示例#1
0
EditorScene::EditorScene()
:Scene()
{
    cameraLight = NULL;
    selectedEntity = NULL;
    originalHandler = NULL;
	selection = 0;
	lastSelectedPhysics = 0;
	proxy = 0;
    btVector3 worldMin(-1000,-1000,-1000);
	btVector3 worldMax(1000,1000,1000);
        
    collisionConfiguration = new btDefaultCollisionConfiguration();
	dispatcher = new btCollisionDispatcher(collisionConfiguration);
	broadphase = new btAxisSweep3(worldMin,worldMax);
	collisionWorld = new btCollisionWorld(dispatcher, broadphase, collisionConfiguration);

	landCollisionConfiguration = new btDefaultCollisionConfiguration();
	landDispatcher = new btCollisionDispatcher(landCollisionConfiguration);
	landBroadphase = new btAxisSweep3(worldMin,worldMax);
	landCollisionWorld = new btCollisionWorld(landDispatcher, landBroadphase, landCollisionConfiguration);

	renderSystem->AddRenderLayer(LAYER_ARROWS, PASS_FORWARD, LAST_LAYER);

    SetDrawGrid(true);
    
    CreateCameraLight();

	SetShadowBlendMode(ShadowVolumeRenderPass::MODE_BLEND_MULTIPLY);
}
示例#2
0
void Level::initializePhysicsWorld()
{
    btDefaultCollisionConfiguration *collisionConfiguration;
    btCollisionDispatcher *dispatcher;
    btBroadphaseInterface *overlappingPairCache;
    btConstraintSolver *constraintSolver;
    
    // create CollisionConfiguration
	collisionConfiguration = new btDefaultCollisionConfiguration();
	dispatcher = new btCollisionDispatcher(collisionConfiguration);
    
    // define world extents
    btVector3 worldMin(PHYSICS_WORLD_MIN);
	btVector3 worldMax(PHYSICS_WORLD_MAX);
	
	// setup overlapping pair cache
	btAxisSweep3 *sweepBP = new btAxisSweep3(worldMin, worldMax);
	sweepBP->getOverlappingPairCache()->setInternalGhostPairCallback(new btGhostPairCallback());
	overlappingPairCache = sweepBP;

    // create default constraint solver
	constraintSolver = new btSequentialImpulseConstraintSolver();
	
	// initialize world
	_physicsWorld = new btDiscreteDynamicsWorld(dispatcher,
	                                    overlappingPairCache,
	                                    constraintSolver,
	                                    collisionConfiguration);

    // set the worlds gravity
    _physicsWorld->setGravity(PHYSICS_WORLD_GRAVITY);
}
MyColladaConverter::MyColladaConverter()
{
	m_cameraUp = btVector3(0,0,1);
	m_forwardAxis = 1;

	#ifdef SPU_BULLET
	// ----------------------------------------------------------
	// SPURS instance
	CellSpursAttribute	attributeSpurs;

	int ret = cellSpursAttributeInitialize (&attributeSpurs, NUM_MAX_SPU, SPU_THREAD_GROUP_PRIORITY, SPURS_THREAD_PRIORITY, false);
	if(ret) {
		printf("cellSpursAttributeInitialize failed : %x\n", ret);
		return ;
	}

	ret = cellSpursAttributeSetNamePrefix (&attributeSpurs, SPURS_NAME, strlen(SPURS_NAME));
	if(ret) {
		printf("cellSpursAttributeSetNamePrefix failed : %x\n", ret);
		return ;
	}

	ret = cellSpursInitializeWithAttribute (&mSpursInstance, &attributeSpurs);
	if(ret) {
		printf("cellSpursInitializeWithAttribute failed : %x\n", ret);
		return ;
	}

	// ----------------------------------------------------------
	// SPURS printfserver

	ret = sampleSpursUtilSpuPrintfServiceInitialize(&mSpursPrintfService, &mSpursInstance, SPURS_THREAD_PRIORITY);
	if(ret) {
		printf("spurs_printf_service_initialize failed : %d\n", ret);
		return ;
	}

		int numSpuTasks = NUM_MAX_SPU;

    ///collision configuration contains default setup for memory, collision setup
    m_collisionConfiguration = new btDefaultCollisionConfiguration();

  m_collionThreadSupport =  new BulletCollisionSpursSupport(&mSpursInstance,numSpuTasks,numSpuTasks);
    m_dispatcher = new SpuGatheringCollisionDispatcher(m_collionThreadSupport,numSpuTasks,m_collisionConfiguration);

#else
		m_collisionConfiguration = new btDefaultCollisionConfiguration();
	m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);

#endif

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

	m_pairCache =  new btAxisSweep3(worldMin,worldMax);
	m_constraintSolver = new btSequentialImpulseConstraintSolver();
	m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher, m_pairCache, m_constraintSolver, m_collisionConfiguration);

	return ;
}
void MeshRenderProcessorGLSR::centerViewOnGeometry() {
    if (!inport_.hasData()) return;

    vec3 worldMin(std::numeric_limits<float>::max());
    vec3 worldMax(std::numeric_limits<float>::lowest());

    for (const auto& mesh : inport_) {
        vec3 minPos(std::numeric_limits<float>::max());
        vec3 maxPos(std::numeric_limits<float>::lowest());
        for (auto buff : mesh->getBuffers()) {
            if (buff.first == BufferType::PositionAttrib) {
                const Vec3BufferRAM* posbuff =
                    dynamic_cast<const Vec3BufferRAM*>(buff.second->getRepresentation<BufferRAM>());

                if (posbuff) {
                    const std::vector<vec3>* pos = posbuff->getDataContainer();
                    for (const auto& p : *pos) {
                        minPos = glm::min(minPos, p);
                        maxPos = glm::max(maxPos, p);
                    }
                }
            }
        }

        mat4 trans = mesh->getCoordinateTransformer().getDataToWorldMatrix();

        worldMin = glm::min(worldMin, (trans * vec4(minPos, 1.f)).xyz());
        worldMax = glm::max(worldMax, (trans * vec4(maxPos, 1.f)).xyz());
    }
    camera_.setLook(camera_.getLookFrom(), 0.5f * (worldMin + worldMax), camera_.getLookUp());
}
示例#5
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();

}
示例#6
0
void	ColladaDemo::initPhysics(const char* filename)
{
	m_cameraUp = btVector3(0,0,1);
	m_ele = 60;
	m_forwardAxis = 1;

	btDefaultCollisionConfiguration* collisionConfiguration = new btDefaultCollisionConfiguration();
	btCollisionDispatcher* dispatcher = new btCollisionDispatcher(collisionConfiguration);
	btGImpactCollisionAlgorithm::registerAlgorithm(dispatcher);

	btVector3 worldMin(-1000,-1000,-1000);
	btVector3 worldMax(1000,1000,1000);
	btBroadphaseInterface* pairCache = new btAxisSweep3(worldMin,worldMax);
	btConstraintSolver* constraintSolver = new btSequentialImpulseConstraintSolver();
	m_dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,pairCache,constraintSolver,collisionConfiguration);

	//m_dynamicsWorld = new btSimpleDynamicsWorld();

	m_dynamicsWorld->setDebugDrawer(&debugDrawer);
	

	MyColladaConverter* converter = new MyColladaConverter(this);

	bool result = converter->load(filename);
	if (result)
	{
		gColladaConverter = converter;
	} else
	{
		gColladaConverter = 0;
		printf("gColladaConverter = 0\n");
	}
}
示例#7
0
bool RBulletWorld::create()
{
    if (mWorld.isNull()) {
        btAxisSweep3* sweepBP = 0;
        switch (mBroadphaseType)
        {
            case AxisSweep3:
            {
            btVector3 worldMin(-1000,-1000,-1000);
            btVector3 worldMax(1000,1000,1000);
            sweepBP = new btAxisSweep3(worldMin, worldMax);
            sweepBP->getOverlappingPairCache()->setInternalGhostPairCallback(new btGhostPairCallback());
            mBroadphase = sweepBP;
            rLogI() << "Broadphase : " << "AxisSweep3" << std::endl;
            }
            break;

            case Simple:
            mBroadphase = new btSimpleBroadphase();
            rLogI() << "Broadphase : " << "Simple" << std::endl;
            break;

            case MultiSap:

            case Dbvt:
            default:
            mBroadphase = new btDbvtBroadphase();
            rLogI() << "Broadphase : " << "Dbvt" << std::endl;
            break;
        }

        mCollisionConfiguration = new btDefaultCollisionConfiguration();
        mDispatcher = new btCollisionDispatcher(mCollisionConfiguration.data());
        mConstraintSolver = new btSequentialImpulseConstraintSolver();

        switch (mWorldType) {
            case DiscreteDynamicsWorld:
            mWorld = new btDiscreteDynamicsWorld(mDispatcher,
                                                 mBroadphase, mConstraintSolver,
                                                 mCollisionConfiguration);
            ((btDiscreteDynamicsWorld *)mWorld.data())->setGravity(tobtVector3(mGravity));
            ((btDiscreteDynamicsWorld *)mWorld.data())->getDispatchInfo().m_allowedCcdPenetration = 0.00001f;
            break;

            default:
            break;
        }

        if (sweepBP) {
            sweepBP->getOverlappingPairCache()->setInternalGhostPairCallback(new btGhostPairCallback());
        }

    }

    return true;
}
示例#8
0
文件: logicworld.cpp 项目: ktj007/mmo
LogicWorld::LogicWorld(void)
    : m_defaultContactProcessingThreshold(BT_LARGE_FLOAT)
{
    m_collisionConfiguration = new btDefaultCollisionConfiguration();
    m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
    btVector3 worldMin(-1000,-1000,-1000);
    btVector3 worldMax(1000,1000,1000);
    btAxisSweep3* sweepBP = new btAxisSweep3(worldMin,worldMax);
    m_overlappingPairCache = sweepBP;

    m_constraintSolver = new btSequentialImpulseConstraintSolver();
    m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_overlappingPairCache,m_constraintSolver,m_collisionConfiguration);
    m_dynamicsWorld->getDispatchInfo().m_allowedCcdPenetration=0.0001f;

    btTransform startTransform;
    startTransform.setIdentity ();
    startTransform.setOrigin (btVector3(0.0, 0.0, 10.0));
    //startTransform.setOrigin (btVector3(10.210098f,-1.6433364f,16.453260f));


    m_ghostObject = new btPairCachingGhostObject();
    m_ghostObject->setWorldTransform(startTransform);
    sweepBP->getOverlappingPairCache()->setInternalGhostPairCallback(new btGhostPairCallback());
    btScalar characterHeight=4.0;
    btScalar characterWidth =1.0;
    btConvexShape* capsule = new btCapsuleShapeZ(characterWidth,characterHeight);
    m_ghostObject->setCollisionShape (capsule);
    m_ghostObject->setCollisionFlags (btCollisionObject::CF_CHARACTER_OBJECT);

    btScalar stepHeight = btScalar(0.35);
    m_character = new btKinematicCharacterController (m_ghostObject,capsule,stepHeight, 2);
    m_character->setMaxJumpHeight(1);
    m_character->setJumpSpeed(20);
    m_character->setFallSpeed(55);
    m_character->setGravity(80);
    m_dynamicsWorld->addCollisionObject(m_ghostObject,btBroadphaseProxy::CharacterFilter, btBroadphaseProxy::StaticFilter|btBroadphaseProxy::DefaultFilter);

    m_dynamicsWorld->addAction(m_character);

    CreateFlatFloor();


    /*static btCollisionObject collObj;
    btBoxShape* boxShape = new btBoxShape(btVector3(1,1,1));
    collObj.setCollisionShape(boxShape);
    m_dynamicsWorld->addCollisionObject(&collObj);*/
}
示例#9
0
void	Raytracer::initPhysics()
{
	m_ele = 0;

	raytracePicture = new renderTexture(screenWidth,screenHeight);
	myCone.setMargin(0.2f);

	//choose shape
	shapePtr[0] = &myCone;
	shapePtr[1] = &mysphere;
	shapePtr[2] = &mybox;

	for (int i=0;i<numObjects;i++)
	{
		transforms[i].setIdentity();
		btVector3	pos(0.f,0.f,-(2.5* numObjects * 0.5)+i*2.5f);
		transforms[i].setIdentity();
		transforms[i].setOrigin( pos );
		btQuaternion orn;
		if (i < 2)
		{
			orn.setEuler(yaw,pitch,roll);
			transforms[i].setRotation(orn);
		}
	}


	m_collisionConfiguration = new btDefaultCollisionConfiguration();
	m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
	btVector3 worldMin(-1000,-1000,-1000);
	btVector3 worldMax(1000,1000,1000);
	m_overlappingPairCache = new btAxisSweep3(worldMin,worldMax);

	m_collisionWorld = new btCollisionWorld(m_dispatcher,m_overlappingPairCache,m_collisionConfiguration);
	
	for (int s=0;s<numObjects;s++)
	{
		btCollisionObject* obj = new btCollisionObject();
		obj->setCollisionShape(shapePtr[s]);
		obj->setWorldTransform(transforms[s]);
		m_collisionWorld->addCollisionObject(obj);
	}


}
示例#10
0
// This function instialized the physics world and should not be touched
void Parameters:: init_physics_param( void ){

      this->collisionConfig=new btDefaultCollisionConfiguration();
      this->dispatcher=new btCollisionDispatcher(collisionConfig);
      btVector3 worldMin(-5,-1,-5);
      btVector3 worldMax(5,1,5);
      this->broadphase = new btAxisSweep3(worldMin,worldMax);
      //btDantzigSolver* mlcp = new btDantzigSolver();
      //btMLCPSolver* sol = new btMLCPSolver(mlcp);
      this->solver=new btSequentialImpulseConstraintSolver();
      this->world=new btDiscreteDynamicsWorld(dispatcher,broadphase,solver,collisionConfig);
      this->world->setGravity(btVector3(0.0,-9.81,0.0));	//gravity on Earth
      //this->world->setInternalTickCallback(myTickCallback,static_cast<void *>(this),false);
      this->world->getSolverInfo().m_numIterations = 110;
      //world->getSolverInfo().m_damping = 0.8f; // bullet default 1.0
      //world->getSolverInfo().m_tau = 0.6f; // bullet default 0.6
      world->getSolverInfo().m_solverMode |= SOLVER_USE_2_FRICTION_DIRECTIONS  | SOLVER_SIMD;// | SOLVER_RANDMIZE_ORDER;
      gContactAddedCallback = callbackFunc;
  }
示例#11
0
CcdPhysicsEnvironment::CcdPhysicsEnvironment(Dispatcher* dispatcher,OverlappingPairCache* pairCache)
:m_scalingPropagated(false),
m_numIterations(10),
m_numTimeSubSteps(1),
m_ccdMode(0),
m_solverType(-1),
m_profileTimings(0),
m_enableSatCollisionDetection(false)
{

	for (int i=0;i<PHY_NUM_RESPONSE;i++)
	{
		m_triggerCallbacks[i] = 0;
	}
	//if (!dispatcher)
	//	dispatcher = new CollisionDispatcher();


	if(!pairCache)
	{

		//todo: calculate/let user specify this world sizes
		SimdVector3 worldMin(-10000,-10000,-10000);
		SimdVector3 worldMax(10000,10000,10000);

		pairCache = new AxisSweep3(worldMin,worldMax);

