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https://github.com/bulletphysics/bullet3
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added compound shape for raytrace testing
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@ -11,6 +11,48 @@
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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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@ -43,7 +85,7 @@ Very basic raytracer, rendering into a texture.
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#include "BulletCollision/CollisionShapes/btConvexHullShape.h"
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#include "LinearMath/btAabbUtil2.h"
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#include "BulletCollision/CollisionShapes/btBoxShape.h"
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#include "BulletCollision/CollisionShapes/btCompoundShape.h"
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#include "BulletCollision/CollisionShapes/btTetrahedronShape.h"
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@ -66,21 +108,23 @@ const int numObjects = 1;
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/// simplex contains the vertices, and some extra code to draw and debug
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GL_Simplex1to4 simplex;
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btConvexShape* shapePtr[maxNumObjects];
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btCollisionShape* shapePtr[maxNumObjects];
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btTransform transforms[maxNumObjects];
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renderTexture* raytracePicture = 0;
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//this applies to the raytracer virtual screen/image buffer
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int screenWidth = 128;
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int screenWidth = 256;
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//float aspectRatio = (3.f/4.f);
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int screenHeight = 128;//screenWidth * aspectRatio;
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int screenHeight = 256;//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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GLDebugDrawer debugDrawer;
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@ -128,21 +172,51 @@ void Raytracer::initPhysics()
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};
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//btMultiSphereShape* multiSphereShape = new btMultiSphereShape(inertiaHalfExtents,positions,radi,NUM_SPHERES);
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btVector3 sphereOffset(0,0,0);
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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);
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btMultiSphereShape* nonuniformScaledSphere = new btMultiSphereShape(inertiaHalfExtents,&sphereOffset,&sphereRadius,1);
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btMultiSphereShape* nonuniformScaledSphere = new btMultiSphereShape(inertiaHalfExtents,&sphereOffset1,&sphereRadius,1);
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nonuniformScaledSphere->setLocalScaling(nonUniformScaling);
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nonuniformScaledSphere->setMargin(0.04);
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btConvexHullShape* convexHullShape = new btConvexHullShape(&positions[0].getX(),3);
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//attempt to approximate a bowling pin
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//choose shape
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shapePtr[0] = &myCone;//&myBox;//nonuniformScaledSphere;//&myCone;
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shapePtr[0] = &myCone;//&compound;//&myCone;//&myBox;//nonuniformScaledSphere;//&myCone;
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// shapePtr[0] = &myCone;//&myBox;//nonuniformScaledSphere;//&myCone;
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shapePtr[1] =&simplex;
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shapePtr[2] =convexHullShape;
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shapePtr[3] =&myMink;//myBox;//multiSphereShape
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btVector3 sphereOffset(0,PIN_HEIGHT/4.0f,0);
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// create pin collision shape
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btCollisionShape* cyl = new btCylinderShape(btVector3(PIN_DIAMETER/4.0f, PIN_HEIGHT/4.0f, PIN_DIAMETER/4.0f));
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cyl->setMargin(IN_TO_M(0.000025f));
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btVector3 spherepositions[3] = {btVector3(0,-PIN_HEIGHT/2.f +(PIN_DIAMETER/2.0f)+IN_TO_M(1.25f),0),
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btVector3(0,-PIN_HEIGHT/2.f +(PIN_DIAMETER/2.0f)+IN_TO_M(1.25f),0)+sphereOffset,
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btVector3(0,-PIN_HEIGHT/2.f +(PIN_DIAMETER/2.0f)+IN_TO_M(1.25f),0)-sphereOffset};
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btScalar radii[3] = {(PIN_DIAMETER/2.0f),(PIN_DIAMETER/4.0f),(PIN_DIAMETER/4.0f)};
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btCollisionShape* sph = new btMultiSphereShape(inertiaHalfExtents,spherepositions,radii,3);
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btTransform ident;
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ident.setIdentity();
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ident.setOrigin(btVector3(0.f,-PIN_HEIGHT/4.f,0.f));
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compound.addChildShape(ident,cyl);
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ident.setIdentity();
