mirror of
https://github.com/bulletphysics/bullet3
synced 2025-01-18 21:10:05 +00:00
Start re-organizing demos so the physics setup can be shared easier (explicit create graphics objects, init/exit physics etc)
Add B3G_RETURN key code, only implemented in Windows so far (todo: Mac, Linux) Fix Windows key management (use WM_CHAR event instead of WM_KEYUP Add Return (OnKeyReturn) key support TreeNode, so we can select an item using the return key.
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@ -123,8 +123,8 @@ void BasicDemo::initPhysics()
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setShadows(true);
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setCameraDistance(btScalar(SCALING*50.));
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m_physicsSetup.initPhysics();
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GraphicsPhysicsBridge gfxBridge;
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m_physicsSetup.initPhysics(gfxBridge);
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m_dynamicsWorld = m_physicsSetup.m_dynamicsWorld;
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m_dynamicsWorld->setDebugDrawer(&gDebugDraw);
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@ -6,28 +6,15 @@
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#define ARRAY_SIZE_X 5
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#define ARRAY_SIZE_Z 5
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void BasicDemoPhysicsSetup::initPhysics()
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void BasicDemoPhysicsSetup::initPhysics(GraphicsPhysicsBridge& gfxBridge)
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{
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///collision configuration contains default setup for memory, collision setup
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m_collisionConfiguration = new btDefaultCollisionConfiguration();
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//m_collisionConfiguration->setConvexConvexMultipointIterations();
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createEmptyDynamicsWorld();
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///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
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m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
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m_broadphase = new btDbvtBroadphase();
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///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
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btSequentialImpulseConstraintSolver* sol = new btSequentialImpulseConstraintSolver;
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m_solver = sol;
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m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
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m_dynamicsWorld->setGravity(btVector3(0,-10,0));
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///create a few basic rigid bodies
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btBoxShape* groundShape = createBoxShape(btVector3(btScalar(50.),btScalar(50.),btScalar(50.)));
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gfxBridge.createCollisionShapeGraphicsObject(groundShape);
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//groundShape->initializePolyhedralFeatures();
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// btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0,1,0),50);
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@ -39,7 +26,8 @@ void BasicDemoPhysicsSetup::initPhysics()
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{
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btScalar mass(0.);
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createRigidBody(mass,groundTransform,groundShape, btVector4(0,0,1,1));
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btRigidBody* body = createRigidBody(mass,groundTransform,groundShape, btVector4(0,0,1,1));
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gfxBridge.createRigidBodyGraphicsObject(body, btVector3(0, 1, 0));
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}
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@ -48,6 +36,8 @@ void BasicDemoPhysicsSetup::initPhysics()
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// Re-using the same collision is better for memory usage and performance
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btBoxShape* colShape = createBoxShape(btVector3(1,1,1));
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gfxBridge.createCollisionShapeGraphicsObject(colShape);
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//btCollisionShape* colShape = new btSphereShape(btScalar(1.));
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m_collisionShapes.push_back(colShape);
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@ -77,7 +67,9 @@ void BasicDemoPhysicsSetup::initPhysics()
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btScalar(2.0*j)));
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createRigidBody(mass,startTransform,colShape);
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btRigidBody* body = createRigidBody(mass,startTransform,colShape);
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gfxBridge.createRigidBodyGraphicsObject(body, btVector3(1, 1, 0));
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}
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}
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}
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@ -88,84 +80,10 @@ void BasicDemoPhysicsSetup::initPhysics()
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void BasicDemoPhysicsSetup::stepSimulation(float deltaTime)
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{
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m_dynamicsWorld->stepSimulation(deltaTime);
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}
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btBoxShape* BasicDemoPhysicsSetup::createBoxShape(const btVector3& halfExtents)
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{
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btBoxShape* box = new btBoxShape(halfExtents);
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return box;
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}
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btRigidBody* BasicDemoPhysicsSetup::createRigidBody(float mass, const btTransform& startTransform,btCollisionShape* shape, const btVector4& color)
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{
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btAssert((!shape || shape->getShapeType() != INVALID_SHAPE_PROXYTYPE));
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//rigidbody is dynamic if and only if mass is non zero, otherwise static
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bool isDynamic = (mass != 0.f);
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btVector3 localInertia(0,0,0);
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if (isDynamic)
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shape->calculateLocalInertia(mass,localInertia);
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//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
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#define USE_MOTIONSTATE 1
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#ifdef USE_MOTIONSTATE
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btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
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btRigidBody::btRigidBodyConstructionInfo cInfo(mass,myMotionState,shape,localInertia);
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btRigidBody* body = new btRigidBody(cInfo);
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//body->setContactProcessingThreshold(m_defaultContactProcessingThreshold);
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#else
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btRigidBody* body = new btRigidBody(mass,0,shape,localInertia);
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body->setWorldTransform(startTransform);
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#endif//
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body->setUserIndex(-1);
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m_dynamicsWorld->addRigidBody(body);
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return body;
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}
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void BasicDemoPhysicsSetup::exitPhysics()
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{
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//cleanup in the reverse order of creation/initialization
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//remove the rigidbodies from the dynamics world and delete them
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int i;
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for (i=m_dynamicsWorld->getNumCollisionObjects()-1; i>=0 ;i--)
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{
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btCollisionObject* obj = m_dynamicsWorld->getCollisionObjectArray()[i];
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btRigidBody* body = btRigidBody::upcast(obj);
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if (body && body->getMotionState())
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{
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delete body->getMotionState();
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}
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m_dynamicsWorld->removeCollisionObject( obj );
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delete obj;
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}
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//delete collision shapes
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for (int j=0;j<m_collisionShapes.size();j++)
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{
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btCollisionShape* shape = m_collisionShapes[j];
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delete shape;
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}
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m_collisionShapes.clear();
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delete m_dynamicsWorld;
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delete m_solver;
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delete m_broadphase;
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delete m_dispatcher;
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delete m_collisionConfiguration;
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}
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@ -16,79 +16,12 @@ class btBoxShape;
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#include "LinearMath/btAlignedObjectArray.h"
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struct BasicDemoPhysicsSetup
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#include "../CommonRigidBodySetup.h"
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struct BasicDemoPhysicsSetup : public CommonRigidBodySetup
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{
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//keep the collision shapes, for deletion/cleanup
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btAlignedObjectArray<btCollisionShape*> m_collisionShapes;
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btBroadphaseInterface* m_broadphase;
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btCollisionDispatcher* m_dispatcher;
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btConstraintSolver* m_solver;
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btDefaultCollisionConfiguration* m_collisionConfiguration;
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btDiscreteDynamicsWorld* m_dynamicsWorld;
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virtual void initPhysics();
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virtual void exitPhysics();
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virtual void stepSimulation(float deltaTime);
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virtual btRigidBody* createRigidBody(float mass, const btTransform& startTransform,btCollisionShape* shape, const btVector4& color=btVector4(1,0,0,1));
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virtual btBoxShape* createBoxShape(const btVector3& halfExtents);
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/*
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//bodies
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virtual btRigidBody* createRigidBody(bool isDynamic, btScalar mass, const btTransform& startTransform, btCollisionShape* shape,const char* bodyName);
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virtual btCollisionObject* createCollisionObject( const btTransform& startTransform, btCollisionShape* shape,const char* bodyName);
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///shapes
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virtual btCollisionShape* createPlaneShape(const btVector3& planeNormal,btScalar planeConstant);
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virtual btCollisionShape* createSphereShape(btScalar radius);
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virtual btCollisionShape* createCapsuleShapeX(btScalar radius, btScalar height);
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virtual btCollisionShape* createCapsuleShapeY(btScalar radius, btScalar height);
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virtual btCollisionShape* createCapsuleShapeZ(btScalar radius, btScalar height);
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virtual btCollisionShape* createCylinderShapeX(btScalar radius,btScalar height);
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virtual btCollisionShape* createCylinderShapeY(btScalar radius,btScalar height);
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virtual btCollisionShape* createCylinderShapeZ(btScalar radius,btScalar height);
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virtual btCollisionShape* createConeShapeX(btScalar radius,btScalar height);
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virtual btCollisionShape* createConeShapeY(btScalar radius,btScalar height);
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virtual btCollisionShape* createConeShapeZ(btScalar radius,btScalar height);
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virtual class btTriangleIndexVertexArray* createTriangleMeshContainer();
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virtual btBvhTriangleMeshShape* createBvhTriangleMeshShape(btStridingMeshInterface* trimesh, btOptimizedBvh* bvh);
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virtual btCollisionShape* createConvexTriangleMeshShape(btStridingMeshInterface* trimesh);
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virtual btGImpactMeshShape* createGimpactShape(btStridingMeshInterface* trimesh);
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virtual btStridingMeshInterfaceData* createStridingMeshInterfaceData(btStridingMeshInterfaceData* interfaceData);
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virtual class btConvexHullShape* createConvexHullShape();
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virtual class btCompoundShape* createCompoundShape();
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virtual class btScaledBvhTriangleMeshShape* createScaledTrangleMeshShape(btBvhTriangleMeshShape* meshShape,const btVector3& localScalingbtBvhTriangleMeshShape);
