示例#1
0
	void setup()
	{
		mCam = new CameraPersp( getWindowWidth(), getWindowHeight(), 60.0f );
		mCam->lookAt(Vec3f(100,400,-400), Vec3f::zero());
		
		mSurface = 0;
		mTexture = 0;
		mCapture = new Capture( 320, 240 );
		mCapture->startCapture();
		mPaused = false;
		mDrawTextured = true;
		
		btVector3 worldAabbMin(-10000,-10000,-10000);
		btVector3 worldAabbMax(10000,10000,10000);
		int maxProxies = 1024;
		
		btAxisSweep3 * broadphase									= new btAxisSweep3(worldAabbMin,worldAabbMax,maxProxies);
		btDefaultCollisionConfiguration	* collisionConfiguration	= new btDefaultCollisionConfiguration();
		btCollisionDispatcher * dispatcher							= new btCollisionDispatcher(collisionConfiguration);
		btSequentialImpulseConstraintSolver * solver				= new btSequentialImpulseConstraintSolver;
		
		dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,broadphase,solver,collisionConfiguration);
		dynamicsWorld->setGravity(btVector3(0,-10,0));
		
		btCollisionShape * groundShape	= new btStaticPlaneShape(btVector3(0,1,0),1);
		
		btDefaultMotionState * groundMotionState = new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1),btVector3(0,-1,0)));
		btRigidBody::btRigidBodyConstructionInfo groundRigidBodyCI(0,groundMotionState,groundShape,btVector3(0,0,0));
		
		groundRigidBody = new btRigidBody(groundRigidBodyCI);
		dynamicsWorld->addRigidBody(groundRigidBody);
		
	}
示例#2
0
BulletBoundsInstance::BulletBoundsInstance(btDiscreteDynamicsWorld& dynamicsWorld, float mass, const btTransform& instanceToWorldTransform, btCollisionShape* collisionShape, const btVector3& localInertia) :
	motionState_(instanceToWorldTransform),
	rigidBody_( btRigidBody::btRigidBodyConstructionInfo(mass, &motionState_, collisionShape, localInertia) )
{
	rigidBody_.setDamping(0.1, 0.75);

	//add the body to the dynamics world
	dynamicsWorld.addRigidBody(&rigidBody_);
}
示例#3
0
 World(const FieldGeometry *const field_geom)
     : field_geometry{field_geom}, field{field_geom} {
   dynamics.setGravity({0, 0, -9.80665});
   dynamics.addRigidBody(&field.ground_body);
   dynamics.addRigidBody(&field.ceil_body);
   dynamics.addRigidBody(&field.left_wall_body);
   dynamics.addRigidBody(&field.right_wall_body);
   dynamics.addRigidBody(&field.top_wall_body);
   dynamics.addRigidBody(&field.bottom_wall_body);
   dynamics.addRigidBody(&field.left_goal_body);
   dynamics.addRigidBody(&field.right_goal_body);
   balls.emplace_back();
   dynamics.addRigidBody(&balls.back().body);
   ball_set_vec(&balls.back(), {});
 }
	// Physics dll internal
	void RefreshColShape(IPhysicsInterface* colProvider){
		if (!colProvider)
		{
			Logger::Log(FB_ERROR_LOG_ARG, "No colProvider");			
			return;
		}
		mWorld->removeRigidBody(mSelf);
		mAddedToWorld = false;
		auto prevColShape = mSelf->getCollisionShape();
		if (prevColShape){
			Physics::GetInstance().Release(prevColShape);
		}

		btCollisionShape* colShape = 0;
		float mass = 1.0f;
		auto& physics = Physics::GetInstance();
		if (mGroupedRigidBody){
			if (colProvider->GetNumColShapes(mGroupIdx) == 0)
				return;

			colShape = physics.CreateColShapeForGroup(colProvider, mGroupIdx);
			mass = colProvider->GetMassForGroup(mGroupIdx);
		}
		else{
			if (colProvider->GetNumColShapes() == 0)
				return;

