void DynamicsWorldComponent::addRigidBody( coca::AOutputAttribute<btRigidBody*>* source )
{
    COCA_ASSERT( source );
    btRigidBody* body = source->getValue();
    _rigidBodies[source] = body;
    addRigidBody( body );
}
Пример #2
0
btRigidBody* ForkLiftDemo::localCreateRigidBody(btScalar mass, const btTransform& startTransform, btCollisionShape* shape)
{
	btAssert((!shape || shape->getShapeType() != INVALID_SHAPE_PROXYTYPE));

	//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)
		shape->calculateLocalInertia(mass,localInertia);

	//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects

#define USE_MOTIONSTATE 1
#ifdef USE_MOTIONSTATE
	btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);

	btRigidBody::btRigidBodyConstructionInfo cInfo(mass,myMotionState,shape,localInertia);

	btRigidBody* body = new btRigidBody(cInfo);
	//body->setContactProcessingThreshold(m_defaultContactProcessingThreshold);

#else
	btRigidBody* body = new btRigidBody(mass,0,shape,localInertia);
	body->setWorldTransform(startTransform);
#endif//

	m_dynamicsWorld->addRigidBody(body);
	return body;
}
Пример #3
0
btRigidBody* Physics::addRigidBox(Ogre::Entity* entity, Ogre::SceneNode* node,
                                  btScalar mass, btScalar rest, btVector3 localInertia, btVector3 origin, btQuaternion *rotation) {
    Ogre::Vector3 s = entity->getBoundingBox().getHalfSize();
    btCollisionShape *boxShape = new btBoxShape( btVector3(s[0],s[1],s[2]) );
    addRigidBody(entity, node, boxShape, mass, rest, localInertia, origin, rotation);

};
void DynamicsWorldComponent::updateRigidBody( coca::AOutputAttribute<btRigidBody*>* source )
{
    COCA_DEBUG_INFO( "updateRigidBody " << source );

    COCA_ASSERT( source );
    btRigidBody*& body = _rigidBodies[source];
    removeRigidBody( body );
    body = source->getValue();
    addRigidBody( body );
}
void DynamicsWorldComponent::addRigidBodies()
{
    if ( !_dynamicsWorld ) { return; }

    RigidBodyMap::iterator it;
    for ( it = _rigidBodies.begin(); it != _rigidBodies.end(); ++it )
    {
        addRigidBody( it->second );
    }
}
Пример #6
0
void DynamicsWorld::fractureCallback()
{
#if (BT_BULLET_VERSION < 281)
	m_activeConnections.resize(0);

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

		FractureBody* body = static_cast<FractureBody*>(manifold->getBody0());
		if (body->getInternalType() & CO_FRACTURE_TYPE)
		{
			for (int k = 0; k < manifold->getNumContacts(); ++k)
			{
				btManifoldPoint& point = manifold->getContactPoint(k);
				int con_id = body->getConnectionId(point.m_index0);
				if (point.m_appliedImpulse > 1E-3 &&
					body->applyImpulse(con_id, point.m_appliedImpulse))
				{
					m_activeConnections.push_back(ActiveCon(body, con_id));
				}
			}
		}

		body = static_cast<FractureBody*>(manifold->getBody1());
		if (body->getInternalType() & CO_FRACTURE_TYPE)
		{
			for (int k = 0; k < manifold->getNumContacts(); ++k)
			{
				btManifoldPoint& point = manifold->getContactPoint(k);
				int con_id = body->getConnectionId(point.m_index1);
				if (point.m_appliedImpulse > 1E-3 &&
					body->applyImpulse(con_id, point.m_appliedImpulse))
				{
					m_activeConnections.push_back(ActiveCon(body, con_id));
				}
			}
		}
	}

	// Update active connections.
	for (int i = 0; i < m_activeConnections.size(); ++i)
	{
		int con_id = m_activeConnections[i].id;
		FractureBody* body = m_activeConnections[i].body;
		btRigidBody* child = body->updateConnection(con_id);
		if (child) addRigidBody(child);
	}
#endif
}
Пример #7
0
b3GpuDynamicsWorld::b3GpuDynamicsWorld(class b3GpuSapBroadphase* bp,class b3GpuNarrowPhase* np, class b3GpuRigidBodyPipeline* rigidBodyPipeline)
	:btDynamicsWorld(0,0,0),
	m_gravity(0,-10,0),
m_cpuGpuSync(true),
m_bp(bp),
m_np(np),
m_rigidBodyPipeline(rigidBodyPipeline),
m_localTime(0.f),
m_staticBody(0)
{
	btConvexHullShape* nullShape = new btConvexHullShape();
	m_staticBody = new btRigidBody(0,0,nullShape);
	addRigidBody(m_staticBody,0,0);
}
btRigidBody * btSimpleDynamicsWorld::localCreateRigidBody(float mass, const btTransform& startTransform,btCollisionShape* shape) {
	// Create a rigid body for a body part and add it to the physics world
	btAssert((!shape || shape->getShapeType() != INVALID_SHAPE_PROXYTYPE));
	
	//rigidbody is dynamic if and only if mass is non zero, otherwise static
	bool isDynamic = (mass != 0.f); // Test if dynamic object
	btVector3 localInertia(0,0,0); // Create inertia matrix
	if (isDynamic) shape->calculateLocalInertia(mass,localInertia); // Calculate inertia matrix from primitive shape and mass
	
