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https://github.com/bulletphysics/bullet3
synced 2025-01-10 17:30:12 +00:00
demo cleanup part 3 (fixed memory leaks in raytracer demo and linear convex cast demo)
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@ -4,8 +4,8 @@
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* Permission to use, copy, modify, distribute and sell this software
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* and its documentation for any purpose is hereby granted without fee,
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* provided that the above copyright notice appear in all copies.
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* Erwin Coumans makes no representations about the suitability
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* of this software for any purpose.
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* Erwin Coumans makes no representations about the suitability
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* of this software for any purpose.
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* It is provided "as is" without express or implied warranty.
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*/
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@ -15,7 +15,7 @@
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LinearConvexCastDemo implements an efficient continuous collision detection algorithm.
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Both linear and angular velocities are supported. Gjk or Simplex based methods.
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Motion using Exponential Map.
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Comparison with Screwing Motion.
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Comparison with Screwing Motion.
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Also comparision with Algebraic CCD and Interval Arithmetic methods (Stephane Redon)
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*/
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@ -23,201 +23,136 @@
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///Low level demo, doesn't include btBulletCollisionCommon.h
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#include "LinearMath/btQuaternion.h"
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#include "LinearMath/btTransform.h"
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#include "BulletCollision/NarrowPhaseCollision/btVoronoiSimplexSolver.h"
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#include "BulletCollision/CollisionShapes/btBoxShape.h"
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#include "BulletCollision/CollisionShapes/btConvexHullShape.h"
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#include "BulletCollision/CollisionShapes/btMinkowskiSumShape.h"
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#include "BulletCollision/NarrowPhaseCollision/btVoronoiSimplexSolver.h"
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#include "BulletCollision/NarrowPhaseCollision/btGjkPairDetector.h"
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#include "BulletCollision/NarrowPhaseCollision/btGjkConvexCast.h"
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#include "BulletCollision/NarrowPhaseCollision/btContinuousConvexCollision.h"
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#include "BulletCollision/NarrowPhaseCollision/btSubSimplexConvexCast.h"
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#ifdef USE_ALGEBRAIC_CCD
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#include "NarrowPhaseCollision/BU_CollisionPair.h"
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#endif //USE_ALGEBRAIC_CCD
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#include "BulletCollision/CollisionShapes/btSphereShape.h"
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#include "BulletCollision/CollisionShapes/btTetrahedronShape.h"
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#include "BulletCollision/NarrowPhaseCollision/btVoronoiSimplexSolver.h"
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#include "BulletCollision/NarrowPhaseCollision/btConvexPenetrationDepthSolver.h"
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#include "GL_ShapeDrawer.h"
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#include "LinearConvexCastDemo.h"
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#include "GlutStuff.h"
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static btVoronoiSimplexSolver sVoronoiSimplexSolver;
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btSimplexSolverInterface& gGjkSimplexSolver = sVoronoiSimplexSolver;
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static float yaw=0.f,pitch=0.f,roll=0.f;
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static const int maxNumObjects = 4;
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static const int numObjects = 2;
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static btPolyhedralConvexShape* shapePtr[maxNumObjects];
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static btTransform tr[numObjects];
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void DrawRasterizerLine(float const* , float const*, int)
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{
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}
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void LinearConvexCastDemo::initPhysics()
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{
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setCameraDistance(50.f);
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tr[0].setOrigin(btVector3(0,0,0));
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tr[1].setOrigin(btVector3(0,10,0));
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setCameraDistance(10.f);
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btMatrix3x3 basisA;
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basisA.setValue(0.99999958f,0.00022980258f,0.00090992288f,
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-0.00029313788f,0.99753088f,0.070228584f,
