = maxv;
		desc.mSkinWidth    = skinWidth;

		MyConvexDecomposition	convexDecomposition(outputFile,this);
		desc.mCallback = &convexDecomposition;


		//-----------------------------------------------
		// HACD
		//-----------------------------------------------

		std::vector< HACD::Vec3<HACD::Real> > points;
		std::vector< HACD::Vec3<long> > triangles;

		for(int i=0; i<wo.mVertexCount; i++ )
		{
			int index = i*3;
			HACD::Vec3<HACD::Real> vertex(wo.mVertices[index], wo.mVertices[index+1],wo.mVertices[index+2]);
			points.push_back(vertex);
		}

		for(int i=0;i<wo.mTriCount;i++)
		{
			int index = i*3;
			HACD::Vec3<long> triangle(wo.mIndices[index], wo.mIndices[index+1], wo.mIndices[index+2]);
			triangles.push_back(triangle);
		}


		HACD::HACD myHACD;
		myHACD.SetPoints(&points[0]);
		myHACD.SetNPoints(points.size());
		myHACD.SetTriangles(&triangles[0]);
		myHACD.SetNTriangles(triangles.size());
		myHACD.SetCompacityWeight(0.1);
		myHACD.SetVolumeWeight(0.0);

		// HACD parameters
		// Recommended parameters: 2 100 0 0 0 0
		size_t nClusters = 2;
		double concavity = 100;
		bool invert = false;
		bool addExtraDistPoints = false;
		bool addNeighboursDistPoints = false;
		bool addFacesPoints = false;

		myHACD.SetNClusters(nClusters);                     // minimum number of clusters
		myHACD.SetNVerticesPerCH(100);                      // max of 100 vertices per convex-hull
		myHACD.SetConcavity(concavity);                     // maximum concavity
		myHACD.SetAddExtraDistPoints(addExtraDistPoints);
		myHACD.SetAddNeighboursDistPoints(addNeighboursDistPoints);
		myHACD.SetAddFacesPoints(addFacesPoints);

		myHACD.Compute();
		nClusters = myHACD.GetNClusters();

		myHACD.Save("output.wrl", false);


		//convexDecomposition.performConvexDecomposition(desc);

//		ConvexBuilder cb(desc.mCallback);
//		cb.process(desc);
		//now create some bodies

		if (1)
		{
			btCompoundShape* compound = new btCompoundShape();
			m_collisionShapes.push_back (compound);

			btTransform trans;
			trans.setIdentity();

			for (int c=0;c<nClusters;c++)
			{
				//generate convex result
				size_t nPoints = myHACD.GetNPointsCH(c);
				size_t nTriangles = myHACD.GetNTrianglesCH(c);

				float* vertices = new float[nPoints*3];
				unsigned int* triangles = new unsigned int[nTriangles*3];

				HACD::Vec3<HACD::Real> * pointsCH = new HACD::Vec3<HACD::Real>[nPoints];
				HACD::Vec3<long> * trianglesCH = new HACD::Vec3<long>[nTriangles];
				myHACD.GetCH(c, pointsCH, trianglesCH);

				// points
				for(size_t v = 0; v < nPoints; v++)
				{
					vertices[3*v] = pointsCH[v].X();
					vertices[3*v+1] = pointsCH[v].Y();
					vertices[3*v+2] = pointsCH[v].Z();
				}
				// triangles
				for(size_t f = 0; f < nTriangles; f++)
				{
					triangles[3*f] = trianglesCH[f].X();
					triangles[3*f+1] = trianglesCH[f].Y();
					triangles[3*f+2] = trianglesCH[f].Z();
				}

				delete [] pointsCH;
				delete [] trianglesCH;

				ConvexResult r(nPoints, vertices, nTriangles, triangles);
				convexDecomposition.ConvexDecompResult(r);
			}

			for (int i=0;i<convexDecomposition.m_convexShapes.size();i++)
			{
				btVector3 centroid = convexDecomposition.m_convexCentroids[i];
				trans.setOrigin(centroid);
				btConvexHullShape* convexShape = convexDecomposition.m_convexShapes[i];
				compound->addChildShape(trans,convexShape);

				btRigidBody* body;
				body = localCreateRigidBody( 1.0, trans,convexShape);
			}
/*			for (int i=0;i<convexDecomposition.m_convexShapes.size();i++)
			{

				btVector3 centroid = convexDecomposition.m_convexCentroids[i];
				trans.setOrigin(centroid);
				btConvexHullShape* convexShape = convexDecomposition.m_convexShapes[i];
				compound->addChildShape(trans,convexShape);

				btRigidBody* body;
				body = localCreateRigidBody( 1.0, trans,convexShape);
			}*/