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virtual class btMultiSphereShape* createMultiSphereShape(const btVector3* positions,const btScalar* radi,int numSpheres);
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virtual btTriangleIndexVertexArray* createMeshInterface(btStridingMeshInterfaceData& meshData);
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///acceleration and connectivity structures
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virtual btOptimizedBvh* createOptimizedBvh();
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virtual btTriangleInfoMap* createTriangleInfoMap();
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///constraints
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virtual btPoint2PointConstraint* createPoint2PointConstraint(btRigidBody& rbA,btRigidBody& rbB, const btVector3& pivotInA,const btVector3& pivotInB);
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virtual btPoint2PointConstraint* createPoint2PointConstraint(btRigidBody& rbA,const btVector3& pivotInA);
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virtual btHingeConstraint* createHingeConstraint(btRigidBody& rbA,btRigidBody& rbB, const btTransform& rbAFrame, const btTransform& rbBFrame, bool useReferenceFrameA=false);
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virtual btHingeConstraint* createHingeConstraint(btRigidBody& rbA,const btTransform& rbAFrame, bool useReferenceFrameA=false);
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virtual btConeTwistConstraint* createConeTwistConstraint(btRigidBody& rbA,btRigidBody& rbB,const btTransform& rbAFrame, const btTransform& rbBFrame);
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virtual btConeTwistConstraint* createConeTwistConstraint(btRigidBody& rbA,const btTransform& rbAFrame);
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virtual btGeneric6DofConstraint* createGeneric6DofConstraint(btRigidBody& rbA, btRigidBody& rbB, const btTransform& frameInA, const btTransform& frameInB ,bool useLinearReferenceFrameA);
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virtual btGeneric6DofConstraint* createGeneric6DofConstraint(btRigidBody& rbB, const btTransform& frameInB, bool useLinearReferenceFrameB);
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virtual btGeneric6DofSpringConstraint* createGeneric6DofSpringConstraint(btRigidBody& rbA, btRigidBody& rbB, const btTransform& frameInA, const btTransform& frameInB ,bool useLinearReferenceFrameA);
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virtual btSliderConstraint* createSliderConstraint(btRigidBody& rbA, btRigidBody& rbB, const btTransform& frameInA, const btTransform& frameInB ,bool useLinearReferenceFrameA);
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virtual btSliderConstraint* createSliderConstraint(btRigidBody& rbB, const btTransform& frameInB, bool useLinearReferenceFrameA);
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virtual btGearConstraint* createGearConstraint(btRigidBody& rbA, btRigidBody& rbB, const btVector3& axisInA,const btVector3& axisInB, btScalar ratio);
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*/
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virtual void initPhysics(GraphicsPhysicsBridge& gfxBridge);
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};
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@ -25,12 +25,17 @@ IF (WIN32)
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ADD_EXECUTABLE(AppCcdPhysicsDemo
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main.cpp
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CcdPhysicsDemo.cpp
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CcdPhysicsSetup.h
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CcdPhysicsSetup.cpp
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${BULLET_PHYSICS_SOURCE_DIR}/build3/bullet.rc
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)
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ELSE()
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ADD_EXECUTABLE(AppCcdPhysicsDemo
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main.cpp
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CcdPhysicsDemo.cpp
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CcdPhysicsSetup.h
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CcdPhysicsSetup.cpp
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)
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ENDIF()
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@ -167,26 +167,11 @@ void CcdPhysicsDemo::initPhysics()
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m_ShootBoxInitialSpeed = 4000.f;
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m_defaultContactProcessingThreshold = 0.f;
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///collision configuration contains default setup for memory, collision setup
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m_collisionConfiguration = new btDefaultCollisionConfiguration();
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// m_collisionConfiguration->setConvexConvexMultipointIterations();
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///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
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m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
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//m_dispatcher->registerCollisionCreateFunc(BOX_SHAPE_PROXYTYPE,BOX_SHAPE_PROXYTYPE,m_collisionConfiguration->getCollisionAlgorithmCreateFunc(CONVEX_SHAPE_PROXYTYPE,CONVEX_SHAPE_PROXYTYPE));
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m_broadphase = new btDbvtBroadphase();
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///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
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btSequentialImpulseConstraintSolver* sol = new btSequentialImpulseConstraintSolver;
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m_solver = sol;
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m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
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GraphicsPhysicsBridge bridge;
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m_physicsSetup.initPhysics(bridge);
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m_dynamicsWorld = m_physicsSetup.m_dynamicsWorld;
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m_dynamicsWorld->getSolverInfo().m_solverMode |=SOLVER_USE_2_FRICTION_DIRECTIONS|SOLVER_RANDMIZE_ORDER;
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m_dynamicsWorld ->setDebugDrawer(&sDebugDrawer);
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//m_dynamicsWorld->getSolverInfo().m_splitImpulse=false;
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@ -203,108 +188,6 @@ void CcdPhysicsDemo::initPhysics()
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m_dynamicsWorld->setGravity(btVector3(0,-10,0));
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///create a few basic rigid bodies
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btBoxShape* box = new btBoxShape(btVector3(btScalar(110.),btScalar(1.),btScalar(110.)));
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// box->initializePolyhedralFeatures();
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btCollisionShape* groundShape = box;
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// btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0,1,0),50);
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m_collisionShapes.push_back(groundShape);
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//m_collisionShapes.push_back(new btCylinderShape (btVector3(CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS)));
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m_collisionShapes.push_back(new btBoxShape (btVector3(CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS)));
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btTransform groundTransform;
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groundTransform.setIdentity();
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//groundTransform.setOrigin(btVector3(5,5,5));
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//We can also use DemoApplication::localCreateRigidBody, but for clarity it is provided here:
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{
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btScalar mass(0.);
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//rigidbody is dynamic if and only if mass is non zero, otherwise static
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bool isDynamic = (mass != 0.f);
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btVector3 localInertia(0,0,0);
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if (isDynamic)
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groundShape->calculateLocalInertia(mass,localInertia);
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//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
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btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
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btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,groundShape,localInertia);
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btRigidBody* body = new btRigidBody(rbInfo);
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body->setFriction(0.5);
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//body->setRollingFriction(0.3);
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//add the body to the dynamics world
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m_dynamicsWorld->addRigidBody(body);
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}
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{
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//create a few dynamic rigidbodies
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// Re-using the same collision is better for memory usage and performance
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btCollisionShape* colShape = new btBoxShape(btVector3(1,1,1));
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//btCollisionShape* colShape = new btSphereShape(btScalar(1.));
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m_collisionShapes.push_back(colShape);
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/// Create Dynamic Objects
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btTransform startTransform;
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startTransform.setIdentity();
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btScalar mass(1.f);
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//rigidbody is dynamic if and only if mass is non zero, otherwise static
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bool isDynamic = (mass != 0.f);
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btVector3 localInertia(0,0,0);
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if (isDynamic)
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colShape->calculateLocalInertia(mass,localInertia);
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int gNumObjects = 120;//120;
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int i;
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for (i=0;i<gNumObjects;i++)
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{
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btCollisionShape* shape = m_collisionShapes[1];
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btTransform trans;
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trans.setIdentity();
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//stack them
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int colsize = 10;
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int row = (i*CUBE_HALF_EXTENTS*2)/(colsize*2*CUBE_HALF_EXTENTS);
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int row2 = row;
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int col = (i)%(colsize)-colsize/2;
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if (col>3)
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{
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col=11;
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row2 |=1;
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}
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btVector3 pos(col*2*CUBE_HALF_EXTENTS + (row2%2)*CUBE_HALF_EXTENTS,
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row*2*CUBE_HALF_EXTENTS+CUBE_HALF_EXTENTS+EXTRA_HEIGHT,0);
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trans.setOrigin(pos);
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float mass = 1.f;
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btRigidBody* body = localCreateRigidBody(mass,trans,shape);
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body->setAnisotropicFriction(shape->getAnisotropicRollingFrictionDirection(),btCollisionObject::CF_ANISOTROPIC_ROLLING_FRICTION);
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body->setFriction(0.5);
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//body->setRollingFriction(.3);
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///when using m_ccdMode
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if (m_ccdMode==USE_CCD)
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{
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body->setCcdMotionThreshold(CUBE_HALF_EXTENTS);
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body->setCcdSweptSphereRadius(0.9*CUBE_HALF_EXTENTS);
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}
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}
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}
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}
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void CcdPhysicsDemo::clientResetScene()
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@ -381,40 +264,8 @@ void CcdPhysicsDemo::shootBox(const btVector3& destination)
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void CcdPhysicsDemo::exitPhysics()
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{
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m_physicsSetup.exitPhysics();
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//cleanup in the reverse order of creation/initialization
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//remove the rigidbodies from the dynamics world and delete them
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int i;
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for (i=m_dynamicsWorld->getNumCollisionObjects()-1; i>=0 ;i--)
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{
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btCollisionObject* obj = m_dynamicsWorld->getCollisionObjectArray()[i];
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btRigidBody* body = btRigidBody::upcast(obj);
|
||||
if (body && body->getMotionState())
|
||||
{
|
||||
delete body->getMotionState();
|
||||
}
|
||||
m_dynamicsWorld->removeCollisionObject( obj );
|
||||
delete obj;
|
||||
}
|
||||
|
||||
//delete collision shapes
|
||||
for (int j=0;j<m_collisionShapes.size();j++)
|
||||
{
|
||||
btCollisionShape* shape = m_collisionShapes[j];
|
||||
delete shape;
|
||||
}
|
||||
m_collisionShapes.clear();
|
||||
|
||||
delete m_dynamicsWorld;
|
||||
|
||||
delete m_solver;
|
||||
|
||||
delete m_broadphase;
|
||||
|
||||
delete m_dispatcher;
|
||||
|
||||
delete m_collisionConfiguration;
|
||||
|
||||
|
||||
}
|
||||
|
@ -33,19 +33,14 @@ class btConstraintSolver;
|
||||
struct btCollisionAlgorithmCreateFunc;
|
||||
class btDefaultCollisionConfiguration;
|
||||
|
||||
#include "CcdPhysicsSetup.h"
|
||||
|
||||
///CcdPhysicsDemo is good starting point for learning the code base and porting.