		//broadphase = new SimpleBroadphase();
	}


	setSolverType(1);//issues with quickstep and memory allocations

	m_collisionWorld = new CollisionWorld(dispatcher,pairCache);

	m_debugDrawer = 0;
	m_gravity = SimdVector3(0.f,-10.f,0.f);

	m_islandManager = new SimulationIslandManager();


}
示例#12
0
/// one-time class and physics initialization
void TerrainDemo::initialize(void)
{
//	std::cerr << "initializing...\n";

	// set up basic state
	m_upAxis = 1;		// start with Y-axis as "up"
	m_type = PHY_FLOAT;
	m_model = eRadial;//eFractal;
	m_isDynamic = true;

	// set up the physics world
	m_collisionConfiguration = new btDefaultCollisionConfiguration();
	m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
	btVector3 worldMin(-1000,-1000,-1000);
	btVector3 worldMax(1000,1000,1000);
	m_overlappingPairCache = new btAxisSweep3(worldMin,worldMax);
	m_constraintSolver = new btSequentialImpulseConstraintSolver();
	m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_overlappingPairCache,m_constraintSolver,m_collisionConfiguration);

	// initialize axis- or type-dependent physics from here
	this->resetPhysics();
}
示例#13
0
CPhysicsManager::CPhysicsManager(Ogre::SceneManager *pSceneManager)
  : m_pSceneManager(pSceneManager),
    m_pGhostPairCallback(NULL) {


#if PHYSICS_MANAGER_DEBUG == 1
  CInputListenerManager::getSingleton().addInputListener(this);
#endif // PHYSICS_MANAGER_DEBUG

  Ogre::LogManager::getSingleton().logMessage("Creating new PhysicsManager");
    m_bDisplayDebugInfo = true;

    //mBroadphase = new btDbvtBroadphase();
btVector3 worldMin(-1000,-1000,-1000);
btVector3 worldMax(1000,1000, 1000);
    btAxisSweep3* sweepBP = new btAxisSweep3(worldMin,worldMax);
  mBroadphaseInterface = sweepBP;
    mCollisionConfig = new btDefaultCollisionConfiguration();
    mDispatcher = new btCollisionDispatcher(mCollisionConfig);
    mSolver = new btSequentialImpulseConstraintSolver();

    m_pPhyWorld = new btDiscreteDynamicsWorld(mDispatcher, mBroadphaseInterface, mSolver, mCollisionConfig);
    m_pPhyWorld->setGravity(btVector3(0,-GRAVITY_FACTOR,0));
    m_pPhyWorld->getDispatchInfo().m_allowedCcdPenetration = 0.0001f;
    m_pPhyWorld->getSolverInfo().m_splitImpulse = true;

#ifdef PHYSICS_DEBUG
    m_pDbgDraw = new BtOgre::DebugDrawer(m_pSceneManager->getRootSceneNode(), m_pPhyWorld);
    m_pPhyWorld->setDebugDrawer(m_pDbgDraw);
#endif

	m_pGhostPairCallback = new btGhostPairCallback();
    //mBroadphase->getOverlappingPairCache()->setInternalGhostPairCallback(m_pGhostPairCallback);
  sweepBP->getOverlappingPairCache()->setInternalGhostPairCallback(new btGhostPairCallback());
    toggleDisplayDebugInfo();

  Ogre::LogManager::getSingleton().logMessage("PhysicsManager created.");
}
示例#14
0
NEPHILIM_NS_BEGIN

/// Initializes a dynamics world by default
BxScene::BxScene()
: m_scene(NULL)
{
	// Default broadphase
	btVector3 worldMin(-1000,-1000,-1000);
	btVector3 worldMax(1000,1000,1000);
	btAxisSweep3* sweepBP = new btAxisSweep3(worldMin,worldMax);
	m_bp = sweepBP;
	// Default dispatcher
	btDefaultCollisionConfiguration* collisionConfiguration = new btDefaultCollisionConfiguration();
	btCollisionDispatcher* dispatcher = new btCollisionDispatcher(collisionConfiguration);

	// Default solver
	btSequentialImpulseConstraintSolver* solver = new btSequentialImpulseConstraintSolver;

	// Start scene
	m_scene = new btDiscreteDynamicsWorld(dispatcher,sweepBP,solver,collisionConfiguration);

	// Default gravity
	m_scene->setGravity(btVector3(0,-8,0));
}
示例#15
0
void clientDisplay(void) {


	updateCamera();

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

	//GL_ShapeDrawer::drawCoordSystem();

	ATTRIBUTE_ALIGNED16(btScalar) m[16];
	int i;
#ifdef USE_GJK
	btGjkEpaPenetrationDepthSolver epa;
	btGjkPairDetector	convexConvex(shapePtr[0],shapePtr[1],&sGjkSimplexSolver,&epa);

	btVector3 seperatingAxis(0.00000000f,0.059727669f,0.29259586f);
	convexConvex.setCachedSeperatingAxis(seperatingAxis);

	btPointCollector gjkOutput;
	btGjkPairDetector::ClosestPointInput input;
	input.m_transformA = tr[0];
	input.m_transformB = tr[1];

	convexConvex.getClosestPoints(input ,gjkOutput,0);

	if (gjkOutput.m_hasResult)
	{
		btVector3 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());
		glEnd();

	}
#else //USE_GJK

	
	struct	MyContactResultCallback : public btCollisionWorld::ContactResultCallback
	{
		virtual	btScalar	addSingleResult(btManifoldPoint& cp,	const btCollisionObjectWrapper* colObj0Wrap,int partId0,int index0,const btCollisionObjectWrapper* colObj1Wrap,int partId1,int index1)
		{
			 glBegin(GL_LINES);
			glColor3f(1, 0, 0);
			
			glVertex3d(cp.m_positionWorldOnA.getX(),cp.m_positionWorldOnA.getY(),cp.m_positionWorldOnA.getZ());
			glVertex3d(cp.m_positionWorldOnB.getX(),cp.m_positionWorldOnB.getY(),cp.m_positionWorldOnB.getZ());
			glEnd();

			return 1.f;
		}
	};

	btDefaultCollisionConfiguration collisionConfiguration;
	btCollisionDispatcher				dispatcher(&collisionConfiguration);
	btDbvtBroadphase pairCache;
	btCollisionWorld world (&dispatcher,&pairCache,&collisionConfiguration);
	gContactBreakingThreshold=1e10f;
	
	MyContactResultCallback result;
	btCollisionObject obA;
	obA.setCollisionShape(shapePtr[0]);
	obA.setWorldTransform(tr[0]);
	btCollisionObject obB;
	obB.setCollisionShape(shapePtr[1]);
	obB.setWorldTransform(tr[1]);
	world.contactPairTest(&obA,&obB,result);

#endif//USE_GJK

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

	for (i=0;i<numObjects;i++)
	{
		
		tr[i].getOpenGLMatrix( m );

		if (debugMode)
		{
			/// for polyhedral shapes
				if (shapePtr[i]->isPolyhedral())
				{
					if (!shapePtr[i]->getUserPointer())
					{
						btConvexHullComputer* convexUtil = new btConvexHullComputer();
						shapePtr[i]->setUserPointer(convexUtil);

						btPolyhedralConvexShape* polyshape = (btPolyhedralConvexShape*) shapePtr[i];

						btAlignedObjectArray<btVector3> vertices;
						vertices.resize(polyshape->getNumVertices());
						for (int i=0;i<polyshape->getNumVertices();i++)
						{
							polyshape->getVertex(i,vertices[i]);
						}
						
						bool useDoublePrecision = false;
						convexUtil->compute(&vertices[0].getX(),sizeof(btVector3), polyshape->getNumVertices(),0,0);
					} 

					if (shapePtr[i]->getUserPointer())
					{
						btConvexHullComputer* convexUtil = (btConvexHullComputer*)shapePtr[i]->getUserPointer();
						//printf("num faces = %d\n",convexUtil->faces.size());
						for (int j=0;j<convexUtil->faces.size();j++)
						{
							int face = convexUtil->faces[j];
							//printf("face=%d\n",face);
							const btConvexHullComputer::Edge*  firstEdge = &convexUtil->edges[face];
							const btConvexHullComputer::Edge*  edge = firstEdge;

							do
							{
								int src = edge->getSourceVertex();
								int targ = edge->getTargetVertex();
								//printf("src=%d target = %d\n", src,targ);
								
								btVector3 wa = tr[i] * convexUtil->vertices[src];
								btVector3 wb = tr[i] * convexUtil->vertices[targ];

								glBegin(GL_LINES);
								glColor3f(1, 1, 1);
								glVertex3f(wa.getX(),wa.getY(),wa.getZ());
								glVertex3f(wb.getX(),wb.getY(),wb.getZ());
								glEnd();

								edge = edge->getNextEdgeOfFace();
							} while (edge!=firstEdge);

						}
					}
				}
		} else
		{
			shapeDrawer.drawOpenGL(m,shapePtr[i],btVector3(1,1,1),debugMode, worldMin, worldMax);
		}


	}

	simplex.setSimplexSolver(&sGjkSimplexSolver);
	btVector3 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]);

	btTransform ident;
	ident.setIdentity();
	ident.getOpenGLMatrix(m);
	shapeDrawer.drawOpenGL(m,&simplex,btVector3(1,1,1),debugMode, worldMin,worldMax);


	btQuaternion orn;
	orn.setEuler(yaw,pitch,roll);
	tr[0].setRotation(orn);
	tr[1].setRotation(orn);

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

	glFlush();
    glutSwapBuffers();
}
示例#16
0
void VehicleDemo::initPhysics()
{
	
#ifdef FORCE_ZAXIS_UP
	m_cameraUp = btVector3(0,0,1);
	m_forwardAxis = 1;
#endif

	btCollisionShape* groundShape = new btBoxShape(btVector3(50,3,50));
	m_collisionShapes.push_back(groundShape);
	m_collisionConfiguration = new btDefaultCollisionConfiguration();
	m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
	btVector3 worldMin(-1000,-1000,-1000);
	btVector3 worldMax(1000,1000,1000);
	m_overlappingPairCache = new btAxisSweep3(worldMin,worldMax);
	m_constraintSolver = new btSequentialImpulseConstraintSolver();
	m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_overlappingPairCache,m_constraintSolver,m_collisionConfiguration);
#ifdef FORCE_ZAXIS_UP
	m_dynamicsWorld->setGravity(btVector3(0,0,-10));
#endif 

	//m_dynamicsWorld->setGravity(btVector3(0,0,0));
btTransform tr;
tr.setIdentity();

//either use heightfield or triangle mesh
//#define  USE_TRIMESH_GROUND 1
#ifdef USE_TRIMESH_GROUND
	int i;

const float TRIANGLE_SIZE=20.f;

	//create a triangle-mesh ground
	int vertStride = sizeof(btVector3);
	int indexStride = 3*sizeof(int);

	const int NUM_VERTS_X = 20;
	const int NUM_VERTS_Y = 20;
	const int totalVerts = NUM_VERTS_X*NUM_VERTS_Y;
	
	const int totalTriangles = 2*(NUM_VERTS_X-1)*(NUM_VERTS_Y-1);

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

	

	for ( i=0;i<NUM_VERTS_X;i++)
	{
		for (int j=0;j<NUM_VERTS_Y;j++)
		{
			float wl = .2f;
			//height set to zero, but can also use curved landscape, just uncomment out the code
			float height = 0.f;//20.f*sinf(float(i)*wl)*cosf(float(j)*wl);
#ifdef FORCE_ZAXIS_UP
			m_vertices[i+j*NUM_VERTS_X].setValue(
				(i-NUM_VERTS_X*0.5f)*TRIANGLE_SIZE,
				(j-NUM_VERTS_Y*0.5f)*TRIANGLE_SIZE,
				height
				);

#else
			m_vertices[i+j*NUM_VERTS_X].setValue(
				(i-NUM_VERTS_X*0.5f)*TRIANGLE_SIZE,
				height,
				(j-NUM_VERTS_Y*0.5f)*TRIANGLE_SIZE);
#endif

		}
	}

	int index=0;
	for ( i=0;i<NUM_VERTS_X-1;i++)
	{
		for (int j=0;j<NUM_VERTS_Y-1;j++)
		{
			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;
		}
	}
	
	m_indexVertexArrays = new btTriangleIndexVertexArray(totalTriangles,
		gIndices,
		indexStride,
		totalVerts,(btScalar*) &m_vertices[0].x(),vertStride);

	bool useQuantizedAabbCompression = true;
	groundShape = new btBvhTriangleMeshShape(m_indexVertexArrays,useQuantizedAabbCompression);
	
	tr.setOrigin(btVector3(0,-4.5f,0));

#else
	//testing btHeightfieldTerrainShape
	int width=128;
	int length=128;
	

#ifdef LOAD_FROM_FILE
	unsigned char* heightfieldData = new unsigned char[width*length];
	{
		for (int i=0;i<width*length;i++)
		{
			heightfieldData[i]=0;
		}
	}

	char*	filename="heightfield128x128.raw";
	FILE* heightfieldFile = fopen(filename,"r");
	if (!heightfieldFile)
	{
		filename="../../heightfield128x128.raw";
		heightfieldFile = fopen(filename,"r");
	}
	if (heightfieldFile)
	{
		int numBytes =fread(heightfieldData,1,width*length,heightfieldFile);
		//btAssert(numBytes);
		if (!numBytes)
		{
			printf("couldn't read heightfield at %s\n",filename);
		}
		fclose (heightfieldFile);
	}
#else
	char* heightfieldData = MyHeightfield;
#endif