			colShape = physics.CreateColShape(colProvider);
			mass = colProvider->GetMass();
		}
		assert(colShape);
		mSelf->setCollisionShape(colShape);
		if (colShape)
			physics.AddRef(colShape);

		if (mass > 0 && colShape)
		{
			btVector3 inertia;
			colShape->calculateLocalInertia(mass, inertia);			
			mSelf->setMassProps(mass, inertia);
		}
		else{
			SetMass(0.f);
		}
		assert(!mAddedToWorld);
		mWorld->addRigidBody(mSelf, colProvider->GetCollisionGroup(), colProvider->GetCollisionMask());
		mAddedToWorld = true;
	}
	void RegisterToWorld(){
		if (mWorld && mColProvider){
			assert(!mAddedToWorld);
			mWorld->addRigidBody(mSelf, mColProvider->GetCollisionGroup(), mColProvider->GetCollisionMask());
			mAddedToWorld = true;
			auto num = mSelf->getNumConstraintRefs();
			for (int i = 0; i < num; ++i){
				auto constraint = mSelf->getConstraintRef(i);
				assert(constraint);
				if (constraint->getRigidBodyA().isInWorld() && constraint->getRigidBodyB().isInWorld())
					constraint->setEnabled(true);
			}
		}
		else
			Logger::Log(FB_ERROR_LOG_ARG, "No colprovier exists!");
	}
示例#6
0
void BulletWrapper::utilAddGround()
{
  m_BodyDatas.resize(m_BodyDatas.size() + 1);
  BodyData& bodyData = m_BodyDatas.back();

  // Create shape
  bodyData.m_SharedShape.reset(new btStaticPlaneShape(btVector3(0, 1, 0), 1));

  // Create motion
  btDefaultMotionState* groundMotionState = new btDefaultMotionState(btTransform(btQuaternion(0, 0, 0, 1), btVector3(0, -1, 0)));

  // Create body
  btRigidBody::btRigidBodyConstructionInfo groundRigidBodyCI(0, groundMotionState, bodyData.m_SharedShape.get(), btVector3(0, 0, 0));
  bodyData.m_Body = new btRigidBody(groundRigidBodyCI);
  
  m_DynamicsWorld->addRigidBody(bodyData.m_Body);
}
示例#7
0
     PhysicsObject(btDiscreteDynamicsWorld & world, const T & shape, 
             btScalar mass, btVector3 velocity,
             const btTransform & transform, 
             GameBall * ptrBall):
         _shape(shape),
         _motionState(transform),
         _rigidBody(mass, &_motionState, &_shape),
         _ptrBall(ptrBall)
 {
     // TODO angular velocity ?
     _rigidBody.setLinearVelocity(velocity);
     _rigidBody.setDamping(0.1, 0.1);
     _rigidBody.setRestitution(0.7);
     _rigidBody.setFriction(0.1);
     // TODO _rigidBody.setRollingFriction(0.01);
     world.addRigidBody(&_rigidBody);
 }
示例#8
0
btRigidBody* BulletWrapper::utilAddFingerSphere(const EigenTypes::Vector3f& position, float radius, bool visible)
{
  m_BodyDatas.resize(m_BodyDatas.size() + 1);
  BodyData& bodyData = m_BodyDatas.back();

  bodyData.m_SharedShape.reset(new btSphereShape(radius));

  btDefaultMotionState* fallMotionState = new btDefaultMotionState(btTransform(btQuaternion(0, 0, 0, 1), btVector3(position.x(), position.y(), position.z())));
  btScalar mass = 1;
  btVector3 fallInertia(0, 0, 0);
  bodyData.m_SharedShape->calculateLocalInertia(mass, fallInertia);
  btRigidBody::btRigidBodyConstructionInfo fallRigidBodyCI(mass, fallMotionState, bodyData.m_SharedShape.get(), fallInertia);
  bodyData.m_ShapeType = SHAPE_TYPE_SPHERE;
  bodyData.m_Visible = visible;
  bodyData.m_Body = new btRigidBody(fallRigidBodyCI);
  bodyData.m_Body->setActivationState(DISABLE_DEACTIVATION);
  m_DynamicsWorld->addRigidBody(bodyData.m_Body, COLLISION_GROUP_HAND, COLLISION_GROUP_DYNAMIC);
  return bodyData.m_Body;
}
示例#9
0
void BulletWrapper::utilAddCube(const EigenTypes::Vector3f& position, const EigenTypes::Vector3f& halfExtents)
{
  m_BodyDatas.resize(m_BodyDatas.size() + 1);
  BodyData& bodyData = m_BodyDatas.back();