	//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
	btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform); // Create default motion state
	btRigidBody::btRigidBodyConstructionInfo cInfo(mass,myMotionState,shape,localInertia); // Create rigid body info structure
	btRigidBody* body = new btRigidBody(cInfo); // Create new rigid body
	//body->setContactProcessingThreshold(m_defaultContactProcessingThreshold); // Default Contact Threshold
	addRigidBody(body); // Add body to the physics world
	return body;// Return the body pointer
}
bool DynamicsWorldComponent::onRigidBodyEvent( const coca::AttributeEvent<btRigidBody*>& event )
{
    switch ( event.getType() )
    {
    case coca::E_SOURCE_ATTACH_EVENT:
        addRigidBody( event.getSource() );
        break;
    case coca::E_SOURCE_DETACH_EVENT:
        removeRigidBody( event.getSource() );
        break;
    case coca::E_SOURCE_UPDATE_EVENT:
        updateRigidBody( event.getSource() );
        break;
    case coca::E_STRING_UPDATE_EVENT:
    default:
        return false;
    }

    return true;
}
Пример #10
0
btFractureBody* btFractureDynamicsWorld::addNewBody(const btTransform& oldTransform,btScalar* masses, btCompoundShape* oldCompound)
{
	int i;

	btTransform shift;
	shift.setIdentity();
	btVector3 localInertia;
	btCompoundShape* newCompound = btFractureBody::shiftTransform(oldCompound,masses,shift,localInertia);
	btScalar totalMass = 0;
	for (i=0;i<newCompound->getNumChildShapes();i++)
		totalMass += masses[i];
	//newCompound->calculateLocalInertia(totalMass,localInertia);

	btFractureBody* newBody = new btFractureBody(totalMass,0,newCompound,localInertia, masses,newCompound->getNumChildShapes(), this);
	newBody->recomputeConnectivity(this);

	newBody->setCollisionFlags(newBody->getCollisionFlags()|btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK);
	newBody->setWorldTransform(oldTransform*shift);
	addRigidBody(newBody);
	return newBody;
}
Пример #11
0
void BulletRigidBodyObject::load(MeshdataPtr retrievedMesh) {
    mObjShape = computeCollisionShape(mID, mBBox, mTreatment, retrievedMesh);
    assert(mObjShape != NULL);
    addRigidBody();
}
Пример #12
0
void DynamicsWorld::fractureCallback()
{
	m_activeConnections.resize(0);

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

		if (((btCollisionObject*)manifold->getBody0())->getInternalType() & CUSTOM_FRACTURE_TYPE)
		{
			FractureBody* body = (FractureBody*)manifold->getBody0();
			btCompoundShape* shape = (btCompoundShape*)body->getCollisionShape();
			for (int k = 0; k < manifold->getNumContacts(); ++k)
			{
				btManifoldPoint& point = manifold->getContactPoint(k);
				int shape_id = point.m_index0;

				btCollisionShape* child_shape = shape->getChildShape(shape_id);
				int con_id = cast<int>(child_shape->getUserPointer());

				if (con_id >= 0 && point.m_appliedImpulse > 1E-3)
				{
					btAssert(con_id < body->numConnections());
					FractureBody::Connection & connection = body->m_connections[con_id];
					if (connection.m_accImpulse < 1E-3)
					{
						m_activeConnections.push_back(ActiveCon(body, shape_id));
					}
					connection.m_accImpulse += point.m_appliedImpulse;
				}
			}
		}

		if (((btCollisionObject*)manifold->getBody1())->getInternalType() & CUSTOM_FRACTURE_TYPE)
		{
			FractureBody* body = (FractureBody*)manifold->getBody1();
			btCompoundShape* shape = (btCompoundShape*)body->getCollisionShape();
			for (int k = 0; k < manifold->getNumContacts(); ++k)
			{
				btManifoldPoint& point = manifold->getContactPoint(k);
				int shape_id = point.m_index1;

				btCollisionShape* child_shape = shape->getChildShape(shape_id);
				int con_id = cast<int>(child_shape->getUserPointer());

				if (con_id >= 0 && point.m_appliedImpulse > 1E-3)
				{
					btAssert(con_id < body->numConnections());
					FractureBody::Connection & connection = body->m_connections[con_id];
					if (connection.m_accImpulse < 1E-3)
					{
						m_activeConnections.push_back(ActiveCon(body, shape_id));
					}
					connection.m_accImpulse += point.m_appliedImpulse;
				}
			}
		}
	}

	// Update active connections.
	for (int i = 0; i < m_activeConnections.size(); ++i)
	{
		FractureBody* body = m_activeConnections[i].body;
		int shape_id = m_activeConnections[i].id;
		btRigidBody* child = body->updateConnection(shape_id);
		if (child) addRigidBody(child);
	}
}
Пример #13
0
void btFractureDynamicsWorld::glueCallback()
{

