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61
Demos/ForkLiftDemo/CMakeLists.txt
Normal file
61
Demos/ForkLiftDemo/CMakeLists.txt
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@ -0,0 +1,61 @@
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# This is basically the overall name of the project in Visual Studio this is the name of the Solution File
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||||
|
||||
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||||
# For every executable you have with a main method you should have an add_executable line below.
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# For every add executable line you should list every .cpp and .h file you have associated with that executable.
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# This is the variable for Windows. I use this to define the root of my directory structure.
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SET(GLUT_ROOT ${BULLET_PHYSICS_SOURCE_DIR}/Glut)
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# You shouldn't have to modify anything below this line
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########################################################
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# This is the shortcut to finding GLU, GLUT and OpenGL if they are properly installed on your system
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# This should be the case.
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INCLUDE (${CMAKE_ROOT}/Modules/FindGLU.cmake)
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INCLUDE (${CMAKE_ROOT}/Modules/FindGLUT.cmake)
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INCLUDE (${CMAKE_ROOT}/Modules/FindOpenGL.cmake)
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IF (WIN32)
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# This is the Windows code for which Opengl, and Glut are not properly installed
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||||
# since I can't install them I must cheat and copy libraries around
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INCLUDE_DIRECTORIES(${GLUT_ROOT})
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# LINK_DIRECTORIES(${GLUT_ROOT}\\lib)
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IF (${GLUT_glut_LIBRARY} MATCHES "GLUT_glut_LIBRARY-NOTFOUND")
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SET(GLUT_glut_LIBRARY ${BULLET_PHYSICS_SOURCE_DIR}/Glut/glut32.lib)
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# LINK_LIBRARIES(${GLUT_ROOT}\\lib\\glut32 ${OPENGL_gl_LIBRARY} ${OPENGL_glU_LIBRARY})
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# TARGET_LINK_LIBRARIES(table ${GLUT_ROOT}\\lib\\glut32)
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#
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# ADD_CUSTOM_COMMAND(TARGET table POST_BUILD COMMAND copy ${GLUT_ROOT}\\lib\\glut32.dll ${GLUT_ROOT}\\bin\\vs2005\\Debug
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# COMMAND copy ${GLUT_ROOT}\\lib\\glut32.dll ${GLUT_ROOT}\\bin\\vs2003\\Debug
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# COMMAND copy ${GLUT_ROOT}\\lib\\glut32.dll ${GLUT_ROOT}\\bin\\vs6\\Debug)
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ELSE (${GLUT_glut_LIBRARY} MATCHES "GLUT_glut_LIBRARY-NOTFOUND")
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# LINK_LIBRARIES(${GLUT_glut_LIBRARY} ${OPENGL_gl_LIBRARY} ${OPENGL_glU_LIBRARY})
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# TARGET_LINK_LIBRARIES(table ${GLUT_glut_LIBRARY})
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ENDIF(${GLUT_glut_LIBRARY} MATCHES "GLUT_glut_LIBRARY-NOTFOUND")
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# TARGET_LINK_LIBRARIES(table ${OPENGL_gl_LIBRARY})
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# TARGET_LINK_LIBRARIES(table ${OPENGL_glu_LIBRARY})
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ELSE (WIN32)
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# This is the lines for linux. This should always work if everything is installed and working fine.