|
||||
|
||||
class CcdPhysicsDemo : public PlatformDemoApplication
|
||||
{
|
||||
|
||||
//keep the collision shapes, for deletion/cleanup
|
||||
btAlignedObjectArray<btCollisionShape*> m_collisionShapes;
|
||||
|
||||
btBroadphaseInterface* m_broadphase;
|
||||
|
||||
btCollisionDispatcher* m_dispatcher;
|
||||
|
||||
btConstraintSolver* m_solver;
|
||||
CcdPhysicsSetup m_physicsSetup;
|
||||
|
||||
enum
|
||||
{
|
||||
@ -54,7 +49,6 @@ class CcdPhysicsDemo : public PlatformDemoApplication
|
||||
};
|
||||
int m_ccdMode;
|
||||
|
||||
btDefaultCollisionConfiguration* m_collisionConfiguration;
|
||||
|
||||
public:
|
||||
|
||||
|
179
Demos/CcdPhysicsDemo/CcdPhysicsSetup.cpp
Normal file
179
Demos/CcdPhysicsDemo/CcdPhysicsSetup.cpp
Normal file
@ -0,0 +1,179 @@
|
||||
|
||||
#include "CcdPhysicsSetup.h"
|
||||
#include "btBulletDynamicsCommon.h"
|
||||
#define CUBE_HALF_EXTENTS 1.f
|
||||
#define EXTRA_HEIGHT 1.f
|
||||
|
||||
|
||||
void KinematicObjectSetup::initPhysics(GraphicsPhysicsBridge& gfxBridge)
|
||||
{
|
||||
createEmptyDynamicsWorld();
|
||||
{
|
||||
btBoxShape* box = new btBoxShape(btVector3(btScalar(10.), btScalar(1.), btScalar(10.)));
|
||||
gfxBridge.createCollisionShapeGraphicsObject(box);
|
||||
btTransform startTrans;
|
||||
startTrans.setIdentity();
|
||||
startTrans.setOrigin(btVector3(0, -1, 0));
|
||||
btRigidBody* body = createRigidBody(0, startTrans, box);
|
||||
body->setMotionState(0);
|
||||
body->setFriction(1);
|
||||
body->setCollisionFlags(body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
|
||||
body->setActivationState(DISABLE_DEACTIVATION);
|
||||
|
||||
gfxBridge.createRigidBodyGraphicsObject(body, btVector3(0,1,0));
|
||||
}
|
||||
{
|
||||
btBoxShape* box = new btBoxShape(btVector3(btScalar(1.), btScalar(1.), btScalar(1.)));
|
||||
gfxBridge.createCollisionShapeGraphicsObject(box);
|
||||
btTransform startTrans;
|
||||
startTrans.setIdentity();
|
||||
startTrans.setOrigin(btVector3(0, 1, 0));
|
||||
btRigidBody* body = createRigidBody(1, startTrans, box);
|
||||
body->setFriction(1);
|
||||
body->setActivationState(DISABLE_DEACTIVATION);
|
||||
gfxBridge.createRigidBodyGraphicsObject(body, btVector3(1, 1, 0));
|
||||
}
|
||||
}
|
||||
|
||||
void KinematicObjectSetup::stepSimulation(float deltaTime)
|
||||
{
|
||||
if (m_dynamicsWorld)
|
||||
{
|
||||
btCollisionObject* colObj = m_dynamicsWorld->getCollisionObjectArray()[0];
|
||||
btRigidBody* body = btRigidBody::upcast(colObj);
|
||||
if (body)
|
||||
{
|
||||
btMotionState* ms = body->getMotionState();
|
||||
|
||||
btTransform startTrans;
|
||||
startTrans.setIdentity();
|
||||
static float time = 0.f;
|
||||
time += 0.01f;
|
||||
static float xPos = 0.f;
|
||||
xPos = sinf(time)*10.f;
|
||||
startTrans.setOrigin(btVector3(xPos, -1, 0));
|
||||
if (ms)
|
||||
{
|
||||
|
||||
ms->setWorldTransform(startTrans);
|
||||
}
|
||||
else
|
||||
{
|
||||
body->setWorldTransform(startTrans);
|
||||
}
|
||||
}
|
||||
m_dynamicsWorld->stepSimulation(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
void CcdPhysicsSetup::initPhysics(GraphicsPhysicsBridge& gfxBridge)
|
||||
{
|
||||
createEmptyDynamicsWorld();
|
||||
|
||||
|
||||
///create a few basic rigid bodies
|
||||
btBoxShape* box = new btBoxShape(btVector3(btScalar(110.), btScalar(1.), btScalar(110.)));
|
||||
gfxBridge.createCollisionShapeGraphicsObject(box);
|
||||
// box->initializePolyhedralFeatures();
|
||||
btCollisionShape* groundShape = box;
|
||||
|
||||
|
||||
m_collisionShapes.push_back(groundShape);
|
||||
//m_collisionShapes.push_back(new btCylinderShape (btVector3(CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS)));
|
||||
m_collisionShapes.push_back(new btBoxShape(btVector3(CUBE_HALF_EXTENTS, CUBE_HALF_EXTENTS, CUBE_HALF_EXTENTS)));
|
||||
|
||||
btTransform groundTransform;
|
||||
groundTransform.setIdentity();
|
||||
//groundTransform.setOrigin(btVector3(5,5,5));
|
||||
|
||||
//We can also use DemoApplication::localCreateRigidBody, but for clarity it is provided here:
|
||||
{
|
||||
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);
|
||||
|
||||
//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);
|
||||
gfxBridge.createRigidBodyGraphicsObject(body, btVector3(0, 1, 0));
|
||||
body->setFriction(0.5);
|
||||
//body->setRollingFriction(0.3);
|
||||
//add the body to the dynamics world
|
||||
m_dynamicsWorld->addRigidBody(body);
|
||||
}
|
||||
|
||||
|
||||
{
|
||||
//create a few dynamic rigidbodies
|
||||
// Re-using the same collision is better for memory usage and performance
|
||||
|
||||
btCollisionShape* colShape = new btBoxShape(btVector3(1, 1, 1));
|
||||
gfxBridge.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);
|
||||
|
||||
int gNumObjects = 120;//120;
|
||||
int i;
|
||||
for (i = 0; i<gNumObjects; i++)
|
||||
{
|
||||
btCollisionShape* shape = colShape;// m_collisionShapes[1];
|
||||
|
||||
btTransform trans;
|
||||
trans.setIdentity();
|
||||
|
||||
//stack them
|
||||
int colsize = 10;
|
||||
int row = (i*CUBE_HALF_EXTENTS * 2) / (colsize * 2 * CUBE_HALF_EXTENTS);
|
||||
int row2 = row;
|
||||
int col = (i) % (colsize)-colsize / 2;
|
||||
|
||||
|
||||
if (col>3)
|
||||
{
|
||||
col = 11;
|
||||
row2 |= 1;
|
||||
}
|
||||
|
||||
btVector3 pos(col * 2 * CUBE_HALF_EXTENTS + (row2 % 2)*CUBE_HALF_EXTENTS,
|
||||
row * 2 * CUBE_HALF_EXTENTS + CUBE_HALF_EXTENTS + EXTRA_HEIGHT, 0);
|
||||
|
||||
trans.setOrigin(pos);
|
||||
|
||||
float mass = 1.f;
|
||||
|
||||
btRigidBody* body = createRigidBody(mass, trans, shape);
|
||||
gfxBridge.createRigidBodyGraphicsObject(body, btVector3(1, 1, 0));
|
||||
|
||||
body->setAnisotropicFriction(shape->getAnisotropicRollingFrictionDirection(), btCollisionObject::CF_ANISOTROPIC_ROLLING_FRICTION);
|
||||
body->setFriction(0.5);
|
||||
|
||||
//body->setRollingFriction(.3);
|
||||
///when using m_ccdMode
|
||||
//if (m_ccdMode == USE_CCD)
|
||||
{
|
||||
body->setCcdMotionThreshold(CUBE_HALF_EXTENTS);
|
||||
body->setCcdSweptSphereRadius(0.9*CUBE_HALF_EXTENTS);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
23
Demos/CcdPhysicsDemo/CcdPhysicsSetup.h
Normal file
23
Demos/CcdPhysicsDemo/CcdPhysicsSetup.h
Normal file
@ -0,0 +1,23 @@
|
||||
|
||||
#ifndef CCD_PHYSICS_SETUP_H
|
||||
#define CCD_PHYSICS_SETUP_H
|
||||
|
||||
|
||||
#include "../CommonRigidBodySetup.h"
|
||||
|
||||
struct CcdPhysicsSetup : public CommonRigidBodySetup
|
||||
{
|
||||
virtual void initPhysics(GraphicsPhysicsBridge& gfxBridge);
|
||||
|
||||
};
|
||||
|
||||
struct KinematicObjectSetup : public CommonRigidBodySetup
|
||||
{
|
||||
virtual void initPhysics(GraphicsPhysicsBridge& gfxBridge);
|
||||
|
||||
virtual void stepSimulation(float deltaTime);
|
||||
|
||||
};
|
||||
|
||||
|
||||
#endif //CCD_PHYSICS_SETUP_H
|
53
Demos/CommonPhysicsSetup.h
Normal file
53
Demos/CommonPhysicsSetup.h
Normal file
@ -0,0 +1,53 @@
|
||||
|
||||
#ifndef COMMON_PHYSICS_SETUP_H
|
||||
#define COMMON_PHYSICS_SETUP_H
|
||||
|
||||
class btRigidBody;
|
||||
class btBoxShape;
|
||||
class btTransform;
|
||||
class btCollisionShape;
|
||||
#include "LinearMath/btVector3.h"
|
||||
class btDiscreteDynamicsWorld;
|
||||
|
||||
///The GraphicsPhysicsBridge let's the graphics engine create graphics representation and synchronize
|
||||
struct GraphicsPhysicsBridge
|
||||
{
|
||||
virtual void createRigidBodyGraphicsObject(btRigidBody* body,const btVector3& color)
|
||||
{
|
||||
}
|
||||
virtual void createCollisionShapeGraphicsObject(btCollisionShape* collisionShape)
|
||||
{
|
||||
}
|
||||
virtual void syncPhysicsToGraphics(const btDiscreteDynamicsWorld* rbWorld)
|
||||
{
|
||||
}
|
||||
};
|
||||
|
||||
struct CommonPhysicsSetup
|
||||
{
|
||||
public:
|
||||
|
||||
virtual ~CommonPhysicsSetup() {}
|
||||
|
||||
virtual void initPhysics(GraphicsPhysicsBridge& gfxBridge) = 0;
|
||||
|
||||
virtual void exitPhysics()=0;
|
||||
|
||||
virtual void stepSimulation(float deltaTime)=0;
|
||||
|
||||