#if 1
			btScalar mass=10.f;
			trans.setOrigin(-convexDecompositionObjectOffset);
			btRigidBody* body = localCreateRigidBody( mass, trans,compound);
			body->setCollisionFlags(body->getCollisionFlags() |   btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK);

			convexDecompositionObjectOffset.setZ(6);
			trans.setOrigin(-convexDecompositionObjectOffset);
			body = localCreateRigidBody( mass, trans,compound);
			body->setCollisionFlags(body->getCollisionFlags() |   btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK);

			convexDecompositionObjectOffset.setZ(-6);
			trans.setOrigin(-convexDecompositionObjectOffset);
			body = localCreateRigidBody( mass, trans,compound);
			body->setCollisionFlags(body->getCollisionFlags() |   btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK);
#endif
		}


		if (outputFile)
			fclose(outputFile);


	}



#ifdef TEST_SERIALIZATION
	//test serializing this

	int maxSerializeBufferSize = 1024*1024*5;

	btDefaultSerializer*	serializer = new btDefaultSerializer(maxSerializeBufferSize);
	m_dynamicsWorld->serialize(serializer);

	FILE* f2 = fopen("testFile.bullet","wb");
	fwrite(serializer->getBufferPointer(),serializer->getCurrentBufferSize(),1,f2);
	fclose(f2);

	exitPhysics();

	//now try again from the loaded file
	setupEmptyDynamicsWorld();
#endif //TEST_SERIALIZATION

#endif //NO_OBJ_TO_BULLET

#ifdef TEST_SERIALIZATION

	btBulletWorldImporter* fileLoader = new btBulletWorldImporter(m_dynamicsWorld);
	//fileLoader->setVerboseMode(true);

	fileLoader->loadFile("testFile.bullet");
	//fileLoader->loadFile("testFile64Double.bullet");
	//fileLoader->loadFile("testFile64Single.bullet");
	//fileLoader->loadFile("testFile32Single.bullet");




#endif //TEST_SERIALIZATION

}
Exemplo n.º 27
0
void VehicleDemo::clientResetScene()
{
	gVehicleSteering = 0.f;
	m_carChassis->setCenterOfMassTransform(btTransform::getIdentity());
	m_carChassis->setLinearVelocity(btVector3(0,0,0));
	m_carChassis->setAngularVelocity(btVector3(0,0,0));
	m_dynamicsWorld->getBroadphase()->getOverlappingPairCache()->cleanProxyFromPairs(m_carChassis->getBroadphaseHandle(),getDynamicsWorld()->getDispatcher());
	if (m_vehicle)
	{
		m_vehicle->resetSuspension();
		for (int i=0;i<m_vehicle->getNumWheels();i++)
		{
			//synchronize the wheels with the (interpolated) chassis worldtransform
			m_vehicle->updateWheelTransform(i,true);
		}
	}

}
Exemplo n.º 28
0
void BasicDemo3D::outputDebugInfo(int & xOffset,int & yStart, int  yIncr)
{
	char buf[124];
	glDisable(GL_LIGHTING);
	glColor3f(0, 0, 0);
	glRasterPos3f(xOffset,yStart,0);
	sprintf(buf,"mouse to interact");
	GLDebugDrawString(xOffset,yStart,buf);
	yStart += yIncr;

	glRasterPos3f(xOffset,yStart,0);
	sprintf(buf,"space to reset");
	GLDebugDrawString(xOffset,yStart,buf);
	yStart += yIncr;

	glRasterPos3f(xOffset,yStart,0);
	sprintf(buf,"cursor keys and z,x to navigate");
	GLDebugDrawString(xOffset,yStart,buf);
	yStart += yIncr;