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# SET(CMAKE_BUILD_TYPE Debug)
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# SET(CMAKE_CXX_FLAGS_DEBUG "-g")
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INCLUDE_DIRECTORIES(/usr/include /usr/local/include ${GLUT_INCLUDE_DIR})
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# TARGET_LINK_LIBRARIES(table ${GLUT_glut_LIBRARY} ${OPENGL_gl_LIBRARY} ${OPENGL_glU_LIBRARY})
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# TARGET_LINK_LIBRARIES(checker ${GLUT_glut_LIBRARY} ${OPENGL_gl_LIBRARY} ${OPENGL_glU_LIBRARY})
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ENDIF (WIN32)
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INCLUDE_DIRECTORIES(
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${BULLET_PHYSICS_SOURCE_DIR}/LinearMath ${BULLET_PHYSICS_SOURCE_DIR}/Bullet ${BULLET_PHYSICS_SOURCE_DIR}/BulletDynamics ${BULLET_PHYSICS_SOURCE_DIR}/Demos/OpenGL ${BULLET_PHYSICS_SOURCE_DIR}/Extras/PhysicsInterface/Common ${BULLET_PHYSICS_SOURCE_DIR}/Extras/PhysicsInterface/CcdPhysics }
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)
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LINK_LIBRARIES(
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LibCcdPhysicsInterface LibOpenGLSupport LibBulletDynamics LibPhysicsCommonInterface LibBulletCollision LibLinearMath ${GLUT_glut_LIBRARY} ${OPENGL_gl_LIBRARY} ${OPENGL_glU_LIBRARY}
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)
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ADD_EXECUTABLE(ForkLiftDemo
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ForkLiftDemo.cpp
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)
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470
Demos/ForkLiftDemo/ForkLiftDemo.cpp
Normal file
470
Demos/ForkLiftDemo/ForkLiftDemo.cpp
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@ -0,0 +1,470 @@
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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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//Ignore this USE_PARALLEL_DISPATCHER define, it is for future optimizations
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//#define USE_PARALLEL_DISPATCHER 1
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/// September 2006: ForkLiftDemo is work in progress, this file is mostly just a placeholder
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/// This ForkLiftDemo file is very early in development, please check it later
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#include "CcdPhysicsEnvironment.h"
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#include "ParallelPhysicsEnvironment.h"
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#include "CcdPhysicsController.h"
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//#include "GL_LineSegmentShape.h"
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#include "CollisionShapes/BoxShape.h"
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#include "CollisionShapes/SphereShape.h"
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#include "CollisionShapes/ConeShape.h"
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#include "CollisionShapes/StaticPlaneShape.h"
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#include "CollisionShapes/CompoundShape.h"
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#include "CollisionShapes/Simplex1to4Shape.h"
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#include "CollisionShapes/EmptyShape.h"
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#include "CollisionShapes/CylinderShape.h"
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#include "CollisionShapes/TriangleMeshShape.h"
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#include "CollisionShapes/TriangleIndexVertexArray.h"
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#include "CollisionShapes/BvhTriangleMeshShape.h"
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#include "CollisionShapes/TriangleMesh.h"
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#include "Dynamics/RigidBody.h"
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#include "Vehicle/RaycastVehicle.h"
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#include "PHY_IVehicle.h"
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#include "CollisionDispatch/CollisionDispatcher.h"
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#include "ParallelIslandDispatcher.h"
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#include "BroadphaseCollision/SimpleBroadphase.h"
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#include "BroadphaseCollision/AxisSweep3.h"
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#include "ConstraintSolver/Point2PointConstraint.h"
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#include "ConstraintSolver/HingeConstraint.h"
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#include "quickprof.h"
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#include "IDebugDraw.h"
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#include "GLDebugDrawer.h"
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#include "PHY_Pro.h"
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#include "BMF_Api.h"