virtual bool pickBody(const btVector3& rayFromWorld, const btVector3& rayToWorld) = 0;
|
||||
virtual bool movePickedBody(const btVector3& rayFromWorld, const btVector3& rayToWorld)=0;
|
||||
virtual void removePickingConstraint() = 0;
|
||||
|
||||
virtual void syncPhysicsToGraphics(GraphicsPhysicsBridge& gfxBridge) = 0;
|
||||
|
||||
virtual btRigidBody* createRigidBody(float mass, const btTransform& startTransform,btCollisionShape* shape, const btVector4& color=btVector4(1,0,0,1))=0;
|
||||
|
||||
virtual btBoxShape* createBoxShape(const btVector3& halfExtents)=0;
|
||||
};
|
||||
|
||||
|
||||
|
||||
#endif //COMMON_PHYSICS_SETUP_H
|
||||
|
||||
|
@ -11,9 +11,23 @@
|
||||
#include "../bullet2/RagdollDemo/RagdollDemo.h"
|
||||
#include "../bullet2/LuaDemo/LuaDemo.h"
|
||||
#include "../bullet2/ChainDemo/ChainDemo.h"
|
||||
#include "../../Demos/CcdPhysicsDemo/CcdPhysicsSetup.h"
|
||||
|
||||
static BulletDemoInterface* MyCcdPhysicsDemoCreateFunc(SimpleOpenGL3App* app)
|
||||
{
|
||||
CommonPhysicsSetup* physicsSetup = new CcdPhysicsSetup();
|
||||
return new BasicDemo(app, physicsSetup);
|
||||
}
|
||||
|
||||
static BulletDemoInterface* MyKinematicObjectCreateFunc(SimpleOpenGL3App* app)
|
||||
{
|
||||
CommonPhysicsSetup* physicsSetup = new KinematicObjectSetup();
|
||||
return new BasicDemo(app, physicsSetup);
|
||||
}
|
||||
|
||||
struct BulletDemoEntry
|
||||
{
|
||||
int m_menuLevel;
|
||||
const char* m_name;
|
||||
BulletDemoInterface::CreateFunc* m_createFunc;
|
||||
};
|
||||
@ -23,23 +37,28 @@ static BulletDemoEntry allDemos[]=
|
||||
{
|
||||
|
||||
//{"emptydemo",EmptyBulletDemo::MyCreateFunc},
|
||||
{"BasicDemo",BasicDemo::MyCreateFunc},
|
||||
|
||||
|
||||
{"ChainDemo",ChainDemo::MyCreateFunc},
|
||||
{"SIHingeDemo",HingeDemo::SICreateFunc},
|
||||
{"PGSHingeDemo",HingeDemo::PGSCreateFunc},
|
||||
{"DantzigHingeDemo",HingeDemo::DantzigCreateFunc},
|
||||
{"LemkeHingeDemo",HingeDemo::LemkeCreateFunc},
|
||||
{"InertiaHingeDemo",HingeDemo::InertiaCreateFunc},
|
||||
{"ABMHingeDemo",HingeDemo::FeatherstoneCreateFunc},
|
||||
|
||||
|
||||
{"Ragdoll",RagDollDemo::MyCreateFunc},
|
||||
{"MultiBody1",FeatherstoneDemo1::MyCreateFunc},
|
||||
// {"MultiBody2",FeatherstoneDemo2::MyCreateFunc},
|
||||
{0,"API Demos", 0},
|
||||
|
||||
{"MultiDofDemo",MultiDofDemo::MyCreateFunc},
|
||||
{1,"BasicDemo",BasicDemo::MyCreateFunc},
|
||||
{ 1, "CcdDemo", MyCcdPhysicsDemoCreateFunc },
|
||||
{ 1, "Kinematic", MyKinematicObjectCreateFunc },
|
||||
|
||||
/* {1,"ChainDemo",ChainDemo::MyCreateFunc},
|
||||
// {0, "Stress tests", 0 },
|
||||
|
||||
{1,"SIHingeDemo",HingeDemo::SICreateFunc},
|
||||
{1,"PGSHingeDemo",HingeDemo::PGSCreateFunc},
|
||||
{1,"DantzigHingeDemo",HingeDemo::DantzigCreateFunc},
|
||||
{1,"LemkeHingeDemo",HingeDemo::LemkeCreateFunc},
|
||||
{1,"InertiaHingeDemo",HingeDemo::InertiaCreateFunc},
|
||||
{1,"ABMHingeDemo",HingeDemo::FeatherstoneCreateFunc},
|
||||
|
||||
{1,"Ragdoll",RagDollDemo::MyCreateFunc},
|
||||
*/
|
||||
{ 0, "Multibody" ,0},
|
||||
{1,"MultiBody1",FeatherstoneDemo1::MyCreateFunc},
|
||||
// {"MultiBody2",FeatherstoneDemo2::MyCreateFunc},
|
||||
{1,"MultiDofDemo",MultiDofDemo::MyCreateFunc},
|
||||
// {"LuaDemo",LuaDemo::MyCreateFunc}
|
||||
|
||||
};
|
||||
|
@ -14,18 +14,22 @@ SET(App_AllBullet2Demos_SRCS
|
||||
../bullet2/BasicDemo/Bullet2RigidBodyDemo.h
|
||||
../../Demos/BasicDemo/BasicDemoPhysicsSetup.cpp
|
||||
../../Demos/BasicDemo/BasicDemoPhysicsSetup.h
|
||||
../../Demos/CcdPhysicsDemo/CcdPhysicsSetup.cpp
|
||||
../../Demos/CcdPhysicsDemo/CcdPhysicsSetup.h
|
||||
../bullet2/FeatherstoneMultiBodyDemo/BulletMultiBodyDemos.cpp
|
||||
../bullet2/FeatherstoneMultiBodyDemo/BulletMultiBodyDemos.h
|
||||
../bullet2/FeatherstoneMultiBodyDemo/MultiDofDemo.cpp
|
||||
../bullet2/FeatherstoneMultiBodyDemo/MultiDofDemo.h
|
||||
../bullet2/BasicDemo/BasicDemo.cpp
|
||||
../bullet2/BasicDemo/BasicDemo.h
|
||||
../bullet2/BasicDemo/HingeDemo.cpp
|
||||
../bullet2/BasicDemo/HingeDemo.h
|
||||
../bullet2/ChainDemo/ChainDemo.cpp
|
||||
../bullet2/ChainDemo/ChainDemo.h
|
||||
../bullet2/RagdollDemo/RagdollDemo.cpp
|
||||
../bullet2/RagdollDemo/RagdollDemo.h
|
||||
# the next few demos are not converted to 'newer' structure yet
|
||||
# target is to convert all Bullet 2 demos in new structure, but need to settle down on features
|
||||
# ../bullet2/BasicDemo/HingeDemo.cpp
|
||||
# ../bullet2/BasicDemo/HingeDemo.h
|
||||
# ../bullet2/ChainDemo/ChainDemo.cpp
|
||||
# ../bullet2/ChainDemo/ChainDemo.h
|
||||
# ../bullet2/RagdollDemo/RagdollDemo.cpp
|
||||
# ../bullet2/RagdollDemo/RagdollDemo.h
|
||||
# ../bullet2/LuaDemo/LuaDemo.cpp
|
||||
# ../bullet2/LuaDemo/LuaDemo.h
|
||||
../GpuDemos/gwenUserInterface.cpp
|
||||
|
@ -2,7 +2,7 @@
|
||||
#include "Bullet3Common/b3Vector3.h"
|
||||
#include "assert.h"
|
||||
#include <stdio.h>
|
||||
|
||||
#include "../GpuDemos/gwenInternalData.h"
|
||||
#include "../GpuDemos/gwenUserInterface.h"
|
||||
#include "BulletDemoEntries.h"
|
||||
#include "../../btgui/Timing/b3Clock.h"
|
||||
@ -11,6 +11,7 @@ const char* startFileName = "bulletDemo.txt";
|
||||
static SimpleOpenGL3App* app=0;
|
||||
static GwenUserInterface* gui = 0;
|
||||
static int sCurrentDemoIndex = 0;
|
||||
static int sCurrentHightlighted = 0;
|
||||
static BulletDemoInterface* sCurrentDemo = 0;
|
||||
static b3AlignedObjectArray<const char*> allNames;
|
||||
|
||||
@ -22,11 +23,18 @@ static bool pauseSimulation=false;
|
||||
void MyKeyboardCallback(int key, int state)
|
||||
{
|
||||
|
||||
//printf("key=%d, state=%d\n", key, state);
|
||||
bool handled = false;
|
||||
if (sCurrentDemo)
|
||||
if (gui)
|
||||
{
|
||||
|
||||
handled = gui->keyboardCallback(key, state);
|
||||
}
|
||||
if (!handled && sCurrentDemo)
|
||||
{
|
||||
handled = sCurrentDemo->keyboardCallback(key,state);
|
||||
}
|
||||
|
||||
//checkout: is it desired to ignore keys, if the demo already handles them?
|
||||
//if (handled)
|
||||
// return;
|
||||
@ -130,6 +138,88 @@ void MyComboBoxCallback(int comboId, const char* item)
|
||||
|
||||
}
|
||||
|
||||
|
||||
struct MyMenuItemHander :public Gwen::Event::Handler
|
||||
{
|
||||
int m_buttonId;
|
||||
|
||||
MyMenuItemHander( int buttonId)
|
||||
:m_buttonId(buttonId)
|
||||
{
|
||||
}
|
||||
|
||||
void onButtonA(Gwen::Controls::Base* pControl)
|
||||
{
|
||||
const Gwen::String& name = pControl->GetName();
|
||||
Gwen::Controls::TreeNode* node = (Gwen::Controls::TreeNode*)pControl;
|
||||
Gwen::Controls::Label* l = node->GetButton();
|
||||
|
||||
Gwen::UnicodeString la = node->GetButton()->GetText();// node->GetButton()->GetName();// GetText();
|
||||
Gwen::String laa = Gwen::Utility::UnicodeToString(la);
|
||||
const char* ha = laa.c_str();
|
||||
|
||||
//printf("selected %s\n", ha);
|
||||
//int dep = but->IsDepressed();
|
||||
//int tog = but->GetToggleState();
|
||||
// if (m_data->m_toggleButtonCallback)
|
||||
// (*m_data->m_toggleButtonCallback)(m_buttonId, tog);
|
||||
}
|
||||
void onButtonB(Gwen::Controls::Base* pControl)
|
||||
{
|
||||
Gwen::Controls::Label* label = (Gwen::Controls::Label*) pControl;
|
||||
Gwen::UnicodeString la = label->GetText();// node->GetButton()->GetName();// GetText();
|
||||
Gwen::String laa = Gwen::Utility::UnicodeToString(la);
|
||||
const char* ha = laa.c_str();
|
||||
|
||||
|
||||
selectDemo(sCurrentHightlighted);
|
||||
saveCurrentDemoEntry(sCurrentDemoIndex, startFileName);
|
||||
}
|
||||
void onButtonC(Gwen::Controls::Base* pControl)
|
||||
{
|
||||
Gwen::Controls::Label* label = (Gwen::Controls::Label*) pControl;
|
||||
Gwen::UnicodeString la = label->GetText();// node->GetButton()->GetName();// GetText();
|
||||
Gwen::String laa = Gwen::Utility::UnicodeToString(la);
|
||||
const char* ha = laa.c_str();
|
||||
|
||||
|
||||
// printf("onButtonC ! %s\n", ha);
|
||||
}
|
||||
void onButtonD(Gwen::Controls::Base* pControl)
|
||||
{
|
||||
/* Gwen::Controls::Label* label = (Gwen::Controls::Label*) pControl;