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-0.00089153741f,-0.070228823f,0.99753052f);
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tr[0].setIdentity();
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tr[0].setOrigin( btVector3( 0.0f, 5.5f, 0.0f ) );
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btMatrix3x3 basisB;
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basisB.setValue(1.0000000f,4.4865553e-018f,-4.4410586e-017f,
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4.4865495e-018f,0.97979438f,0.20000751f,
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4.4410586e-017f,-0.20000751f,0.97979438f);
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tr[1].setIdentity();
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tr[1].setOrigin( btVector3( 0.0f, 0.0f, 0.0f ) );
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tr[0].setBasis(basisA);
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tr[1].setBasis(basisB);
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// Pyramide
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float r = 1.0f;
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float h = 2.0f;
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btConvexHullShape* shapeA = new btConvexHullShape;
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shapeA->addPoint( btVector3( 0.0f, 0.75f * h, 0.0f ) );
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shapeA->addPoint( btVector3( -r, -0.25f * h, r ) );
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shapeA->addPoint( btVector3( r, -0.25f * h, r ) );
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shapeA->addPoint( btVector3( r, -0.25f * h, -r ) );
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shapeA->addPoint( btVector3( -r, -0.25f * h, -r ) );
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// Triangle
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btConvexHullShape* shapeB = new btConvexHullShape;
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shapeB->addPoint( btVector3( 0.0f, 1.0f, 0.0f ) );
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shapeB->addPoint( btVector3( 1.0f, -1.0f, 0.0f ) );
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shapeB->addPoint( btVector3( -1.0f, -1.0f, 0.0f ) );
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btVector3 boxHalfExtentsA(0.2,4,4);
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btVector3 boxHalfExtentsB(6,6,6);
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shapePtr[0] = shapeA;
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shapePtr[1] = shapeB;
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btBoxShape* boxA = new btBoxShape(boxHalfExtentsA);
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/* btBU_Simplex1to4 boxB;
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boxB.addVertex(btPoint3(-5,0,-5));
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boxB.addVertex(btPoint3(5,0,-5));
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boxB.addVertex(btPoint3(0,0,5));
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boxB.addVertex(btPoint3(0,5,0));
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*/
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btBoxShape* boxB = new btBoxShape(boxHalfExtentsB);
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shapePtr[0] = boxA;
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shapePtr[1] = boxB;
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shapePtr[0]->setMargin(0.01f);
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shapePtr[1]->setMargin(0.01f);
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btTransform tr;
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tr.setIdentity();
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shapePtr[0]->setMargin( 0.01f );
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shapePtr[1]->setMargin( 0.01f );
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}
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//to be implemented by the demo
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void LinearConvexCastDemo::clientMoveAndDisplay()
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{
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displayCallback();
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}
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#include "BulletCollision/NarrowPhaseCollision/btVoronoiSimplexSolver.h"
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#include "BulletCollision/NarrowPhaseCollision/btConvexPenetrationDepthSolver.h"
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LinearConvexCastDemo::~LinearConvexCastDemo()
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{
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delete shapePtr[0];
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delete shapePtr[1];
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}
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static btVoronoiSimplexSolver sVoronoiSimplexSolver;
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btSimplexSolverInterface& gGjkSimplexSolver = sVoronoiSimplexSolver;
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bool drawLine= false;
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void LinearConvexCastDemo::displayCallback(void)
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void LinearConvexCastDemo::displayCallback(void)
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{
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updateCamera();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glDisable(GL_LIGHTING);
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//GL_ShapeDrawer::drawCoordSystem();
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GL_ShapeDrawer::drawCoordSystem();
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btScalar m[16];
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int i;
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for (i=0;i<numObjects;i++)
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{