	glRasterPos3f(xOffset,yStart,0);
	sprintf(buf,"i to toggle simulation, s single step");
	GLDebugDrawString(xOffset,yStart,buf);
	yStart += yIncr;

	glRasterPos3f(xOffset,yStart,0);
	sprintf(buf,"q to quit");
	GLDebugDrawString(xOffset,yStart,buf);
	yStart += yIncr;

	glRasterPos3f(xOffset,yStart,0);
	sprintf(buf,"h to toggle help text");
	GLDebugDrawString(xOffset,yStart,buf);
	yStart += yIncr;

	glRasterPos3f(xOffset,yStart,0);
	sprintf(buf,"p to toggle profiling (+results to file)");
	GLDebugDrawString(xOffset,yStart,buf);
	yStart += yIncr;

	glRasterPos3f(xOffset,yStart,0);
	sprintf(buf,"w to toggle wireframe/solid rendering");
	GLDebugDrawString(xOffset,yStart,buf);
	yStart += yIncr;

	glRasterPos3f(xOffset,yStart,0);
	sprintf(buf,"c to toggle constraint drawing");
	GLDebugDrawString(xOffset,yStart,buf);
	yStart += yIncr;

	glRasterPos3f(xOffset,yStart,0);
	sprintf(buf,"b to draw single constraint batch");
	GLDebugDrawString(xOffset,yStart,buf);
	yStart += yIncr;

	glRasterPos3f(xOffset,yStart,0);
	sprintf(buf,"u to toggle between CPU  and CUDA solvers");
	GLDebugDrawString(xOffset,yStart,buf);
	yStart += yIncr;

	glRasterPos3f(xOffset,yStart,0);
	sprintf(buf,"d to toggle between different batch builders");
	GLDebugDrawString(xOffset,yStart,buf);
	yStart += yIncr;

	glRasterPos3f(xOffset,yStart,0);
	sprintf(buf,"m to toggle between CUDA / CPU motion integrators");
	GLDebugDrawString(xOffset,yStart,buf);
	yStart += yIncr;

	if (getDynamicsWorld())
	{
		glRasterPos3f(xOffset,yStart,0);
		sprintf(buf,"# objects = %d",getDynamicsWorld()->getNumCollisionObjects());
		GLDebugDrawString(xOffset,yStart,buf);
		yStart += yIncr;
		glRasterPos3f(xOffset,yStart,0);
		sprintf(buf,"# pairs = %d",getDynamicsWorld()->getBroadphase()->getOverlappingPairCache()->getNumOverlappingPairs());
		GLDebugDrawString(xOffset,yStart,buf);


		yStart += yIncr;
		glRasterPos3f(xOffset,yStart,0);
		sprintf(buf,"# skipped collisions=%d",gSkippedCol);
		GLDebugDrawString(xOffset,yStart,buf);

		yStart += yIncr;
		glRasterPos3f(xOffset,yStart,0);
		sprintf(buf,"# processed collisions=%d",gProcessedCol);
		GLDebugDrawString(xOffset,yStart,buf);
		
		yStart += yIncr;
		glRasterPos3f(xOffset,yStart,0);
		btScalar fract = (gProcessedCol+gSkippedCol)? btScalar(gSkippedCol)/(gProcessedCol+gSkippedCol) : 0.f;
		sprintf(buf,"culled narrowphase collisions=%f",fract);
		GLDebugDrawString(xOffset,yStart,buf);
		yStart += yIncr;
		
		gProcessedCol = 0;
		gSkippedCol = 0;

	}
} // BasicDemo3D::outputDebugInfo()
Exemplo n.º 29
0
void ForkLiftDemo::clientResetScene()
{
	gVehicleSteering = 0.f;
	gBreakingForce = defaultBreakingForce;
	gEngineForce = 0.f;