|
||||
Gwen::UnicodeString la = label->GetText();// node->GetButton()->GetName();// GetText();
|
||||
Gwen::String laa = Gwen::Utility::UnicodeToString(la);
|
||||
const char* ha = laa.c_str();
|
||||
*/
|
||||
|
||||
// printf("onKeyReturn ! \n");
|
||||
selectDemo(sCurrentHightlighted);
|
||||
saveCurrentDemoEntry(sCurrentDemoIndex, startFileName);
|
||||
|
||||
}
|
||||
|
||||
void onButtonE(Gwen::Controls::Base* pControl)
|
||||
{
|
||||
// printf("select %d\n",m_buttonId);
|
||||
sCurrentHightlighted = m_buttonId;
|
||||
}
|
||||
|
||||
void onButtonF(Gwen::Controls::Base* pControl)
|
||||
{
|
||||
//printf("selection changed!\n");
|
||||
}
|
||||
|
||||
void onButtonG(Gwen::Controls::Base* pControl)
|
||||
{
|
||||
//printf("onButtonG !\n");
|
||||
}
|
||||
|
||||
|
||||
|
||||
};
|
||||
|
||||
|
||||
int main(int argc, char* argv[])
|
||||
{
|
||||
b3Clock clock;
|
||||
@ -152,22 +242,66 @@ int main(int argc, char* argv[])
|
||||
sth_stash* fontstash=app->getFontStash();
|
||||
gui = new GwenUserInterface;
|
||||
gui->init(width,height,fontstash,app->m_window->getRetinaScale());
|
||||
|
||||
// gui->getInternalData()->m_explorerPage
|
||||
Gwen::Controls::TreeControl* tree = gui->getInternalData()->m_explorerTreeCtrl;
|
||||
int numDemos = sizeof(allDemos)/sizeof(BulletDemoEntry);
|
||||
|
||||
for (int i=0;i<numDemos;i++)
|
||||
char nodeText[1024];
|
||||
int curDemo = 0;
|
||||
int selectedDemo = loadCurrentDemoEntry(startFileName);
|
||||
Gwen::Controls::TreeNode* curNode = tree;
|
||||
MyMenuItemHander* handler2 = new MyMenuItemHander(-1);
|
||||
|
||||
tree->onReturnKeyDown.Add(handler2, &MyMenuItemHander::onButtonD);
|
||||
|
||||
for (int d = 0; d<numDemos; d++)
|
||||
{
|
||||
// sprintf(nodeText, "Node %d", i);
|
||||
Gwen::UnicodeString nodeUText = Gwen::Utility::StringToUnicode(allDemos[d].m_name);
|
||||
if (allDemos[d].m_menuLevel==1)
|
||||
{
|
||||
Gwen::Controls::TreeNode* pNode = curNode->AddNode(nodeUText);
|
||||
if (d == selectedDemo)
|
||||
{
|
||||
pNode->SetSelected(true);
|
||||
tree->ExpandAll();
|
||||
selectDemo(d);
|
||||
|
||||
|
||||
}
|
||||
MyMenuItemHander* handler = new MyMenuItemHander(d);
|
||||
pNode->onNamePress.Add(handler, &MyMenuItemHander::onButtonA);
|
||||
pNode->GetButton()->onDoubleClick.Add(handler, &MyMenuItemHander::onButtonB);
|
||||
pNode->GetButton()->onDown.Add(handler, &MyMenuItemHander::onButtonC);
|
||||
pNode->onSelect.Add(handler, &MyMenuItemHander::onButtonE);
|
||||
pNode->onReturnKeyDown.Add(handler, &MyMenuItemHander::onButtonG);
|
||||
pNode->onSelectChange.Add(handler, &MyMenuItemHander::onButtonF);
|
||||
// pNode->onKeyReturn.Add(handler, &MyMenuItemHander::onButtonD);
|
||||
// pNode->GetButton()->onKeyboardReturn.Add(handler, &MyMenuItemHander::onButtonD);
|
||||
// pNode->onNamePress.Add(handler, &MyMenuItemHander::onButtonD);
|
||||
// pNode->onKeyboardPressed.Add(handler, &MyMenuItemHander::onButtonD);
|
||||
// pNode->OnKeyPress
|
||||
}
|
||||
else
|
||||
{
|
||||
curNode = tree->AddNode(nodeUText);
|
||||
}
|
||||
}
|
||||
|
||||
/* for (int i=0;i<numDemos;i++)
|
||||
{
|
||||
allNames.push_back(allDemos[i].m_name);
|
||||
}
|
||||
|
||||
selectDemo(loadCurrentDemoEntry(startFileName));
|
||||
*/
|
||||
//selectDemo(loadCurrentDemoEntry(startFileName));
|
||||
/*
|
||||
gui->registerComboBox(DEMO_SELECTION_COMBOBOX,allNames.size(),&allNames[0],sCurrentDemoIndex);
|
||||
|
||||
//const char* names2[] = {"comboF", "comboG","comboH"};
|
||||
//gui->registerComboBox(2,3,&names2[0],0);
|
||||
|
||||
gui->setComboBoxCallback(MyComboBoxCallback);
|
||||
|
||||
*/
|
||||
unsigned long int prevTimeInMicroseconds = clock.getTimeMicroseconds();
|
||||
|
||||
do
|
||||
|
@ -25,21 +25,23 @@
|
||||
"../bullet2/BasicDemo/Bullet2RigidBodyDemo.h",
|
||||
"../../Demos/BasicDemo/BasicDemoPhysicsSetup.cpp",
|
||||
"../../Demos/BasicDemo/BasicDemoPhysicsSetup.h",
|
||||
"../../Demos/CcdPhysicsDemo/CcdPhysicsSetup.cpp",
|
||||
"../../Demos/CcdPhysicsDemo/CcdPhysicsSetup.h",
|
||||
"../bullet2/FeatherstoneMultiBodyDemo/BulletMultiBodyDemos.cpp",
|
||||
"../bullet2/FeatherstoneMultiBodyDemo/BulletMultiBodyDemos.h",
|
||||
"../bullet2/FeatherstoneMultiBodyDemo/MultiDofDemo.cpp",
|
||||
"../bullet2/FeatherstoneMultiBodyDemo/MultiDofDemo.h",
|
||||
"../bullet2/BasicDemo/BasicDemo.cpp",
|
||||
"../bullet2/BasicDemo/BasicDemo.h",
|
||||
"../bullet2/BasicDemo/HingeDemo.cpp",
|
||||
"../bullet2/BasicDemo/HingeDemo.h",
|
||||
"../bullet2/ChainDemo/ChainDemo.cpp",
|
||||
"../bullet2/ChainDemo/ChainDemo.h",
|
||||
-- "../bullet2/BasicDemo/HingeDemo.cpp",
|
||||
-- "../bullet2/BasicDemo/HingeDemo.h",
|
||||
-- "../bullet2/ChainDemo/ChainDemo.cpp",
|
||||
-- "../bullet2/ChainDemo/ChainDemo.h",
|
||||
|
||||
"../bullet2/RagdollDemo/RagdollDemo.cpp",
|
||||
"../bullet2/RagdollDemo/RagdollDemo.h",
|
||||
"../bullet2/LuaDemo/LuaDemo.cpp",
|
||||
"../bullet2/LuaDemo/LuaDemo.h",
|
||||
-- "../bullet2/RagdollDemo/RagdollDemo.cpp",
|
||||
-- "../bullet2/RagdollDemo/RagdollDemo.h",
|
||||
-- "../bullet2/LuaDemo/LuaDemo.cpp",
|
||||
-- "../bullet2/LuaDemo/LuaDemo.h",
|
||||
|
||||
|
||||
"../../src/Bullet3Common/**.cpp",
|
||||
|
@ -26,6 +26,7 @@
|
||||
#include "Gwen/Controls/ListBox.h"
|
||||
#include "Gwen/Skins/Simple.h"
|
||||
//#include "Gwen/Skins/TexturedBase.h"
|
||||
#include "gwenUserInterface.h"
|
||||
|
||||
|
||||
struct GwenInternalData
|
||||
@ -36,12 +37,14 @@ struct GwenInternalData
|
||||
Gwen::Controls::Canvas* pCanvas;
|
||||
GLPrimitiveRenderer* m_primRenderer;
|
||||
Gwen::Controls::TabButton* m_demoPage;
|
||||
Gwen::Controls::TabButton* m_explorerPage;
|
||||
Gwen::Controls::TreeControl* m_explorerTreeCtrl;
|
||||
|
||||
int m_curYposition;
|
||||
|
||||
Gwen::Controls::Label* m_rightStatusBar;
|
||||
Gwen::Controls::Label* m_leftStatusBar;
|
||||
|
||||
b3AlignedObjectArray<struct Gwen::Event::Handler*> m_handlers;
|
||||
b3AlignedObjectArray<class Gwen::Event::Handler*> m_handlers;
|
||||
b3ToggleButtonCallback m_toggleButtonCallback;
|
||||
b3ComboBoxCallback m_comboBoxCallback;
|
||||
|
||||
|
@ -151,29 +151,22 @@ void GwenUserInterface::init(int width, int height,struct sth_stash* stash,float
|
||||
//m_data->m_leftStatusBar->SetText( L"Label Added to Left" );
|
||||
m_data->m_leftStatusBar->SetWidth(width/2);
|
||||
bar->AddControl( m_data->m_leftStatusBar,false);
|
||||
|
||||
//Gwen::KeyboardFocus
|
||||
/*Gwen::Controls::GroupBox* box = new Gwen::Controls::GroupBox(m_data->pCanvas);
|
||||
box->SetText("text");
|
||||
box->SetName("name");
|
||||
box->SetHeight(500);
|
||||
*/
|
||||
Gwen::Controls::ScrollControl* windowLeft= new Gwen::Controls::ScrollControl(m_data->pCanvas);
|
||||
windowLeft->Dock(Gwen::Pos::Right);
|
||||
windowLeft->SetWidth(150);
|
||||
windowLeft->SetHeight(250);
|
||||
windowLeft->SetScroll(false,true);
|
||||
Gwen::Controls::ScrollControl* windowRight= new Gwen::Controls::ScrollControl(m_data->pCanvas);
|
||||
windowRight->Dock(Gwen::Pos::Right);
|
||||
windowRight->SetWidth(150);
|
||||
windowRight->SetHeight(250);
|
||||
windowRight->SetScroll(false,true);
|
||||
|
||||
|
||||
/*Gwen::Controls::WindowControl* windowLeft = new Gwen::Controls::WindowControl(m_data->pCanvas);
|
||||
windowLeft->Dock(Gwen::Pos::Left);
|
||||
windowLeft->SetTitle("title");
|
||||
windowLeft->SetWidth(150);
|
||||
windowLeft->SetClosable(false);
|
||||
windowLeft->SetShouldDrawBackground(true);
|
||||
windowLeft->SetTabable(true);
|
||||
*/
|
||||
|
||||
//windowLeft->SetSkin(
|
||||
Gwen::Controls::TabControl* tab = new Gwen::Controls::TabControl(windowLeft);
|
||||
Gwen::Controls::TabControl* tab = new Gwen::Controls::TabControl(windowRight);
|
||||
|
||||
//tab->SetHeight(300);
|
||||
tab->SetWidth(140);
|
||||
@ -217,6 +210,39 @@ void GwenUserInterface::init(int width, int height,struct sth_stash* stash,float
|
||||
|
||||
|
||||
*/
|
||||
|
||||