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tr[i].getOpenGLMatrix( m );
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GL_ShapeDrawer::drawOpenGL(m,shapePtr[i],btVector3(1,1,1),getDebugMode());
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}
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int shapeIndex = 1;
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btQuaternion orn;
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orn.setEuler(yaw,pitch,roll);
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tr[shapeIndex].setRotation(orn);
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if (m_stepping || m_singleStep)
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{
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m_singleStep = false;
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pitch += 0.005f;
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yaw += 0.01f;
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}
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btVector3 fromA(-25,11,0);
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btVector3 toA(15,11,0);
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btQuaternion ornFromA(0.f,0.f,0.f,1.f);
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btQuaternion ornToA(0.f,0.f,0.f,1.f);
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btTransform rayFromWorld(ornFromA,fromA);
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btTransform rayToWorld(ornToA,toA);
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tr[0] = rayFromWorld;
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if (drawLine)
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{
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glBegin(GL_LINES);
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glColor3f(0, 0, 1);
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glVertex3d(rayFromWorld.getOrigin().x(), rayFromWorld.getOrigin().y(),rayFromWorld.getOrigin().z());
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glVertex3d(rayToWorld.getOrigin().x(),rayToWorld.getOrigin().y(),rayToWorld.getOrigin().z());
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glEnd();
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}
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//now perform a raycast on the shapes, in local (shape) space
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//choose one of the following lines
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for (i=1;i<numObjects;i++)
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{
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btContinuousConvexCollision convexCaster0(shapePtr[0],shapePtr[i],&gGjkSimplexSolver,0);
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btGjkConvexCast convexCaster1(shapePtr[0],shapePtr[i],&gGjkSimplexSolver);
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//BU_CollisionPair (algebraic version) is currently broken, will look into this
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//BU_CollisionPair convexCaster2(shapePtr[0],shapePtr[i]);
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btSubsimplexConvexCast convexCaster3(shapePtr[0],shapePtr[i],&gGjkSimplexSolver);
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gGjkSimplexSolver.reset();
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btConvexCast::CastResult rayResult;
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if (convexCaster3.calcTimeOfImpact(rayFromWorld,rayToWorld,tr[i],tr[i],rayResult))
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{
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glDisable(GL_DEPTH_TEST);
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btVector3 hitPoint;
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hitPoint.setInterpolate3(rayFromWorld.getOrigin(),rayToWorld.getOrigin(),rayResult.m_fraction);
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//draw the raycast result
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glBegin(GL_LINES);
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glColor3f(1, 1, 1);
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glVertex3d(rayFromWorld.getOrigin().x(), rayFromWorld.getOrigin().y(),rayFromWorld.getOrigin().z());
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glVertex3d(hitPoint.x(),hitPoint.y(),hitPoint.z());
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glEnd();
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glEnable(GL_DEPTH_TEST);
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btTransform toTransWorld;
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toTransWorld = tr[0];
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toTransWorld.setOrigin(hitPoint);
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toTransWorld.getOpenGLMatrix( m );
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GL_ShapeDrawer::drawOpenGL(m,shapePtr[0],btVector3(0,1,1),getDebugMode());
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btTransform toA, toB;
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toA.setIdentity();
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toA.setOrigin( btVector3( 0.0f, 1.5f, 0.0f ) );
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toB.setIdentity();
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toB.setOrigin( btVector3( 0.0f, 4.0f, 0.0f ) );
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}
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}
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gGjkSimplexSolver.reset();
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btSubsimplexConvexCast convexCaster( shapePtr[ 0 ], shapePtr[ 1 ], &gGjkSimplexSolver );
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btConvexCast::CastResult result;
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convexCaster.calcTimeOfImpact( tr[ 0 ], toA, tr[ 1 ], toB, result );
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btScalar m1[16], m2[16];
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tr[ 0 ].getOpenGLMatrix( m1 );
