2006-05-25 19:18:29 +00:00
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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///
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/// CollisionInterfaceDemo shows high level usage of the Collision Detection.
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///
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#include "GL_Simplex1to4.h"
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#include "SimdQuaternion.h"
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#include "SimdTransform.h"
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#include "CollisionShapes/ConvexHullShape.h"
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#include "CollisionShapes/BoxShape.h"
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#include "CollisionDispatch/CollisionWorld.h"
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#include "CollisionDispatch/CollisionObject.h"
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#include "CollisionDispatch/CollisionDispatcher.h"
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#include "BroadphaseCollision/SimpleBroadphase.h"
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#include "BroadphaseCollision/AxisSweep3.h"
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2006-09-11 05:31:22 +00:00
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#include "IDebugDraw.h"
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2006-05-25 19:18:29 +00:00
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#include "GL_ShapeDrawer.h"
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2006-09-11 05:31:22 +00:00
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#include "CollisionInterfaceDemo.h"
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2006-05-25 19:18:29 +00:00
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#include "GlutStuff.h"
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float yaw=0.f,pitch=0.f,roll=0.f;
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const int maxNumObjects = 4;
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const int numObjects = 2;
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GL_Simplex1to4 simplex;
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CollisionObject objects[maxNumObjects];
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CollisionWorld* collisionWorld = 0;
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int screenWidth = 640.f;
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int screenHeight = 480.f;
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int main(int argc,char** argv)
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{
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2006-09-11 05:31:22 +00:00
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CollisionInterfaceDemo* collisionInterfaceDemo = new CollisionInterfaceDemo();
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collisionInterfaceDemo->initPhysics();
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2006-05-25 19:18:29 +00:00
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2006-09-11 05:31:22 +00:00
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collisionInterfaceDemo->clientResetScene();
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return glutmain(argc, argv,screenWidth,screenHeight,"Collision Interface Demo",collisionInterfaceDemo);
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}
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void CollisionInterfaceDemo::initPhysics()
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{
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m_debugMode |= IDebugDraw::DBG_DrawWireframe;
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2006-05-25 19:18:29 +00:00
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SimdMatrix3x3 basisA;
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basisA.setIdentity();
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SimdMatrix3x3 basisB;
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basisB.setIdentity();
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objects[0].m_worldTransform.setBasis(basisA);
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objects[1].m_worldTransform.setBasis(basisB);
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SimdPoint3 points0[3]={SimdPoint3(1,0,0),SimdPoint3(0,1,0),SimdPoint3(0,0,1)};
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SimdPoint3 points1[5]={SimdPoint3(1,0,0),SimdPoint3(0,1,0),SimdPoint3(0,0,1),SimdPoint3(0,0,-1),SimdPoint3(-1,-1,0)};
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2006-09-11 05:31:22 +00:00
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BoxShape* boxA = new BoxShape(SimdVector3(1,1,1));
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BoxShape* boxB = new BoxShape(SimdVector3(0.5,0.5,0.5));
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//ConvexHullShape hullA(points0,3);
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//hullA.setLocalScaling(SimdVector3(3,3,3));
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//ConvexHullShape hullB(points1,4);
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//hullB.setLocalScaling(SimdVector3(4,4,4));
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2006-09-11 05:31:22 +00:00
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objects[0].m_collisionShape = boxA;//&hullA;
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objects[1].m_collisionShape = boxB;//&hullB;
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2006-09-11 05:31:22 +00:00
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CollisionDispatcher* dispatcher = new CollisionDispatcher;
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SimdVector3 worldAabbMin(-1000,-1000,-1000);
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SimdVector3 worldAabbMax(1000,1000,1000);
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2006-09-11 05:31:22 +00:00
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AxisSweep3* broadphase = new AxisSweep3(worldAabbMin,worldAabbMax);
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//SimpleBroadphase is a brute force alternative, performing N^2 aabb overlap tests
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//SimpleBroadphase* broadphase = new SimpleBroadphase;
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collisionWorld = new CollisionWorld(dispatcher,broadphase);
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collisionWorld->AddCollisionObject(&objects[0]);
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collisionWorld->AddCollisionObject(&objects[1]);
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}
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2006-09-11 05:31:22 +00:00
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2006-05-25 19:18:29 +00:00
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//to be implemented by the demo
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2006-09-11 05:31:22 +00:00
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void CollisionInterfaceDemo::clientMoveAndDisplay()
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{
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displayCallback();
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}
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static VoronoiSimplexSolver sGjkSimplexSolver;
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SimplexSolverInterface& gGjkSimplexSolver = sGjkSimplexSolver;
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2006-09-11 05:31:22 +00:00
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void CollisionInterfaceDemo::displayCallback(void) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glDisable(GL_LIGHTING);
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if (collisionWorld)
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collisionWorld->PerformDiscreteCollisionDetection();
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2006-07-01 00:22:15 +00:00
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2006-05-25 19:18:29 +00:00
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int i;
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2006-07-01 00:22:15 +00:00
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///one way to draw all the contact points is iterating over contact manifolds / points:
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2006-05-25 19:18:29 +00:00
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int numManifolds = collisionWorld->GetDispatcher()->GetNumManifolds();
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for (i=0;i<numManifolds;i++)
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{
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PersistentManifold* contactManifold = collisionWorld->GetDispatcher()->GetManifoldByIndexInternal(i);
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CollisionObject* obA = static_cast<CollisionObject*>(contactManifold->GetBody0());
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CollisionObject* obB = static_cast<CollisionObject*>(contactManifold->GetBody1());
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contactManifold->RefreshContactPoints(obA->m_worldTransform,obB->m_worldTransform);
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int numContacts = contactManifold->GetNumContacts();
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for (int j=0;j<numContacts;j++)
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{
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ManifoldPoint& pt = contactManifold->GetContactPoint(j);
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glBegin(GL_LINES);
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glColor3f(1, 0, 1);
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SimdVector3 ptA = pt.GetPositionWorldOnA();
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SimdVector3 ptB = pt.GetPositionWorldOnB();
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glVertex3d(ptA.x(),ptA.y(),ptA.z());
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glVertex3d(ptB.x(),ptB.y(),ptB.z());
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glEnd();
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}
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2006-09-11 05:31:22 +00:00
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//you can un-comment out this line, and then all points are removed
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//contactManifold->ClearManifold();
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}
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//GL_ShapeDrawer::DrawCoordSystem();
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float m[16];
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for (i=0;i<numObjects;i++)
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{
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objects[i].m_worldTransform.getOpenGLMatrix( m );
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GL_ShapeDrawer::DrawOpenGL(m,objects[i].m_collisionShape,SimdVector3(1,1,1),getDebugMode());
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}
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SimdQuaternion orn;
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orn.setEuler(yaw,pitch,roll);
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objects[1].m_worldTransform.setOrigin(objects[1].m_worldTransform.getOrigin()+SimdVector3(0,-0.01,0));
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2006-09-11 05:31:22 +00:00
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objects[0].m_worldTransform.setRotation(orn);
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pitch += 0.005f;
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yaw += 0.01f;
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glFlush();
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glutSwapBuffers();
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}
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2006-09-11 05:31:22 +00:00
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void CollisionInterfaceDemo::clientResetScene()
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{
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objects[0].m_worldTransform.setOrigin(SimdVector3(0.0f,3.f,0.f));
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objects[1].m_worldTransform.setOrigin(SimdVector3(0.0f,9.f,0.f));
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}
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