Gwen::Controls::ScrollControl* windowLeft = new Gwen::Controls::ScrollControl(m_data->pCanvas);
|
||||
windowLeft->Dock(Gwen::Pos::Left);
|
||||
// windowLeft->SetTitle("title");
|
||||
windowLeft->SetScroll(false, false);
|
||||
windowLeft->SetWidth(250);
|
||||
windowLeft->SetPos(50, 50);
|
||||
windowLeft->SetHeight(500);
|
||||
//windowLeft->SetClosable(false);
|
||||
// windowLeft->SetShouldDrawBackground(true);
|
||||
windowLeft->SetTabable(true);
|
||||
|
||||
Gwen::Controls::TabControl* explorerTab = new Gwen::Controls::TabControl(windowLeft);
|
||||
|
||||
//tab->SetHeight(300);
|
||||
// explorerTab->SetWidth(230);
|
||||
explorerTab->SetHeight(250);
|
||||
//tab->Dock(Gwen::Pos::Left);
|
||||
explorerTab->Dock(Gwen::Pos::Fill);
|
||||
|
||||
Gwen::UnicodeString explorerStr1(L"Explorer");
|
||||
m_data->m_explorerPage = explorerTab->AddPage(explorerStr1);
|
||||
Gwen::UnicodeString shapesStr1(L"Shapes");
|
||||
explorerTab->AddPage(shapesStr1);
|
||||
Gwen::UnicodeString testStr1(L"Test");
|
||||
explorerTab->AddPage(testStr1);
|
||||
|
||||
Gwen::Controls::TreeControl* ctrl = new Gwen::Controls::TreeControl(m_data->m_explorerPage->GetPage());
|
||||
m_data->m_explorerTreeCtrl = ctrl;
|
||||
ctrl->SetKeyboardInputEnabled(true);
|
||||
ctrl->Focus();
|
||||
ctrl->SetBounds(2, 10, 236, 400);
|
||||
|
||||
}
|
||||
|
||||
b3ToggleButtonCallback GwenUserInterface::getToggleButtonCallback()
|
||||
@ -318,6 +344,47 @@ bool GwenUserInterface::mouseMoveCallback( float x, float y)
|
||||
return handled;
|
||||
|
||||
}
|
||||
#include "OpenGLWindow/b3gWindowInterface.h"
|
||||
|
||||
bool GwenUserInterface::keyboardCallback(int bulletKey, int state)
|
||||
{
|
||||
int key = -1;
|
||||
if (m_data->pCanvas)
|
||||
{
|
||||
//convert 'Bullet' keys into 'Gwen' keys
|
||||
switch (bulletKey)
|
||||
{
|
||||
case B3G_RETURN:
|
||||
{
|
||||
key = Gwen::Key::Return;
|
||||
break;
|
||||
}
|
||||
case B3G_LEFT_ARROW:
|
||||
key = Gwen::Key::Left;
|
||||
break;
|
||||
case B3G_RIGHT_ARROW:
|
||||
key = Gwen::Key::Right;
|
||||
break;
|
||||
|
||||
case B3G_UP_ARROW:
|
||||
key = Gwen::Key::Up;
|
||||
break;
|
||||
case B3G_DOWN_ARROW:
|
||||
key = Gwen::Key::Down;
|
||||
break;
|
||||
default:
|
||||
{
|
||||
|
||||
}
|
||||
};
|
||||
bool bDown = (state == 1);
|
||||
|
||||
return m_data->pCanvas->InputKey(key, bDown);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
bool GwenUserInterface::mouseButtonCallback(int button, int state, float x, float y)
|
||||
{
|
||||
bool handled = false;
|
||||
@ -327,7 +394,7 @@ bool GwenUserInterface::mouseButtonCallback(int button, int state, float x, floa
|
||||
|
||||
if (button>=0)
|
||||
{
|
||||
handled = m_data->pCanvas->InputMouseButton(button,state);
|
||||
handled = m_data->pCanvas->InputMouseButton(button,(bool)state);
|
||||
if (handled)
|
||||
{
|
||||
//if (!state)
|
||||
|
@ -6,6 +6,8 @@ struct GwenInternalData;
|
||||
typedef void (*b3ComboBoxCallback) (int combobox, const char* item);
|
||||
typedef void (*b3ToggleButtonCallback)(int button, int state);
|
||||
|
||||
|
||||
|
||||
class GwenUserInterface
|
||||
{
|
||||
GwenInternalData* m_data;
|
||||
@ -24,6 +26,8 @@ class GwenUserInterface
|
||||
|
||||
bool mouseMoveCallback( float x, float y);
|
||||
bool mouseButtonCallback(int button, int state, float x, float y);
|
||||
bool keyboardCallback(int key, int state);
|
||||
|
||||
|
||||
void setToggleButtonCallback(b3ToggleButtonCallback callback);
|
||||
b3ToggleButtonCallback getToggleButtonCallback();
|
||||
@ -33,7 +37,7 @@ class GwenUserInterface
|
||||
void setComboBoxCallback(b3ComboBoxCallback callback);
|
||||
b3ComboBoxCallback getComboBoxCallback();
|
||||
void registerComboBox(int buttonId, int numItems, const char** items, int startItem = 0);
|
||||
|
||||
|
||||
void setStatusBarMessage(const char* message, bool isLeft=true);
|
||||
|
||||
GwenInternalData* getInternalData()
|
||||
|
@ -14,8 +14,8 @@
|
||||
|
||||
static const float scaling=0.35f;
|
||||
|
||||
BasicDemo::BasicDemo(SimpleOpenGL3App* app)
|
||||
:Bullet2RigidBodyDemo(app)
|
||||
BasicDemo::BasicDemo(SimpleOpenGL3App* app, CommonPhysicsSetup* physicsSetup)
|
||||
:Bullet2RigidBodyDemo(app,physicsSetup)
|
||||
{
|
||||
}
|
||||
|
||||
@ -25,124 +25,6 @@ BasicDemo::~BasicDemo()
|
||||
|
||||
void BasicDemo::createGround(int cubeShapeId)
|
||||
{
|
||||
{
|
||||
btVector4 color(0.3,0.3,1,1);
|
||||
btVector4 halfExtents(50,50,50,1);
|
||||
btTransform groundTransform;
|
||||
groundTransform.setIdentity();
|
||||
groundTransform.setOrigin(btVector3(0,-50,0));
|
||||
m_glApp->m_instancingRenderer->registerGraphicsInstance(cubeShapeId,groundTransform.getOrigin(),groundTransform.getRotation(),color,halfExtents);
|
||||
|
||||
btBoxShape* groundShape = new btBoxShape(btVector3(btScalar(halfExtents[0]),btScalar(halfExtents[1]),btScalar(halfExtents[2])));
|
||||
//We can also use DemoApplication::localCreateRigidBody, but for clarity it is provided here:
|
||||
{
|
||||
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);
|
||||
//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
|
||||
m_dynamicsWorld->addRigidBody(body);
|
||||
}
|
||||
}
|
||||
}
|
||||
void BasicDemo::initPhysics()
|
||||
{
|
||||
m_physicsSetup.m_glApp = m_glApp;
|
||||
m_physicsSetup.initPhysics();
|
||||
m_dynamicsWorld = m_physicsSetup.m_dynamicsWorld;
|
||||
|
||||
m_glApp->m_instancingRenderer->writeTransforms();
|
||||
}
|
||||
void BasicDemo::exitPhysics()
|
||||
{
|
||||
m_physicsSetup.exitPhysics();
|
||||
m_dynamicsWorld = 0;
|
||||
//Bullet2RigidBodyDemo::exitPhysics();
|
||||
}
|
||||
|
||||
//SimpleOpenGL3App* m_glApp;
|
||||
|
||||
btRigidBody* MyBasicDemoPhysicsSetup::createRigidBody(float mass, const btTransform& startTransform,btCollisionShape* shape, const btVector4& color)
|
||||
{
|
||||
btRigidBody* body = BasicDemoPhysicsSetup::createRigidBody(mass,startTransform,shape);
|
||||
int graphicsShapeId = shape->getUserIndex();
|
||||
btAssert(graphicsShapeId>=0);
|
||||
btVector3 localScaling = shape->getLocalScaling();
|
||||
|
||||
int graphicsInstanceId = m_glApp->m_instancingRenderer->registerGraphicsInstance(graphicsShapeId,startTransform.getOrigin(),startTransform.getRotation(),color,localScaling);
|
||||
body->setUserIndex(graphicsInstanceId);
|
||||
|
||||
//todo: create graphics representation
|
||||
return body;
|
||||
|
||||
}
|
||||
|
||||
btBoxShape* MyBasicDemoPhysicsSetup::createBoxShape(const btVector3& halfExtents)
|
||||
{
|
||||
btBoxShape* box = BasicDemoPhysicsSetup::createBoxShape(halfExtents);
|
||||
int cubeShapeId = m_glApp->registerCubeShape(halfExtents.x(),halfExtents.y(),halfExtents.z());
|
||||
box->setUserIndex(cubeShapeId);
|
||||
//todo: create graphics representation
|
||||
return box;
|
||||
}
|
||||
|
||||
|
||||
void BasicDemo::renderScene()
|
||||
{
|
||||
//sync graphics -> physics world transforms
|
||||
{
|
||||
for (int i=0;i<m_dynamicsWorld->getNumCollisionObjects();i++)
|
||||
{
|
||||
btCollisionObject* colObj = m_dynamicsWorld->getCollisionObjectArray()[i];
|
||||
btVector3 pos = colObj->getWorldTransform().getOrigin();
|
||||
btQuaternion orn = colObj->getWorldTransform().getRotation();
|
||||
int index = colObj ->getUserIndex();
|
||||
if (index>=0)
|
||||
{
|
||||
m_glApp->m_instancingRenderer->writeSingleInstanceTransformToCPU(pos,orn,index);
|
||||
}
|
||||
}
|
||||
m_glApp->m_instancingRenderer->writeTransforms();
|
||||
}
|
||||
|
||||
m_glApp->m_instancingRenderer->renderScene();
|
||||
}
|
||||
|
||||
|
||||
void BasicDemo::stepSimulation(float dt)
|
||||
{
|
||||
m_physicsSetup.stepSimulation(dt);
|
||||
m_physicsSetup.m_dynamicsWorld->debugDrawWorld();
|
||||
|
||||
|
||||
|
||||
/*
|
||||
//print applied force
|
||||
//contact points
|
||||
for (int i=0;i<m_dynamicsWorld->getDispatcher()->getNumManifolds();i++)
|
||||
{
|
||||
btPersistentManifold* contact = m_dynamicsWorld->getDispatcher()->getManifoldByIndexInternal(i);
|