	//btScalar maxHeight = 20000.f;//exposes a bug
	btScalar maxHeight = 100;
	
	bool useFloatDatam=false;
	bool flipQuadEdges=false;

	btHeightfieldTerrainShape* heightFieldShape = new btHeightfieldTerrainShape(width,length,heightfieldData,maxHeight,upIndex,useFloatDatam,flipQuadEdges);;
	btVector3 mmin,mmax;
	heightFieldShape->getAabb(btTransform::getIdentity(),mmin,mmax);

	groundShape = heightFieldShape;
	
	heightFieldShape->setUseDiamondSubdivision(true);

	btVector3 localScaling(100,1,100);
	localScaling[upIndex]=1.f;
	groundShape->setLocalScaling(localScaling);

	//tr.setOrigin(btVector3(0,9940,0));
	tr.setOrigin(btVector3(0,49.4,0));

#endif //

	m_collisionShapes.push_back(groundShape);

	//create ground object
	localCreateRigidBody(0,tr,groundShape);
	tr.setOrigin(btVector3(0,0,0));//-64.5f,0));

#ifdef FORCE_ZAXIS_UP
//   indexRightAxis = 0; 
//   indexUpAxis = 2; 
//   indexForwardAxis = 1; 
	btCollisionShape* chassisShape = new btBoxShape(btVector3(1.f,2.f, 0.5f));
	btCompoundShape* compound = new btCompoundShape();
	btTransform localTrans;
	localTrans.setIdentity();
	//localTrans effectively shifts the center of mass with respect to the chassis
	localTrans.setOrigin(btVector3(0,0,1));
#else
	btCollisionShape* chassisShape = new btBoxShape(btVector3(1.f,0.5f,2.f));
	m_collisionShapes.push_back(chassisShape);

	btCompoundShape* compound = new btCompoundShape();
	m_collisionShapes.push_back(compound);
	btTransform localTrans;
	localTrans.setIdentity();
	//localTrans effectively shifts the center of mass with respect to the chassis
	localTrans.setOrigin(btVector3(0,1,0));
#endif

	compound->addChildShape(localTrans,chassisShape);

	tr.setOrigin(btVector3(0,0.f,0));

	m_carChassis = localCreateRigidBody(800,tr,compound);//chassisShape);
	//m_carChassis->setDamping(0.2,0.2);
	
	m_wheelShape = new btCylinderShapeX(btVector3(wheelWidth,wheelRadius,wheelRadius));
	
	clientResetScene();

	/// create vehicle
	{
		
		m_vehicleRayCaster = new btDefaultVehicleRaycaster(m_dynamicsWorld);
		m_vehicle = new btRaycastVehicle(m_tuning,m_carChassis,m_vehicleRayCaster);
		
		///never deactivate the vehicle
		m_carChassis->setActivationState(DISABLE_DEACTIVATION);

		m_dynamicsWorld->addVehicle(m_vehicle);

		float connectionHeight = 1.2f;

	
		bool isFrontWheel=true;

		//choose coordinate system
		m_vehicle->setCoordinateSystem(rightIndex,upIndex,forwardIndex);

#ifdef FORCE_ZAXIS_UP
		btVector3 connectionPointCS0(CUBE_HALF_EXTENTS-(0.3*wheelWidth),2*CUBE_HALF_EXTENTS-wheelRadius, connectionHeight);
#else
		btVector3 connectionPointCS0(CUBE_HALF_EXTENTS-(0.3*wheelWidth),connectionHeight,2*CUBE_HALF_EXTENTS-wheelRadius);
#endif

		m_vehicle->addWheel(connectionPointCS0,wheelDirectionCS0,wheelAxleCS,suspensionRestLength,wheelRadius,m_tuning,isFrontWheel);
#ifdef FORCE_ZAXIS_UP
		connectionPointCS0 = btVector3(-CUBE_HALF_EXTENTS+(0.3*wheelWidth),2*CUBE_HALF_EXTENTS-wheelRadius, connectionHeight);
#else
		connectionPointCS0 = btVector3(-CUBE_HALF_EXTENTS+(0.3*wheelWidth),connectionHeight,2*CUBE_HALF_EXTENTS-wheelRadius);
#endif

		m_vehicle->addWheel(connectionPointCS0,wheelDirectionCS0,wheelAxleCS,suspensionRestLength,wheelRadius,m_tuning,isFrontWheel);
#ifdef FORCE_ZAXIS_UP
		connectionPointCS0 = btVector3(-CUBE_HALF_EXTENTS+(0.3*wheelWidth),-2*CUBE_HALF_EXTENTS+wheelRadius, connectionHeight);
#else
		connectionPointCS0 = btVector3(-CUBE_HALF_EXTENTS+(0.3*wheelWidth),connectionHeight,-2*CUBE_HALF_EXTENTS+wheelRadius);
#endif //FORCE_ZAXIS_UP
		isFrontWheel = false;
		m_vehicle->addWheel(connectionPointCS0,wheelDirectionCS0,wheelAxleCS,suspensionRestLength,wheelRadius,m_tuning,isFrontWheel);
#ifdef FORCE_ZAXIS_UP
		connectionPointCS0 = btVector3(CUBE_HALF_EXTENTS-(0.3*wheelWidth),-2*CUBE_HALF_EXTENTS+wheelRadius, connectionHeight);
#else
		connectionPointCS0 = btVector3(CUBE_HALF_EXTENTS-(0.3*wheelWidth),connectionHeight,-2*CUBE_HALF_EXTENTS+wheelRadius);
#endif
		m_vehicle->addWheel(connectionPointCS0,wheelDirectionCS0,wheelAxleCS,suspensionRestLength,wheelRadius,m_tuning,isFrontWheel);
		
		for (int i=0;i<m_vehicle->getNumWheels();i++)
		{
			btWheelInfo& wheel = m_vehicle->getWheelInfo(i);
			wheel.m_suspensionStiffness = suspensionStiffness;
			wheel.m_wheelsDampingRelaxation = suspensionDamping;
			wheel.m_wheelsDampingCompression = suspensionCompression;
			wheel.m_frictionSlip = wheelFriction;
			wheel.m_rollInfluence = rollInfluence;
		}
	}

	
	setCameraDistance(26.f);

}
示例#17
0
void ForkLiftDemo::initPhysics()
{
	
#ifdef FORCE_ZAXIS_UP
	m_cameraUp = btVector3(0,0,1);
	m_forwardAxis = 1;
#endif

	btCollisionShape* groundShape = new btBoxShape(btVector3(50,3,50));
	m_collisionShapes.push_back(groundShape);
	m_collisionConfiguration = new btDefaultCollisionConfiguration();
	m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
	btVector3 worldMin(-1000,-1000,-1000);
	btVector3 worldMax(1000,1000,1000);
	m_overlappingPairCache = new btAxisSweep3(worldMin,worldMax);
	m_constraintSolver = new btSequentialImpulseConstraintSolver();
	m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_overlappingPairCache,m_constraintSolver,m_collisionConfiguration);
#ifdef FORCE_ZAXIS_UP
	m_dynamicsWorld->setGravity(btVector3(0,0,-10));
#endif 

	//m_dynamicsWorld->setGravity(btVector3(0,0,0));
btTransform tr;
tr.setIdentity();
tr.setOrigin(btVector3(0,-10,0));

//either use heightfield or triangle mesh


	//create ground object
	localCreateRigidBody(0,tr,groundShape);

#ifdef FORCE_ZAXIS_UP
//   indexRightAxis = 0; 
//   indexUpAxis = 2; 
//   indexForwardAxis = 1; 
	btCollisionShape* chassisShape = new btBoxShape(btVector3(1.f,2.f, 0.5f));
	btCompoundShape* compound = new btCompoundShape();
	btTransform localTrans;
	localTrans.setIdentity();
	//localTrans effectively shifts the center of mass with respect to the chassis
	localTrans.setOrigin(btVector3(0,0,1));
#else
	btCollisionShape* chassisShape = new btBoxShape(btVector3(1.f,0.5f,2.f));
	m_collisionShapes.push_back(chassisShape);

	btCompoundShape* compound = new btCompoundShape();
	m_collisionShapes.push_back(compound);
	btTransform localTrans;
	localTrans.setIdentity();
	//localTrans effectively shifts the center of mass with respect to the chassis
	localTrans.setOrigin(btVector3(0,1,0));
#endif

	compound->addChildShape(localTrans,chassisShape);

	{
		btCollisionShape* suppShape = new btBoxShape(btVector3(0.5f,0.1f,0.5f));
		btTransform suppLocalTrans;
		suppLocalTrans.setIdentity();
		//localTrans effectively shifts the center of mass with respect to the chassis
		suppLocalTrans.setOrigin(btVector3(0,1.0,2.5));
		compound->addChildShape(suppLocalTrans, suppShape);
	}

	tr.setOrigin(btVector3(0,0.f,0));

	m_carChassis = localCreateRigidBody(800,tr,compound);//chassisShape);
	//m_carChassis->setDamping(0.2,0.2);
	
	m_wheelShape = new btCylinderShapeX(btVector3(wheelWidth,wheelRadius,wheelRadius));

	{
		btCollisionShape* liftShape = new btBoxShape(btVector3(0.5f,2.0f,0.05f));
		m_collisionShapes.push_back(liftShape);
		btTransform liftTrans;
		m_liftStartPos = btVector3(0.0f, 2.5f, 3.05f);
		liftTrans.setIdentity();
		liftTrans.setOrigin(m_liftStartPos);
		m_liftBody = localCreateRigidBody(10,liftTrans, liftShape);

		btTransform localA, localB;
		localA.setIdentity();
		localB.setIdentity();
		localA.getBasis().setEulerZYX(0, M_PI_2, 0);
		localA.setOrigin(btVector3(0.0, 1.0, 3.05));
		localB.getBasis().setEulerZYX(0, M_PI_2, 0);
		localB.setOrigin(btVector3(0.0, -1.5, -0.05));
		m_liftHinge = new btHingeConstraint(*m_carChassis,*m_liftBody, localA, localB);
//		m_liftHinge->setLimit(-LIFT_EPS, LIFT_EPS);
		m_liftHinge->setLimit(0.0f, 0.0f);
		m_dynamicsWorld->addConstraint(m_liftHinge, true);

		btCollisionShape* forkShapeA = new btBoxShape(btVector3(1.0f,0.1f,0.1f));
		m_collisionShapes.push_back(forkShapeA);
		btCompoundShape* forkCompound = new btCompoundShape();
		m_collisionShapes.push_back(forkCompound);
		btTransform forkLocalTrans;
		forkLocalTrans.setIdentity();
		forkCompound->addChildShape(forkLocalTrans, forkShapeA);

		btCollisionShape* forkShapeB = new btBoxShape(btVector3(0.1f,0.02f,0.6f));
		m_collisionShapes.push_back(forkShapeB);
		forkLocalTrans.setIdentity();
		forkLocalTrans.setOrigin(btVector3(-0.9f, -0.08f, 0.7f));
		forkCompound->addChildShape(forkLocalTrans, forkShapeB);

		btCollisionShape* forkShapeC = new btBoxShape(btVector3(0.1f,0.02f,0.6f));
		m_collisionShapes.push_back(forkShapeC);
		forkLocalTrans.setIdentity();
		forkLocalTrans.setOrigin(btVector3(0.9f, -0.08f, 0.7f));
		forkCompound->addChildShape(forkLocalTrans, forkShapeC);

		btTransform forkTrans;
		m_forkStartPos = btVector3(0.0f, 0.6f, 3.2f);
		forkTrans.setIdentity();
		forkTrans.setOrigin(m_forkStartPos);
		m_forkBody = localCreateRigidBody(5, forkTrans, forkCompound);

		localA.setIdentity();
		localB.setIdentity();
		localA.getBasis().setEulerZYX(0, 0, M_PI_2);
		localA.setOrigin(btVector3(0.0f, -1.9f, 0.05f));
		localB.getBasis().setEulerZYX(0, 0, M_PI_2);
		localB.setOrigin(btVector3(0.0, 0.0, -0.1));
		m_forkSlider = new btSliderConstraint(*m_liftBody, *m_forkBody, localA, localB, true);
		m_forkSlider->setLowerLinLimit(0.1f);
		m_forkSlider->setUpperLinLimit(0.1f);
//		m_forkSlider->setLowerAngLimit(-LIFT_EPS);
//		m_forkSlider->setUpperAngLimit(LIFT_EPS);
		m_forkSlider->setLowerAngLimit(0.0f);
		m_forkSlider->setUpperAngLimit(0.0f);
		m_dynamicsWorld->addConstraint(m_forkSlider, true);


		btCompoundShape* loadCompound = new btCompoundShape();
		m_collisionShapes.push_back(loadCompound);
		btCollisionShape* loadShapeA = new btBoxShape(btVector3(2.0f,0.5f,0.5f));
		m_collisionShapes.push_back(loadShapeA);
		btTransform loadTrans;
		loadTrans.setIdentity();
		loadCompound->addChildShape(loadTrans, loadShapeA);
		btCollisionShape* loadShapeB = new btBoxShape(btVector3(0.1f,1.0f,1.0f));
		m_collisionShapes.push_back(loadShapeB);
		loadTrans.setIdentity();
		loadTrans.setOrigin(btVector3(2.1f, 0.0f, 0.0f));
		loadCompound->addChildShape(loadTrans, loadShapeB);
		btCollisionShape* loadShapeC = new btBoxShape(btVector3(0.1f,1.0f,1.0f));
		m_collisionShapes.push_back(loadShapeC);
		loadTrans.setIdentity();
		loadTrans.setOrigin(btVector3(-2.1f, 0.0f, 0.0f));
		loadCompound->addChildShape(loadTrans, loadShapeC);
		loadTrans.setIdentity();
		m_loadStartPos = btVector3(0.0f, -3.5f, 7.0f);
		loadTrans.setOrigin(m_loadStartPos);
		m_loadBody  = localCreateRigidBody(4, loadTrans, loadCompound);
	}



	clientResetScene();

	/// create vehicle
	{
		
		m_vehicleRayCaster = new btDefaultVehicleRaycaster(m_dynamicsWorld);
		m_vehicle = new btRaycastVehicle(m_tuning,m_carChassis,m_vehicleRayCaster);
		
		///never deactivate the vehicle
		m_carChassis->setActivationState(DISABLE_DEACTIVATION);

		m_dynamicsWorld->addVehicle(m_vehicle);

		float connectionHeight = 1.2f;

	
		bool isFrontWheel=true;

		//choose coordinate system
		m_vehicle->setCoordinateSystem(rightIndex,upIndex,forwardIndex);