  bodyData.m_SharedShape.reset(new btBoxShape(ToBullet(halfExtents)));

  btDefaultMotionState* fallMotionState = new btDefaultMotionState(btTransform(btQuaternion(0, 0, 0, 1), btVector3(position.x(), position.y(), position.z())));

  btScalar mass = 1;
  btVector3 fallInertia(0, 0, 0);
  bodyData.m_SharedShape->calculateLocalInertia(mass, fallInertia);
  btRigidBody::btRigidBodyConstructionInfo fallRigidBodyCI(mass, fallMotionState, bodyData.m_SharedShape.get(), fallInertia);
  bodyData.m_Body = new btRigidBody(fallRigidBodyCI);
  bodyData.m_ShapeType = SHAPE_TYPE_BOX;
  bodyData.m_Visible = true;
  bodyData.m_Body->setActivationState(DISABLE_DEACTIVATION);
  m_DynamicsWorld->addRigidBody(bodyData.m_Body, COLLISION_GROUP_DYNAMIC, COLLISION_GROUP_DYNAMIC | COLLISION_GROUP_HAND);
}
示例#10
0
void winBodiesApp::initPhysics()
{
	// setup physics environment. for all basic rigid body physics this can be left as it is
	m_collisionConfiguration = new btDefaultCollisionConfiguration();
	m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
	m_broadphase = new btDbvtBroadphase();
	btSequentialImpulseConstraintSolver* sol = new btSequentialImpulseConstraintSolver;
	m_solver = sol;
	
	m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_solver, m_collisionConfiguration);
	m_dynamicsWorld->setGravity(btVector3(0,-10,0));
	
	
	// make a ground plane that cannot be moved
	btCollisionShape * groundShape	= new btStaticPlaneShape(btVector3(0,1,0),1);
	
	btDefaultMotionState * groundMotionState = new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1),btVector3(0,-1,0)));
	btRigidBody::btRigidBodyConstructionInfo groundRigidBodyCI(0,groundMotionState,groundShape,btVector3(0,0,0));
	
	m_groundRigidBody = std::shared_ptr<btRigidBody>(new btRigidBody(groundRigidBodyCI));
	m_dynamicsWorld->addRigidBody(m_groundRigidBody.get());
	
	
}
    void createBulletSim(void) {
         // EN:: collision configuration contains default setup for memory, collision setup.
         // EN:: Advanced users can create their own configuration.

         // BR:: configuração de colisão contem configurações padrão da memória.
         // BR:: usuários avançados podem criar suas próprias configurações.
         collisionConfiguration = new btDefaultCollisionConfiguration();

         // EN:: use the default collision dispatcher. For parallel processing
         // EN:: you can use a diffent dispatcher (see Extras/BulletMultiThreaded)

         // BR:: use o dispatcher padrão. para processamento paralelo
         // BR:: você pode usar um dispatcher diferente. (ver Doc)
         dispatcher = new   btCollisionDispatcher(collisionConfiguration);

         // EN:: btDbvtBroadphase is a good general purpose broadphase.
         // EN:: You can also try out btAxis3Sweep.