||||
for (int c=0;c<contact->getNumContacts();c++)
|
||||
{
|
||||
btManifoldPoint& pt = contact->getContactPoint(c);
|
||||
btScalar dist = pt.getDistance();
|
||||
if (dist< contact->getContactProcessingThreshold())
|
||||
{
|
||||
printf("normalImpulse[%d.%d] = %f\n",i,c,pt.m_appliedImpulse);
|
||||
|
||||
} else
|
||||
{
|
||||
printf("?\n");
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
|
||||
|
@ -7,36 +7,26 @@
|
||||
#include "../../../Demos/BasicDemo/BasicDemoPhysicsSetup.h"
|
||||
|
||||
|
||||
struct MyBasicDemoPhysicsSetup : public BasicDemoPhysicsSetup
|
||||
{
|
||||
SimpleOpenGL3App* m_glApp;
|
||||
|
||||
virtual btRigidBody* createRigidBody(float mass, const btTransform& startTransform,btCollisionShape* shape, const btVector4& color);
|
||||
|
||||
virtual btBoxShape* createBoxShape(const btVector3& halfExtents);
|
||||
};
|
||||
|
||||
class BasicDemo : public Bullet2RigidBodyDemo
|
||||
{
|
||||
|
||||
MyBasicDemoPhysicsSetup m_physicsSetup;
|
||||
|
||||
|
||||
public:
|
||||
|
||||
static BulletDemoInterface* MyCreateFunc(SimpleOpenGL3App* app)
|
||||
{
|
||||
return new BasicDemo(app);
|
||||
CommonPhysicsSetup* physicsSetup = new BasicDemoPhysicsSetup();
|
||||
return new BasicDemo(app, physicsSetup);
|
||||
}
|
||||
|
||||
BasicDemo(SimpleOpenGL3App* app);
|
||||
BasicDemo(SimpleOpenGL3App* app, CommonPhysicsSetup* physicsSetup);
|
||||
virtual ~BasicDemo();
|
||||
|
||||
void createGround(int cubeShapeId);
|
||||
|
||||
virtual void initPhysics();
|
||||
virtual void exitPhysics();
|
||||
virtual void renderScene();
|
||||
virtual void stepSimulation(float dt);
|
||||
};
|
||||
|
||||
|
||||
|
@ -2,54 +2,102 @@
|
||||
#include "btBulletDynamicsCommon.h"
|
||||
#include "OpenGLWindow/SimpleOpenGL3App.h"
|
||||
|
||||
Bullet2RigidBodyDemo::Bullet2RigidBodyDemo(SimpleOpenGL3App* app)
|
||||
:m_glApp(app),
|
||||
m_pickedBody(0),
|
||||
m_pickedConstraint(0),
|
||||
m_controlPressed(false),
|
||||
m_altPressed(false)
|
||||
struct MyGraphicsPhysicsBridge : public GraphicsPhysicsBridge
|
||||
{
|
||||
m_config = 0;
|
||||
m_dispatcher = 0;
|
||||
m_bp = 0;
|
||||
m_solver = 0;
|
||||
m_dynamicsWorld = 0;
|
||||
SimpleOpenGL3App* m_glApp;
|
||||
|
||||
MyGraphicsPhysicsBridge(SimpleOpenGL3App* glApp)
|
||||
:m_glApp(glApp)
|
||||
{
|
||||
}
|
||||
virtual void createRigidBodyGraphicsObject(btRigidBody* body, const btVector3& color)
|
||||
{
|
||||
btCollisionShape* shape = body->getCollisionShape();
|
||||
btTransform startTransform = body->getWorldTransform();
|
||||
int graphicsShapeId = shape->getUserIndex();
|
||||
btAssert(graphicsShapeId >= 0);
|
||||
btVector3 localScaling = shape->getLocalScaling();
|
||||
int graphicsInstanceId = m_glApp->m_instancingRenderer->registerGraphicsInstance(graphicsShapeId, startTransform.getOrigin(), startTransform.getRotation(), color, localScaling);
|
||||
body->setUserIndex(graphicsInstanceId);
|
||||
}
|
||||
virtual void createCollisionShapeGraphicsObject(btCollisionShape* collisionShape)
|
||||
{
|
||||
//todo: support all collision shape types
|
||||
switch (collisionShape->getShapeType())
|
||||
{
|
||||
case BOX_SHAPE_PROXYTYPE:
|
||||
{
|
||||
btBoxShape* box = (btBoxShape*)collisionShape;
|
||||
btVector3 halfExtents = box->getHalfExtentsWithMargin();
|
||||
int cubeShapeId = m_glApp->registerCubeShape(halfExtents.x(), halfExtents.y(), halfExtents.z());
|
||||
box->setUserIndex(cubeShapeId);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
btAssert(0);
|
||||
}
|
||||
};
|
||||
}
|
||||
virtual void syncPhysicsToGraphics(const btDiscreteDynamicsWorld* rbWorld)
|
||||
{
|
||||
int numCollisionObjects = rbWorld->getNumCollisionObjects();
|
||||
for (int i = 0; i<numCollisionObjects; i++)
|
||||
{
|
||||
btCollisionObject* colObj = rbWorld->getCollisionObjectArray()[i];
|
||||
btVector3 pos = colObj->getWorldTransform().getOrigin();
|
||||
btQuaternion orn = colObj->getWorldTransform().getRotation();
|
||||
int index = colObj->getUserIndex();
|
||||
if (index >= 0)
|
||||
{
|
||||
m_glApp->m_instancingRenderer->writeSingleInstanceTransformToCPU(pos, orn, index);
|
||||
}
|
||||
}
|
||||
m_glApp->m_instancingRenderer->writeTransforms();
|
||||
}
|
||||
};
|
||||
|
||||
Bullet2RigidBodyDemo::Bullet2RigidBodyDemo(SimpleOpenGL3App* app, CommonPhysicsSetup* physicsSetup)
|
||||
:m_glApp(app),
|
||||
m_physicsSetup(physicsSetup),
|
||||
m_controlPressed(false),
|
||||
m_altPressed(false)
|
||||
{
|
||||
|
||||
}
|
||||
void Bullet2RigidBodyDemo::initPhysics()
|
||||
{
|
||||
m_config = new btDefaultCollisionConfiguration;
|
||||
m_dispatcher = new btCollisionDispatcher(m_config);
|
||||
m_bp = new btDbvtBroadphase();
|
||||
m_solver = new btSequentialImpulseConstraintSolver();
|
||||
m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_bp,m_solver,m_config);
|
||||
MyGraphicsPhysicsBridge glBridge(m_glApp);
|
||||
m_physicsSetup->initPhysics(glBridge);
|
||||
m_glApp->m_instancingRenderer->writeTransforms();
|
||||
|
||||
}
|
||||
|
||||
void Bullet2RigidBodyDemo::exitPhysics()
|
||||
{
|
||||
delete m_dynamicsWorld;
|
||||
m_dynamicsWorld=0;
|
||||
delete m_solver;
|
||||
m_solver=0;
|
||||
delete m_bp;
|
||||
m_bp=0;
|
||||
delete m_dispatcher;
|
||||
m_dispatcher=0;
|
||||
delete m_config;
|
||||
m_config=0;
|
||||
|
||||
m_physicsSetup->exitPhysics();
|
||||
|
||||
}
|
||||
|
||||
void Bullet2RigidBodyDemo::stepSimulation(float deltaTime)
|
||||
{
|
||||
m_dynamicsWorld->stepSimulation(deltaTime);
|
||||
m_physicsSetup->stepSimulation(deltaTime);
|
||||
|
||||
}
|
||||
|
||||
void Bullet2RigidBodyDemo::renderScene()
|
||||
{
|
||||
//sync graphics -> physics world transforms
|
||||
|
||||
MyGraphicsPhysicsBridge glBridge(m_glApp);
|
||||
m_physicsSetup->syncPhysicsToGraphics(glBridge);
|
||||
|
||||
m_glApp->m_instancingRenderer->renderScene();
|
||||
|
||||
}
|
||||
Bullet2RigidBodyDemo::~Bullet2RigidBodyDemo()
|
||||
{
|
||||
btAssert(m_config == 0);
|
||||
btAssert(m_dispatcher == 0);
|
||||
btAssert(m_bp == 0);
|
||||
btAssert(m_solver == 0);
|
||||
btAssert(m_dynamicsWorld == 0);
|
||||
}
|
||||
|
||||
btVector3 Bullet2RigidBodyDemo::getRayTo(int x,int y)
|
||||
@ -115,28 +163,10 @@ btVector3 Bullet2RigidBodyDemo::getRayTo(int x,int y)
|
||||
|
||||
bool Bullet2RigidBodyDemo::mouseMoveCallback(float x,float y)
|
||||
{
|
||||
//if (m_data->m_altPressed!=0 || m_data->m_controlPressed!=0)
|
||||
//return false;
|
||||
|
||||
if (m_pickedBody && m_pickedConstraint)
|
||||
{
|
||||
btPoint2PointConstraint* pickCon = static_cast<btPoint2PointConstraint*>(m_pickedConstraint);
|
||||
if (pickCon)
|
||||
{
|
||||
//keep it at the same picking distance
|
||||
btVector3 newRayTo = getRayTo(x,y);
|
||||
btVector3 rayFrom;
|
||||
btVector3 oldPivotInB = pickCon->getPivotInB();
|
||||
btVector3 newPivotB;
|
||||
m_glApp->m_instancingRenderer->getCameraPosition(rayFrom);
|
||||
btVector3 dir = newRayTo-rayFrom;
|
||||
dir.normalize();
|
||||
dir *= m_oldPickingDist;
|
||||
|
||||
newPivotB = rayFrom + dir;
|
||||
pickCon->setPivotB(newPivotB);
|
||||
}
|
||||
}
|
||||
btVector3 rayTo = getRayTo(x, y);
|
||||
btVector3 rayFrom;
|
||||
m_glApp->m_instancingRenderer->getCameraPosition(rayFrom);
|
||||
m_physicsSetup->movePickedBody(rayFrom,rayTo);
|
||||
|
||||
return false;
|
||||
}
|
||||
@ -153,53 +183,15 @@ bool Bullet2RigidBodyDemo::mouseButtonCallback(int button, int state, float x, f
|
||||
btVector3 rayFrom = camPos;
|
||||
btVector3 rayTo = getRayTo(x,y);
|
||||
|
||||
btCollisionWorld::ClosestRayResultCallback rayCallback(rayFrom,rayTo);
|
||||
m_dynamicsWorld->rayTest(rayFrom,rayTo,rayCallback);
|
||||
if (rayCallback.hasHit())
|
||||
{
|
||||
bool hasPicked = m_physicsSetup->pickBody(rayFrom, rayTo);
|
||||
|
||||
btVector3 pickPos = rayCallback.m_hitPointWorld;
|
||||
btRigidBody* body = (btRigidBody*)btRigidBody::upcast(rayCallback.m_collisionObject);
|
||||
if (body)
|
||||
{
|
||||
//other exclusions?