#ifdef FORCE_ZAXIS_UP
		btVector3 connectionPointCS0(CUBE_HALF_EXTENTS-(0.3*wheelWidth),2*CUBE_HALF_EXTENTS-wheelRadius, connectionHeight);
#else
		btVector3 connectionPointCS0(CUBE_HALF_EXTENTS-(0.3*wheelWidth),connectionHeight,2*CUBE_HALF_EXTENTS-wheelRadius);
#endif

		m_vehicle->addWheel(connectionPointCS0,wheelDirectionCS0,wheelAxleCS,suspensionRestLength,wheelRadius,m_tuning,isFrontWheel);
#ifdef FORCE_ZAXIS_UP
		connectionPointCS0 = btVector3(-CUBE_HALF_EXTENTS+(0.3*wheelWidth),2*CUBE_HALF_EXTENTS-wheelRadius, connectionHeight);
#else
		connectionPointCS0 = btVector3(-CUBE_HALF_EXTENTS+(0.3*wheelWidth),connectionHeight,2*CUBE_HALF_EXTENTS-wheelRadius);
#endif

		m_vehicle->addWheel(connectionPointCS0,wheelDirectionCS0,wheelAxleCS,suspensionRestLength,wheelRadius,m_tuning,isFrontWheel);
#ifdef FORCE_ZAXIS_UP
		connectionPointCS0 = btVector3(-CUBE_HALF_EXTENTS+(0.3*wheelWidth),-2*CUBE_HALF_EXTENTS+wheelRadius, connectionHeight);
#else
		connectionPointCS0 = btVector3(-CUBE_HALF_EXTENTS+(0.3*wheelWidth),connectionHeight,-2*CUBE_HALF_EXTENTS+wheelRadius);
#endif //FORCE_ZAXIS_UP
		isFrontWheel = false;
		m_vehicle->addWheel(connectionPointCS0,wheelDirectionCS0,wheelAxleCS,suspensionRestLength,wheelRadius,m_tuning,isFrontWheel);
#ifdef FORCE_ZAXIS_UP
		connectionPointCS0 = btVector3(CUBE_HALF_EXTENTS-(0.3*wheelWidth),-2*CUBE_HALF_EXTENTS+wheelRadius, connectionHeight);
#else
		connectionPointCS0 = btVector3(CUBE_HALF_EXTENTS-(0.3*wheelWidth),connectionHeight,-2*CUBE_HALF_EXTENTS+wheelRadius);
#endif
		m_vehicle->addWheel(connectionPointCS0,wheelDirectionCS0,wheelAxleCS,suspensionRestLength,wheelRadius,m_tuning,isFrontWheel);
		
		for (int i=0;i<m_vehicle->getNumWheels();i++)
		{
			btWheelInfo& wheel = m_vehicle->getWheelInfo(i);
			wheel.m_suspensionStiffness = suspensionStiffness;
			wheel.m_wheelsDampingRelaxation = suspensionDamping;
			wheel.m_wheelsDampingCompression = suspensionCompression;
			wheel.m_frictionSlip = wheelFriction;
			wheel.m_rollInfluence = rollInfluence;
		}
	}

	
	setCameraDistance(26.f);

}
示例#18
0
void DynamicsSolver::initPhysics()
{
    
    m_collisionConfiguration = new btSoftBodyRigidBodyCollisionConfiguration();
    m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);

	btSoftBodyWorldInfo worldInfo;
	worldInfo.m_dispatcher = m_dispatcher;

	btVector3 worldMin(-1000,-1000,-1000);
	btVector3 worldMax(1000,1000,1000);
	
	m_broadphase = new btAxisSweep3(worldMin,worldMax, 1000);

	worldInfo.m_broadphase = m_broadphase;
	worldInfo.m_sparsesdf.Initialize();
    worldInfo.m_gravity.setValue(0,0,0);
	m_constraintSolver = new btSequentialImpulseConstraintSolver();
	m_dynamicsWorld = new btSoftRigidDynamicsWorld(m_dispatcher, m_broadphase, m_constraintSolver, m_collisionConfiguration);

	m_dynamicsWorld->getDispatchInfo().m_enableSPU = true;

	m_dynamicsWorld->setGravity(btVector3(0,-1,0));

	btCollisionShape* groundShape = new btBoxShape(btVector3(75,1,75));
	m_collisionShapes.push_back(groundShape);
	
	btTransform tr;
	tr.setIdentity();
	tr.setOrigin(btVector3(0,-5,0));
	btRigidBody* body = localCreateRigidBody(0.f,tr,groundShape);

	m_dynamicsWorld->addRigidBody(body);
	
	btCollisionShape* cubeShape = new btBoxShape(btVector3(1.f,1.f,1.f));
	m_collisionShapes.push_back(cubeShape);

	btTransform trans;
	trans.setIdentity();
	trans.setOrigin(btVector3(0.0, 15.0, 0.0));
	
	btCollisionShape* cubeShape1 = new btBoxShape(btVector3(1.f,.1f,.2f));
	m_collisionShapes.push_back(cubeShape1);
	
	btRigidBody* body0 = localCreateRigidBody(1.f, trans, cubeShape1);
	m_dynamicsWorld->addRigidBody(body0);
	/*
	btCollisionShape* cubeShape2 = new btBoxShape(btVector3(2.f,.2f,.5f));
	m_collisionShapes.push_back(cubeShape2);
	
	trans.setOrigin(btVector3(5.0, 9.0, 3.0));
	btRigidBody* clavicle = localCreateRigidBody(1.f, trans, cubeShape2);
	m_dynamicsWorld->addRigidBody(clavicle);
	
	btCollisionShape* cubeShape3 = new btBoxShape(btVector3(4.f,.2f,.5f));
	m_collisionShapes.push_back(cubeShape3);
	
	trans.setOrigin(btVector3(20.0, 9.0, 4.0));
	btRigidBody* body2 = localCreateRigidBody(1.f, trans, cubeShape3);
	m_dynamicsWorld->addRigidBody(body2);
	
	trans.setOrigin(btVector3(25.0, 9.0, 6.0));
	btRigidBody* body3 = localCreateRigidBody(1.f, trans, cubeShape3);
	m_dynamicsWorld->addRigidBody(body3);
	
	btCollisionShape* cubeShape4 = new btBoxShape(btVector3(.5f,.5f,.5f));
	m_collisionShapes.push_back(cubeShape4);
	
	trans.setOrigin(btVector3(28.0, 9.0, 12.0));
	btRigidBody* body4 = localCreateRigidBody(1.f, trans, cubeShape4);
	m_dynamicsWorld->addRigidBody(body4);
	
	btMatrix3x3 flip(1.f, 0.f, 0.f, 0.f, 0.f, -1.f, 0.f, 1.f, 0.f);
	btTransform frameInA(flip), frameInB(flip);
    
    frameInA.setOrigin(btVector3(2., 4., 0.));
    frameInB.setOrigin(btVector3(-2.5, 0., 0.));
	btGeneric6DofConstraint* d6f = new btGeneric6DofConstraint(*body0, *clavicle, frameInA, frameInB, true);
	d6f->setAngularLowerLimit(btVector3(0., -SIMD_PI/4., -SIMD_PI/4.));
    d6f->setAngularUpperLimit(btVector3(0., SIMD_PI/4., SIMD_PI/4.));	
	m_dynamicsWorld->addConstraint(d6f);
	
	frameInA.setOrigin(btVector3(2.5, 0., 0.));
    frameInB.setOrigin(btVector3(-6., 0., 0.));
	
	btGeneric6DofConstraint* d6f1 = new btGeneric6DofConstraint(*body2, *clavicle, frameInB, frameInA, true);
	d6f1->setAngularLowerLimit(btVector3(-SIMD_PI/2.3, -SIMD_PI/2.1, -SIMD_PI/22.3));
    d6f1->setAngularUpperLimit(btVector3(SIMD_PI/2.3, SIMD_PI/12.3, SIMD_PI/1.8));	
	m_dynamicsWorld->addConstraint(d6f1);
	
	frameInA.setOrigin(btVector3(6., 0., 0.));
    frameInB.setOrigin(btVector3(0., 0., 0.));
	
	btGeneric6DofConstraint* d6f2 = new btGeneric6DofConstraint(*body2, *body4, frameInA, frameInB, true);
	//d6f2->setAngularLowerLimit(btVector3(0., 0., -SIMD_PI* .75));
    //d6f2->setAngularUpperLimit(btVector3(0., 0., 0.));
    //d6f2->setAngularLowerLimit(btVector3(0., 0., 0.));
    //d6f2->setAngularUpperLimit(btVector3(0., 0., 0.));
    d6f2->setLinearLowerLimit(btVector3(-33.3, 0., 0.));
    d6f2->setLinearUpperLimit(btVector3(33.3, 0., 0.));	
	m_dynamicsWorld->addConstraint(d6f2);
	
	frameInA.setOrigin(btVector3(6., 0., 0.));
    frameInB.setOrigin(btVector3(-2., 0., 0.));
	
	btGeneric6DofConstraint* d6f3 = new btGeneric6DofConstraint(*body3, *body4, frameInA, frameInB, true);	
	m_dynamicsWorld->addConstraint(d6f3);
	
	body0->setDamping(.99f, .99f);
	clavicle->setDamping(.99f, .99f);
	body2->setDamping(.99f, .99f);
	body3->setDamping(.99f, .99f);
	body4->setDamping(.99f, .99f);
	
	btCollisionShape* scapulaShape = new btBoxShape(btVector3(1.f,1.5f,.25f));
	m_collisionShapes.push_back(scapulaShape);
	
	trans.setOrigin(btVector3(6.0, 7.0, 4.0));
	btRigidBody* scapula = localCreateRigidBody(1.f, trans, scapulaShape);
	m_dynamicsWorld->addRigidBody(scapula);
	scapula->setDamping(.99f, .99f);
	
	frameInA.setOrigin(btVector3(2.5, 0., 0.));
    frameInB.setOrigin(btVector3(1.2, 1.99, 0.5));
	
	btGeneric6DofConstraint* c2s = new btGeneric6DofConstraint(*clavicle, *scapula, frameInA, frameInB, true);
	c2s->setAngularLowerLimit(btVector3(-SIMD_PI/2.3, -SIMD_PI/2.1, -SIMD_PI/22.3));
    c2s->setAngularUpperLimit(btVector3(SIMD_PI/2.3, SIMD_PI/12.3, SIMD_PI/1.8));	
	m_dynamicsWorld->addConstraint(c2s);
	
	frameInA.setOrigin(btVector3(-1.2, 1.99, 0.));
	frameInB.setOrigin(btVector3(3., 2., -3.));
    btGeneric6DofConstraint* r2s = new btGeneric6DofConstraint(*scapula, *body0, frameInA, frameInB, true);
	r2s->setLinearLowerLimit(btVector3(-3.3, -3.1, -3.3));
    r2s->setLinearUpperLimit(btVector3(3.3, 3.3, 3.8));	
	
    
    m_dynamicsWorld->addConstraint(r2s);
    
    frameInA.setOrigin(btVector3(-1.2, -1.99, 0.));
	frameInB.setOrigin(btVector3(3., -2., -3.));
    btGeneric6DofConstraint* r2s2 = new btGeneric6DofConstraint(*scapula, *body0, frameInA, frameInB, true);
	r2s2->setLinearLowerLimit(btVector3(-3.3, -3.1, -3.3));
    r2s2->setLinearUpperLimit(btVector3(3.3, 3.3, 3.8));	
	
    
    m_dynamicsWorld->addConstraint(r2s2);
	
	*/
	
	//initRope();
}
示例#19
0
void	MultiMaterialDemo::initPhysics()
{
#define TRISIZE 50.f

    gContactAddedCallback = CustomMaterialCombinerCallback;

    // The number of triangles
    const int totalTriangles = 2*(NUM_VERTS_X-1)*(NUM_VERTS_Y-1);
    // The number of materials
    const int totalMaterials = 2;

    int vertStride = sizeof(btVector3);
    int indexStride = 3*sizeof(int);
    int materialStride = sizeof(CustomMaterial);
    int triangleMaterialStride = sizeof(int);

    gVertices = new btVector3[totalVerts];
    gIndices = new int[totalTriangles*3];
    gMaterials = new CustomMaterial[totalMaterials];
    gFaceMaterialIndices = new int[totalTriangles];

    // Explicitly set up the materials.  It's a small array so let's do it bit by bit.
    gMaterials[0].m_friction = 0;
    gMaterials[0].m_restitution = 0.9;
    gMaterials[0].foo1 = 5;
    gMaterials[0].foo2 = 7;
    gMaterials[1].m_friction = 0.9;
    gMaterials[1].m_restitution = 0.1;
    gMaterials[1].foo1 = 53;
    gMaterials[1].foo2 = 15;

    int i;
    // Set up the vertex data
    setVertexPositions(waveheight,0.f);
    int index=0;
    // Set up the face data
    for ( i=0;i<NUM_VERTS_X-1;i++)
    {
        for (int j=0;j<NUM_VERTS_Y-1;j++)
        {
            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;
        }
    }

    // Set up the face->material index data
    for(int a = 0; a < totalTriangles; a++)
    {
        // This will give the first half of the faces low friction and high restitution
        // and the second half of the faces high friction and low restitution
        if(a > totalTriangles*0.5f)
            gFaceMaterialIndices[a] = 0;
        else
            gFaceMaterialIndices[a] = 1;
    }

    // Create the array structure
    m_indexVertexArrays = new btTriangleIndexVertexMaterialArray(
        totalTriangles, gIndices, indexStride,
        totalVerts,(btScalar*) &gVertices[0].x(),vertStride,
        totalMaterials, (unsigned char *)gMaterials, sizeof(CustomMaterial),
        gFaceMaterialIndices, sizeof(int));

    bool useQuantizedAabbCompression = true;
    // Create the multimaterial mesh shape
    trimeshShape  = new btMultimaterialTriangleMeshShape((btTriangleIndexVertexMaterialArray*)m_indexVertexArrays,useQuantizedAabbCompression);
    m_collisionShapes.push_back(trimeshShape);

    btCollisionShape* groundShape = trimeshShape;

    m_collisionConfiguration = new btDefaultCollisionConfiguration();

    m_dispatcher = new	btCollisionDispatcher(m_collisionConfiguration);

    btVector3 worldMin(-1000,-1000,-1000);
    btVector3 worldMax(1000,1000,1000);
    m_broadphase = new btAxisSweep3(worldMin,worldMax);
    m_solver = new btSequentialImpulseConstraintSolver();
    m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration);

