mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-14 05:40:05 +00:00
Move Bullet 2.x demos in a single demo 'AllBullet2Demos', for now only BasicDemo and FeatherstoneDemo is implemented.
This commit is contained in:
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53
Demos3/AllBullet2Demos/BulletDemoEntries.h
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53
Demos3/AllBullet2Demos/BulletDemoEntries.h
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@ -0,0 +1,53 @@
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#ifndef BULLET_DEMO_ENTRIES_H
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#define BULLET_DEMO_ENTRIES_H
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#include "BulletDemoInterface.h""
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#include "../bullet2/BasicDemo/BasicDemo.h"
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#include "../bullet2/FeatherstoneMultiBodyDemo/BulletMultiBodyDemos.h"
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#include <stdio.h>
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struct BulletDemoEntry
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{
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const char* m_name;
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BulletDemoInterface::CreateFunc* m_createFunc;
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};
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static BulletDemoEntry allDemos[]=
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{
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//{"emptydemo",EmptyBulletDemo::MyCreateFunc},
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{"BasicDemo",BasicDemo::MyCreateFunc},
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{"MultiBody1",FeatherstoneDemo1::MyCreateFunc},
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{"MultiBody2",FeatherstoneDemo2::MyCreateFunc},
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};
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static const char* startFileName = "startDemo.txt";
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static void saveCurrentDemoEntry(int currentEntry)
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{
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FILE* f = fopen(startFileName,"w");
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if (f)
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{
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fprintf(f,"%d\n",currentEntry);
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fclose(f);
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}
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};
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static int loadCurrentDemoEntry()
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{
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int currentEntry= 0;
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FILE* f = fopen(startFileName,"r");
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if (f)
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{
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fscanf(f,"%d",¤tEntry);
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fclose(f);
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}
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return currentEntry;
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};
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#endif//BULLET_DEMO_ENTRIES_H
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62
Demos3/AllBullet2Demos/BulletDemoInterface.h
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62
Demos3/AllBullet2Demos/BulletDemoInterface.h
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@ -0,0 +1,62 @@
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#ifndef DEMO_INTERFACE_H
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#define DEMO_INTERFACE_H
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struct SimpleOpenGL3App;
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class BulletDemoInterface
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{
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public:
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typedef class BulletDemoInterface* (CreateFunc)(SimpleOpenGL3App* app);
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virtual ~BulletDemoInterface()
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{
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}
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virtual void initPhysics()=0;
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virtual void exitPhysics()=0;
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virtual void stepSimulation(float deltaTime)=0;
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virtual void renderScene()=0;
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virtual bool mouseMoveCallback(float x,float y)=0;
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virtual bool mouseButtonCallback(int button, int state, float x, float y)=0;
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virtual bool keyboardCallback(int key, int state)=0;
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};
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class EmptyBulletDemo : public BulletDemoInterface
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{
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public:
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static BulletDemoInterface* MyCreateFunc(SimpleOpenGL3App* app)
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{
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return new EmptyBulletDemo();
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}
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virtual void initPhysics()
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{
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}
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virtual void exitPhysics()
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{
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}
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virtual void stepSimulation(float deltaTime)
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{
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}
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virtual void renderScene()
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{
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}
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virtual bool mouseMoveCallback(float x,float y)
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{
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return false;
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}
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virtual bool mouseButtonCallback(int button, int state, float x, float y)
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{
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return false;
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}
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virtual bool keyboardCallback(int key, int state)
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{
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return false;
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}
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};
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#endif //DEMO_INTERFACE_H
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@ -4,13 +4,60 @@
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#include <stdio.h>
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#include "../GpuDemos/gwenUserInterface.h"
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#include "BulletDemoEntries.h"
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GwenUserInterface* gui = 0;
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#define DEMO_SELECTION_COMBOBOX 13
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static SimpleOpenGL3App* app=0;
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static GwenUserInterface* gui = 0;
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static int sCurrentDemoIndex = 0;
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static BulletDemoInterface* sCurrentDemo = 0;
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static b3AlignedObjectArray<const char*> allNames;
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extern bool useShadowMap;
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static bool wireframe=false;
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void MyKeyboardCallback(int key, int state)
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{
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bool handled = false;
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if (sCurrentDemo)
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{
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handled = sCurrentDemo->keyboardCallback(key,state);
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}
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//checkout: is it desired to ignore keys, if the demo already handles them?
