/// 基礎的な剛体群を生成し、世界への放り込みます void initialize_bodies() { // 静的な剛体の生成 { // 衝突形状(btCollisionShape)としてgroundShapeを定義します // なお、できるだけ、剛体群は衝突形状(シェイプ)を使い回せる様にしましょう! std::unique_ptr<btCollisionShape> groundShape ( new btBoxShape ( btVector3( btScalar(50.), btScalar(50.), btScalar(50.) ) ) ); // 静的な剛体を生成して、btDefaultMotionStateとbtRigidBodyのスマートポインターを含むタプルをスコープに維持します // 質量(mass)を0に設定すると静的な物体を生成できます create_rigidbody(0., btVector3(0, -56, 0), groundShape); // ローカルスコープのcolShapdeオブジェクトの管理をcollision_shapesへstd::moveしクラススコープに移管します collision_shapes.emplace_front(std::move(groundShape)); } // 動的な剛体の生成 { // これから生成する動的物体用に衝突形状を生成します // もし、衝突形状を変更すると動力学の世界の中での挙動ももちろん変化する事でしょう //std::unique_ptr<btCollisionShape> colShape( new btBoxShape( btVector3(1, 1, 1) ) ); std::unique_ptr<btCollisionShape> colShape( new btSphereShape( btScalar(1.) ) ); // 動的な剛体を生成して、btDefaultMotionStateとbtRigidBodyのスマートポインターを含むタプルをスコープに維持します // 質量(mass)を0以外に設定すると動的な物体を生成できます create_rigidbody(1.f, btVector3(2, 10, 0), colShape); // ローカルスコープのcolShapdeオブジェクトの管理をcollision_shapesへstd::moveしクラススコープに移管します collision_shapes.emplace_front(std::move(colShape)); } }
int main(int argc, char** argv) { sf::RenderWindow* RenderWin = new sf::RenderWindow(sf::VideoMode(WIDTH, HEIGHT, 32), "lol test"); RenderWin->UseVerticalSync(true); // Collision configuration contains default setup for memory, collision setup. Advanced users can create their own configuration. boost::shared_ptr<btDefaultCollisionConfiguration> collisionConfiguration(new btDefaultCollisionConfiguration()); // Use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded). boost::shared_ptr<btCollisionDispatcher> dispatcher(new btCollisionDispatcher(collisionConfiguration.get())); // btDbvtBroadphase is a good general purpose broadphase. You can also try out btAxis3Sweep. boost::shared_ptr<btBroadphaseInterface> broadphase(new btDbvtBroadphase()); // The default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded). boost::shared_ptr<btVoronoiSimplexSolver> simplex(new btVoronoiSimplexSolver()); boost::shared_ptr<btMinkowskiPenetrationDepthSolver> pd_solver(new btMinkowskiPenetrationDepthSolver()); boost::shared_ptr<btSequentialImpulseConstraintSolver> solver(new btSequentialImpulseConstraintSolver()); boost::shared_ptr<btDiscreteDynamicsWorld> dynamicsWorld(new btDiscreteDynamicsWorld(dispatcher.get(), broadphase.get(), solver.get(), collisionConfiguration.get())); boost::shared_ptr<btConvex2dConvex2dAlgorithm::CreateFunc> convex_algo_2d(new btConvex2dConvex2dAlgorithm::CreateFunc(simplex.get(),pd_solver.get())); dispatcher->registerCollisionCreateFunc(CONVEX_2D_SHAPE_PROXYTYPE,CONVEX_2D_SHAPE_PROXYTYPE, convex_algo_2d.get()); dispatcher->registerCollisionCreateFunc(BOX_2D_SHAPE_PROXYTYPE,CONVEX_2D_SHAPE_PROXYTYPE, convex_algo_2d.get()); dispatcher->registerCollisionCreateFunc(CONVEX_2D_SHAPE_PROXYTYPE,BOX_2D_SHAPE_PROXYTYPE, convex_algo_2d.get()); dispatcher->registerCollisionCreateFunc(BOX_2D_SHAPE_PROXYTYPE,BOX_2D_SHAPE_PROXYTYPE, new btBox2dBox2dCollisionAlgorithm::CreateFunc()); // Set gravity to 9.8m/s² along y-axis. dynamicsWorld->setGravity(btVector3(0, 1, 0)); // Get us some debug output. Without this, we'd see nothing at all. boost::shared_ptr<DebugDraw> debugDraw(new DebugDraw(RenderWin)); debugDraw->setDebugMode(btIDebugDraw::DBG_DrawWireframe); dynamicsWorld->setDebugDrawer(debugDraw.get()); // Keep track of the shapes, we release memory at exit. // Make sure to re-use collision shapes among rigid bodies whenever possible! btAlignedObjectArray<btCollisionShape*> collisionShapes; // Create a ground body. btScalar thickness(0.2); boost::shared_ptr<btCollisionShape> groundShape(new btBoxShape(btVector3(btScalar(WIDTH / 2 * METERS_PER_PIXEL), thickness, btScalar(10)))); collisionShapes.push_back(groundShape.get()); btTransform groundTransform(btQuaternion(0, 0, 0, 1), btVector3(WIDTH / 2 * METERS_PER_PIXEL, HEIGHT * METERS_PER_PIXEL, 0)); // Using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects. boost::shared_ptr<btDefaultMotionState> groundMotionState(new btDefaultMotionState(groundTransform)); btRigidBody::btRigidBodyConstructionInfo