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tr[ 1 ].getOpenGLMatrix( m2 );
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GL_ShapeDrawer::drawOpenGL( m1, shapePtr[ 0 ], btVector3( 1, 0, 0 ), getDebugMode() );
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GL_ShapeDrawer::drawOpenGL( m2, shapePtr[ 1 ], btVector3( 1, 0, 0 ), getDebugMode() );
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btVector3 originA, originB;
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originA.setInterpolate3( tr[ 0 ].getOrigin(), toA.getOrigin(), result.m_fraction );
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originB.setInterpolate3( tr[ 1 ].getOrigin(), toB.getOrigin(), result.m_fraction );
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btTransform A = tr[ 0 ];
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A.setOrigin( originA );
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btTransform B = tr[ 1 ];
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B.setOrigin( originB );
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A.getOpenGLMatrix( m1 );
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B.getOpenGLMatrix( m2 );
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GL_ShapeDrawer::drawOpenGL( m1, shapePtr[ 0 ], btVector3( 1, 1, 0 ), getDebugMode() );
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GL_ShapeDrawer::drawOpenGL( m2, shapePtr[ 1 ], btVector3( 1, 1, 0 ), getDebugMode() );
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glFlush();
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glutSwapBuffers();
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@ -22,6 +22,8 @@ class LinearConvexCastDemo : public DemoApplication
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{
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public:
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virtual ~LinearConvexCastDemo();
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void initPhysics();
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virtual void clientMoveAndDisplay();
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@ -11,48 +11,8 @@
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#define IN_TO_M_CONSTANT (0.0254f)
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#define M_TO_IN_CONSTANT (39.3700787f)
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#define CM_TO_IN_CONSTANT (0.393700787f)
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#define LBS_TO_KG_CONSTANT (0.45359237f)
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#define FEET_TO_IN(x) (12.0f * (float)(x))
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#define IN_TO_FT(x) ((float)(x)/12.0f)
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#define IN_TO_M(x) ((float)(x) * IN_TO_M_CONSTANT)
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#define M_TO_IN(x) ((float)(x) * M_TO_IN_CONSTANT)
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#define CM_TO_IN(x) ((float)(x) * CM_TO_IN_CONSTANT)
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#define FT_TO_M(x) (IN_TO_M(FEET_TO_IN(x)))
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#define LBS_TO_KG(x) ((float)(x) * LBS_TO_KG_CONSTANT)
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#define PIN_HEIGHT IN_TO_M(15.0f)
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#define PIN_DIAMETER IN_TO_M(4.76f)
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#define PIN_MASS LBS_TO_KG(3.5f)
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#define PIN_FRICTION (BALL_FRICTION) // a guess
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//#define PIN_COR (0.67f) // was 0.67
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#define PIN_COR (0.2f)
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#define BALL_DIAMETER IN_TO_M(8.55f)
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#define BALL_MASS LBS_TO_KG(16.0f)
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#define BALL_FRICTION (0.3f) // max is 0.32
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#define BALL_COR (0.7)
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#define BALL_MAX_FRICTION (0.32f)
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#define BALL_MAX_MASS (16.0f) // lbs
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#define BALL_MIN_MASS (8.0f) // lbs
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#define LANE_DECK_FUDGE (IN_TO_M(6.0f))
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#define LANE_WIDTH IN_TO_M(42.0f)
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#define LANE_TOTAL_WIDTH IN_TO_M(62.88f)
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#define LANE_LENGTH FT_TO_M(60.0f-LANE_DECK_FUDGE)
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#define GRAVITY_VECTOR (btVector3(0.0f,-9.81f,0.0f))
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#define PIN_Z_DIST IN_TO_M(10.3923048f)
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#define PIN_Y_DIST IN_TO_M(12.0f)
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#include "BulletCollision/CollisionDispatch/btCollisionWorld.h"
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/*
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Raytracer uses the Convex rayCast to visualize the Collision Shapes/Minkowski Sum.
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Very basic raytracer, rendering into a texture.
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@ -60,7 +20,6 @@ Very basic raytracer, rendering into a texture.
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///Low level demo, doesn't include btBulletCollisionCommon.h
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#include "GL_Simplex1to4.h"
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#include "LinearMath/btQuaternion.h"
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#include "LinearMath/btTransform.h"
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#include "GL_ShapeDrawer.h"
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@ -74,10 +33,6 @@ Very basic raytracer, rendering into a texture.
