Пример #1
0
void Raytracer::displayCallback() 
{

	updateCamera();

	for (int i=0;i<numObjects;i++)
	{
		transforms[i].setIdentity();
		SimdVector3	pos(-3.5f+i*2.5f,0.f,0.f);
		transforms[i].setOrigin( pos );
		SimdQuaternion orn;
		if (i < 2)
		{
			orn.setEuler(yaw,pitch,roll);
			transforms[i].setRotation(orn);
		}
	}
	myMink.SetTransformA(SimdTransform(transforms[0].getRotation()));

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 
	glDisable(GL_LIGHTING);
	if (once)
	{
		glGenTextures(1, &glTextureId);
		glBindTexture(GL_TEXTURE_2D,glTextureId );
		once = 0;
		glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	}



	glDisable(GL_TEXTURE_2D);
	glDisable(GL_BLEND);

#define RAYTRACER
#ifdef RAYTRACER






	SimdVector4 rgba(1.f,0.f,0.f,0.5f);

	float top = 1.f;
	float bottom = -1.f;
	float nearPlane = 1.f;

	float tanFov = (top-bottom)*0.5f / nearPlane;

	float fov = 2.0 * atanf (tanFov);


	SimdVector3	rayFrom = getCameraPosition();
	SimdVector3 rayForward = getCameraTargetPosition()-getCameraPosition();
	rayForward.normalize();
	float farPlane = 600.f;
	rayForward*= farPlane;

	SimdVector3 rightOffset;
	SimdVector3 vertical(0.f,1.f,0.f);
	SimdVector3 hor;
	hor = rayForward.cross(vertical);
	hor.normalize();
	vertical = hor.cross(rayForward);
	vertical.normalize();

	float tanfov = tanf(0.5f*fov);

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

	SimdVector3 rayToCenter = rayFrom + rayForward;

	SimdVector3 dHor = hor * 1.f/float(screenWidth);
	SimdVector3 dVert = vertical * 1.f/float(screenHeight);

	SimdTransform rayFromTrans;
	rayFromTrans.setIdentity();
	rayFromTrans.setOrigin(rayFrom);

	SimdTransform rayFromLocal;
	SimdTransform	rayToLocal;


	SphereShape pointShape(0.0f);


	///clear texture
	for (int x=0;x<screenWidth;x++)
	{
		for (int y=0;y<screenHeight;y++)
		{
			SimdVector4 rgba(0.f,0.f,0.f,0.f);
			raytracePicture->SetPixel(x,y,rgba);
		}
	}
	

	ConvexCast::CastResult rayResult;
	SimdTransform rayToTrans;
	rayToTrans.setIdentity();
	SimdVector3 rayTo;
	for (int x=0;x<screenWidth;x++)
	{
		for (int y=0;y<screenHeight;y++)
		{
			rayTo = rayToCenter - 0.5f * hor + 0.5f * vertical;
			rayTo += x * dHor;
			rayTo -= y * dVert;
			rayToTrans.setOrigin(rayTo);
			for (int s=0;s<numObjects;s++)
			{
			//	rayFromLocal = transforms[s].inverse()* rayFromTrans;
			//	rayToLocal = transforms[s].inverse()* rayToTrans;

				//choose the continuous collision detection method
				SubsimplexConvexCast convexCaster(&pointShape,shapePtr[s],&simplexSolver);
				//GjkConvexCast convexCaster(&pointShape,shapePtr[0],&simplexSolver);
				//ContinuousConvexCollision convexCaster(&pointShape,shapePtr[0],&simplexSolver,0);
				
				//	BU_Simplex1to4	ptShape(SimdVector3(0,0,0));//algebraic needs features, doesnt use 'supporting vertex'
				//	BU_CollisionPair convexCaster(&ptShape,shapePtr[0]);


				//reset previous result
				rayResult.m_fraction = 1.f;


				if (convexCaster.calcTimeOfImpact(rayFromTrans,rayToTrans,transforms[s],transforms[s],rayResult))
				{
					//float fog = 1.f - 0.1f * rayResult.m_fraction;
					rayResult.m_normal.normalize();