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//if (handled)
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// return;
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if (key=='w' && state)
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{
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wireframe=!wireframe;
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if (wireframe)
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{
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glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
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} else
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{
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glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
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}
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}
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if (key=='s' && state)
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{
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useShadowMap=!useShadowMap;
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}
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if (key==B3G_ESCAPE && app && app->m_window)
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{
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app->m_window->setRequestExit();
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}
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}
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static void MyMouseMoveCallback( float x, float y)
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{
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bool handled = false;
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if (gui)
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if (sCurrentDemo)
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handled = sCurrentDemo->mouseMoveCallback(x,y);
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if (!handled && gui)
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handled = gui->mouseMoveCallback(x,y);
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if (!handled)
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b3DefaultMouseMoveCallback(x,y);
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@ -19,33 +66,59 @@ static void MyMouseButtonCallback(int button, int state, float x, float y)
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{
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bool handled = false;
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//try picking first
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if (gui)
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if (sCurrentDemo)
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handled = sCurrentDemo->mouseButtonCallback(button,state,x,y);
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if (!handled && gui)
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handled = gui->mouseButtonCallback(button,state,x,y);
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if (!handled)
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b3DefaultMouseButtonCallback(button,state,x,y);
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}
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#include <string.h>
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void selectDemo(int demoIndex)
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{
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sCurrentDemoIndex = demoIndex;
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int numDemos = sizeof(allDemos)/sizeof(BulletDemoEntry);
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if (demoIndex>numDemos)
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demoIndex = 0;
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if (sCurrentDemo)
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{
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sCurrentDemo->exitPhysics();
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app->m_instancingRenderer->removeAllInstances();
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delete sCurrentDemo;
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sCurrentDemo=0;
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}
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if (allDemos[demoIndex].m_createFunc && app)
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{
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sCurrentDemo = (*allDemos[demoIndex].m_createFunc)(app);
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if (sCurrentDemo)
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sCurrentDemo->initPhysics();
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}
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}
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void MyComboBoxCallback(int comboId, const char* item)
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{
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printf("comboId = %d, item = %s\n",comboId, item);
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/*int numDemos = demoNames.size();
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for (int i=0;i<numDemos;i++)
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if (comboId==DEMO_SELECTION_COMBOBOX)
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{
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if (!strcmp(demoNames[i],item))
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//find selected item
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for (int i=0;i<allNames.size();i++)
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{
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if (selectedDemo != i)
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if (strcmp(item,allNames[i])==0)
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{
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gReset = true;
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selectedDemo = i;
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printf("selected demo %s!\n", item);
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selectDemo(i);
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saveCurrentDemoEntry(sCurrentDemoIndex);
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break;
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}
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}
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}
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*/
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}
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int main(int argc, char* argv[])
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@ -55,13 +128,13 @@ int main(int argc, char* argv[])
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int width = 1024;
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int height=768;
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SimpleOpenGL3App* app = new SimpleOpenGL3App("AllBullet2Demos",width,height);
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app = new SimpleOpenGL3App("AllBullet2Demos",width,height);
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app->m_instancingRenderer->setCameraDistance(13);
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app->m_instancingRenderer->setCameraPitch(0);
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app->m_instancingRenderer->setCameraTargetPosition(b3MakeVector3(0,0,0));
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app->m_window->setMouseMoveCallback(MyMouseMoveCallback);
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app->m_window->setMouseButtonCallback(MyMouseButtonCallback);
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app->m_window->setKeyboardCallback(MyKeyboardCallback);
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GLint err = glGetError();
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assert(err==GL_NO_ERROR);