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

	///first build the islands based on axis aligned bounding box overlap

	btUnionFind unionFind;

	int index = 0;
	{

		int i;
		for (i=0;i<getCollisionObjectArray().size(); i++)
		{
			btCollisionObject*   collisionObject= getCollisionObjectArray()[i];
		//	btRigidBody* body = btRigidBody::upcast(collisionObject);
			//Adding filtering here
#ifdef STATIC_SIMULATION_ISLAND_OPTIMIZATION
			if (!collisionObject->isStaticOrKinematicObject())
			{
				collisionObject->setIslandTag(index++);
			} else
			{
				collisionObject->setIslandTag(-1);
			}
#else
			collisionObject->setIslandTag(i);
			index=i+1;
#endif
		}
	}

	unionFind.reset(index);

	int numElem = unionFind.getNumElements();

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

		btScalar minDist = 1e30f;
		for (int v=0;v<manifold->getNumContacts();v++)
		{
			minDist = btMin(minDist,manifold->getContactPoint(v).getDistance());
		}
		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 (!colObj0->isStaticOrKinematicObject() && !colObj1->isStaticOrKinematicObject())
		{
			unionFind.unite(tag0, tag1);
		}
	}




	numElem = unionFind.getNumElements();



	index=0;
	for (int ai=0;ai<getCollisionObjectArray().size();ai++)
	{
		btCollisionObject* collisionObject= getCollisionObjectArray()[ai];
		if (!collisionObject->isStaticOrKinematicObject())
		{
			int tag = unionFind.find(index);

			collisionObject->setIslandTag( tag);

			//Set the correct object offset in Collision Object Array
#if STATIC_SIMULATION_ISLAND_OPTIMIZATION
			unionFind.getElement(index).m_sz = ai;
#endif //STATIC_SIMULATION_ISLAND_OPTIMIZATION

			index++;
		}
	}
	unionFind.sortIslands();



	int endIslandIndex=1;
	int startIslandIndex;

	btAlignedObjectArray<btCollisionObject*> removedObjects;

	///iterate over all islands
	for ( startIslandIndex=0;startIslandIndex<numElem;startIslandIndex = endIslandIndex)
	{
		int islandId = unionFind.getElement(startIslandIndex).m_id;
		for (endIslandIndex = startIslandIndex+1;(endIslandIndex<numElem) && (unionFind.getElement(endIslandIndex).m_id == islandId);endIslandIndex++)
		{
		}

		int fractureObjectIndex = -1;

		int numObjects=0;

		int idx;
		for (idx=startIslandIndex;idx<endIslandIndex;idx++)
		{
			int i = unionFind.getElement(idx).m_sz;
			btCollisionObject* colObj0 = getCollisionObjectArray()[i];
			if (colObj0->getInternalType()& CUSTOM_FRACTURE_TYPE)
			{
				fractureObjectIndex = i;
			}
			btRigidBody* otherObject = btRigidBody::upcast(colObj0);
			if (!otherObject || !otherObject->getInvMass())
				continue;
			numObjects++;
		}

		///Then for each island that contains at least two objects and one fracture object
		if (fractureObjectIndex>=0 && numObjects>1)
		{

			btFractureBody* fracObj = (btFractureBody*)getCollisionObjectArray()[fractureObjectIndex];

			///glueing objects means creating a new compound and removing the old objects
			///delay the removal of old objects to avoid array indexing problems
			removedObjects.push_back(fracObj);
			m_fractureBodies.remove(fracObj);

			btAlignedObjectArray<btScalar> massArray;

			btAlignedObjectArray<btVector3> oldImpulses;
			btAlignedObjectArray<btVector3> oldCenterOfMassesWS;

			oldImpulses.push_back(fracObj->getLinearVelocity()/1./fracObj->getInvMass());
			oldCenterOfMassesWS.push_back(fracObj->getCenterOfMassPosition());

			btScalar totalMass = 0.f;


			btCompoundShape* compound = new btCompoundShape();
			if (fracObj->getCollisionShape()->isCompound())
			{
				btTransform tr;
				tr.setIdentity();
				btCompoundShape* oldCompound = (btCompoundShape*)fracObj->getCollisionShape();
				for (int c=0;c<oldCompound->getNumChildShapes();c++)
				{
					compound->addChildShape(oldCompound->getChildTransform(c),oldCompound->getChildShape(c));
					massArray.push_back(fracObj->m_masses[c]);
					totalMass+=fracObj->m_masses[c];
				}

			} else
			{
				btTransform tr;
				tr.setIdentity();
				compound->addChildShape(tr,fracObj->getCollisionShape());
				massArray.push_back(fracObj->m_masses[0]);
				totalMass+=fracObj->m_masses[0];
			}

			for (idx=startIslandIndex;idx<endIslandIndex;idx++)
			{

				int i = unionFind.getElement(idx).m_sz;

				if (i==fractureObjectIndex)
					continue;

				btCollisionObject* otherCollider = getCollisionObjectArray()[i];

				btRigidBody* otherObject = btRigidBody::upcast(otherCollider);
				//don't glue/merge with static objects right now, otherwise everything gets stuck to the ground
				///todo: expose this as a callback
				if (!otherObject || !otherObject->getInvMass())
					continue;


				oldImpulses.push_back(otherObject->getLinearVelocity()*(1.f/otherObject->getInvMass()));
				oldCenterOfMassesWS.push_back(otherObject->getCenterOfMassPosition());

				removedObjects.push_back(otherObject);
				m_fractureBodies.remove((btFractureBody*)otherObject);

				btScalar curMass = 1.f/otherObject->getInvMass();


				if (otherObject->getCollisionShape()->isCompound())
				{
					btTransform tr;
					btCompoundShape* oldCompound = (btCompoundShape*)otherObject->getCollisionShape();
					for (int c=0;c<oldCompound->getNumChildShapes();c++)
					{
						tr = fracObj->getWorldTransform().inverseTimes(otherObject->getWorldTransform()*oldCompound->getChildTransform(c));
						compound->addChildShape(tr,oldCompound->getChildShape(c));
						massArray.push_back(curMass/(btScalar)oldCompound->getNumChildShapes());

