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https://github.com/bulletphysics/bullet3
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Merge pull request #1555 from JanMatas/softBody-opengl-rendering
Implemented support for softbodies in OpenGL renderer
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commit
a6849de99c
@ -6,12 +6,11 @@
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#include "../CommonInterfaces/CommonRenderInterface.h"
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#include "Bullet3Common/b3Scalar.h"
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#include "CollisionShape2TriangleMesh.h"
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#include "BulletSoftBody/btSoftBodyHelpers.h"
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#include "../OpenGLWindow/ShapeData.h"
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#include "../OpenGLWindow/SimpleCamera.h"
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#include "../OpenGLWindow/GLInstanceGraphicsShape.h"
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#define BT_LINE_BATCH_SIZE 512
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@ -422,6 +421,14 @@ void OpenGLGuiHelper::createCollisionShapeGraphicsObject(btCollisionShape* colli
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//if (collisionShape->getShapeType()==BOX_SHAPE_PROXYTYPE)
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{
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}
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if (collisionShape->getShapeType() == SOFTBODY_SHAPE_PROXYTYPE)
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{
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computeSoftBodyVertices(collisionShape, gfxVertices, indices);
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int shapeId = registerGraphicsShape(&gfxVertices[0].xyzw[0], gfxVertices.size(), &indices[0], indices.size(), B3_GL_TRIANGLES,
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m_data->m_checkedTexture);
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b3Assert(shapeId >= 0);
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collisionShape->setUserIndex(shapeId);
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}
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if (collisionShape->getShapeType()==MULTI_SPHERE_SHAPE_PROXYTYPE)
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{
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btMultiSphereShape* ms = (btMultiSphereShape*) collisionShape;
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@ -916,6 +923,14 @@ void OpenGLGuiHelper::syncPhysicsToGraphics(const btDiscreteDynamicsWorld* rbWor
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{
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//B3_PROFILE("writeSingleInstanceTransformToCPU");
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btCollisionObject* colObj = rbWorld->getCollisionObjectArray()[i];
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btCollisionShape* collisionShape = colObj->getCollisionShape();
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if (collisionShape->getShapeType()==SOFTBODY_SHAPE_PROXYTYPE && collisionShape->getUserIndex() >=0) {
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btAlignedObjectArray<GLInstanceVertex> gfxVertices;
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btAlignedObjectArray<int> indices;
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computeSoftBodyVertices(collisionShape, gfxVertices, indices);
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m_data->m_glApp->m_renderer->updateShape(collisionShape->getUserIndex(), &gfxVertices[0].xyzw[0]);
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continue;
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}
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btVector3 pos = colObj->getWorldTransform().getOrigin();
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btQuaternion orn = colObj->getWorldTransform().getRotation();
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int index = colObj->getUserIndex();
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@ -1271,3 +1286,33 @@ void OpenGLGuiHelper::dumpFramesToVideo(const char* mp4FileName)
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m_data->m_glApp->dumpFramesToVideo(mp4FileName);
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}
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}
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void OpenGLGuiHelper::computeSoftBodyVertices(btCollisionShape* collisionShape,
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btAlignedObjectArray<GLInstanceVertex>& gfxVertices,
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btAlignedObjectArray<int>& indices)
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{
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b3Assert(collisionShape->getUserPointer());
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btSoftBody* psb = (btSoftBody*)collisionShape->getUserPointer();
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gfxVertices.resize(psb->m_faces.size() * 3);
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int i, j, k;
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for (i = 0; i < psb->m_faces.size(); i++) // Foreach face
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{
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for (k = 0; k < 3; k++) // Foreach vertex on a face
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{
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int currentIndex = i * 3 + k;
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for (int j = 0; j < 3; j++)
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{
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gfxVertices[currentIndex].xyzw[j] = psb->m_faces[i].m_n[k]->m_x[j];
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}
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for (int j = 0; j < 3; j++)
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{
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gfxVertices[currentIndex].normal[j] = psb->m_faces[i].m_n[k]->m_n[j];
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}
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for (int j = 0; j < 2; j++)
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{
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gfxVertices[currentIndex].uv[j] = 0.5; //we don't have UV info...
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}
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indices.push_back(currentIndex);
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}
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}
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}
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@ -5,6 +5,7 @@
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class btCollisionShape;
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class btTransform;
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#include "LinearMath/btAlignedObjectArray.h"
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#include "../OpenGLWindow/GLInstanceGraphicsShape.h"
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struct OpenGLGuiHelper : public GUIHelperInterface
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{
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@ -99,6 +100,10 @@ struct OpenGLGuiHelper : public GUIHelperInterface
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virtual void dumpFramesToVideo(const char* mp4FileName);
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int createCheckeredTexture(int r,int g, int b);
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void computeSoftBodyVertices(btCollisionShape* collisionShape,
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btAlignedObjectArray<GLInstanceVertex>& gfxVertices,
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btAlignedObjectArray<int>& indices);
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};
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#endif //OPENGL_GUI_HELPER_H
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@ -5884,7 +5884,10 @@ bool PhysicsServerCommandProcessor::processLoadSoftBodyCommand(const struct Shar
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psb->scale(btVector3(scale,scale,scale));
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psb->setTotalMass(mass,true);
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psb->getCollisionShape()->setMargin(collisionMargin);
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psb->getCollisionShape()->setUserPointer(psb);
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m_data->m_dynamicsWorld->addSoftBody(psb);
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m_data->m_guiHelper->createCollisionShapeGraphicsObject(psb->getCollisionShape());
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m_data->m_guiHelper->autogenerateGraphicsObjects(this->m_data->m_dynamicsWorld);
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int bodyUniqueId = m_data->m_bodyHandles.allocHandle();
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InternalBodyHandle* bodyHandle = m_data->m_bodyHandles.getHandle(bodyUniqueId);
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bodyHandle->m_softBody = psb;
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