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

    btCollisionShape* colShape = new btBoxShape(btVector3(0.5f,0.5f,0.5f));
    m_collisionShapes.push_back(colShape);

    {
        for (int i=0;i<1;i++)
        {
            startTransform.setOrigin(btVector3(10,10,-20));
            btRigidBody* body = localCreateRigidBody(1, startTransform,colShape);
            body->setCollisionFlags(body->getCollisionFlags()  | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK);
            body->setFriction(0.9f);
            body->setGravity(btVector3(0,-20.f,0));
            body->applyCentralImpulse(btVector3(-7.7f,0,0));
        }
    }

    startTransform.setIdentity();
    staticBody = localCreateRigidBody(mass, startTransform,groundShape);

    staticBody->setCollisionFlags(staticBody->getCollisionFlags() | btCollisionObject::CF_STATIC_OBJECT);

    //enable custom material callback
    staticBody->setCollisionFlags(staticBody->getCollisionFlags()  | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK);
}
示例#20
0
void Hinge2Vehicle::initPhysics()
{
	m_guiHelper->setUpAxis(1);


	btCollisionShape* groundShape = new btBoxShape(btVector3(50,3,50));
	m_collisionShapes.push_back(groundShape);
	m_collisionConfiguration = new btDefaultCollisionConfiguration();
	m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
	btVector3 worldMin(-1000,-1000,-1000);
	btVector3 worldMax(1000,1000,1000);
	m_broadphase = new btAxisSweep3(worldMin,worldMax);
	if (useMCLPSolver)
	{
		btDantzigSolver* mlcp = new btDantzigSolver();
		//btSolveProjectedGaussSeidel* mlcp = new btSolveProjectedGaussSeidel;
		btMLCPSolver* sol = new btMLCPSolver(mlcp);
		m_solver = sol;
	} else
	{
		m_solver = new btSequentialImpulseConstraintSolver();
	}
	m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
	if (useMCLPSolver)
	{
		m_dynamicsWorld ->getSolverInfo().m_minimumSolverBatchSize = 1;//for direct solver it is better to have a small A matrix
	} else
	{
		m_dynamicsWorld ->getSolverInfo().m_minimumSolverBatchSize = 128;//for direct solver, it is better to solve multiple objects together, small batches have high overhead
	}
	m_dynamicsWorld->getSolverInfo().m_numIterations = 100;
	m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
	

	//m_dynamicsWorld->setGravity(btVector3(0,0,0));
btTransform tr;
tr.setIdentity();
tr.setOrigin(btVector3(0,-3,0));

//either use heightfield or triangle mesh


	//create ground object
	localCreateRigidBody(0,tr,groundShape);

	btCollisionShape* chassisShape = new btBoxShape(btVector3(1.f,0.5f,2.f));
	m_collisionShapes.push_back(chassisShape);

	btCompoundShape* compound = new btCompoundShape();
	m_collisionShapes.push_back(compound);
	btTransform localTrans;
	localTrans.setIdentity();
	//localTrans effectively shifts the center of mass with respect to the chassis
	localTrans.setOrigin(btVector3(0,1,0));

	compound->addChildShape(localTrans,chassisShape);

	{
		btCollisionShape* suppShape = new btBoxShape(btVector3(0.5f,0.1f,0.5f));
		btTransform suppLocalTrans;
		suppLocalTrans.setIdentity();
		//localTrans effectively shifts the center of mass with respect to the chassis
		suppLocalTrans.setOrigin(btVector3(0,1.0,2.5));
		compound->addChildShape(suppLocalTrans, suppShape);
	}

	tr.setOrigin(btVector3(0,0.f,0));

	btScalar chassisMass = 800;
	m_carChassis = localCreateRigidBody(chassisMass,tr,compound);//chassisShape);
	//m_carChassis->setDamping(0.2,0.2);
	
	//m_wheelShape = new btCylinderShapeX(btVector3(wheelWidth,wheelRadius,wheelRadius));
	m_wheelShape = new btCylinderShapeX(btVector3(wheelWidth,wheelRadius,wheelRadius));
	

	//const float position[4]={0,10,10,0};
	//const float quaternion[4]={0,0,0,1};
	//const float color[4]={0,1,0,1};
	//const float scaling[4] = {1,1,1,1};

	btVector3 wheelPos[4] = {
		btVector3(btScalar(-1.), btScalar(-0.25), btScalar(1.25)),
		btVector3(btScalar(1.), btScalar(-0.25), btScalar(1.25)),
		btVector3(btScalar(1.), btScalar(-0.25), btScalar(-1.25)),
		btVector3(btScalar(-1.), btScalar(-0.25), btScalar(-1.25))
	};

	
	for (int i=0;i<4;i++)
	{ 
		// create a Hinge2 joint
		// create two rigid bodies
		// static bodyA (parent) on top:
		
		
		btRigidBody* pBodyA = this->m_carChassis;//m_chassis;//createRigidBody( 0.0, tr, m_wheelShape);
		pBodyA->setActivationState(DISABLE_DEACTIVATION);
		// dynamic bodyB (child) below it :
		btTransform tr;
		tr.setIdentity();
		tr.setOrigin(wheelPos[i]);
		
		btRigidBody* pBodyB = createRigidBody(10.0, tr, m_wheelShape);
		pBodyB->setFriction(1110);
		pBodyB->setActivationState(DISABLE_DEACTIVATION);
		// add some data to build constraint frames
		btVector3 parentAxis(0.f, 1.f, 0.f); 
		btVector3 childAxis(1.f, 0.f, 0.f); 
		btVector3 anchor = tr.getOrigin();//(0.f, 0.f, 0.f);
		btHinge2Constraint* pHinge2 = new btHinge2Constraint(*pBodyA, *pBodyB, anchor, parentAxis, childAxis);
		
		//m_guiHelper->get2dCanvasInterface();
		

		pHinge2->setLowerLimit(-SIMD_HALF_PI * 0.5f);
		pHinge2->setUpperLimit( SIMD_HALF_PI * 0.5f);
		// add constraint to world
		m_dynamicsWorld->addConstraint(pHinge2, true);
		// draw constraint frames and limits for debugging
		{
			int motorAxis = 3;
			pHinge2->enableMotor(motorAxis,true);
			pHinge2->setMaxMotorForce(motorAxis,1000);
			pHinge2->setTargetVelocity(motorAxis,-1);
		}

		{
			int motorAxis = 5;
			pHinge2->enableMotor(motorAxis,true);
			pHinge2->setMaxMotorForce(motorAxis,1000);
			pHinge2->setTargetVelocity(motorAxis,0);
		}

		pHinge2->setDbgDrawSize(btScalar(5.f));
	}


	{
		btCollisionShape* liftShape = new btBoxShape(btVector3(0.5f,2.0f,0.05f));
		m_collisionShapes.push_back(liftShape);
		btTransform liftTrans;
		m_liftStartPos = btVector3(0.0f, 2.5f, 3.05f);
		liftTrans.setIdentity();
		liftTrans.setOrigin(m_liftStartPos);
		m_liftBody = localCreateRigidBody(10,liftTrans, liftShape);

		btTransform localA, localB;
		localA.setIdentity();
		localB.setIdentity();
		localA.getBasis().setEulerZYX(0, M_PI_2, 0);
		localA.setOrigin(btVector3(0.0, 1.0, 3.05));
		localB.getBasis().setEulerZYX(0, M_PI_2, 0);
		localB.setOrigin(btVector3(0.0, -1.5, -0.05));
		m_liftHinge = new btHingeConstraint(*m_carChassis,*m_liftBody, localA, localB);
//		m_liftHinge->setLimit(-LIFT_EPS, LIFT_EPS);
		m_liftHinge->setLimit(0.0f, 0.0f);
		m_dynamicsWorld->addConstraint(m_liftHinge, true);

		btCollisionShape* forkShapeA = new btBoxShape(btVector3(1.0f,0.1f,0.1f));
		m_collisionShapes.push_back(forkShapeA);
		btCompoundShape* forkCompound = new btCompoundShape();
		m_collisionShapes.push_back(forkCompound);
		btTransform forkLocalTrans;
		forkLocalTrans.setIdentity();
		forkCompound->addChildShape(forkLocalTrans, forkShapeA);

		btCollisionShape* forkShapeB = new btBoxShape(btVector3(0.1f,0.02f,0.6f));
		m_collisionShapes.push_back(forkShapeB);
		forkLocalTrans.setIdentity();
		forkLocalTrans.setOrigin(btVector3(-0.9f, -0.08f, 0.7f));
		forkCompound->addChildShape(forkLocalTrans, forkShapeB);

		btCollisionShape* forkShapeC = new btBoxShape(btVector3(0.1f,0.02f,0.6f));
		m_collisionShapes.push_back(forkShapeC);
		forkLocalTrans.setIdentity();
		forkLocalTrans.setOrigin(btVector3(0.9f, -0.08f, 0.7f));
		forkCompound->addChildShape(forkLocalTrans, forkShapeC);

		btTransform forkTrans;
		m_forkStartPos = btVector3(0.0f, 0.6f, 3.2f);
		forkTrans.setIdentity();
		forkTrans.setOrigin(m_forkStartPos);
		m_forkBody = localCreateRigidBody(5, forkTrans, forkCompound);

		localA.setIdentity();
		localB.setIdentity();
		localA.getBasis().setEulerZYX(0, 0, M_PI_2);
		localA.setOrigin(btVector3(0.0f, -1.9f, 0.05f));
		localB.getBasis().setEulerZYX(0, 0, M_PI_2);
		localB.setOrigin(btVector3(0.0, 0.0, -0.1));
		m_forkSlider = new btSliderConstraint(*m_liftBody, *m_forkBody, localA, localB, true);
		m_forkSlider->setLowerLinLimit(0.1f);
		m_forkSlider->setUpperLinLimit(0.1f);
//		m_forkSlider->setLowerAngLimit(-LIFT_EPS);
//		m_forkSlider->setUpperAngLimit(LIFT_EPS);
		m_forkSlider->setLowerAngLimit(0.0f);
		m_forkSlider->setUpperAngLimit(0.0f);
		m_dynamicsWorld->addConstraint(m_forkSlider, true);


		btCompoundShape* loadCompound = new btCompoundShape();
		m_collisionShapes.push_back(loadCompound);
		btCollisionShape* loadShapeA = new btBoxShape(btVector3(2.0f,0.5f,0.5f));
		m_collisionShapes.push_back(loadShapeA);
		btTransform loadTrans;
		loadTrans.setIdentity();
		loadCompound->addChildShape(loadTrans, loadShapeA);
		btCollisionShape* loadShapeB = new btBoxShape(btVector3(0.1f,1.0f,1.0f));
		m_collisionShapes.push_back(loadShapeB);
		loadTrans.setIdentity();
		loadTrans.setOrigin(btVector3(2.1f, 0.0f, 0.0f));
		loadCompound->addChildShape(loadTrans, loadShapeB);
		btCollisionShape* loadShapeC = new btBoxShape(btVector3(0.1f,1.0f,1.0f));
		m_collisionShapes.push_back(loadShapeC);
		loadTrans.setIdentity();
		loadTrans.setOrigin(btVector3(-2.1f, 0.0f, 0.0f));
		loadCompound->addChildShape(loadTrans, loadShapeC);
		loadTrans.setIdentity();
		m_loadStartPos = btVector3(0.0f, 3.5f, 7.0f);
		loadTrans.setOrigin(m_loadStartPos);
		m_loadBody  = localCreateRigidBody(loadMass, loadTrans, loadCompound);
	}



	
	resetForklift();
	
//	setCameraDistance(26.f);

	m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
}
示例#21
0
World::World():
	dynamicsWorld(0),
	collisionShapes(),
	overlappingPairCache(0),
	dispatcher(0),
	constraintSolver(0),
	collisionConfiguration(0),
	indexVertexArrays(0),
	vertices(0),
	clock(),
	groundTexture(0),

	screenAspect(1.f),
	cameraHeight(4.f),
	minCameraDistance(3.f),
	maxCameraDistance(10.f),
	cameraPosition(-100.f, 30.f, 100.f),

	cameraType(CT_3RD),
	idle(false)

{
	shapeDrawer = new GL_ShapeDrawer();
	shapeDrawer->enableTexture(true);

	btCollisionShape* groundShape = new btBoxShape(btVector3(50,3,50));
	collisionShapes.push_back(groundShape);
	collisionConfiguration = new btDefaultCollisionConfiguration();
	dispatcher = new btCollisionDispatcher(collisionConfiguration);
	btVector3 worldMin(-1000,-1000,-1000);
	btVector3 worldMax(1000,1000,1000);
	overlappingPairCache = new btAxisSweep3(worldMin,worldMax);
	constraintSolver = new btSequentialImpulseConstraintSolver();

	dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher, overlappingPairCache, constraintSolver, collisionConfiguration);
	dynamicsWorld->setGravity(btVector3(0,-10,0));

	btTransform tr;
	tr.setIdentity();

	//triangle mesh
	int i;

	const float TRIANGLE_SIZE=20.f;

	//create a triangle-mesh ground
	int vertStride = sizeof(btVector3);
	int indexStride = 3*sizeof(int);

	const int NUVERTS_X = 21;
	const int NUVERTS_Y = 21;
	const int totalVerts = NUVERTS_X*NUVERTS_Y;
	
	const int totalTriangles = 2*(NUVERTS_X-1)*(NUVERTS_Y-1);

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

	
	//build terrain mesh
	for ( i=0;i<NUVERTS_X;i++)
	{
		for (int j=0;j<NUVERTS_Y;j++)
		{
			float wl = .2f;
			//height set to zero, but can also use curved landscape, just uncomment out the code
			float height = 20.f*sinf(float(i)*wl)*cosf(float(j)*wl);
			vertices[i+j*NUVERTS_X].setValue(
				(i-NUVERTS_X*0.5f)*TRIANGLE_SIZE,
				height,
				(j-NUVERTS_Y*0.5f)*TRIANGLE_SIZE);