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#include <stdio.h> //printf debugging
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float deltaTime = 1.f/60.f;
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#include "GL_ShapeDrawer.h"
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#include "GlutStuff.h"
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#include "ForkLiftDemo.h"
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const int maxProxies = 32766;
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const int maxOverlap = 65535;
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DefaultMotionState wheelMotionState[4];
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///PHY_IVehicle is the interface behind the constraint that implements the raycast vehicle (WrapperVehicle which holds a RaycastVehicle)
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///notice that for higher-quality slow-moving vehicles, another approach might be better
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///implementing explicit hinged-wheel constraints with cylinder collision, rather then raycasts
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PHY_IVehicle* gVehicleConstraint=0;
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float gEngineForce = 0.f;
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float maxEngineForce = 1000.f;
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float gVehicleSteering = 0.f;
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float steeringIncrement = 0.1f;
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float steeringClamp = 0.3f;
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float wheelRadius = 0.5f;
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float wheelWidth = 0.2f;
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float wheelFriction = 100.f;
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float suspensionStiffness = 10.f;
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float suspensionDamping = 1.3f;
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float suspensionCompression = 2.4f;
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float rollInfluence = 0.1f;
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SimdVector3 wheelDirectionCS0(0,-1,0);
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SimdVector3 wheelAxleCS(1,0,0);
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SimdScalar suspensionRestLength(0.6);
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#define CUBE_HALF_EXTENTS 1
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////////////////////////////////////
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GLDebugDrawer debugDrawer;
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int main(int argc,char** argv)
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{
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ForkLiftDemo* vehicleDemo = new ForkLiftDemo;
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vehicleDemo->setupPhysics();
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return glutmain(argc, argv,640,480,"Bullet Vehicle Demo. http://www.continuousphysics.com/Bullet/phpBB2/", vehicleDemo);
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}
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ForkLiftDemo::ForkLiftDemo()
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:
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m_carChassis(0),
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m_cameraHeight(4.f),
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m_minCameraDistance(3.f),
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m_maxCameraDistance(10.f)
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{
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m_cameraPosition = SimdVector3(30,30,30);
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}
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void ForkLiftDemo::setupPhysics()
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{
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CollisionDispatcher* dispatcher = new CollisionDispatcher();
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ParallelIslandDispatcher* dispatcher2 = new ParallelIslandDispatcher();
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SimdVector3 worldAabbMin(-30000,-30000,-30000);
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SimdVector3 worldAabbMax(30000,30000,30000);
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OverlappingPairCache* broadphase = new AxisSweep3(worldAabbMin,worldAabbMax,maxProxies,maxOverlap);
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//OverlappingPairCache* broadphase = new SimpleBroadphase(maxProxies,maxOverlap);
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#ifdef USE_PARALLEL_DISPATCHER
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m_physicsEnvironmentPtr = new ParallelPhysicsEnvironment(dispatcher2,broadphase);
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#else
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m_physicsEnvironmentPtr = new CcdPhysicsEnvironment(dispatcher,broadphase);
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#endif