ground_rbInfo(0, groundMotionState.get(), groundShape.get(), btVector3(0, 0, 0)); boost::shared_ptr<btRigidBody> ground_body(new btRigidBody(ground_rbInfo)); ground_body->setLinearFactor(btVector3(1,1,0)); ground_body->setAngularFactor(btVector3(0,0,1)); // Add the body to the dynamics world. dynamicsWorld->addRigidBody(ground_body.get()); // Create left wall. btTransform leftWallTransform(btQuaternion(0, 0, 1, 1), btVector3(0, HEIGHT / 2 * METERS_PER_PIXEL, 0)); boost::shared_ptr<btDefaultMotionState> leftWallMotionState(new btDefaultMotionState(leftWallTransform)); btRigidBody::btRigidBodyConstructionInfo leftWall_rbInfo(0, leftWallMotionState.get(), groundShape.get(), btVector3(0, 0, 0)); boost::shared_ptr<btRigidBody> leftwall_body(new btRigidBody(leftWall_rbInfo)); leftwall_body->setLinearFactor(btVector3(1,1,0)); leftwall_body->setAngularFactor(btVector3(0,0,1)); // Add the body to the dynamics world. dynamicsWorld->addRigidBody(leftwall_body.get()); // Create right wall. btTransform rightWallTransform(btQuaternion(0, 0, 1, 1), btVector3(WIDTH * METERS_PER_PIXEL, HEIGHT / 2 * METERS_PER_PIXEL, 0)); boost::shared_ptr<btDefaultMotionState> rightWallMotionState(new btDefaultMotionState(rightWallTransform)); btRigidBody::btRigidBodyConstructionInfo rightWall_rbInfo(0, rightWallMotionState.get(), groundShape.get(), btVector3(0, 0, 0)); boost::shared_ptr<btRigidBody> rightwall_body(new btRigidBody(rightWall_rbInfo)); rightwall_body->setLinearFactor(btVector3(1,1,0)); rightwall_body->setAngularFactor(btVector3(0,0,1)); // Add the body to the dynamics world. dynamicsWorld->addRigidBody(rightwall_body.get()); // Create ceiling btTransform topWallTransform(btQuaternion(0, 0, 0, 1), btVector3(WIDTH / 2 * METERS_PER_PIXEL, 0, 0)); boost::shared_ptr<btDefaultMotionState> topWallMotionState(new btDefaultMotionState(topWallTransform)); btRigidBody::btRigidBodyConstructionInfo topWall_rbInfo(0, topWallMotionState.get(), groundShape.get(), btVector3(0, 0, 0)); boost::shared_ptr<btRigidBody> topwall_body(new btRigidBody(topWall_rbInfo)); topwall_body->setLinearFactor(btVector3(1,1,0)); topwall_body->setAngularFactor(btVector3(0,0,1)); // Add the body to the dynamics world. dynamicsWorld->addRigidBody(topwall_body.get()); // Create dynamic rigid body. //btCollisionShape* colShape = new btBoxShape(btVector3(1,1,1)); boost::shared_ptr<btCollisionShape> colShape(new btSphereShape(btScalar(0.6))); collisionShapes.push_back(colShape.get()); /// 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); startTransform.setOrigin(btVector3(2, 5, 0)); //using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects boost::shared_ptr<btDefaultMotionState> myMotionState(new btDefaultMotionState(startTransform)); btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState.get(),colShape.get(),localInertia); boost::shared_ptr<btRigidBody> body(new btRigidBody(rbInfo)); body->setLinearFactor(btVector3(1,1,0)); body->setAngularFactor(btVector3(0,0,1)); dynamicsWorld->addRigidBody(body.get()); // Create lulz boost::ptr_list<btRigidBody> body_list; boost::ptr_list<btDefaultMotionState> motionstate_list; boost::ptr_list<btCollisionShape> colshape_list; for (int i=0;i <= 10; ++i) { if (i < 5) colshape_list.push_back(new btSphereShape(btScalar(sf::Randomizer::Random(0.1f, 0.8f)))); else colshape_list.push_back(new btBoxShape(btVector3(sf::Randomizer::Random(0.1f,0.8f), sf::Randomizer::Random(0.1f,0.8f), 10))); if (isDynamic) colshape_list.back().calculateLocalInertia(mass,localInertia); collisionShapes.push_back(&(colshape_list.back())); startTransform.setIdentity(); startTransform.setOrigin(btVector3(i,i,0)); motionstate_list.push_back(new btDefaultMotionState(startTransform)); btRigidBody* lol = new btRigidBody(btRigidBody::btRigidBodyConstructionInfo(mass,&(motionstate_list.back()),&(colshape_list.back()),localInertia)); lol->setLinearFactor(btVector3(1,1,0)); lol->setAngularFactor(btVector3(0,0,1)); body_list.push_back(lol); } BOOST_FOREACH (btRigidBody& body, body_list) { dynamicsWorld->addRigidBody(&body); }