bullet3/examples/BasicDemo/BasicExample.cpp

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#include "BasicExample.h"
#include "btBulletDynamicsCommon.h"
#define ARRAY_SIZE_Y 5
#define ARRAY_SIZE_X 5
#define ARRAY_SIZE_Z 5
#include "LinearMath/btVector3.h"
#include "LinearMath/btAlignedObjectArray.h"
#include "../CommonInterfaces/CommonRigidBodyBase.h"
struct BasicExample : public CommonRigidBodyBase
{
BasicExample(struct GUIHelperInterface* helper)
:CommonRigidBodyBase(helper)
{
}
virtual ~BasicExample(){}
virtual void initPhysics();
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virtual void renderScene();
};
void BasicExample::initPhysics()
{
m_guiHelper->setUpAxis(1);
createEmptyDynamicsWorld();
m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
if (m_dynamicsWorld->getDebugDrawer())
m_dynamicsWorld->getDebugDrawer()->setDebugMode(btIDebugDraw::DBG_DrawWireframe+btIDebugDraw::DBG_DrawContactPoints);
///create a few basic rigid bodies
btBoxShape* groundShape = createBoxShape(btVector3(btScalar(50.),btScalar(50.),btScalar(50.)));
m_guiHelper->createCollisionShapeGraphicsObject(groundShape);
//groundShape->initializePolyhedralFeatures();
// btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0,1,0),50);
m_collisionShapes.push_back(groundShape);
btTransform groundTransform;
groundTransform.setIdentity();
groundTransform.setOrigin(btVector3(0,-50,0));
{
btScalar mass(0.);
btRigidBody* body = createRigidBody(mass,groundTransform,groundShape, btVector4(0,0,1,1));
m_guiHelper->createRigidBodyGraphicsObject(body, btVector3(0, 1, 0));
}
{
//create a few dynamic rigidbodies
// Re-using the same collision is better for memory usage and performance
btBoxShape* colShape = createBoxShape(btVector3(1,1,1));
m_guiHelper->createCollisionShapeGraphicsObject(colShape);
//btCollisionShape* colShape = new btSphereShape(btScalar(1.));
m_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(0,0,0);
if (isDynamic)
colShape->calculateLocalInertia(mass,localInertia);
for (int k=0;k<ARRAY_SIZE_Y;k++)
{
for (int i=0;i<ARRAY_SIZE_X;i++)
{
for(int j = 0;j<ARRAY_SIZE_Z;j++)
{
startTransform.setOrigin(btVector3(
btScalar(2.0*i),
btScalar(20+2.0*k),
btScalar(2.0*j)));
btRigidBody* body = createRigidBody(mass,startTransform,colShape);
m_guiHelper->createRigidBodyGraphicsObject(body, btVector3(1, 1, 0));
}
}
}
}
}
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void BasicExample::renderScene()
{
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CommonRigidBodyBase::renderScene();
}
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ExampleInterface* BasicExampleCreateFunc(PhysicsInterface* pint, GUIHelperInterface* helper, int option)
{
return new BasicExample(helper);
}