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gui = new GwenUserInterface;
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gui->init(width,height,fontstash,app->m_window->getRetinaScale());
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const char* names[] = {"test1", "test2","test3"};
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gui->registerComboBox(13,3,&names[0],1);
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const char* names2[] = {"comboF", "comboG","comboH"};
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gui->registerComboBox(2,3,&names2[0],1);
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int numDemos = sizeof(allDemos)/sizeof(BulletDemoEntry);
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for (int i=0;i<numDemos;i++)
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{
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allNames.push_back(allDemos[i].m_name);
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}
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selectDemo(loadCurrentDemoEntry());
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gui->registerComboBox(DEMO_SELECTION_COMBOBOX,allNames.size(),&allNames[0],sCurrentDemoIndex);
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//const char* names2[] = {"comboF", "comboG","comboH"};
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//gui->registerComboBox(2,3,&names2[0],0);
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gui->setComboBoxCallback(MyComboBoxCallback);
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@ -93,6 +174,11 @@ int main(int argc, char* argv[])
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sprintf(bla,"Simple test frame %d", frameCount);
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app->drawText(bla,10,10);
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if (sCurrentDemo)
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{
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sCurrentDemo->stepSimulation(1./60.f);
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sCurrentDemo->renderScene();
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}
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static int toggle = 1;
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if (1)
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@ -103,8 +189,8 @@ int main(int argc, char* argv[])
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app->swapBuffer();
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} while (!app->m_window->requestedExit());
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selectDemo(0);
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delete gui;
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delete app;
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return 0;
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}
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@ -20,6 +20,12 @@
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files {
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"**.cpp",
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"**.h",
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"../bullet2/BasicDemo/Bullet2RigidBodyDemo.cpp",
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"../bullet2/BasicDemo/Bullet2RigidBodyDemo.h",
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"../bullet2/FeatherstoneMultiBodyDemo/BulletMultiBodyDemos.cpp",
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"../bullet2/FeatherstoneMultiBodyDemo/BulletMultiBodyDemos.h",
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"../bullet2/BasicDemo/BasicDemo.cpp",
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"../bullet2/BasicDemo/BasicDemo.h",
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"../../src/Bullet3Common/**.cpp",
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"../../src/Bullet3Common/**.h",
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"../../btgui/Timing/b3Clock.cpp",
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130
Demos3/bullet2/BasicDemo/BasicDemo.cpp
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130
Demos3/bullet2/BasicDemo/BasicDemo.cpp
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#include "BasicDemo.h"
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#include "OpenGLWindow/SimpleOpenGL3App.h"
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#include "btBulletDynamicsCommon.h"
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#include "Bullet3Common/b3Vector3.h"
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#define ARRAY_SIZE_X 5
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#define ARRAY_SIZE_Y 5
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#define ARRAY_SIZE_Z 5
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BasicDemo::BasicDemo(SimpleOpenGL3App* app)
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:Bullet2RigidBodyDemo(app)
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{
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}
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BasicDemo::~BasicDemo()
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{
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}
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void BasicDemo::initPhysics()
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{
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Bullet2RigidBodyDemo::initPhysics();
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int curColor=0;
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//create ground
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int cubeShapeId = m_glApp->registerCubeShape();
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float pos[]={0,0,0};
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float orn[]={0,0,0,1};
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{
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float color[]={0.3,0.3,1,1};
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float halfExtents[]={50,50,50,1};
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btTransform groundTransform;
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groundTransform.setIdentity();
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groundTransform.setOrigin(btVector3(0,-50,0));
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m_glApp->m_instancingRenderer->registerGraphicsInstance(cubeShapeId,groundTransform.getOrigin(),groundTransform.getRotation(),color,halfExtents);
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btBoxShape* groundShape = new btBoxShape(btVector3(btScalar(halfExtents[0]),btScalar(halfExtents[1]),btScalar(halfExtents[2])));
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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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//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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{
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float halfExtents[]={1,1,1,1};
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b3Vector4 colors[4] =
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{
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b3MakeVector4(1,0,0,1),
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b3MakeVector4(0,1,0,1),
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b3MakeVector4(0,1,1,1),
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b3MakeVector4(1,1,0,1),
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};
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btTransform startTransform;
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startTransform.setIdentity();
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btScalar mass = 1.f;
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btVector3 localInertia;
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btBoxShape* colShape = new btBoxShape(btVector3(halfExtents[0],halfExtents[1],halfExtents[2]));
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colShape ->calculateLocalInertia(mass,localInertia);