					}
				} else
				{
					btTransform tr;
					tr = fracObj->getWorldTransform().inverseTimes(otherObject->getWorldTransform());
					compound->addChildShape(tr,otherObject->getCollisionShape());
					massArray.push_back(curMass);
				}
				totalMass+=curMass;
			}



			btTransform shift;
			shift.setIdentity();
			btCompoundShape* newCompound = btFractureBody::shiftTransformDistributeMass(compound,totalMass,shift);
			int numChildren = newCompound->getNumChildShapes();
			btAssert(numChildren == massArray.size());

			btVector3 localInertia;
			newCompound->calculateLocalInertia(totalMass,localInertia);
			btFractureBody* newBody = new btFractureBody(totalMass,0,newCompound,localInertia, &massArray[0], numChildren,this);
			newBody->recomputeConnectivity(this);
			newBody->setWorldTransform(fracObj->getWorldTransform()*shift);

			//now the linear/angular velocity is still zero, apply the impulses

			for (int i=0;i<oldImpulses.size();i++)
			{
				btVector3 rel_pos = oldCenterOfMassesWS[i]-newBody->getCenterOfMassPosition();
				const btVector3& imp = oldImpulses[i];
				newBody->applyImpulse(imp, rel_pos);
			}

			addRigidBody(newBody);


		}


	}

	//remove the objects from the world at the very end, 
	//otherwise the island tags would not match the world collision object array indices anymore
	while (removedObjects.size())
	{
		btCollisionObject* otherCollider = removedObjects[removedObjects.size()-1];
		removedObjects.pop_back();

		btRigidBody* otherObject = btRigidBody::upcast(otherCollider);
		if (!otherObject || !otherObject->getInvMass())
			continue;
		removeRigidBody(otherObject);
	}

}
Пример #14
0
		osg::Group * createWorld() {
        
            setupPerformanceStatistics();
            
            //getPhysics()->setUseFixedTimeSteps(false);
            //getPhysics()->setMaxSubSteps(5);
            
            getPhysics()->addPerformanceStatistics(this);
            
            cefix::log::setInfoLevel(osg::ALWAYS);
		
			getMainWindow()->getCamera()->setClearColor(osg::Vec4(0.2, 0.2, 0.2, 1.0));
		
			// statistics
			if (0) {
				enablePerformanceStatistics(true);
				get2DLayer()->addChild(getPerformanceStatisticsGroup());
			}
			
			setUseOptimizerFlag(false);
			
			osg::Group* g = new osg::Group();
			
			{
				//btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0,1,0),1);
				cefixbt::StaticPlaneShape* groundShape = new cefixbt::StaticPlaneShape(osg::Vec3(0,0,1),0);
				cefixbt::MotionState* groundMotionState = new cefixbt::MotionState( btTransform(btQuaternion(0,0,0,1),btVector3(-250,-250,-1)) );
				
				btRigidBody::btRigidBodyConstructionInfo groundRigidBodyCI(0,groundMotionState,groundShape,btVector3(0,0,0));
				osg::ref_ptr<cefixbt::RigidBody>  groundRigidBody = new cefixbt::RigidBody(groundRigidBodyCI);
                groundRigidBody->setContactCallback(new GroundContactCallback());
                
				addRigidBody(groundRigidBody);
				
				osg::Geode* groundgeode = new osg::Geode();
				groundgeode->addDrawable(new cefix::LineGridGeometry(osg::Vec3(500,500,0)));
				groundMotionState->addChild(groundgeode);
				g->addChild(groundMotionState);

			}
			
			for (unsigned int i = 0; i < 00; ++i) {
				cefixbt::SphereShape* fallShape = new cefixbt::SphereShape(1);
				cefixbt::MotionState* fallMotionState =  new cefixbt::MotionState( btTransform(btQuaternion(0,0,0,1),btVector3(cefix::in_between(-5,5), cefix::in_between(-5,5), cefix::in_between(50,500))) );
			
				btScalar mass = cefix::in_between(1,10);
				btVector3 fallInertia(0,0,0);
				fallShape->calculateLocalInertia(mass,fallInertia);
				
				btRigidBody::btRigidBodyConstructionInfo fallRigidBodyCI(mass,fallMotionState,fallShape,fallInertia);
				osg::ref_ptr<cefixbt::RigidBody>  fallRigidBody = new cefixbt::RigidBody(fallRigidBodyCI);
			
				addRigidBody(fallRigidBody);
			
				osg::Geode* fallgeode = new osg::Geode();
				osg::ShapeDrawable* drawable = new osg::ShapeDrawable(fallShape);
				drawable->setColor(osg::Vec4(cefix::randomf(1.0),cefix::randomf(1.0),cefix::randomf(1.0),1.0));
				fallgeode->addDrawable(drawable);
				fallMotionState->addChild(fallgeode);
				g->addChild(fallMotionState);
			}
			