					SimdVector3 worldNormal;
					worldNormal = transforms[s].getBasis() *rayResult.m_normal;

					float light = worldNormal.dot(SimdVector3(0.4f,-1.f,-0.4f));
					if (light < 0.2f)
						light = 0.2f;
					if (light > 1.f)
						light = 1.f;

					rgba = SimdVector4(light,light,light,1.f);
					raytracePicture->SetPixel(x,y,rgba);
				} else
				{
					//clear is already done
					//rgba = SimdVector4(0.f,0.f,0.f,0.f);
					//raytracePicture->SetPixel(x,y,rgba);

				}

				
			}
		}
	}

#define TEST_PRINTF
#ifdef TEST_PRINTF

	
	extern BMF_FontData BMF_font_helv10;
	
	raytracePicture->Printf("CCD RAYTRACER",&BMF_font_helv10);
	char buffer[256];
	sprintf(buffer,"%d RAYS / Frame",screenWidth*screenHeight*numObjects);
	raytracePicture->Printf(buffer,&BMF_font_helv10,0,10);
	

#endif //TEST_PRINTF

	glMatrixMode(GL_PROJECTION);
	glPushMatrix();
	glLoadIdentity();
	glFrustum(-1.0,1.0,-1.0,1.0,3,2020.0);

	glMatrixMode(GL_MODELVIEW);
	glPushMatrix();
	glLoadIdentity();									// Reset The Modelview Matrix
	glTranslatef(0.0f,0.0f,-3.0f);						// Move Into The Screen 5 Units



	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D,glTextureId );

	const unsigned char *ptr = raytracePicture->GetBuffer();
	glTexImage2D(GL_TEXTURE_2D, 
		0, 
		GL_RGBA, 
		raytracePicture->GetWidth(),raytracePicture->GetHeight(), 
		0, 
		GL_RGBA, 
		GL_UNSIGNED_BYTE, 
		ptr);


	glEnable (GL_BLEND);
	glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	glColor4f (1,1,1,1); // alpha=0.5=half visible

	glBegin(GL_QUADS);
	glTexCoord2f(0.0f, 0.0f);
	glVertex2f(-1,1);
	glTexCoord2f(1.0f, 0.0f);
	glVertex2f(1,1);
	glTexCoord2f(1.0f, 1.0f);
	glVertex2f(1,-1);
	glTexCoord2f(0.0f, 1.0f);
	glVertex2f(-1,-1);
	glEnd();



	glMatrixMode(GL_MODELVIEW);
	glPopMatrix();
	glMatrixMode(GL_PROJECTION);
	glPopMatrix();
	glMatrixMode(GL_MODELVIEW);

#endif //RAYRACER

	glDisable(GL_TEXTURE_2D);
	glDisable(GL_DEPTH_TEST);

	GL_ShapeDrawer::DrawCoordSystem();

	glPushMatrix();



	
	/*
	/// normal opengl rendering
	float m[16];
	int i;

	for (i=0;i<numObjects;i++)
	{


		transA.getOpenGLMatrix( m );
		/// draw the simplex
		GL_ShapeDrawer::DrawOpenGL(m,shapePtr[i],SimdVector3(1,1,1));
		/// calculate closest point from simplex to the origin, and draw this vector
		simplex.CalcClosest(m);

	}
	*/

	glPopMatrix();

	pitch += 0.005f;
	yaw += 0.01f;

	glFlush();
	glutSwapBuffers();
}
Пример #2
0
void clientDisplay(void) {

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glDisable(GL_LIGHTING);

    //GL_ShapeDrawer::DrawCoordSystem();

    float m[16];
    int i;

    GjkPairDetector	convexConvex(shapePtr[0],shapePtr[1],&sGjkSimplexSolver,0);

    SimdVector3 seperatingAxis(0.00000000f,0.059727669f,0.29259586f);
    convexConvex.SetCachedSeperatingAxis(seperatingAxis);