	m_carChassis->setCenterOfMassTransform(btTransform::getIdentity());
	m_carChassis->setLinearVelocity(btVector3(0,0,0));
	m_carChassis->setAngularVelocity(btVector3(0,0,0));
	m_dynamicsWorld->getBroadphase()->getOverlappingPairCache()->cleanProxyFromPairs(m_carChassis->getBroadphaseHandle(),getDynamicsWorld()->getDispatcher());
	if (m_vehicle)
	{
		m_vehicle->resetSuspension();
		for (int i=0;i<m_vehicle->getNumWheels();i++)
		{
			//synchronize the wheels with the (interpolated) chassis worldtransform
			m_vehicle->updateWheelTransform(i,true);
		}
	}
	btTransform liftTrans;
	liftTrans.setIdentity();
	liftTrans.setOrigin(m_liftStartPos);
	m_liftBody->activate();
	m_liftBody->setCenterOfMassTransform(liftTrans);
	m_liftBody->setLinearVelocity(btVector3(0,0,0));
	m_liftBody->setAngularVelocity(btVector3(0,0,0));

	btTransform forkTrans;
	forkTrans.setIdentity();
	forkTrans.setOrigin(m_forkStartPos);
	m_forkBody->activate();
	m_forkBody->setCenterOfMassTransform(forkTrans);
	m_forkBody->setLinearVelocity(btVector3(0,0,0));
	m_forkBody->setAngularVelocity(btVector3(0,0,0));

//	m_liftHinge->setLimit(-LIFT_EPS, LIFT_EPS);
	m_liftHinge->setLimit(0.0f, 0.0f);
	m_liftHinge->enableAngularMotor(false, 0, 0);

	
	m_forkSlider->setLowerLinLimit(0.1f);
	m_forkSlider->setUpperLinLimit(0.1f);
	m_forkSlider->setPoweredLinMotor(false);

	btTransform loadTrans;
	loadTrans.setIdentity();
	loadTrans.setOrigin(m_loadStartPos);
	m_loadBody->activate();
	m_loadBody->setCenterOfMassTransform(loadTrans);
	m_loadBody->setLinearVelocity(btVector3(0,0,0));
	m_loadBody->setAngularVelocity(btVector3(0,0,0));

}
Exemplo n.º 30
0
void DemoApplication::keyboardCallback(unsigned char key, int x, int y)
{
	(void)x;
	(void)y;

	m_lastKey = 0;

#ifndef BT_NO_PROFILE
	if (key >= 0x31 && key <= 0x39)
	{
		int child = key-0x31;
		m_profileIterator->Enter_Child(child);
	}
	if (key==0x30)
	{
		m_profileIterator->Enter_Parent();
	}
#endif //BT_NO_PROFILE

	switch (key) 
	{
	case 'q' : 
#ifdef BT_USE_FREEGLUT
		//return from glutMainLoop(), detect memory leaks etc.
		glutLeaveMainLoop();
#else
		exit(0);
#endif
		break;

	case 'l' : stepLeft(); break;
	case 'r' : stepRight(); break;
	case 'f' : stepFront(); break;
	case 'b' : stepBack(); break;
	case 'z' : zoomIn(); break;
	case 'x' : zoomOut(); break;
	case 'i' : toggleIdle(); break;
	case 'g' : m_enableshadows=!m_enableshadows;break;
	case 'u' : m_shapeDrawer->enableTexture(!m_shapeDrawer->enableTexture(false));break;
	case 'h':
		if (m_debugMode & btIDebugDraw::DBG_NoHelpText)
			m_debugMode = m_debugMode & (~btIDebugDraw::DBG_NoHelpText);
		else
			m_debugMode |= btIDebugDraw::DBG_NoHelpText;
		break;

	case 'w':
		if (m_debugMode & btIDebugDraw::DBG_DrawWireframe)
			m_debugMode = m_debugMode & (~btIDebugDraw::DBG_DrawWireframe);
		else
			m_debugMode |= btIDebugDraw::DBG_DrawWireframe;
		break;

	case 'p':
		if (m_debugMode & btIDebugDraw::DBG_ProfileTimings)
			m_debugMode = m_debugMode & (~btIDebugDraw::DBG_ProfileTimings);
		else
			m_debugMode |= btIDebugDraw::DBG_ProfileTimings;
		break;

	case '=':
		{
			int maxSerializeBufferSize = 1024*1024*5;
			btDefaultSerializer*	serializer = new btDefaultSerializer(maxSerializeBufferSize);
			//serializer->setSerializationFlags(BT_SERIALIZE_NO_DUPLICATE_ASSERT);
			m_dynamicsWorld->serialize(serializer);
			FILE* f2 = fopen("testFile.bullet","wb");
			fwrite(serializer->getBufferPointer(),serializer->getCurrentBufferSize(),1,f2);
			fclose(f2);
			delete serializer;
			break;