		}
	}

	int index=0;
	for ( i=0;i<NUVERTS_X-1;i++)
	{
		for (int j=0;j<NUVERTS_Y-1;j++)
		{
			gIndices[index++] = j*NUVERTS_X+i;
			gIndices[index++] = j*NUVERTS_X+i+1;
			gIndices[index++] = (j+1)*NUVERTS_X+i+1;

			gIndices[index++] = j*NUVERTS_X+i;
			gIndices[index++] = (j+1)*NUVERTS_X+i+1;
			gIndices[index++] = (j+1)*NUVERTS_X+i;
		}
	}
	
	indexVertexArrays = new btTriangleIndexVertexArray(totalTriangles,
		gIndices,
		indexStride,
		totalVerts,(btScalar*) &vertices[0].x(),vertStride);

	bool useQuantizedAabbCompression = true;
	groundShape = new btBvhTriangleMeshShape(indexVertexArrays,useQuantizedAabbCompression);
	
	tr.setOrigin(btVector3(0,-4.5f,0));

	collisionShapes.push_back(groundShape);

	//create ground object
	groundRigidBody = CreateRigidBody(0,tr,groundShape);
	dynamicsWorld->addRigidBody(groundRigidBody);

	float wallLength = (NUVERTS_X-1)*TRIANGLE_SIZE;
	float wallHeight = 40.f;
	float wallWidth = 5.f;

	btCollisionShape* wall = new btBoxShape(btVector3(wallLength/2, wallHeight/2, wallWidth/2));
	collisionShapes.push_back(wall);
	tr.setOrigin(btVector3(-TRIANGLE_SIZE/2.f, 0.f, wallLength/2-wallWidth/2-TRIANGLE_SIZE/2));
	dynamicsWorld->addRigidBody(CreateRigidBody(0.f, tr, wall));

	wall = new btBoxShape(btVector3(wallLength/2, wallHeight/2, wallWidth/2));
	collisionShapes.push_back(wall);
	tr.setOrigin(btVector3(-TRIANGLE_SIZE/2.f, 0.f, -wallLength/2-wallWidth/2-TRIANGLE_SIZE/2));
	dynamicsWorld->addRigidBody(CreateRigidBody(0.f, tr, wall));

	wall = new btBoxShape(btVector3(wallWidth/2, wallHeight/2, wallLength/2));
	collisionShapes.push_back(wall);
	tr.setOrigin(btVector3(wallLength/2-wallWidth/2-TRIANGLE_SIZE/2, 0.f, -TRIANGLE_SIZE/2.f));
	dynamicsWorld->addRigidBody(CreateRigidBody(0.f, tr, wall));

	wall = new btBoxShape(btVector3(wallWidth/2, wallHeight/2, wallLength/2));
	collisionShapes.push_back(wall);
	tr.setOrigin(btVector3(-wallLength/2-wallWidth/2-TRIANGLE_SIZE/2, 0.f, -TRIANGLE_SIZE/2.f));
	dynamicsWorld->addRigidBody(CreateRigidBody(0.f, tr, wall));

	//create vehicle
	vehicle = new Vehicle(dynamicsWorld);
	
	cameraDistance = 26.f;
}
示例#22
0
void SliderConstraintDemo::initPhysics()
{
    setTexturing(true);
    setShadows(true);

    setCameraDistance(26.f);

    // init world
    m_collisionConfiguration = new btDefaultCollisionConfiguration();
    m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
    btVector3 worldMin(-1000,-1000,-1000);
    btVector3 worldMax(1000,1000,1000);
    m_overlappingPairCache = new btAxisSweep3(worldMin,worldMax);

#if SLIDER_DEMO_USE_ODE_SOLVER
    m_constraintSolver = new btOdeQuickstepConstraintSolver();
#else
    m_constraintSolver = new btSequentialImpulseConstraintSolver();
#endif

    btDiscreteDynamicsWorld* wp = new btDiscreteDynamicsWorld(m_dispatcher,m_overlappingPairCache,m_constraintSolver,m_collisionConfiguration);
    //	wp->getSolverInfo().m_numIterations = 20; // default is 10
    m_dynamicsWorld = wp;

    // add floor
    //btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0,1,0),50);
    btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(50.),btScalar(50.),btScalar(50.)));
    m_collisionShapes.push_back(groundShape);
    btTransform groundTransform;
    groundTransform.setIdentity();
    groundTransform.setOrigin(btVector3(0,-56,0));
    btRigidBody* groundBody = localCreateRigidBody(0, groundTransform, groundShape);

    // add box shape (will be reused for all bodies)
    btCollisionShape* shape = new btBoxShape(btVector3(CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS));
    m_collisionShapes.push_back(shape);
    // mass of dymamic bodies
    btScalar mass = btScalar(1.);

    // add dynamic rigid body A1
    btTransform trans;
    trans.setIdentity();
    btVector3 worldPos(0,0,0);
    trans.setOrigin(worldPos);
    btRigidBody* pRbA1 = localCreateRigidBody(mass, trans, shape);
    pRbA1->setActivationState(DISABLE_DEACTIVATION);

    // add dynamic rigid body B1
    worldPos.setValue(-10,0,0);
    trans.setOrigin(worldPos);
    btRigidBody* pRbB1 = localCreateRigidBody(mass, trans, shape);
    pRbB1->setActivationState(DISABLE_DEACTIVATION);

    // create slider constraint between A1 and B1 and add it to world
    btTransform frameInA, frameInB;
    frameInA = btTransform::getIdentity();
    frameInB = btTransform::getIdentity();

#if SLIDER_DEMO_USE_6DOF
    spSlider1 = new btGeneric6DofConstraint(*pRbA1, *pRbB1, frameInA, frameInB, true);
    btVector3 lowerSliderLimit = btVector3(-20,0,0);
    btVector3 hiSliderLimit = btVector3(-10,0,0);
//	btVector3 lowerSliderLimit = btVector3(-20,-5,-5);
//	btVector3 hiSliderLimit = btVector3(-10,5,5);
    spSlider1->setLinearLowerLimit(lowerSliderLimit);
    spSlider1->setLinearUpperLimit(hiSliderLimit);
    spSlider1->setAngularLowerLimit(btVector3(0,0,0));
    spSlider1->setAngularUpperLimit(btVector3(0,0,0));
#else
    spSlider1 = new btSliderConstraint(*pRbA1, *pRbB1, frameInA, frameInB, true);
    spSlider1->setLowerLinLimit(-15.0F);
    spSlider1->setUpperLinLimit(-5.0F);
//	spSlider1->setLowerLinLimit(-10.0F);
//	spSlider1->setUpperLinLimit(-10.0F);
    spSlider1->setLowerAngLimit(-SIMD_PI / 3.0F);
    spSlider1->setUpperAngLimit( SIMD_PI / 3.0F);
#endif

    m_dynamicsWorld->addConstraint(spSlider1, true);

    // add kinematic rigid body A2
    worldPos.setValue(0,2,0);
    trans.setOrigin(worldPos);
    btRigidBody* pRbA2 = localCreateRigidBody(0, trans, shape);
    pRbA2->setActivationState(DISABLE_DEACTIVATION);

    // add dynamic rigid body B2
    worldPos.setValue(-10,2,0);
    trans.setOrigin(worldPos);
    btRigidBody* pRbB2 = localCreateRigidBody(mass, trans, shape);
    pRbB2->setActivationState(DISABLE_DEACTIVATION);

    // create slider constraint between A2 and B2 and add it to world
#if SLIDER_DEMO_USE_6DOF
    spSlider2 = new btGeneric6DofConstraint(*pRbA2, *pRbB2, frameInA, frameInB, true);
    spSlider2->setLinearLowerLimit(lowerSliderLimit);
    spSlider2->setLinearUpperLimit(hiSliderLimit);
    spSlider2->setAngularLowerLimit(btVector3(0,0,0));
    spSlider2->setAngularUpperLimit(btVector3(0,0,0));
#else
    spSlider2 = new btSliderConstraint(*pRbA2, *pRbB2, frameInA, frameInB, true);
    spSlider2->setLowerLinLimit(-25.0F);
    spSlider2->setUpperLinLimit(-5.0F);
    spSlider2->setLowerAngLimit(SIMD_PI / 2.0F);
    spSlider2->setUpperAngLimit(-SIMD_PI / 2.0F);
    // add motors
    spSlider2->setPoweredLinMotor(true);
    spSlider2->setMaxLinMotorForce(0.1);
    spSlider2->setTargetLinMotorVelocity(5.0);

    spSlider2->setPoweredAngMotor(true);
//	spSlider2->setMaxAngMotorForce(0.01);
    spSlider2->setMaxAngMotorForce(10.0);
    spSlider2->setTargetAngMotorVelocity(1.0);

    // change default damping and restitution

    spSlider2->setDampingDirLin(0.005F);
    spSlider2->setRestitutionLimLin(1.1F);

    // various ODE tests
//	spSlider2->setDampingLimLin(0.1F); // linear bounce factor for ODE == 1.0 - DampingLimLin;
//	spSlider2->setDampingLimAng(0.1F); // angular bounce factor for ODE == 1.0 - DampingLimAng;
//	spSlider2->setSoftnessOrthoAng(0.1);
//	spSlider2->setSoftnessOrthoLin(0.1);
//	spSlider2->setSoftnessLimLin(0.1);
//	spSlider2->setSoftnessLimAng(0.1);
#endif
    m_dynamicsWorld->addConstraint(spSlider2, true);


} // SliderConstraintDemo::initPhysics()
示例#23
0
void	ConcaveDemo::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);

	int index=0;
	for ( i=0;i<NUM_VERTS_X-1;i++)
	{
		for (int j=0;j<NUM_VERTS_Y-1;j++)
		{
			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;
		}
	}

	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)

#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);

	int maxSerializeBufferSize = 1024*1024*5;
	btDefaultSerializer*	serializer = new btDefaultSerializer(maxSerializeBufferSize);
	//serializer->setSerializationFlags(BT_SERIALIZE_NO_BVH);//	or BT_SERIALIZE_NO_TRIANGLEINFOMAP
	serializer->startSerialization();
	//registering a name is optional, it allows you to retrieve the shape by name
	//serializer->registerNameForPointer(trimeshShape,"mymesh");
#ifdef SERIALIZE_SHAPE
	trimeshShape->serializeSingleShape(serializer);
#else
	trimeshShape->serializeSingleBvh(serializer);
#endif
	serializer->finishSerialization();
	FILE* f2 = fopen("myShape.bullet","wb");
	fwrite(serializer->getBufferPointer(),serializer->getCurrentBufferSize(),1,f2);
	fclose(f2);

#else
	btBulletWorldImporter import(0);//don't store info into the world
	if (import.loadFile("myShape.bullet"))
	{
		int numBvh = import.getNumBvhs();
		if (numBvh)
		{
			btOptimizedBvh* bvh = import.getBvhByIndex(0);
			btVector3 aabbMin(-1000,-1000,-1000),aabbMax(1000,1000,1000);
	
			trimeshShape  = new btBvhTriangleMeshShape(m_indexVertexArrays,useQuantizedAabbCompression,aabbMin,aabbMax,false);
			trimeshShape->setOptimizedBvh(bvh);
			//trimeshShape  = new btBvhTriangleMeshShape(m_indexVertexArrays,useQuantizedAabbCompression,aabbMin,aabbMax);
			//trimeshShape->setOptimizedBvh(bvh);
	
		}
		int numShape = import.getNumCollisionShapes();
		if (numShape)
		{
			trimeshShape = (btBvhTriangleMeshShape*)import.getCollisionShapeByIndex(0);
			
			//if you know the name, you can also try to get the shape by name:
			const char* meshName = import.getNameForPointer(trimeshShape);
			if (meshName)
				trimeshShape = (btBvhTriangleMeshShape*)import.getCollisionShapeByName(meshName);
			
		}
	}


#endif

	btCollisionShape* groundShape = trimeshShape;
	
#else
	btCollisionShape* groundShape = new btBoxShape(btVector3(50,3,50));
	m_collisionShapes.push_back(groundShape);

#endif //USE_TRIMESH_SHAPE

	m_collisionConfiguration = new btDefaultCollisionConfiguration();

#ifdef USE_PARALLEL_DISPATCHER

#ifdef USE_WIN32_THREADING

	int maxNumOutstandingTasks = 4;//number of maximum outstanding tasks
	Win32ThreadSupport* threadSupport = new Win32ThreadSupport(Win32ThreadSupport::Win32ThreadConstructionInfo(
								"collision",
								processCollisionTask,
								createCollisionLocalStoreMemory,
								maxNumOutstandingTasks));
#else
///@todo show other platform threading
///Playstation 3 SPU (SPURS)  version is available through PS3 Devnet
///Libspe2 SPU support will be available soon
///pthreads version
///you can hook it up to your custom task scheduler by deriving from btThreadSupportInterface
#endif

	m_dispatcher = new	SpuGatheringCollisionDispatcher(threadSupport,maxNumOutstandingTasks,m_collisionConfiguration);
#else
	m_dispatcher = new	btCollisionDispatcher(m_collisionConfiguration);
#endif//USE_PARALLEL_DISPATCHER


	btVector3 worldMin(-1000,-1000,-1000);
	btVector3 worldMax(1000,1000,1000);
	m_broadphase = new btAxisSweep3(worldMin,worldMax);
	m_solver = new btSequentialImpulseConstraintSolver();
	m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
#ifdef USE_PARALLEL_DISPATCHER
	m_dynamicsWorld->getDispatchInfo().m_enableSPU=true;
#endif //USE_PARALLEL_DISPATCHER
	
	float mass = 0.f;
	btTransform	startTransform;
	startTransform.setIdentity();
	startTransform.setOrigin(btVector3(0,-2,0));

#ifdef USE_BOX_SHAPE
	btCollisionShape* colShape = new btBoxShape(btVector3(1,1,1));
#else
	
	btCompoundShape* colShape = new btCompoundShape;
	btCollisionShape* cylinderShape = new btCylinderShapeX(btVector3(4,1,1));
	btCollisionShape* boxShape = new btBoxShape(btVector3(4,1,1));
	btTransform localTransform;
	localTransform.setIdentity();
	colShape->addChildShape(localTransform,boxShape);
	btQuaternion orn(SIMD_HALF_PI,0,0);
	localTransform.setRotation(orn);
	colShape->addChildShape(localTransform,cylinderShape);
	
#endif //USE_BOX_SHAPE


	m_collisionShapes.push_back(colShape);

	{
		for (int i=0;i<10;i++)
		{
			startTransform.setOrigin(btVector3(2,10+i*2,1));
			localCreateRigidBody(1, startTransform,colShape);
		}
	}

	startTransform.setIdentity();
	staticBody = localCreateRigidBody(mass, startTransform,groundShape);

	staticBody->setCollisionFlags(staticBody->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);//STATIC_OBJECT);

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


	
	