    PointCollector gjkOutput;
    GjkPairDetector::ClosestPointInput input;
    input.m_transformA = tr[0];
    input.m_transformB = tr[1];

    convexConvex.GetClosestPoints(input ,gjkOutput,0);

    if (gjkOutput.m_hasResult)
    {
        SimdVector3 endPt = gjkOutput.m_pointInWorld +
                            gjkOutput.m_normalOnBInWorld*gjkOutput.m_distance;

        glBegin(GL_LINES);
        glColor3f(1, 0, 0);
        glVertex3d(gjkOutput.m_pointInWorld.x(), gjkOutput.m_pointInWorld.y(),gjkOutput.m_pointInWorld.z());
        glVertex3d(endPt.x(),endPt.y(),endPt.z());
        //glVertex3d(gjkOutputm_pointInWorld.x(), gjkOutputm_pointInWorld.y(),gjkOutputm_pointInWorld.z());
        //glVertex3d(gjkOutputm_pointInWorld.x(), gjkOutputm_pointInWorld.y(),gjkOutputm_pointInWorld.z());
        glEnd();

    }

    for (i=0; i<numObjects; i++)
    {

        tr[i].getOpenGLMatrix( m );

        GL_ShapeDrawer::DrawOpenGL(m,shapePtr[i],SimdVector3(1,1,1),getDebugMode());


    }

    simplex.SetSimplexSolver(&sGjkSimplexSolver);
    SimdPoint3 ybuf[4],pbuf[4],qbuf[4];
    int numpoints = sGjkSimplexSolver.getSimplex(pbuf,qbuf,ybuf);
    simplex.Reset();

    for (i=0; i<numpoints; i++)
        simplex.AddVertex(ybuf[i]);

    SimdTransform ident;
    ident.setIdentity();
    ident.getOpenGLMatrix(m);
    GL_ShapeDrawer::DrawOpenGL(m,&simplex,SimdVector3(1,1,1),getDebugMode());


    SimdQuaternion orn;
    orn.setEuler(yaw,pitch,roll);
    tr[0].setRotation(orn);

//	pitch += 0.005f;
//	yaw += 0.01f;

    glFlush();
    glutSwapBuffers();
}
Пример #3
0
void LinearConvexCastDemo::displayCallback(void) 
{
	updateCamera();

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 
	glDisable(GL_LIGHTING);

	//GL_ShapeDrawer::DrawCoordSystem();

	float m[16];
	int i;

	for (i=0;i<numObjects;i++)
	{
		tr[i].getOpenGLMatrix( m );
		GL_ShapeDrawer::DrawOpenGL(m,shapePtr[i],SimdVector3(1,1,1),getDebugMode());
	}

	
	int shapeIndex = 1;

	SimdQuaternion orn;
	orn.setEuler(yaw,pitch,roll);
	tr[shapeIndex].setRotation(orn);
	

	if (m_stepping || m_singleStep)
	{
		m_singleStep = false;
		pitch += 0.005f;
		yaw += 0.01f;
	}

	SimdVector3 fromA(-25,11,0);
	SimdVector3 toA(15,11,0);

	SimdQuaternion ornFromA(0.f,0.f,0.f,1.f);
	SimdQuaternion ornToA(0.f,0.f,0.f,1.f);

	SimdTransform	rayFromWorld(ornFromA,fromA);
	SimdTransform	rayToWorld(ornToA,toA);

	tr[0] = rayFromWorld;

	if (drawLine)
	{
		glBegin(GL_LINES);
		glColor3f(0, 0, 1);
		glVertex3d(rayFromWorld.getOrigin().x(), rayFromWorld.getOrigin().y(),rayFromWorld.getOrigin().z());
		glVertex3d(rayToWorld.getOrigin().x(),rayToWorld.getOrigin().y(),rayToWorld.getOrigin().z());
		glEnd();
	}