		}

	case 'm':
		if (m_debugMode & btIDebugDraw::DBG_EnableSatComparison)
			m_debugMode = m_debugMode & (~btIDebugDraw::DBG_EnableSatComparison);
		else
			m_debugMode |= btIDebugDraw::DBG_EnableSatComparison;
		break;

	case 'n':
		if (m_debugMode & btIDebugDraw::DBG_DisableBulletLCP)
			m_debugMode = m_debugMode & (~btIDebugDraw::DBG_DisableBulletLCP);
		else
			m_debugMode |= btIDebugDraw::DBG_DisableBulletLCP;
		break;

	case 't' : 
		if (m_debugMode & btIDebugDraw::DBG_DrawText)
			m_debugMode = m_debugMode & (~btIDebugDraw::DBG_DrawText);
		else
			m_debugMode |= btIDebugDraw::DBG_DrawText;
		break;
	case 'y':		
		if (m_debugMode & btIDebugDraw::DBG_DrawFeaturesText)
			m_debugMode = m_debugMode & (~btIDebugDraw::DBG_DrawFeaturesText);
		else
			m_debugMode |= btIDebugDraw::DBG_DrawFeaturesText;
		break;
	case 'a':	
		if (m_debugMode & btIDebugDraw::DBG_DrawAabb)
			m_debugMode = m_debugMode & (~btIDebugDraw::DBG_DrawAabb);
		else
			m_debugMode |= btIDebugDraw::DBG_DrawAabb;
		break;
	case 'c' : 
		if (m_debugMode & btIDebugDraw::DBG_DrawContactPoints)
			m_debugMode = m_debugMode & (~btIDebugDraw::DBG_DrawContactPoints);
		else
			m_debugMode |= btIDebugDraw::DBG_DrawContactPoints;
		break;
	case 'C' : 
		if (m_debugMode & btIDebugDraw::DBG_DrawConstraints)
			m_debugMode = m_debugMode & (~btIDebugDraw::DBG_DrawConstraints);
		else
			m_debugMode |= btIDebugDraw::DBG_DrawConstraints;
		break;
	case 'L' : 
		if (m_debugMode & btIDebugDraw::DBG_DrawConstraintLimits)
			m_debugMode = m_debugMode & (~btIDebugDraw::DBG_DrawConstraintLimits);
		else
			m_debugMode |= btIDebugDraw::DBG_DrawConstraintLimits;
		break;

	case 'd' : 
		if (m_debugMode & btIDebugDraw::DBG_NoDeactivation)
			m_debugMode = m_debugMode & (~btIDebugDraw::DBG_NoDeactivation);
		else
			m_debugMode |= btIDebugDraw::DBG_NoDeactivation;
		if (m_debugMode & btIDebugDraw::DBG_NoDeactivation)
		{
			gDisableDeactivation = true;
		} else
		{
			gDisableDeactivation = false;
		}
		break;




	case 'o' :
		{
			m_ortho = !m_ortho;//m_stepping = !m_stepping;
			break;
		}
	case 's' : clientMoveAndDisplay(); break;
		//    case ' ' : newRandom(); break;
	case ' ':
		clientResetScene();
		break;
	case '1':
		{
			if (m_debugMode & btIDebugDraw::DBG_EnableCCD)
				m_debugMode = m_debugMode & (~btIDebugDraw::DBG_EnableCCD);
			else
				m_debugMode |= btIDebugDraw::DBG_EnableCCD;
			break;
		}

	case '.':
		{
			shootBox(getRayTo(x,y));//getCameraTargetPosition());
			break;
		}

	case '+':
		{
			m_ShootBoxInitialSpeed += 10.f;
			break;
		}
	case '-':
		{
			m_ShootBoxInitialSpeed -= 10.f;
			break;
		}

	default:
		//        std::cout << "unused key : " << key << std::endl;
		break;
	}

	if (getDynamicsWorld() && getDynamicsWorld()->getDebugDrawer())
		getDynamicsWorld()->getDebugDrawer()->setDebugMode(m_debugMode);

	

}