}
示例#24
0
void	ConcaveConvexcastDemo::initPhysics()
{
	#define TRISIZE 10.f

	setCameraDistance(100.f);
   

	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);

	int index=0;
	for ( i=0;i<NUM_VERTS_X-1;i++)
	{
		for (int j=0;j<NUM_VERTS_Y-1;j++)
		{
			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;
		}
	}

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

	bool useQuantizedAabbCompression = true;

	trimeshShape  = new btBvhTriangleMeshShape(m_indexVertexArrays,useQuantizedAabbCompression);

	m_collisionShapes.push_back(trimeshShape);

	btCollisionShape* groundShape = trimeshShape;
	

	m_collisionConfiguration = new btDefaultCollisionConfiguration();

	m_dispatcher = new	btCollisionDispatcher(m_collisionConfiguration);

	btVector3 worldMin(-1000,-1000,-1000);
	btVector3 worldMax(1000,1000,1000);
	m_broadphase = new btAxisSweep3(worldMin,worldMax);
	m_solver = new btSequentialImpulseConstraintSolver();
	m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
	
	float mass = 0.f;
	btTransform	startTransform;
	startTransform.setIdentity();
	startTransform.setOrigin(btVector3(0,-2,0));

	btCollisionShape* colShape = new btBoxShape(btVector3(1,1,1));
	m_collisionShapes.push_back(colShape);

	{
		for (int j=0;j<NUM_DYNAMIC_BOXES_X;j++)
		for (int i=0;i<NUM_DYNAMIC_BOXES_Y;i++)
		{
			//btCollisionShape* colShape = new btCapsuleShape(0.5,2.0);//boxShape = new btSphereShape(1.f);
			startTransform.setOrigin(btVector3(5*(i-NUM_DYNAMIC_BOXES_X/2),10,5*(j-NUM_DYNAMIC_BOXES_Y/2)));
			localCreateRigidBody(1, startTransform,colShape);
		}
	}

	startTransform.setIdentity();
	//startTransform = btTransform(btQuaternion (btVector3(1,1,1), 1.5));
	staticBody = localCreateRigidBody(mass, startTransform,groundShape);

	staticBody->setCollisionFlags(staticBody->getCollisionFlags() | btCollisionObject::CF_STATIC_OBJECT);

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

	convexcastBatch = btConvexcastBatch (40.0, 0.0, -10.0,80.0);
	//convexcastBatch = btConvexcastBatch (true, 40.0, -50.0, 50.0);
}
示例#25
0
void BtPhysics::run() {
  btVector3 worldMin(-1000,-1000,-1000);
  btVector3 worldMax(1000,1000,1000);
  m_broadphase = new btAxisSweep3(worldMin,worldMax); //TODO: get bounds from world information
  m_collision_config = new btDefaultCollisionConfiguration;
  m_dispatcher = new btCollisionDispatcher(m_collision_config);
  m_solver = new btSequentialImpulseConstraintSolver;
  m_world = new btDiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_solver, m_collision_config);
  m_world->setGravity(btVector3(0, 0, -9.8));
  m_gpcallback = new btGhostPairCallback();
  m_broadphase->getOverlappingPairCache()->setInternalGhostPairCallback(m_gpcallback);

  {
    boost::mutex::scoped_lock lock(m_status_mutex);
    m_running = true;
  }
  m_status_cond.notify_all();

  while(!m_finish) {
    boost::system_time t = boost::get_system_time();
    t += boost::posix_time::millisec(1000/30);

    ServerMsg* msg;
    while(m_msg_queue.try_pop(msg))
      parseMessage(msg);

    updateCharacterObjects();
    m_world->stepSimulation(1.f/30.f, 1, 1.f/30.f);

    LocalServer::ClientTransList ct;
    ct.reserve(m_characters.size());
    for(auto i = m_characters.begin(); i != m_characters.end(); ++i) {
      float *mat = new float[16];
      i->second->m_object->getWorldTransform().getOpenGLMatrix(mat);
      ct.push_back(std::make_pair(i->first, mat));
    }
    m_server->runTickCallbacks();
    m_server->pushClientTransforms(ct);

    boost::this_thread::sleep(t);
  }

  for(auto i = m_characters.begin(); i != m_characters.end(); ++i) {
    CharacterObject *character = i->second;
    m_world->removeAction(character->m_controller);
    m_world->removeCollisionObject(character->m_object);
    delete character->m_controller;
    delete character->m_object;
    delete character->m_collision;
    delete character;
  }
  for(auto i = m_objects.begin(); i != m_objects.end(); ++i) {
    PhysicsObject *object = i->second;
    m_world->removeRigidBody(object->m_body);
    delete object->m_body->getMotionState();
    delete object->m_body;
    delete object->m_collision;
    delete object;
  }

  delete m_world;
  delete m_solver;
  delete m_dispatcher;
  delete m_collision_config;
  delete m_broadphase;
  delete m_gpcallback;

  {
    boost::mutex::scoped_lock lock(m_status_mutex);
    m_running = false;
  }
  m_status_cond.notify_all();
}
示例#26
0
bool BtWorld::initWorld( bool isServer, ProcessList *processList )
{
   // Collision configuration contains default setup for memory, collision setup.
   //.logicking >> - soft body support
   //mCollisionConfiguration = new btDefaultCollisionConfiguration();
   mCollisionConfiguration = new btSoftBodyRigidBodyCollisionConfiguration();
   //.logicking <<

   // TODO: There is something wrong with multithreading
   // and compound convex shapes... so disable it for now.
   static const U32 smMaxThreads = 1;

   // Different initialization with threading enabled.
   if ( smMaxThreads > 1 )
   {
	   
	   // TODO: ifdef assumes smMaxThread is always one at this point. MACOSX support to be decided
#ifdef WIN32
      mThreadSupportCollision = new Win32ThreadSupport( 
         Win32ThreadSupport::Win32ThreadConstructionInfo(   isServer ? "bt_servercol" : "bt_clientcol",
								                                    processCollisionTask,
								                                    createCollisionLocalStoreMemory,
								                                    smMaxThreads ) );
      
      mDispatcher = new	SpuGatheringCollisionDispatcher( mThreadSupportCollision,
                                                         smMaxThreads,
                                                         mCollisionConfiguration );
#endif // WIN32
   }
   else
   {
      mThreadSupportCollision = NULL;
      mDispatcher = new	btCollisionDispatcher( mCollisionConfiguration );
   }
  
   btVector3 worldMin( -2000, -2000, -1000 );
   btVector3 worldMax( 2000, 2000, 1000 );
   btAxisSweep3 *sweepBP = new btAxisSweep3( worldMin, worldMax );
   mBroadphase = sweepBP;
   sweepBP->getOverlappingPairCache()->setInternalGhostPairCallback( new btGhostPairCallback() );

   // The default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded).
   mSolver = new btSequentialImpulseConstraintSolver;

   //.logicking >>
   mDynamicsWorld = new btSoftRigidDynamicsWorld(mDispatcher,mBroadphase,mSolver,mCollisionConfiguration);
   mSoftBodyWorldInfo.m_broadphase = mBroadphase;
   mSoftBodyWorldInfo.m_dispatcher = mDispatcher;
   mSoftBodyWorldInfo.m_gravity = btCast<btVector3>( mGravity );
   mSoftBodyWorldInfo.m_sparsesdf.Initialize();


   //mDynamicsWorld = new btDiscreteDynamicsWorld( mDispatcher, mBroadphase, mSolver, mCollisionConfiguration );
   //.logicking <<
   if ( !mDynamicsWorld )
   {
      Con::errorf( "BtWorld - %s failed to create dynamics world!", isServer ? "Server" : "Client" );
      return false;
   }

   // Removing the randomization in the solver is required
   // to make the simulation deterministic.
   mDynamicsWorld->getSolverInfo().m_solverMode &= ~SOLVER_RANDMIZE_ORDER;

   mDynamicsWorld->setGravity( btCast<btVector3>( mGravity ) );

   AssertFatal( processList, "BtWorld::init() - We need a process list to create the world!" );
   mProcessList = processList;
   mProcessList->preTickSignal().notify( this, &BtWorld::getPhysicsResults );
   mProcessList->postTickSignal().notify( this, &BtWorld::tickPhysics, 1000.0f );

   return true;
}
示例#27
0
void ForkLiftDemo::initPhysics()
{

	
	
	int upAxis = 1;	

	m_guiHelper->setUpAxis(upAxis);

	btVector3 groundExtents(50,50,50);
	groundExtents[upAxis]=3;
	btCollisionShape* groundShape = new btBoxShape(groundExtents);
	m_collisionShapes.push_back(groundShape);
	m_collisionConfiguration = new btDefaultCollisionConfiguration();
	m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
	btVector3 worldMin(-1000,-1000,-1000);
	btVector3 worldMax(1000,1000,1000);
	m_overlappingPairCache = new btAxisSweep3(worldMin,worldMax);
	if (useMCLPSolver)
	{
		btDantzigSolver* mlcp = new btDantzigSolver();
		//btSolveProjectedGaussSeidel* mlcp = new btSolveProjectedGaussSeidel;
		btMLCPSolver* sol = new btMLCPSolver(mlcp);
		m_constraintSolver = sol;
	} else
	{
		m_constraintSolver = new btSequentialImpulseConstraintSolver();
	}
	m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_overlappingPairCache,m_constraintSolver,m_collisionConfiguration);
	if (useMCLPSolver)
	{
		m_dynamicsWorld ->getSolverInfo().m_minimumSolverBatchSize = 1;//for direct solver it is better to have a small A matrix
	} else
	{
		m_dynamicsWorld ->getSolverInfo().m_minimumSolverBatchSize = 128;//for direct solver, it is better to solve multiple objects together, small batches have high overhead
	}
	m_dynamicsWorld->getSolverInfo().m_globalCfm = 0.00001;

	m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
	

	//m_dynamicsWorld->setGravity(btVector3(0,0,0));
btTransform tr;
tr.setIdentity();
tr.setOrigin(btVector3(0,-3,0));

//either use heightfield or triangle mesh


	//create ground object
	localCreateRigidBody(0,tr,groundShape);

	btCollisionShape* chassisShape = new btBoxShape(btVector3(1.f,0.5f,2.f));
	m_collisionShapes.push_back(chassisShape);

	btCompoundShape* compound = new btCompoundShape();
	m_collisionShapes.push_back(compound);
	btTransform localTrans;
	localTrans.setIdentity();
	//localTrans effectively shifts the center of mass with respect to the chassis
	localTrans.setOrigin(btVector3(0,1,0));

	compound->addChildShape(localTrans,chassisShape);

	{
		btCollisionShape* suppShape = new btBoxShape(btVector3(0.5f,0.1f,0.5f));
		btTransform suppLocalTrans;
		suppLocalTrans.setIdentity();
		//localTrans effectively shifts the center of mass with respect to the chassis
		suppLocalTrans.setOrigin(btVector3(0,1.0,2.5));
		compound->addChildShape(suppLocalTrans, suppShape);
	}

	tr.setOrigin(btVector3(0,0.f,0));

	m_carChassis = localCreateRigidBody(800,tr,compound);//chassisShape);
	//m_carChassis->setDamping(0.2,0.2);
	
	m_wheelShape = new btCylinderShapeX(btVector3(wheelWidth,wheelRadius,wheelRadius));

	m_guiHelper->createCollisionShapeGraphicsObject(m_wheelShape);
	int wheelGraphicsIndex = m_wheelShape->getUserIndex();

	const float position[4]={0,10,10,0};
	const float quaternion[4]={0,0,0,1};
	const float color[4]={0,1,0,1};
	const float scaling[4] = {1,1,1,1};

	for (int i=0;i<4;i++)
	{
		m_wheelInstances[i] = m_guiHelper->registerGraphicsInstance(wheelGraphicsIndex, position, quaternion, color, scaling);
	}



	{
		btCollisionShape* liftShape = new btBoxShape(btVector3(0.5f,2.0f,0.05f));
		m_collisionShapes.push_back(liftShape);
		btTransform liftTrans;
		m_liftStartPos = btVector3(0.0f, 2.5f, 3.05f);
		liftTrans.setIdentity();
		liftTrans.setOrigin(m_liftStartPos);
		m_liftBody = localCreateRigidBody(10,liftTrans, liftShape);

		btTransform localA, localB;
		localA.setIdentity();
		localB.setIdentity();
		localA.getBasis().setEulerZYX(0, M_PI_2, 0);
		localA.setOrigin(btVector3(0.0, 1.0, 3.05));
		localB.getBasis().setEulerZYX(0, M_PI_2, 0);
		localB.setOrigin(btVector3(0.0, -1.5, -0.05));
		m_liftHinge = new btHingeConstraint(*m_carChassis,*m_liftBody, localA, localB);
//		m_liftHinge->setLimit(-LIFT_EPS, LIFT_EPS);
		m_liftHinge->setLimit(0.0f, 0.0f);
		m_dynamicsWorld->addConstraint(m_liftHinge, true);

		btCollisionShape* forkShapeA = new btBoxShape(btVector3(1.0f,0.1f,0.1f));
		m_collisionShapes.push_back(forkShapeA);
		btCompoundShape* forkCompound = new btCompoundShape();
		m_collisionShapes.push_back(forkCompound);
		btTransform forkLocalTrans;
		forkLocalTrans.setIdentity();
		forkCompound->addChildShape(forkLocalTrans, forkShapeA);

		btCollisionShape* forkShapeB = new btBoxShape(btVector3(0.1f,0.02f,0.6f));
		m_collisionShapes.push_back(forkShapeB);
		forkLocalTrans.setIdentity();
		forkLocalTrans.setOrigin(btVector3(-0.9f, -0.08f, 0.7f));
		forkCompound->addChildShape(forkLocalTrans, forkShapeB);

		btCollisionShape* forkShapeC = new btBoxShape(btVector3(0.1f,0.02f,0.6f));
		m_collisionShapes.push_back(forkShapeC);
		forkLocalTrans.setIdentity();
		forkLocalTrans.setOrigin(btVector3(0.9f, -0.08f, 0.7f));
		forkCompound->addChildShape(forkLocalTrans, forkShapeC);

		btTransform forkTrans;
		m_forkStartPos = btVector3(0.0f, 0.6f, 3.2f);
		forkTrans.setIdentity();
		forkTrans.setOrigin(m_forkStartPos);
		m_forkBody = localCreateRigidBody(5, forkTrans, forkCompound);