|
||||
if (!(body->isStaticObject() || body->isKinematicObject()))
|
||||
{
|
||||
m_pickedBody = body;
|
||||
m_pickedBody->setActivationState(DISABLE_DEACTIVATION);
|
||||
//printf("pickPos=%f,%f,%f\n",pickPos.getX(),pickPos.getY(),pickPos.getZ());
|
||||
btVector3 localPivot = body->getCenterOfMassTransform().inverse() * pickPos;
|
||||
btPoint2PointConstraint* p2p = new btPoint2PointConstraint(*body,localPivot);
|
||||
m_dynamicsWorld->addConstraint(p2p,true);
|
||||
m_pickedConstraint = p2p;
|
||||
btScalar mousePickClamping = 30.f;
|
||||
p2p->m_setting.m_impulseClamp = mousePickClamping;
|
||||
//very weak constraint for picking
|
||||
p2p->m_setting.m_tau = 0.001f;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// pickObject(pickPos, rayCallback.m_collisionObject);
|
||||
m_oldPickingPos = rayTo;
|
||||
m_hitPos = pickPos;
|
||||
m_oldPickingDist = (pickPos-rayFrom).length();
|
||||
// printf("hit !\n");
|
||||
//add p2p
|
||||
}
|
||||
|
||||
}
|
||||
} else
|
||||
{
|
||||
if (button==0)
|
||||
{
|
||||
if (m_pickedConstraint)
|
||||
{
|
||||
m_dynamicsWorld->removeConstraint(m_pickedConstraint);
|
||||
delete m_pickedConstraint;
|
||||
m_pickedConstraint=0;
|
||||
m_pickedBody = 0;
|
||||
}
|
||||
m_physicsSetup->removePickingConstraint();
|
||||
//remove p2p
|
||||
}
|
||||
}
|
||||
|
@ -6,31 +6,28 @@
|
||||
#include "../../AllBullet2Demos/BulletDemoInterface.h"
|
||||
|
||||
#include "OpenGLWindow/b3gWindowInterface.h"
|
||||
#include "../../../Demos/CommonPhysicsSetup.h"
|
||||
|
||||
|
||||
class Bullet2RigidBodyDemo : public BulletDemoInterface
|
||||
{
|
||||
public:
|
||||
class btDiscreteDynamicsWorld* m_dynamicsWorld;
|
||||
class btCollisionDispatcher* m_dispatcher;
|
||||
class btBroadphaseInterface* m_bp;
|
||||
class btCollisionConfiguration* m_config;
|
||||
class btConstraintSolver* m_solver;
|
||||
CommonPhysicsSetup* m_physicsSetup;
|
||||
|
||||
public:
|
||||
|
||||
class btRigidBody* m_pickedBody;
|
||||
class btTypedConstraint* m_pickedConstraint;
|
||||
btVector3 m_oldPickingPos;
|
||||
btVector3 m_hitPos;
|
||||
btScalar m_oldPickingDist;
|
||||
bool m_controlPressed;
|
||||
bool m_altPressed;
|
||||
|
||||
public:
|
||||
|
||||
class SimpleOpenGL3App* m_glApp;
|
||||
struct SimpleOpenGL3App* m_glApp;
|
||||
|
||||
Bullet2RigidBodyDemo(SimpleOpenGL3App* app);
|
||||
Bullet2RigidBodyDemo(SimpleOpenGL3App* app, CommonPhysicsSetup* physicsSetup);
|
||||
virtual void initPhysics();
|
||||
virtual void exitPhysics();
|
||||
virtual void renderScene();
|
||||
virtual void stepSimulation(float dt);
|
||||
|
||||
|
||||
virtual ~Bullet2RigidBodyDemo();
|
||||
btVector3 getRayTo(int x,int y);
|
||||
@ -49,7 +46,6 @@ public:
|
||||
return false;
|
||||
}
|
||||
|
||||
virtual void stepSimulation(float deltaTime);
|
||||
|
||||
};
|
||||
|
||||
|
@ -343,17 +343,6 @@ public:
|
||||
|
||||
|
||||
|
||||
RagDollDemo::RagDollDemo(SimpleOpenGL3App* app)
|
||||
:BasicDemo(app)
|
||||
{
|
||||
|
||||
}
|
||||
RagDollDemo::~RagDollDemo()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
void RagDollDemo::initPhysics()
|
||||
|
@ -2,21 +2,24 @@
|
||||
#define RAGDOLL_DEMO_H
|
||||
|
||||
|
||||
#include "../../Demos/CommonRigidBodySetup.h"
|
||||
#include "../BasicDemo/BasicDemo.h"
|
||||
|
||||
class RagDollDemo : public BasicDemo
|
||||
struct BulletDemoInterface;
|
||||
struct SimpleOpenGL3App;
|
||||
|
||||
class RagDollSetup : public CommonRigidBodySetup
|
||||
{
|
||||
public:
|
||||
|
||||
RagDollDemo(SimpleOpenGL3App* app);
|
||||
virtual ~RagDollDemo();
|
||||
|
||||
static BulletDemoInterface* MyCreateFunc(SimpleOpenGL3App* app)
|
||||
{
|
||||
return new RagDollDemo(app);
|
||||
CommonPhysicsSetup* physicsSetup = new RagDollSetup();
|
||||
return new BasicDemo(app, physicsSetup);
|
||||
|
||||
}
|
||||
|
||||
void initPhysics();
|
||||
void initPhysics(GraphicsPhysicsBridge& gfxBridge);
|
||||
|
||||
};
|
||||
|
||||
|
@ -49,17 +49,28 @@ namespace Gwen
|
||||
virtual void SetImage( const TextObject& strName, bool bCenter = false );
|
||||
|
||||
// You can use this to trigger OnPress directly from other controls using GWEN_CALL_EX
|
||||
virtual void ReceiveEventPress( Base* /*pControl*/ ){ OnPress(); }
|
||||
virtual void ReceiveEventPress( Base* /*pControl*/ )
|
||||
{
|
||||
OnPress();
|
||||
}
|
||||
|
||||
virtual void SizeToContents();
|
||||
virtual void Layout( Skin::Base* pSkin );
|
||||
|
||||
virtual bool OnKeyReturn(bool bDown)
|
||||
{
|
||||
onKeyboardReturn.Call(this);
|
||||
return true;
|
||||
}
|
||||
|
||||
public:
|
||||
|
||||
Gwen::Event::Caller onPress;
|
||||
Gwen::Event::Caller onDown;
|
||||
Gwen::Event::Caller onUp;
|
||||
Gwen::Event::Caller onDoubleClick;
|
||||
Gwen::Event::Caller onKeyboardReturn;
|
||||
|
||||
Gwen::Event::Caller onToggle;
|
||||
Gwen::Event::Caller onToggleOn;
|
||||
Gwen::Event::Caller onToggleOff;
|
||||
|
@ -72,8 +72,10 @@ void TreeControl::OnNodeAdded( TreeNode* pNode )
|
||||
pNode->onNamePress.Add( this, &TreeControl::OnNodeSelection );
|
||||
}
|
||||
|
||||
|
||||
void TreeControl::OnNodeSelection( Controls::Base* /*control*/ )
|
||||
{
|
||||
//printf("TreeControl::OnNodeSelection\n");
|
||||
if ( !m_bAllowMultipleSelection || !Gwen::Input::IsKeyDown( Key::Control ) )
|
||||
DeselectAll();
|
||||
}
|
||||
|
@ -132,6 +132,13 @@ void TreeNode::PostLayout( Skin::Base* /*skin*/ )
|
||||
void TreeNode::SetText( const UnicodeString& text ){ m_Title->SetText( text ); };
|
||||
void TreeNode::SetText( const String& text ){ m_Title->SetText( text ); };
|
||||
|
||||
UnicodeString TreeNode::GetText() const
|
||||
{
|
||||
UnicodeString bla = m_Title->GetText();
|
||||
return bla;
|
||||
}
|
||||
|
||||
|
||||
void TreeNode::Open()
|
||||
{
|
||||
m_InnerPanel->Show();
|
||||
|
@ -38,6 +38,7 @@ namespace Gwen
|
||||
|
||||
virtual void SetText( const UnicodeString& text );
|
||||
virtual void SetText( const String& text );
|
||||
UnicodeString GetText() const;
|
||||
|
||||
virtual void Open();
|
||||
virtual void Close();
|
||||
@ -60,7 +61,18 @@ namespace Gwen
|
||||
virtual void DeselectAll();
|
||||
|
||||
virtual void iterate(int action, int* curIndex, int* resultIndex);
|
||||
|
||||
virtual bool OnKeyReturn(bool bDown)
|
||||
{
|
||||
static bool prevDown = false;
|
||||
if (!prevDown && bDown)
|
||||
{
|
||||
onReturnKeyDown.Call(this);
|
||||
}
|
||||
prevDown = bDown;
|
||||
return Base::OnKeyReturn(bDown);
|
||||
}
|
||||
|
||||
Event::Caller onReturnKeyDown;
|
||||
|
||||
Event::Caller onNamePress;
|
||||
Event::Caller onSelectChange;
|
||||
|
@ -308,7 +308,7 @@ int main()
|
||||
b3gWindowConstructionInfo wci;
|
||||
wci.m_width = sWidth;
|
||||
wci.m_height = sHeight;
|
||||
wci.m_resizeCallback = MyResizeCallback;
|
||||
// wci.m_resizeCallback = MyResizeCallback;
|
||||
window->createWindow(wci);
|
||||
|
||||
window->setResizeCallback(MyResizeCallback);
|
||||
|
@ -55,8 +55,21 @@ void Win32Window::pumpMessage()
|
||||
int getAsciiCodeFromVirtualKeycode(int virtualKeyCode)
|
||||
{
|
||||
int keycode = 0xffffffff;
|
||||
if (virtualKeyCode >= '0' && virtualKeyCode <= '9')
|
||||
{
|
||||
return virtualKeyCode;
|
||||
}
|
||||
if (virtualKeyCode >= 'a' && virtualKeyCode <= 'z')
|
||||
{
|
||||
return virtualKeyCode;
|
||||
}
|
||||
if (virtualKeyCode >= 'A' && virtualKeyCode <= 'Z')
|
||||
{
|
||||
return virtualKeyCode;
|
||||
}
|
||||
switch (virtualKeyCode)
|
||||
{
|
||||
case VK_RETURN: {keycode = B3G_RETURN; break; };
|
||||
case VK_F1: {keycode = B3G_F1; break;}
|
||||
case VK_F2: {keycode = B3G_F2; break;}
|
||||
case VK_F3: {keycode = B3G_F3; break;}
|
||||
@ -126,7 +139,7 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
|
||||
|
||||
case WM_SYSKEYUP:
|
||||
case WM_KEYUP:
|
||||
{
|
||||
{
|
||||
|
||||
int keycode = getAsciiCodeFromVirtualKeycode(wParam);
|
||||
|
||||
@ -140,12 +153,15 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
|
||||
}
|
||||
case WM_CHAR:
|
||||
{
|
||||
int keycode = wParam;
|
||||
|
||||
if (sData && sData->m_keyboardCallback && ((HIWORD(lParam) & KF_REPEAT) == 0))
|
||||
//skip 'enter' key, it is processed in WM_KEYUP/WM_KEYDOWN
|
||||
int keycode = getAsciiCodeFromVirtualKeycode(wParam);
|
||||
if (keycode < 0)
|
||||
{
|
||||
int state = 1;
|
||||
(*sData->m_keyboardCallback)(keycode,state);
|
||||
if (sData && sData->m_keyboardCallback && ((HIWORD(lParam) & KF_REPEAT) == 0))
|
||||
{
|
||||
int state = 1;
|
||||
(*sData->m_keyboardCallback)(wParam, state);
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
@ -322,6 +338,7 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
|
||||
break;
|
||||
|
||||
default:{
|
||||
|
||||
|
||||
}
|
||||
};
|
||||
|
@ -39,7 +39,8 @@ enum {
|
||||
B3G_BACKSPACE,
|
||||
B3G_SHIFT,
|
||||
B3G_CONTROL,
|
||||
B3G_ALT
|
||||
B3G_ALT,
|
||||
B3G_RETURN
|
||||
};
|
||||
|
||||
struct b3gWindowConstructionInfo
|
||||
|
Loading…
Reference in New Issue
Block a user