         // BR:: btDbvtBroadphase é um bom broadphase de propósito geral.
         // BR:: Você pode tentar também btAxis3Sweep.
         overlappingPairCache = new btDbvtBroadphase();

         // EN:: the default constraint solver. For parallel processing
         // EN:: you can use a different solver (see Extras/BulletMultiThreaded)

         // BR:: usa a constraint solver padrão. Para processamento paralelo
         // BR:: você pode ver um solver diferente (ver Doc)
         solver = new btSequentialImpulseConstraintSolver;

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

         // EN:: create a few basic rigid bodies
         // EN:: start with ground plane, 1500, 1500

         // BR:: cria alguns corpos rígidos básicos
         // BR:: inicializa com um chão plano.
         btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(1500.),btScalar(1.),btScalar(1500.)));

         collisionShapes.push_back(groundShape);

         btTransform groundTransform;
         groundTransform.setIdentity();
         groundTransform.setOrigin(btVector3(0,-2,0));

         {
            btScalar mass(0.);

            // EN:: rigidbody is dynamic if and only if mass is non zero, otherwise static
            // BR:: corpo rigido é dimâmico apenas se massa for diferente de 0.
            bool isDynamic = (mass != 0.f);

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

            btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
            btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,groundShape,localInertia);
            btRigidBody* body = new btRigidBody(rbInfo);

            // EN:: add the body to the dynamics world
            // BR:: adiciona o corpo às dinâmicas do mundo
            dynamicsWorld->addRigidBody(body);
         }


         {
            // EN:: create a dynamic rigidbody
            // BR:: cria um corpo rígido dinâmico
            btCollisionShape* colShape = new btBoxShape(btVector3(1,1,1));
            collisionShapes.push_back(colShape);

            // EN:: Create Dynamic Objects
            // BR:: Cria objetos dinâmicos
            btTransform startTransform;
            startTransform.setIdentity();

            btScalar   mass(1.f);

            // EN:: rigidbody is dynamic if and only if mass is non zero, otherwise static
            // BR:: corpo rigido é dimâmico apenas se massa for diferente de 0.
            bool isDynamic = (mass != 0.f);

            btVector3 localInertia(0,0,-1.0);
            if (isDynamic)
               colShape->calculateLocalInertia(mass,localInertia);

               startTransform.setOrigin(btVector3(0,250,0));
               // *** give it a slight twist so it bouncees more interesting
               startTransform.setRotation(btQuaternion(btVector3(1.0, 1.0, 0.0), 0.6));

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

               dynamicsWorld->addRigidBody(body);
         }
    }
    void createBulletSim(void) {
         ///collision configuration contains default setup for memory, collision setup. Advanced users can create their own configuration.
         collisionConfiguration = new btDefaultCollisionConfiguration();

         ///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
         dispatcher = new   btCollisionDispatcher(collisionConfiguration);

         ///btDbvtBroadphase is a good general purpose broadphase. You can also try out btAxis3Sweep.
         overlappingPairCache = new btDbvtBroadphase();

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

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

         ///create a few basic rigid bodies
         // start with ground plane, 1500, 1500
         btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(1500.),btScalar(1.),btScalar(1500.)));

         collisionShapes.push_back(groundShape);

         btTransform groundTransform;
         groundTransform.setIdentity();
         groundTransform.setOrigin(btVector3(0,-2,0));

         {
            btScalar mass(0.);

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

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

            // lathe - this plane isnt going to be moving so i dont care about setting the motion state
            //using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
            btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
            btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,groundShape,localInertia);
            btRigidBody* body = new btRigidBody(rbInfo);

            //add the body to the dynamics world
            dynamicsWorld->addRigidBody(body);
         }


         {
            //create a dynamic rigidbody

            btCollisionShape* colShape = new btBoxShape(btVector3(1,1,1));
  //          btCollisionShape* colShape = new btSphereShape(btScalar(1.));
            collisionShapes.push_back(colShape);

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

            btScalar   mass(1.f);

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

            btVector3 localInertia(0,0,-1.0);
            if (isDynamic)
               colShape->calculateLocalInertia(mass,localInertia);

               startTransform.setOrigin(btVector3(0,250,0));
               // *** give it a slight twist so it bouncees more interesting
               startTransform.setRotation(btQuaternion(btVector3(1.0, 1.0, 0.0), 0.6));

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

               dynamicsWorld->addRigidBody(body);
         }
    }