	//now perform a raycast on the shapes, in local (shape) space
	
	//choose one of the following lines

	

	for (i=1;i<numObjects;i++)
	{
		ContinuousConvexCollision convexCaster0(shapePtr[0],shapePtr[i],&gGjkSimplexSolver,0);
		GjkConvexCast	convexCaster1(shapePtr[0],shapePtr[i],&gGjkSimplexSolver);
		
		//BU_CollisionPair (algebraic version) is currently broken, will look into this
		//BU_CollisionPair convexCaster2(shapePtr[0],shapePtr[i]);
		SubsimplexConvexCast convexCaster3(shapePtr[0],shapePtr[i],&gGjkSimplexSolver);
				
		gGjkSimplexSolver.reset();

		ConvexCast::CastResult rayResult;
		
	

		if (convexCaster3.calcTimeOfImpact(rayFromWorld,rayToWorld,tr[i],tr[i],rayResult))
		{

			glDisable(GL_DEPTH_TEST);
			SimdVector3 hitPoint;
			hitPoint.setInterpolate3(rayFromWorld.getOrigin(),rayToWorld.getOrigin(),rayResult.m_fraction);
			
			//draw the raycast result
			glBegin(GL_LINES);
			glColor3f(1, 1, 1);
			glVertex3d(rayFromWorld.getOrigin().x(), rayFromWorld.getOrigin().y(),rayFromWorld.getOrigin().z());
			glVertex3d(hitPoint.x(),hitPoint.y(),hitPoint.z());
			glEnd();
			glEnable(GL_DEPTH_TEST);

			SimdTransform	toTransWorld;
			toTransWorld = tr[0];
			toTransWorld.setOrigin(hitPoint);

			toTransWorld.getOpenGLMatrix( m );
			GL_ShapeDrawer::DrawOpenGL(m,shapePtr[0],SimdVector3(0,1,1),getDebugMode());


		}
	}

	glFlush();
    glutSwapBuffers();
}
Пример #4
0
void clientDisplay(void) {

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 
	glDisable(GL_LIGHTING);

	if (collisionWorld)
		collisionWorld->PerformDiscreteCollisionDetection();

	///one way to draw all the contact points is iterating over contact manifolds / points:
	int i;
	int numManifolds = collisionWorld->GetDispatcher()->GetNumManifolds();
	for (i=0;i<numManifolds;i++)
	{
		PersistentManifold* contactManifold = collisionWorld->GetDispatcher()->GetManifoldByIndexInternal(i);
		CollisionObject* obA = static_cast<CollisionObject*>(contactManifold->GetBody0());
		CollisionObject* obB = static_cast<CollisionObject*>(contactManifold->GetBody1());
		contactManifold->RefreshContactPoints(obA->m_worldTransform,obB->m_worldTransform);

		int numContacts = contactManifold->GetNumContacts();
		for (int j=0;j<numContacts;j++)
		{
			ManifoldPoint& pt = contactManifold->GetContactPoint(j);

			glBegin(GL_LINES);
			glColor3f(1, 0, 1);
			
			SimdVector3 ptA = pt.GetPositionWorldOnA();
			SimdVector3 ptB = pt.GetPositionWorldOnB();

			glVertex3d(ptA.x(),ptA.y(),ptA.z());
			glVertex3d(ptB.x(),ptB.y(),ptB.z());
			glEnd();
		}
	}


	//GL_ShapeDrawer::DrawCoordSystem();

	float m[16];
	


	for (i=0;i<numObjects;i++)
	{
		
		objects[i].m_worldTransform.getOpenGLMatrix( m );
		GL_ShapeDrawer::DrawOpenGL(m,objects[i].m_collisionShape,SimdVector3(1,1,1),getDebugMode());

	}


	SimdQuaternion orn;
	orn.setEuler(yaw,pitch,roll);
	objects[1].m_worldTransform.setOrigin(objects[1].m_worldTransform.getOrigin()+SimdVector3(0,-0.01,0));

	//objects[0].m_worldTransform.setRotation(orn);

	pitch += 0.005f;
	yaw += 0.01f;

	glFlush();
    glutSwapBuffers();
}