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m_physicsEnvironmentPtr->setDeactivationTime(2.f);
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m_physicsEnvironmentPtr->setDebugDrawer(&debugDrawer);
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m_physicsEnvironmentPtr->setGravity(0,-10,0);//0,0);//-10,0);
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int i;
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CollisionShape* groundShape = new BoxShape(SimdVector3(50,3,50));
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#define USE_TRIMESH_GROUND 1
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#ifdef USE_TRIMESH_GROUND
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const float TRIANGLE_SIZE=20.f;
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//create a triangle-mesh ground
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int vertStride = sizeof(SimdVector3);
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int indexStride = 3*sizeof(int);
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const int NUM_VERTS_X = 50;
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const int NUM_VERTS_Y = 50;
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const int totalVerts = NUM_VERTS_X*NUM_VERTS_Y;
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const int totalTriangles = 2*(NUM_VERTS_X-1)*(NUM_VERTS_Y-1);
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SimdVector3* gVertices = new SimdVector3[totalVerts];
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int* gIndices = new int[totalTriangles*3];
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for ( i=0;i<NUM_VERTS_X;i++)
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{
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for (int j=0;j<NUM_VERTS_Y;j++)
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{
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gVertices[i+j*NUM_VERTS_X].setValue((i-NUM_VERTS_X*0.5f)*TRIANGLE_SIZE,2.f*sinf((float)i)*cosf((float)j)+10.f,(j-NUM_VERTS_Y*0.5f)*TRIANGLE_SIZE);
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}
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}
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int index=0;
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for ( i=0;i<NUM_VERTS_X-1;i++)
|
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{
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for (int j=0;j<NUM_VERTS_Y-1;j++)
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{
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gIndices[index++] = j*NUM_VERTS_X+i;
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gIndices[index++] = j*NUM_VERTS_X+i+1;
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gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
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gIndices[index++] = j*NUM_VERTS_X+i;
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gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
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gIndices[index++] = (j+1)*NUM_VERTS_X+i;
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}
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}
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TriangleIndexVertexArray* indexVertexArrays = new TriangleIndexVertexArray(totalTriangles,
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gIndices,
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indexStride,
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totalVerts,(float*) &gVertices[0].x(),vertStride);
|
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|
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groundShape = new BvhTriangleMeshShape(indexVertexArrays);
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#endif //
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||||
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SimdTransform tr;
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tr.setIdentity();
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tr.setOrigin(SimdVector3(0,-20.f,0));
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//create ground object
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LocalCreatePhysicsObject(false,0,tr,groundShape);
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CollisionShape* chassisShape = new BoxShape(SimdVector3(1.f,0.5f,2.f));
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tr.setOrigin(SimdVector3(0,0.f,0));
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m_carChassis = LocalCreatePhysicsObject(true,800,tr,chassisShape);
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clientResetScene();
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m_physicsEnvironmentPtr->SyncMotionStates(0.f);
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||||
/// create vehicle
|
||||
{
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||||
int constraintId;
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constraintId =m_physicsEnvironmentPtr->createConstraint(
|
||||
m_carChassis,0,
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||||
PHY_VEHICLE_CONSTRAINT,
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0,0,0,
|
||||
0,0,0);
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||||