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#include "BulletCollision/NarrowPhaseCollision/btSubSimplexConvexCast.h"
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#include "BulletCollision/NarrowPhaseCollision/btGjkConvexCast.h"
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#include "BulletCollision/NarrowPhaseCollision/btContinuousConvexCollision.h"
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#ifdef USE_ALGEBRAIC_CCD
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#include "NarrowPhaseCollision/BU_CollisionPair.h"
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#endif //USE_ALGEBRAIC_CCD
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#include "BulletCollision/CollisionShapes/btSphereShape.h"
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#include "BulletCollision/CollisionShapes/btMultiSphereShape.h"
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@ -105,8 +60,6 @@ static float yaw=0.f,pitch=0.f,roll=0.f;
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static const int maxNumObjects = 4;
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static const int numObjects = 1;
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/// simplex contains the vertices, and some extra code to draw and debug
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static GL_Simplex1to4 simplex;
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static btConvexShape* shapePtr[maxNumObjects];
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static btTransform transforms[maxNumObjects];
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@ -119,14 +72,7 @@ static int screenWidth = 128;
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static int screenHeight = 128;//screenWidth * aspectRatio;
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GLuint glTextureId;
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btSphereShape mySphere(1);
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btBoxShape myBox(btVector3(0.4f,0.4f,0.4f));
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btCylinderShape myCylinder(btVector3(0.3f,0.3f,0.3f));
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btConeShape myCone(1,1);
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btCompoundShape compound;
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btMinkowskiSumShape myMink(&myCylinder,&myBox);
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@ -139,15 +85,8 @@ void Raytracer::initPhysics()
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{
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raytracePicture = new renderTexture(screenWidth,screenHeight);
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myBox.setMargin(0.02f);
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myCone.setMargin(0.2f);
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simplex.setSimplexSolver(&simplexSolver);
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simplex.addVertex(btPoint3(-1,0,-1));
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simplex.addVertex(btPoint3(1,0,-1));
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simplex.addVertex(btPoint3(0,0,1));
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simplex.addVertex(btPoint3(0,1,0));
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/// convex hull of 5 spheres
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#define NUM_SPHERES 5
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@ -160,57 +99,24 @@ void Raytracer::initPhysics()
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btVector3(0.f, 0.f, 0.f)
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};
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//btMultiSphereShape* multiSphereShape = new btMultiSphereShape(inertiaHalfExtents,positions,radi,NUM_SPHERES);