			std::vector<osg::ref_ptr<cefixbt::RigidBody> > boxes;
			for (unsigned int i = 0; i < 00; ++i) {
				cefixbt::BoxShape* fallShape = new cefixbt::BoxShape(osg::Vec3(1,1,1));
				cefixbt::MotionState* fallMotionState =  new cefixbt::MotionState( btTransform(btQuaternion(0,0,0,1),btVector3(cefix::in_between(-5,5), cefix::in_between(-5,5), cefix::in_between(50,500))) );
			
				btScalar mass = cefix::in_between(1,10);
				btVector3 fallInertia(0,0,0);
				fallShape->calculateLocalInertia(mass,fallInertia);
			
				btRigidBody::btRigidBodyConstructionInfo fallRigidBodyCI(mass,fallMotionState,fallShape,fallInertia);
				osg::ref_ptr<cefixbt::RigidBody>  fallRigidBody = new cefixbt::RigidBody(fallRigidBodyCI);
			
				addRigidBody(fallRigidBody);
			
						
				osg::Geode* fallgeode = new osg::Geode();
				osg::ShapeDrawable* drawable = new osg::ShapeDrawable(fallShape);
				drawable->setColor(osg::Vec4(cefix::randomf(1.0),cefix::randomf(1.0),cefix::randomf(1.0),1.0));
				fallgeode->addDrawable(drawable);
				fallMotionState->addChild(fallgeode);
				g->addChild(fallMotionState);
				boxes.push_back(fallRigidBody);
			}
			
			
			
			if (1) {
				osg::Node* node = osgDB::readNodeFile("w.obj");
				osgUtil::Optimizer o;
				o.optimize(node);
				cefixbt::ConvexHullShape* fallShape = new cefixbt::ConvexHullShape(node, false);
				//cefixbt::ConvexTriangleMeshShape* fallShape = new cefixbt::ConvexTriangleMeshShape(node, false);
				osg::ref_ptr<cefixbt::RigidBody>  last(NULL), current(NULL);
				for (unsigned int i = 0; i < 10; ++i) {
					cefixbt::MotionState* fallMotionState =  new cefixbt::MotionState( btTransform(btQuaternion(0,0,0,1),btVector3(cefix::in_between(-50,50), cefix::in_between(-50,50), cefix::in_between(50,50))) );
				
					btScalar mass = cefix::in_between(1,10);
					btVector3 fallInertia(0,0,0);
					fallShape->calculateLocalInertia(mass,fallInertia);
				
					btRigidBody::btRigidBodyConstructionInfo fallRigidBodyCI(mass,fallMotionState,fallShape,fallInertia);
					osg::ref_ptr<cefixbt::RigidBody>  fallRigidBody = new cefixbt::RigidBody(fallRigidBodyCI);
				
					fallRigidBody->setDamping(0.4, 0.4);
					
					addRigidBody(fallRigidBody);
				
                    
					fallMotionState->addChild(node);
					fallMotionState->setUserData(new cefixbt::RigidBodyDraggable(fallRigidBody, this));
					g->addChild(fallMotionState);
					last = current;
					current = fallRigidBody;
					_rigidBodies.push_back(current);
                    
					if (last && current) {
						const int mode(0);
						switch (mode) {
						case -1:
							break;
						case 0:
							{
								cefixbt::Point2PointConstraint* constraint = new cefixbt::Point2PointConstraint(last, current, osg::Vec3(7, 7, 0), osg::Vec3(-7, 0 , 0));
								addConstraint(constraint);
							}
							break;
						case 1:
							{
								cefixbt::Generic6DofConstraint* constraint = new cefixbt::Generic6DofConstraint(
									last, 
									current, 
									osg::Matrix::translate(osg::Vec3(5, 0, 0)), 
									osg::Matrix::translate(osg::Vec3(-15, 0 , 0)),
									true
								);
								constraint->setLinearLowerLimit(btVector3(0.0f, 0.0f, 0.0f));
								constraint->setLinearUpperLimit(btVector3(3.0f, 0.0f, 0.0f));

								constraint->setAngularLowerLimit(btVector3(0,0,0));
								constraint->setAngularUpperLimit(btVector3(0.2,0,0));
								addConstraint(constraint);
							}
							break;						
						
						case 2:
							{
								cefixbt::Generic6DofSpringConstraint* constraint = new cefixbt::Generic6DofSpringConstraint(
									last, 
									current, 
									osg::Matrix::translate(osg::Vec3(5, 0, 0)), 
									osg::Matrix::translate(osg::Vec3(-15, 0 , 0)),
									true
								);
								constraint->setLinearLowerLimit(btVector3(-1.0f, -1.0f, -1.0f));
								constraint->setLinearUpperLimit(btVector3(1.0f, 1.0f, 1.0f));

								constraint->setAngularLowerLimit(btVector3(-0.5,0,0));
								constraint->setAngularUpperLimit(btVector3(0.5,0.0,0));
								for(unsigned int i=0; i < 6; ++i) {
									constraint->enableSpring(i, true);
									constraint->setStiffness(i, 0.01);
									constraint->setDamping (i, 0.01);
								}
								
								addConstraint(constraint);
							}
                        
                        
						}
					}
				}
				
				
			}
			osg::Group* world = new osg::Group();
			world->addChild(g);
			_scene = g;	
			