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//ident.setOrigin(btVector3(0.0f, -PIN_HEIGHT/2.0f + PIN_DIAMETER/2.0f + IN_TO_M(3.5f), 0.0f));
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compound.addChildShape(ident,sph);
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btVector3 spherepositions2[2] = {btVector3(0,+PIN_HEIGHT/2.f -(PIN_DIAMETER/4.0f),0),
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btVector3(0,0,0)};
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btScalar radii2[2] = {(PIN_DIAMETER/4.0f),(PIN_DIAMETER/6.0f)};
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btCollisionShape* sph2 = new btMultiSphereShape(inertiaHalfExtents,spherepositions2,radii2,2);
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compound.addChildShape(ident,sph2);
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compound.setMargin(0.001);
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simplex.setMargin(0.3f);
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@ -176,7 +250,7 @@ void Raytracer::displayCallback()
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if (i < 2)
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{
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orn.setEuler(yaw,pitch,roll);
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transforms[i].setRotation(orn);
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//transforms[i].setRotation(orn);
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}
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}
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myMink.setTransformA(btTransform(transforms[0].getRotation()));
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@ -266,10 +340,15 @@ void Raytracer::displayCallback()
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}
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btConvexCast::CastResult rayResult;
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// btConvexCast::CastResult rayResult;
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btTransform rayToTrans;
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rayToTrans.setIdentity();
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btVector3 rayTo;
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btTransform colObjWorldTransform;
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colObjWorldTransform.setIdentity();
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for (x=0;x<screenWidth;x++)
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{
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for (int y=0;y<screenHeight;y++)
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@ -286,23 +365,36 @@ void Raytracer::displayCallback()
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btScalar hitLambda = 1.f;
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btVector3 hitNormal;
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btCollisionWorld::ClosestRayResultCallback resultCallback(rayFrom,rayTo);
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btCollisionObject tmpObj;
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tmpObj.setWorldTransform(transforms[s]);
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if (btRayAabb(rayFrom,rayTo,aabbMin,aabbMax,hitLambda,hitNormal))
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{
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btCollisionWorld::rayTestSingle(rayFromTrans,rayToTrans,
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&tmpObj,
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shapePtr[s],
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transforms[s],
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resultCallback);
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//choose the continuous collision detection method
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btSubsimplexConvexCast convexCaster(&pointShape,shapePtr[s],&simplexSolver);
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//btSubsimplexConvexCast convexCaster(&pointShape,shapePtr[s],&simplexSolver);
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//GjkConvexCast convexCaster(&pointShape,shapePtr[0],&simplexSolver);
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//ContinuousConvexCollision convexCaster(&pointShape,shapePtr[0],&simplexSolver,0);
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//reset previous result
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rayResult.m_fraction = 1.f;
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if (convexCaster.calcTimeOfImpact(rayFromTrans,rayToTrans,transforms[s],transforms[s],rayResult))
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//rayResult.m_fraction = 1.f;
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if (resultCallback.HasHit())
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// if (convexCaster.calcTimeOfImpact(rayFromTrans,rayToTrans,transforms[s],transforms[s],rayResult))
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{
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//float fog = 1.f - 0.1f * rayResult.m_fraction;
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rayResult.m_normal.normalize();
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resultCallback.m_hitNormalWorld.normalize();//.m_normal.normalize();
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btVector3 worldNormal;
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worldNormal = transforms[s].getBasis() *rayResult.m_normal;
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btVector3 worldNormal = resultCallback.m_hitNormalWorld;
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// worldNormal = transforms[s].getBasis() *rayResult.m_normal;
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float lightVec0 = worldNormal.dot(btVector3(0,-1,-1));//0.4f,-1.f,-0.4f));
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