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btVector3 sphereOffset1(0,0,0);
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btScalar sphereRadius = 2.f;
|
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btVector3 nonUniformScaling(0.5,2,0.5);
|
||||
btMultiSphereShape* nonuniformScaledSphere = new btMultiSphereShape(inertiaHalfExtents,&sphereOffset1,&sphereRadius,1);
|
||||
nonuniformScaledSphere->setLocalScaling(nonUniformScaling);
|
||||
nonuniformScaledSphere->setMargin(0.04);
|
||||
btConvexHullShape* convexHullShape = new btConvexHullShape(&positions[0].getX(),3);
|
||||
|
||||
//attempt to approximate a bowling pin
|
||||
//choose shape
|
||||
shapePtr[0] = &myCone;//&compound;//&myCone;//&myBox;//nonuniformScaledSphere;//&myCone;
|
||||
// shapePtr[0] = &myCone;//&myBox;//nonuniformScaledSphere;//&myCone;
|
||||
shapePtr[0] = &myCone;
|
||||
|
||||
shapePtr[1] =&simplex;
|
||||
shapePtr[2] =convexHullShape;
|
||||
shapePtr[3] =&myMink;//myBox;//multiSphereShape
|
||||
|
||||
btVector3 sphereOffset(0,PIN_HEIGHT/4.0f,0);
|
||||
|
||||
// create pin collision shape
|
||||
btCollisionShape* cyl = new btCylinderShape(btVector3(PIN_DIAMETER/4.0f, PIN_HEIGHT/4.0f, PIN_DIAMETER/4.0f));
|
||||
cyl->setMargin(IN_TO_M(0.000025f));
|
||||
btVector3 spherepositions[3] = {btVector3(0,-PIN_HEIGHT/2.f +(PIN_DIAMETER/2.0f)+IN_TO_M(1.25f),0),
|
||||
btVector3(0,-PIN_HEIGHT/2.f +(PIN_DIAMETER/2.0f)+IN_TO_M(1.25f),0)+sphereOffset,
|
||||
btVector3(0,-PIN_HEIGHT/2.f +(PIN_DIAMETER/2.0f)+IN_TO_M(1.25f),0)-sphereOffset};
|
||||
btScalar radii[3] = {(PIN_DIAMETER/2.0f),(PIN_DIAMETER/4.0f),(PIN_DIAMETER/4.0f)};
|
||||
btCollisionShape* sph = new btMultiSphereShape(inertiaHalfExtents,spherepositions,radii,3);
|
||||
|
||||
btTransform ident;
|
||||
ident.setIdentity();
|
||||
ident.setOrigin(btVector3(0.f,-PIN_HEIGHT/4.f,0.f));
|
||||
compound.addChildShape(ident,cyl);
|
||||
ident.setIdentity();
|
||||
//ident.setOrigin(btVector3(0.0f, -PIN_HEIGHT/2.0f + PIN_DIAMETER/2.0f + IN_TO_M(3.5f), 0.0f));
|
||||
compound.addChildShape(ident,sph);
|
||||
|
||||
btVector3 spherepositions2[2] = {btVector3(0,+PIN_HEIGHT/2.f -(PIN_DIAMETER/4.0f),0),
|
||||
btVector3(0,0,0)};
|
||||
btScalar radii2[2] = {(PIN_DIAMETER/4.0f),(PIN_DIAMETER/6.0f)};
|
||||
|
||||
btCollisionShape* sph2 = new btMultiSphereShape(inertiaHalfExtents,spherepositions2,radii2,2);
|
||||
compound.addChildShape(ident,sph2);
|
||||
|
||||
compound.setMargin(0.001);
|
||||
simplex.setMargin(0.3f);
|
||||
|
||||
|
||||
}
|
||||
|
||||
Raytracer::~Raytracer()
|
||||
{
|
||||
|
||||
delete raytracePicture;
|
||||
raytracePicture=0;
|
||||
}
|
||||
|
||||
//to be implemented by the demo
|
||||
|
||||
void Raytracer::clientMoveAndDisplay()
|
||||
@ -242,7 +148,6 @@ void Raytracer::displayCallback()
|
||||
//transforms[i].setRotation(orn);
|
||||
}
|
||||
}
|
||||
myMink.setTransformA(btTransform(transforms[0].getRotation()));
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glDisable(GL_LIGHTING);
|
||||
@ -512,23 +417,6 @@ void Raytracer::displayCallback()
|
||||
|
||||
|
||||
|
||||
/*
|
||||
/// normal opengl rendering
|
||||
float m[16];
|
||||
int i;
|
||||
|
||||
for (i=0;i<numObjects;i++)
|
||||
{
|
||||
|
||||
|
||||
transA.getOpenGLMatrix( m );
|
||||
/// draw the simplex
|
||||
GL_ShapeDrawer::drawOpenGL(m,shapePtr[i],btVector3(1,1,1));
|
||||
/// calculate closest point from simplex to the origin, and draw this vector
|
||||
simplex.calcClosest(m);
|
||||
|
||||
}
|
||||
*/
|
||||
|
||||
glPopMatrix();
|
||||
|
||||
|
@ -24,6 +24,8 @@ class Raytracer : public DemoApplication
|
||||
|
||||
void initPhysics();
|
||||
|
||||
virtual ~Raytracer();
|
||||
|
||||
virtual void clientMoveAndDisplay();
|
||||
|
||||
virtual void displayCallback();
|
||||
|
Loading…
Reference in New Issue
Block a user