            // debug-world
			if (1) {
				_debugNode = getDebugDrawNode(
                    /*cefixbt::DebugPhysicsDrawer::DBG_DrawAabb | */
                    cefixbt::DebugPhysicsDrawer::DBG_DrawConstraints | 
                    cefixbt::DebugPhysicsDrawer::DBG_DrawConstraintLimits |
                    cefixbt::DebugPhysicsDrawer::DBG_DrawFeaturesText |
                    cefixbt::DebugPhysicsDrawer::DBG_DrawContactPoints |
                    cefixbt::DebugPhysicsDrawer::DBG_NoDeactivation |
                    cefixbt::DebugPhysicsDrawer::DBG_NoHelpText |
                    cefixbt::DebugPhysicsDrawer::DBG_DrawText |
                    cefixbt::DebugPhysicsDrawer::DBG_ProfileTimings |
                    cefixbt::DebugPhysicsDrawer::DBG_DrawWireframe
                );
                world->addChild(_debugNode);
                _debugNode->setNodeMask(0x0);
			}			
			return world;
		}
Пример #15
0
int main_phys_viewer( int argc, char** argv )
{
    osg::ArgumentParser arguments( &argc, argv );
    const bool debugDisplay( arguments.find( "--debug" ) > 0 );

    btDiscreteDynamicsWorld* bw = initPhysics();
    osg::Group* root = new osg::Group;

    osg::Group* launchHandlerAttachPoint = new osg::Group;
    root->addChild( launchHandlerAttachPoint );
    
    std::string         model_name = "eisk";
    
    auto obj = avCore::createObject(model_name, 10);
    osg::ref_ptr< osg::Node > rootModel( obj->getOrCreateNode() );
    if( !rootModel.valid() )
    {
        osg::notify( osg::FATAL ) << "mesh: Can't create mesh." << std::endl;
        return( 1 );
    }
    
    btCompoundShape*        cs_;
    bool loaded = phys::loadBulletFile(cfg().path.data + "/areas/" + model_name + "/" + model_name + ".bullet",  cs_);
    if(loaded)
    {
        const btTransform ct0 = cs_->getChildTransform(0);
        // cs.offset_ = from_bullet_vector3(ct0.getOrigin()); 
        cs_->setLocalScaling( btVector3(0.013,0.013,0.013));
        addRigidBody( bw, cs_ );
    }

    root->addChild( rootModel.get() );
    
    DynamicCharacterController* m_character = new DynamicCharacterController ();
    m_character->setup();
    bw->addAction(m_character);

#if 0
    // Add ground
    const osg::Vec4 plane( 0., 0., 1., -100. );
    root->addChild( osgbDynamics::generateGroundPlane( plane, bw ) );
#endif


    osgbCollision::GLDebugDrawer* dbgDraw( NULL );
    if( /*debugDisplay*/ true)
    {
        dbgDraw = new osgbCollision::GLDebugDrawer();
        dbgDraw->setDebugMode( ~btIDebugDraw::DBG_DrawText );
        bw->setDebugDrawer( dbgDraw );
        root->addChild( dbgDraw->getSceneGraph() );
    }

    osgViewer::Viewer viewer( arguments );
	viewer.apply(new osgViewer::SingleScreen(1));
    viewer.addEventHandler( new osgViewer::StatsHandler() );
    //viewer.setUpViewInWindow( 30, 30, 768, 480 );
    viewer.setSceneData( root );

    osgGA::TrackballManipulator* tb = new osgGA::TrackballManipulator;
    // tb->setHomePosition( osg::Vec3( 0., -16., 6. ), osg::Vec3( 0., 0., 5. ), osg::Vec3( 0., 0., 1. ) ); 
    viewer.setCameraManipulator( tb );
    viewer.getCamera()->setClearColor( osg::Vec4( .5, .5, .5, 1. ) );
    viewer.realize();


    double prevSimTime = 0.;
    while( !viewer.done() )
    {
        if( dbgDraw != NULL )
            dbgDraw->BeginDraw();

        const double currSimTime = viewer.getFrameStamp()->getSimulationTime();
        bw->stepSimulation( currSimTime - prevSimTime/*0.0*//*0.1*/ );
        prevSimTime = currSimTime;

        if( dbgDraw != NULL )
        {
            bw->debugDrawWorld();
            dbgDraw->EndDraw();
        }

        // worldInfo.m_sparsesdf.GarbageCollect();

        viewer.frame();
    }

    return( 0 );
}
static void convertToBullet(void)
{

	cleanupBullet();

	m_config = new btDefaultCollisionConfiguration();
	
	btHashedOverlappingPairCache* pairCache = new btHashedOverlappingPairCache();
	//m_broadphase = new btDbvtBroadphase();
	btLowLevelData* lowLevelData = new btLowLevelData;
	
	lowLevelData->m_maxContacts = NUM_CONTACTS;//8024;
	lowLevelData->m_contactIdPool = (int*) btAlignedAlloc(sizeof(int)*lowLevelData->m_maxContacts ,16);
	lowLevelData->m_contacts = (PfxContactManifold*) btAlignedAlloc(sizeof(PfxContactManifold)*lowLevelData->m_maxContacts,16);
	lowLevelData->m_maxPairs = lowLevelData->m_maxContacts;//??
	lowLevelData->m_pairsBuff[0] = (PfxBroadphasePair*) btAlignedAlloc(sizeof(PfxBroadphasePair)*lowLevelData->m_maxPairs,16);
	lowLevelData->m_pairsBuff[1] = (PfxBroadphasePair*) btAlignedAlloc(sizeof(PfxBroadphasePair)*lowLevelData->m_maxPairs,16);