		localA.setIdentity();
		localB.setIdentity();
		localA.getBasis().setEulerZYX(0, 0, M_PI_2);
		localA.setOrigin(btVector3(0.0f, -1.9f, 0.05f));
		localB.getBasis().setEulerZYX(0, 0, M_PI_2);
		localB.setOrigin(btVector3(0.0, 0.0, -0.1));
		m_forkSlider = new btSliderConstraint(*m_liftBody, *m_forkBody, localA, localB, true);
		m_forkSlider->setLowerLinLimit(0.1f);
		m_forkSlider->setUpperLinLimit(0.1f);
//		m_forkSlider->setLowerAngLimit(-LIFT_EPS);
//		m_forkSlider->setUpperAngLimit(LIFT_EPS);
		m_forkSlider->setLowerAngLimit(0.0f);
		m_forkSlider->setUpperAngLimit(0.0f);
		m_dynamicsWorld->addConstraint(m_forkSlider, true);


		btCompoundShape* loadCompound = new btCompoundShape();
		m_collisionShapes.push_back(loadCompound);
		btCollisionShape* loadShapeA = new btBoxShape(btVector3(2.0f,0.5f,0.5f));
		m_collisionShapes.push_back(loadShapeA);
		btTransform loadTrans;
		loadTrans.setIdentity();
		loadCompound->addChildShape(loadTrans, loadShapeA);
		btCollisionShape* loadShapeB = new btBoxShape(btVector3(0.1f,1.0f,1.0f));
		m_collisionShapes.push_back(loadShapeB);
		loadTrans.setIdentity();
		loadTrans.setOrigin(btVector3(2.1f, 0.0f, 0.0f));
		loadCompound->addChildShape(loadTrans, loadShapeB);
		btCollisionShape* loadShapeC = new btBoxShape(btVector3(0.1f,1.0f,1.0f));
		m_collisionShapes.push_back(loadShapeC);
		loadTrans.setIdentity();
		loadTrans.setOrigin(btVector3(-2.1f, 0.0f, 0.0f));
		loadCompound->addChildShape(loadTrans, loadShapeC);
		loadTrans.setIdentity();
		m_loadStartPos = btVector3(0.0f, 3.5f, 7.0f);
		loadTrans.setOrigin(m_loadStartPos);
		m_loadBody  = localCreateRigidBody(loadMass, loadTrans, loadCompound);
	}



	
	
	/// create vehicle
	{
		
		m_vehicleRayCaster = new btDefaultVehicleRaycaster(m_dynamicsWorld);
		m_vehicle = new btRaycastVehicle(m_tuning,m_carChassis,m_vehicleRayCaster);
		
		///never deactivate the vehicle
		m_carChassis->setActivationState(DISABLE_DEACTIVATION);

		m_dynamicsWorld->addVehicle(m_vehicle);

		float connectionHeight = 1.2f;

	
		bool isFrontWheel=true;

		//choose coordinate system
		m_vehicle->setCoordinateSystem(rightIndex,upIndex,forwardIndex);

		btVector3 connectionPointCS0(CUBE_HALF_EXTENTS-(0.3*wheelWidth),connectionHeight,2*CUBE_HALF_EXTENTS-wheelRadius);

		m_vehicle->addWheel(connectionPointCS0,wheelDirectionCS0,wheelAxleCS,suspensionRestLength,wheelRadius,m_tuning,isFrontWheel);
		connectionPointCS0 = btVector3(-CUBE_HALF_EXTENTS+(0.3*wheelWidth),connectionHeight,2*CUBE_HALF_EXTENTS-wheelRadius);

		m_vehicle->addWheel(connectionPointCS0,wheelDirectionCS0,wheelAxleCS,suspensionRestLength,wheelRadius,m_tuning,isFrontWheel);
		connectionPointCS0 = btVector3(-CUBE_HALF_EXTENTS+(0.3*wheelWidth),connectionHeight,-2*CUBE_HALF_EXTENTS+wheelRadius);
		isFrontWheel = false;
		m_vehicle->addWheel(connectionPointCS0,wheelDirectionCS0,wheelAxleCS,suspensionRestLength,wheelRadius,m_tuning,isFrontWheel);
		connectionPointCS0 = btVector3(CUBE_HALF_EXTENTS-(0.3*wheelWidth),connectionHeight,-2*CUBE_HALF_EXTENTS+wheelRadius);
		m_vehicle->addWheel(connectionPointCS0,wheelDirectionCS0,wheelAxleCS,suspensionRestLength,wheelRadius,m_tuning,isFrontWheel);
		
		for (int i=0;i<m_vehicle->getNumWheels();i++)
		{
			btWheelInfo& wheel = m_vehicle->getWheelInfo(i);
			wheel.m_suspensionStiffness = suspensionStiffness;
			wheel.m_wheelsDampingRelaxation = suspensionDamping;
			wheel.m_wheelsDampingCompression = suspensionCompression;
			wheel.m_frictionSlip = wheelFriction;
			wheel.m_rollInfluence = rollInfluence;
		}
	}

	resetForklift();
	
//	setCameraDistance(26.f);

	m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
}
示例#28
0
void clientDisplay(void) {


	updateCamera();

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

	//GL_ShapeDrawer::drawCoordSystem();

	float m[16];
	int i;
#ifdef USE_GJK
	btGjkEpaPenetrationDepthSolver epa;
	btGjkPairDetector	convexConvex(shapePtr[0],shapePtr[1],&sGjkSimplexSolver,&epa);

	btVector3 seperatingAxis(0.00000000f,0.059727669f,0.29259586f);
	convexConvex.setCachedSeperatingAxis(seperatingAxis);

	btPointCollector gjkOutput;
	btGjkPairDetector::ClosestPointInput input;
	input.m_transformA = tr[0];
	input.m_transformB = tr[1];

	convexConvex.getClosestPoints(input ,gjkOutput,0);

	if (gjkOutput.m_hasResult)
	{
		btVector3 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());
		glEnd();

	}
#else //USE_GJK

	
	struct	MyContactResultCallback : public btCollisionWorld::ContactResultCallback
	{
		virtual	btScalar	addSingleResult(btManifoldPoint& cp,	const btCollisionObject* colObj0,int partId0,int index0,const btCollisionObject* colObj1,int partId1,int index1)
		{
			 glBegin(GL_LINES);
			glColor3f(1, 0, 0);
			
			glVertex3d(cp.m_positionWorldOnA.getX(),cp.m_positionWorldOnA.getY(),cp.m_positionWorldOnA.getZ());
			glVertex3d(cp.m_positionWorldOnB.getX(),cp.m_positionWorldOnB.getY(),cp.m_positionWorldOnB.getZ());
			glEnd();

			return 1.f;
		}
	};

	btDefaultCollisionConfiguration collisionConfiguration;
	btCollisionDispatcher				dispatcher(&collisionConfiguration);
	btDbvtBroadphase pairCache;
	btCollisionWorld world (&dispatcher,&pairCache,&collisionConfiguration);
	world.getDispatchInfo().m_convexMaxDistanceUseCPT = true;
	MyContactResultCallback result;
	btCollisionObject obA;
	obA.setCollisionShape(shapePtr[0]);
	obA.setWorldTransform(tr[0]);
	btCollisionObject obB;
	obB.setCollisionShape(shapePtr[1]);
	obB.setWorldTransform(tr[1]);
	world.contactPairTest(&obA,&obB,result);

#endif//USE_GJK

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

	for (i=0;i<numObjects;i++)
	{
		
		tr[i].getOpenGLMatrix( m );

		shapeDrawer.drawOpenGL(m,shapePtr[i],btVector3(1,1,1),debugMode, worldMin, worldMax);


	}

	simplex.setSimplexSolver(&sGjkSimplexSolver);
	btVector3 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]);

	btTransform ident;
	ident.setIdentity();
	ident.getOpenGLMatrix(m);
	shapeDrawer.drawOpenGL(m,&simplex,btVector3(1,1,1),debugMode, worldMin,worldMax);


	btQuaternion orn;
	orn.setEuler(yaw,pitch,roll);
	tr[0].setRotation(orn);
	tr[1].setRotation(orn);

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

	glFlush();
    glutSwapBuffers();
}
示例#29
0
void CharacterDemo::initPhysics()
{
	btCollisionShape* groundShape = new btBoxShape(btVector3(50,3,50));
	m_collisionShapes.push_back(groundShape);
	m_collisionConfiguration = new btDefaultCollisionConfiguration();
	m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
	btVector3 worldMin(-1000,-1000,-1000);
	btVector3 worldMax(1000,1000,1000);
	btAxisSweep3* sweepBP = new btAxisSweep3(worldMin,worldMax);
	m_overlappingPairCache = sweepBP;

	m_constraintSolver = new btSequentialImpulseConstraintSolver();
	m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_overlappingPairCache,m_constraintSolver,m_collisionConfiguration);
	m_dynamicsWorld->getDispatchInfo().m_allowedCcdPenetration=0.0001f;
	
#ifdef DYNAMIC_CHARACTER_CONTROLLER
	m_character = new DynamicCharacterController ();
#else
	
	btTransform startTransform;
	startTransform.setIdentity ();
	//startTransform.setOrigin (btVector3(0.0, 4.0, 0.0));
	startTransform.setOrigin (btVector3(10.210098,-1.6433364,16.453260));


	m_ghostObject = new btPairCachingGhostObject();
	m_ghostObject->setWorldTransform(startTransform);
	sweepBP->getOverlappingPairCache()->setInternalGhostPairCallback(new btGhostPairCallback());
	btScalar characterHeight=1.75;
	btScalar characterWidth =1.75;
	btConvexShape* capsule = new btCapsuleShape(characterWidth,characterHeight);
	m_ghostObject->setCollisionShape (capsule);
	m_ghostObject->setCollisionFlags (btCollisionObject::CF_CHARACTER_OBJECT);

	btScalar stepHeight = btScalar(0.35);
	m_character = new btKinematicCharacterController (m_ghostObject,capsule,stepHeight);
#endif

	////////////////

	/// Create some basic environment from a Quake level

	//m_dynamicsWorld->setGravity(btVector3(0,0,0));
	btTransform tr;
	tr.setIdentity();

	const char* bspfilename = "BspDemo.bsp";
	void* memoryBuffer = 0;

	FILE* file = fopen(bspfilename,"r");
	if (!file)
	{
		//cmake generated visual studio projects need 4 levels back
		bspfilename = "../../../../BspDemo.bsp";
		file = fopen(bspfilename,"r");
	}
	if (!file)
	{
		//visual studio leaves the current working directory in the projectfiles folder
		bspfilename = "../../BspDemo.bsp";
		file = fopen(bspfilename,"r");
	}
	if (!file)
	{
		//visual studio leaves the current working directory in the projectfiles folder
		bspfilename = "BspDemo.bsp";
		file = fopen(bspfilename,"r");
	}

	if (file)
	{
		BspLoader bspLoader;
		int size=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", bspfilename);
		} else
		{
			//how to detect file size?
			memoryBuffer = malloc(size+1);
			fread(memoryBuffer,1,size,file);
			bspLoader.loadBSPFile( memoryBuffer);

			BspToBulletConverter bsp2bullet(this);
			float bspScaling = 0.1f;
			bsp2bullet.convertBsp(bspLoader,bspScaling);

		}
		fclose(file);
	}

	///only collide with static for now (no interaction with dynamic objects)
	m_dynamicsWorld->addCollisionObject(m_ghostObject,btBroadphaseProxy::CharacterFilter, btBroadphaseProxy::StaticFilter|btBroadphaseProxy::DefaultFilter);

	m_dynamicsWorld->addAction(m_character);


	///////////////

	clientResetScene();

	setCameraDistance(56.f);

}
示例#30
0
void	ConcaveRaycastDemo::initPhysics()
{
	
	#define TRISIZE 10.f



	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);

	int index=0;
	for ( i=0;i<NUM_VERTS_X-1;i++)
	{
		for (int j=0;j<NUM_VERTS_Y-1;j++)
		{
			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;
		}
	}

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

	bool useQuantizedAabbCompression = true;

	trimeshShape  = new btBvhTriangleMeshShape(m_indexVertexArrays,useQuantizedAabbCompression);
	m_collisionShapes.push_back(trimeshShape);

	btCollisionShape* groundShape = trimeshShape;
	
	m_collisionConfiguration = new btDefaultCollisionConfiguration();


	m_dispatcher = new	btCollisionDispatcher(m_collisionConfiguration);


	btVector3 worldMin(-1000,-1000,-1000);
	btVector3 worldMax(1000,1000,1000);
	m_broadphase = new btAxisSweep3(worldMin,worldMax);
	m_solver = new btSequentialImpulseConstraintSolver();
	m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
	m_dynamicsWorld->getSolverInfo().m_splitImpulse=true;
	m_dynamicsWorld->setDebugDrawer(&sDebugDraw);
	
	float mass = 0.f;
	btTransform	startTransform;
	startTransform.setIdentity();
	startTransform.setOrigin(btVector3(0,-2,0));

	btCollisionShape* colShape = new btBoxShape(btVector3(1,1,1));
	m_collisionShapes.push_back(colShape);

	{
		for (int i=0;i<10;i++)
		{
			//btCollisionShape* colShape = new btCapsuleShape(0.5,2.0);//boxShape = new btSphereShape(1.f);
			startTransform.setOrigin(btVector3(2*i,10,1));
			localCreateRigidBody(1, startTransform,colShape);
		}
	}

	startTransform.setIdentity();
	staticBody = localCreateRigidBody(mass, startTransform,groundShape);

	staticBody->setCollisionFlags(staticBody->getCollisionFlags() | btCollisionObject::CF_STATIC_OBJECT);

#ifdef BATCH_RAYCASTER
int maxNumOutstandingTasks = 4;

#ifdef USE_WIN32_THREADING
	Win32ThreadSupport::Win32ThreadConstructionInfo tci("batch raycast",
														processRaycastTask,
														createRaycastLocalStoreMemory,
														maxNumOutstandingTasks);
	m_threadSupportRaycast = new Win32ThreadSupport(tci);
	printf("m_threadSupportRaycast = %p\n", m_threadSupportRaycast);
#endif

	gBatchRaycaster = new SpuBatchRaycaster (m_threadSupportRaycast, maxNumOutstandingTasks, m_dynamicsWorld->getCollisionObjectArray(), m_dynamicsWorld->getNumCollisionObjects());
#endif

	raycastBar = btRaycastBar (4000.0, 0.0);
	//raycastBar = btRaycastBar (true, 40.0, -50.0, 50.0);




	
}