///never deactivate the vehicle
|
||||
m_carChassis->GetRigidBody()->SetActivationState(DISABLE_DEACTIVATION);
|
||||
|
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gVehicleConstraint = m_physicsEnvironmentPtr->getVehicleConstraint(constraintId);
|
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SimdVector3 connectionPointCS0(CUBE_HALF_EXTENTS-(0.3*wheelWidth),0,2*CUBE_HALF_EXTENTS-wheelRadius);
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RaycastVehicle::VehicleTuning tuning;
|
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bool isFrontWheel=true;
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int rightIndex = 0;
|
||||
int upIndex = 1;
|
||||
int forwardIndex = 2;
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||||
|
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gVehicleConstraint->SetCoordinateSystem(rightIndex,upIndex,forwardIndex);
|
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|
||||
gVehicleConstraint->AddWheel(&wheelMotionState[0],
|
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(PHY__Vector3&)connectionPointCS0,
|
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(PHY__Vector3&)wheelDirectionCS0,(PHY__Vector3&)wheelAxleCS,suspensionRestLength,wheelRadius,isFrontWheel);
|
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||||
connectionPointCS0 = SimdVector3(-CUBE_HALF_EXTENTS+(0.3*wheelWidth),0,2*CUBE_HALF_EXTENTS-wheelRadius);
|
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gVehicleConstraint->AddWheel(&wheelMotionState[1],
|
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(PHY__Vector3&)connectionPointCS0,
|
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(PHY__Vector3&)wheelDirectionCS0,(PHY__Vector3&)wheelAxleCS,suspensionRestLength,wheelRadius,isFrontWheel);
|
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|
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connectionPointCS0 = SimdVector3(-CUBE_HALF_EXTENTS+(0.3*wheelWidth),0,-2*CUBE_HALF_EXTENTS+wheelRadius);
|
||||
isFrontWheel = false;
|
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gVehicleConstraint->AddWheel(&wheelMotionState[2],
|
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(PHY__Vector3&)connectionPointCS0,
|
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(PHY__Vector3&)wheelDirectionCS0,(PHY__Vector3&)wheelAxleCS,suspensionRestLength,wheelRadius,isFrontWheel);
|
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connectionPointCS0 = SimdVector3(CUBE_HALF_EXTENTS-(0.3*wheelWidth),0,-2*CUBE_HALF_EXTENTS+wheelRadius);
|
||||
gVehicleConstraint->AddWheel(&wheelMotionState[3],
|
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(PHY__Vector3&)connectionPointCS0,
|
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(PHY__Vector3&)wheelDirectionCS0,(PHY__Vector3&)wheelAxleCS,suspensionRestLength,wheelRadius,isFrontWheel);
|
||||
|
||||
|
||||
|
||||
gVehicleConstraint->SetSuspensionStiffness(suspensionStiffness,0);
|
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gVehicleConstraint->SetSuspensionStiffness(suspensionStiffness,1);
|
||||
gVehicleConstraint->SetSuspensionStiffness(suspensionStiffness,2);
|
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gVehicleConstraint->SetSuspensionStiffness(suspensionStiffness,3);
|
||||
|
||||
gVehicleConstraint->SetSuspensionDamping(suspensionDamping,0);
|
||||
gVehicleConstraint->SetSuspensionDamping(suspensionDamping,1);
|
||||
gVehicleConstraint->SetSuspensionDamping(suspensionDamping,2);
|
||||
gVehicleConstraint->SetSuspensionDamping(suspensionDamping,3);
|
||||
|
||||
gVehicleConstraint->SetSuspensionCompression(suspensionCompression,0);
|
||||
gVehicleConstraint->SetSuspensionCompression(suspensionCompression,1);
|
||||
gVehicleConstraint->SetSuspensionCompression(suspensionCompression,2);
|
||||
gVehicleConstraint->SetSuspensionCompression(suspensionCompression,3);
|
||||
|
||||
gVehicleConstraint->SetWheelFriction(wheelFriction,0);
|
||||
gVehicleConstraint->SetWheelFriction(wheelFriction,1);
|
||||
gVehicleConstraint->SetWheelFriction(wheelFriction,2);
|
||||
gVehicleConstraint->SetWheelFriction(wheelFriction,3);
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
setCameraDistance(26.f);
|
||||
|
||||
}
|
||||
|
||||
|
||||
//to be implemented by the demo
|
||||
void ForkLiftDemo::renderme()
|
||||
{
|
||||
updateCamera();
|
||||
|
||||
debugDrawer.SetDebugMode(getDebugMode());
|
||||
float m[16];
|
||||
int i;
|
||||
|
||||
CylinderShapeX wheelShape(SimdVector3(wheelWidth,wheelRadius,wheelRadius));
|
||||
SimdVector3 wheelColor(1,0,0);
|
||||
|
||||
for (i=0;i<4;i++)
|
||||
{
|
||||
//draw wheels (cylinders)
|
||||
wheelMotionState[i].m_worldTransform.getOpenGLMatrix(m);
|
||||
GL_ShapeDrawer::DrawOpenGL(m,&wheelShape,wheelColor,getDebugMode());
|
||||
}
|
||||
|
||||
DemoApplication::renderme();
|
||||
|
||||
}
|
||||
|
||||
void ForkLiftDemo::clientMoveAndDisplay()
|
||||
{
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
|
||||
{
|
||||
int steerWheelIndex = 2;
|
||||
gVehicleConstraint->ApplyEngineForce(gEngineForce,steerWheelIndex);
|
||||
steerWheelIndex = 3;
|
||||
gVehicleConstraint->ApplyEngineForce(gEngineForce,steerWheelIndex);
|
||||
|
||||
steerWheelIndex = 0;
|
||||