#define USE_LL_BP
#ifdef USE_LL_BP
	btLowLevelBroadphase* llbp = new btLowLevelBroadphase(lowLevelData,pairCache);
	m_broadphase = llbp;
#else //USE_LL_BP
	m_broadphase = new btDbvtBroadphase();
#endif //USE_LL_BP

	//m_dispatcher = new btCollisionDispatcher(m_config);
	m_dispatcher = new btLowLevelCollisionDispatcher(lowLevelData,m_config,NUM_CONTACTS);
	
//#ifdef USE_PARALLEL_SOLVER
//	m_solver = new btSequentialImpulseConstraintSolver();
//#else
	//sThreadSupport = createSolverThreadSupport(4);
	//m_solver = new btLowLevelConstraintSolver(sThreadSupport);
	m_solver = new btLowLevelConstraintSolver2(lowLevelData);
//#endif //USE_PARALLEL_SOLVER

	//m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_config);
	m_dynamicsWorld = new btBulletPhysicsEffectsWorld(lowLevelData, m_dispatcher,llbp,m_solver,m_config,0);
	PEDebugDrawer* drawer = new PEDebugDrawer();
	drawer->setDebugMode(btIDebugDraw::DBG_DrawWireframe+btIDebugDraw::DBG_DrawAabb);

	m_dynamicsWorld->setDebugDrawer(drawer);
	
	m_dynamicsWorld ->getSolverInfo().m_splitImpulse = true;
	
	for(int i=0;i<physics_get_num_rigidbodies();i++) {

		btRigidBody* body = 0;
		btAlignedObjectArray<btCollisionShape*> shapes;
		btAlignedObjectArray<btTransform> childTtransforms;

		PfxRigidState &state = states[i];//physics_get_state(i);
		state.setUserData(0);

		
		const PfxCollidable &coll = physics_get_collidable(i);

		PfxTransform3 rbT(state.getOrientation(), state.getPosition());

		PfxShapeIterator itrShape(coll);
		for(int j=0;j<coll.getNumShapes();j++,++itrShape) {
			const PfxShape &shape = *itrShape;
			PfxTransform3 offsetT = shape.getOffsetTransform();
			PfxTransform3 worldT = rbT * offsetT;
			btTransform childTransform;
			childTransform.setIdentity();
			childTransform.setOrigin(getBtVector3(offsetT.getTranslation()));
			PfxQuat quat(offsetT.getUpper3x3());
			childTransform.setBasis(btMatrix3x3(getBtQuat(quat)));
			childTtransforms.push_back(childTransform);

			switch(shape.getType()) {
				case kPfxShapeSphere:
					{
					btSphereShape* sphere = new btSphereShape(shape.getSphere().m_radius);
					shapes.push_back(sphere);
					//render_sphere(	worldT,	Vectormath::Aos::Vector3(1,1,1),Vectormath::floatInVec(shape.getSphere().m_radius));
					}
				break;

				case kPfxShapeBox:
					{
					btBoxShape* box = new btBoxShape(getBtVector3(shape.getBox().m_half));
					shapes.push_back(box);
					}
					//render_box(		worldT,		Vectormath::Aos::Vector3(1,1,1),	shape.getBox().m_half);
				break;

				case kPfxShapeCapsule:
					shapes.push_back(new btCapsuleShapeX(shape.getCapsule().m_radius,2.f*shape.getCapsule().m_halfLen));
					//render_capsule(		worldT,		Vectormath::Aos::Vector3(1,1,1),	Vectormath::floatInVec(shape.getCapsule().m_radius),	Vectormath::floatInVec(shape.getCapsule().m_halfLen));
				break;

				case kPfxShapeCylinder:
					shapes.push_back(new btCylinderShapeX(btVector3(shape.getCylinder().m_halfLen,shape.getCylinder().m_radius,shape.getCylinder().m_radius)));
					//render_cylinder(	worldT,	Vectormath::Aos::Vector3(1,1,1),	Vectormath::floatInVec(shape.getCylinder().m_radius),Vectormath::floatInVec(shape.getCylinder().m_halfLen));
				break;

				case kPfxShapeConvexMesh:
					{
					const PfxConvexMesh* convex = shape.getConvexMesh();
					const btScalar* vertices = (const btScalar*)&convex->m_verts[0];
					btConvexHullShape* convexHull = new btConvexHullShape(vertices,convex->m_numVerts, sizeof(PfxVector3));
					shapes.push_back(convexHull);
					}
				break;

				case kPfxShapeLargeTriMesh:
					{
						const PfxLargeTriMesh* mesh = shape.getLargeTriMesh();
						btTriangleIndexVertexArray* meshInterface = new btTriangleIndexVertexArray();
						int i;
						for (i= 0; i < mesh->m_numIslands;i++)
						{
							PfxTriMesh* island = &mesh->m_islands[i];
							
						//mesh->m_islands
							//mesh->m_numIslands
							btIndexedMesh indexedMesh;
							indexedMesh.m_indexType = PHY_UCHAR;
							indexedMesh.m_numTriangles = island->m_numFacets;
							indexedMesh.m_triangleIndexBase = &island->m_facets[0].m_vertIds[0];
							indexedMesh.m_triangleIndexStride = sizeof(PfxFacet);
							indexedMesh.m_vertexBase = (const unsigned char*) &island->m_verts[0];
							indexedMesh.m_numVertices = island->m_numVerts;//unused
							indexedMesh.m_vertexStride = sizeof(PfxVector3);
							meshInterface->addIndexedMesh(indexedMesh,PHY_UCHAR);
						}
						
						btBvhTriangleMeshShape* trimesh = new btBvhTriangleMeshShape(meshInterface,true);
						shapes.push_back(trimesh);
					}
					
				break;

				default:
					{
						printf("unknown\n");
					}
				break;
			}
		}
	
		if(shapes.size()>0)
		{
			printf("shapes!\n");
			btCollisionShape* colShape = 0;
			if (shapes.size()==1 && childTtransforms[0].getOrigin().fuzzyZero())
//todo: also check orientation
			{
				colShape = shapes[0];
			}
			else
			{
				btCompoundShape* compound = new btCompoundShape();
				for (int i=0;i<shapes.size();i++)
				{
					compound->addChildShape(childTtransforms[i],shapes[i]);
				}
				colShape = compound;

			}
			
			btTransform worldTransform;
			worldTransform.setIdentity();
			worldTransform.setOrigin(getBtVector3(rbT.getTranslation()));
			PfxQuat quat(rbT.getUpper3x3());
			worldTransform.setBasis(btMatrix3x3(getBtQuat(quat)));
			
			btScalar mass = physics_get_body(i).getMass();
			btRigidBody* body = addRigidBody(colShape,mass,worldTransform);
			void* ptr = (void*)&state;
			body->setUserPointer(ptr);
			state.setUserData(body);
		}
		
	}

	//very basic joint conversion (only limits of PFX_JOINT_SWINGTWIST joint)
	for (int i=0;i<numJoints;i++)
	{
		PfxJoint& joint = joints[i];
		switch (joint.m_type)
		{
		case kPfxJointSwingtwist:
			{
				//btConeTwistConstraint* coneTwist = new btConeTwistConstraint(rbA,rbB,frameA,frameB);
				bool referenceA = true;
				btRigidBody* bodyA = (btRigidBody*)states[joint.m_rigidBodyIdA].getUserData();
				btRigidBody* bodyB = (btRigidBody*)states[joint.m_rigidBodyIdB].getUserData();
				if (bodyA&&bodyB)
				{
					btTransform frameA,frameB;
					frameA.setIdentity();
					frameB.setIdentity();
					frameA.setOrigin(getBtVector3(joint.m_anchorA));
					frameB.setOrigin(getBtVector3(joint.m_anchorB));
					bool referenceA = false;
					btGeneric6DofConstraint* dof6 = new btGeneric6DofConstraint(*bodyA,*bodyB,frameA,frameB,referenceA);
					
					for (int i=0;i<joint.m_numConstraints;i++)
					{
						switch (joint.m_constraints[i].m_lock)
						{
						case SCE_PFX_JOINT_LOCK_FIX:
							{
								dof6->setLimit(i,0,0);
								break;
							}
						case SCE_PFX_JOINT_LOCK_FREE:
							{
								dof6->setLimit(i,1,0);
								break;
							}
						case SCE_PFX_JOINT_LOCK_LIMIT:
							{
								//deal with the case where angular limits of Y-axis are free and/or beyond -PI/2 and PI/2
								if ((i==4) && ((joint.m_constraints[i].m_movableLowerLimit<-SIMD_PI/2)||(joint.m_constraints[i].m_movableUpperLimit>SIMD_PI/2)))
								{
									printf("error with joint limits, forcing DOF to fixed\n");
									dof6->setLimit(i,0,0);
								} else
								{
									dof6->setLimit(i,joint.m_constraints[i].m_movableLowerLimit,joint.m_constraints[i].m_movableUpperLimit);
								}
								
								break;
							}
						default:
							{
								printf("unknown joint lock state\n");
							}
						}

					}
					
					m_dynamicsWorld->addConstraint(dof6,true);
					
				} else
				{
					printf("error: missing bodies during joint conversion\n");
				}
				break;
			};
		case kPfxJointBall:
		case kPfxJointHinge:
		case kPfxJointSlider:
		case kPfxJointFix:
		case kPfxJointUniversal:
		case kPfxJointAnimation:
		default:
			{
				printf("unknown joint\n");
			}
		}
	}

	//create a large enough buffer. There is no method to pre-calculate the buffer size yet.
	int maxSerializeBufferSize = 1024*1024*5;
 
	btDefaultSerializer*	serializer = new btDefaultSerializer(maxSerializeBufferSize);
	m_dynamicsWorld->serialize(serializer);
 
	FILE* file = fopen("testFile.bullet","wb");
	fwrite(serializer->getBufferPointer(),serializer->getCurrentBufferSize(),1, file);
	fclose(file);

}
Пример #17
0
void Context::addRigidBody( const RigidBodyRef &phyObj )
{
	addRigidBody( phyObj->getRigidBody().get(), phyObj->mCollGroup, phyObj->mCollMask );
	phyObj->setIsAddedToWorld( true );
}