gVehicleConstraint->SetSteeringValue(gVehicleSteering,steerWheelIndex);
|
||||
steerWheelIndex = 1;
|
||||
gVehicleConstraint->SetSteeringValue(gVehicleSteering,steerWheelIndex);
|
||||
|
||||
}
|
||||
|
||||
m_physicsEnvironmentPtr->proceedDeltaTime(0.f,deltaTime);
|
||||
|
||||
|
||||
|
||||
|
||||
#ifdef USE_QUICKPROF
|
||||
Profiler::beginBlock("render");
|
||||
#endif //USE_QUICKPROF
|
||||
|
||||
|
||||
renderme();
|
||||
|
||||
#ifdef USE_QUICKPROF
|
||||
Profiler::endBlock("render");
|
||||
#endif
|
||||
glFlush();
|
||||
glutSwapBuffers();
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
void ForkLiftDemo::displayCallback(void)
|
||||
{
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
|
||||
m_physicsEnvironmentPtr->UpdateAabbs(deltaTime);
|
||||
//draw contactpoints
|
||||
m_physicsEnvironmentPtr->CallbackTriggers();
|
||||
|
||||
|
||||
renderme();
|
||||
|
||||
|
||||
glFlush();
|
||||
glutSwapBuffers();
|
||||
}
|
||||
|
||||
|
||||
|
||||
void ForkLiftDemo::clientResetScene()
|
||||
{
|
||||
gEngineForce = 0.f;
|
||||
gVehicleSteering = 0.f;
|
||||
m_carChassis->setPosition(0,0,0);
|
||||
m_carChassis->setOrientation(0,0,0,1);
|
||||
}
|
||||
|
||||
|
||||
|
||||
void ForkLiftDemo::specialKeyboard(int key, int x, int y)
|
||||
{
|
||||
printf("key = %i x=%i y=%i\n",key,x,y);
|
||||
|
||||
switch (key)
|
||||
{
|
||||
case GLUT_KEY_LEFT :
|
||||
{
|
||||
gVehicleSteering += steeringIncrement;
|
||||
if ( gVehicleSteering > steeringClamp)
|
||||
gVehicleSteering = steeringClamp;
|
||||
|
||||
break;
|
||||
}
|
||||
case GLUT_KEY_RIGHT :
|
||||
{
|
||||
gVehicleSteering -= steeringIncrement;
|
||||
if ( gVehicleSteering < -steeringClamp)
|
||||
gVehicleSteering = -steeringClamp;
|
||||
|
||||
break;
|
||||
}
|
||||
case GLUT_KEY_UP :
|
||||
{
|
||||
gEngineForce = -maxEngineForce;
|
||||
break;
|
||||
}
|
||||
case GLUT_KEY_DOWN :
|
||||
{
|
||||
gEngineForce = maxEngineForce;
|
||||
break;
|
||||
}
|
||||
default:
|
||||
DemoApplication::specialKeyboard(key,x,y);
|
||||
break;
|
||||
}
|
||||
|
||||
// glutPostRedisplay();
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
void ForkLiftDemo::updateCamera()
|
||||
{
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
|
||||
//look at the vehicle
|
||||
m_cameraTargetPosition = m_carChassis->GetRigidBody()->m_worldTransform.getOrigin();
|
||||
|
||||
//interpolate the camera height
|
||||
m_cameraPosition[1] = (15.0*m_cameraPosition[1] + m_cameraTargetPosition[1] + m_cameraHeight)/16.0;
|
||||
|
||||
SimdVector3 camToObject = m_cameraTargetPosition - m_cameraPosition;
|
||||
|
||||
//keep distance between min and max distance
|
||||
float cameraDistance = camToObject.length();
|
||||
float correctionFactor = 0.f;
|
||||
if (cameraDistance < m_minCameraDistance)
|
||||
{
|
||||
correctionFactor = 0.15*(m_minCameraDistance-cameraDistance)/cameraDistance;
|
||||
}
|
||||
if (cameraDistance > m_maxCameraDistance)
|
||||
{
|
||||
correctionFactor = 0.15*(m_maxCameraDistance-cameraDistance)/cameraDistance;
|
||||
}
|
||||
m_cameraPosition -= correctionFactor*camToObject;
|
||||
|
||||
//update OpenGL camera settings
|
||||
glFrustum(-1.0, 1.0, -1.0, 1.0, 1.0, 10000.0);
|
||||
|
||||
gluLookAt(m_cameraPosition[0],m_cameraPosition[1],m_cameraPosition[2],
|
||||
m_cameraTargetPosition[0],m_cameraTargetPosition[1], m_cameraTargetPosition[2],
|
||||
m_cameraUp.getX(),m_cameraUp.getY(),m_cameraUp.getZ());
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
|
||||
}
|
||||
|
51
Demos/ForkLiftDemo/ForkLiftDemo.h
Normal file
51
Demos/ForkLiftDemo/ForkLiftDemo.h
Normal file
@ -0,0 +1,51 @@
|
||||
/*
|
||||
Bullet Continuous Collision Detection and Physics Library
|
||||
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
|
||||
|
||||
This software is provided 'as-is', without any express or implied warranty.
|
||||
In no event will the authors be held liable for any damages arising from the use of this software.
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it freely,
|
||||
subject to the following restrictions:
|
||||
|
||||
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.
|
||||
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
#ifndef FORKLIFT_DEMO_H
|
||||
#define FORKLIFT_DEMO_H
|
||||
|
||||
#include "DemoApplication.h"
|
||||
|
||||
///ForkLiftDemo shows how to use constraint for a cylinder-wheels vehicle
|
||||
class ForkLiftDemo : public DemoApplication
|
||||
{
|
||||
public:
|
||||
|
||||
CcdPhysicsController* m_carChassis;
|
||||
|
||||
float m_cameraHeight;
|
||||
|
||||
float m_minCameraDistance;
|
||||
float m_maxCameraDistance;
|
||||
|
||||
|
||||
ForkLiftDemo();
|
||||
|
||||
virtual void clientMoveAndDisplay();
|
||||
|
||||
virtual void clientResetScene();
|
||||
|
||||
virtual void displayCallback();
|
||||
|
||||
///a very basic camera following the vehicle
|
||||
virtual void updateCamera();
|
||||
|
||||
virtual void specialKeyboard(int key, int x, int y);
|
||||
|
||||
void renderme();
|
||||
|
||||
void setupPhysics();
|
||||
};
|
||||
|
||||
#endif //FORKLIFT_DEMO_H
|
3
Demos/ForkLiftDemo/Jamfile
Normal file
3
Demos/ForkLiftDemo/Jamfile
Normal file
@ -0,0 +1,3 @@
|
||||
SubDir TOP Demos ForkLiftDemo ;
|
||||
|
||||
BulletDemo ForkLiftDemo : [ Wildcard *.h *.cpp ] ;
|
Loading…
Reference in New Issue
Block a user