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for (int k=0;k<ARRAY_SIZE_Y;k++)
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{
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for (int i=0;i<ARRAY_SIZE_X;i++)
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{
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for(int j = 0;j<ARRAY_SIZE_Z;j++)
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{
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b3Vector4 color = colors[curColor];
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curColor++;
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curColor&=3;
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startTransform.setOrigin(btVector3(
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btScalar(2.0*i),
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btScalar(20+2.0*k),
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btScalar(2.0*j)));
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m_glApp->m_instancingRenderer->registerGraphicsInstance(cubeShapeId,startTransform.getOrigin(),startTransform.getRotation(),color,halfExtents);
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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(startTransform);
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btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,colShape,localInertia);
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btRigidBody* body = new btRigidBody(rbInfo);
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m_dynamicsWorld->addRigidBody(body);
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}
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}
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}
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}
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m_glApp->m_instancingRenderer->writeTransforms();
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}
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void BasicDemo::exitPhysics()
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{
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Bullet2RigidBodyDemo::exitPhysics();
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}
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void BasicDemo::renderScene()
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{
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//sync graphics -> physics world transforms
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{
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for (int i=0;i<m_dynamicsWorld->getNumCollisionObjects();i++)
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{
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btVector3 pos = m_dynamicsWorld->getCollisionObjectArray()[i]->getWorldTransform().getOrigin();
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btQuaternion orn = m_dynamicsWorld->getCollisionObjectArray()[i]->getWorldTransform().getRotation();
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m_glApp->m_instancingRenderer->writeSingleInstanceTransformToCPU(pos,orn,i);
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}
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m_glApp->m_instancingRenderer->writeTransforms();
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}
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m_glApp->m_instancingRenderer->renderScene();
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}
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void BasicDemo::stepSimulation(float dt)
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{
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m_dynamicsWorld->stepSimulation(dt);
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}
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29
Demos3/bullet2/BasicDemo/BasicDemo.h
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29
Demos3/bullet2/BasicDemo/BasicDemo.h
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#ifndef BASIC_DEMO_H
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#define BASIC_DEMO_H
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#include "LinearMath/btVector3.h"
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#include "Bullet2RigidBodyDemo.h"
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class BasicDemo : public Bullet2RigidBodyDemo
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{
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public:
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static BulletDemoInterface* MyCreateFunc(SimpleOpenGL3App* app)
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{
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return new BasicDemo(app);
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}
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BasicDemo(SimpleOpenGL3App* app);
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virtual ~BasicDemo();
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void initPhysics();
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void exitPhysics();
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void renderScene();
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void stepSimulation(float dt);
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};
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#endif //BASIC_DEMO_H
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@ -1,455 +0,0 @@
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#define ARRAY_SIZE_X 5
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#define ARRAY_SIZE_Y 5
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#define ARRAY_SIZE_Z 5
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#include "OpenGLWindow/SimpleOpenGL3App.h"
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#include "Bullet3Common/b3Vector3.h"
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#include "assert.h"
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#include <stdio.h>
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||||
|
||||
#include "btBulletDynamicsCommon.h"
|
||||
|
||||
class Bullet2RigidBodyDemo
|
||||
{
|
||||
protected:
|
||||
btDiscreteDynamicsWorld* m_dynamicsWorld;
|
||||
btCollisionDispatcher* m_dispatcher;
|
||||
btBroadphaseInterface* m_bp;
|
||||
btCollisionConfiguration* m_config;
|
||||
btConstraintSolver* m_solver;
|
||||
|
||||
public:
|
||||
Bullet2RigidBodyDemo()
|
||||
{
|
||||
m_config = 0;
|
||||
m_dispatcher = 0;
|
||||
m_bp = 0;
|
||||
m_solver = 0;
|
||||
m_dynamicsWorld = 0;
|
||||
}
|
||||
virtual void 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);
|
||||
}
|
||||
virtual void 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;
|
||||
}
|
||||
|
||||
virtual ~Bullet2RigidBodyDemo()
|
||||
{
|
||||
btAssert(m_config == 0);
|
||||
btAssert(m_dispatcher == 0);
|
||||
btAssert(m_bp == 0);
|
||||
btAssert(m_solver == 0);
|
||||
btAssert(m_dynamicsWorld == 0);
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
class BasicDemo : public Bullet2RigidBodyDemo
|
||||
{
|
||||
|
||||
btRigidBody* m_pickedBody;
|
||||
btTypedConstraint* m_pickedConstraint;
|
||||
btVector3 m_oldPickingPos;
|
||||
btVector3 m_hitPos;
|
||||
btScalar m_oldPickingDist;
|
||||
|
||||
|
||||
|
||||
public:
|
||||
SimpleOpenGL3App* m_glApp;
|
||||
|
||||
|
||||
BasicDemo(SimpleOpenGL3App* app)
|
||||
:m_glApp(app),
|
||||
m_pickedBody(0),
|
||||
m_pickedConstraint(0)
|
||||
{
|
||||
}
|
||||
virtual ~BasicDemo()
|
||||
{
|
||||
}
|
||||
|
||||
void initPhysics()
|
||||
{
|
||||
Bullet2RigidBodyDemo::initPhysics();
|
||||
|
||||
//create ground
|
||||
int cubeShapeId = m_glApp->registerCubeShape();
|
||||
float pos[]={0,0,0};
|
||||
float orn[]={0,0,0,1};
|
||||
|
||||
|
||||
{
|
||||
float color[]={0.3,0.3,1,1};
|
||||
float 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);
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
float halfExtents[]={1,1,1,1};
|
||||
b3Vector4 colors[4] =
|
||||
{
|
||||
b3MakeVector4(1,0,0,1),
|
||||
b3MakeVector4(0,1,0,1),
|
||||
b3MakeVector4(0,1,1,1),
|
||||
b3MakeVector4(1,1,0,1),
|
||||
};
|
||||
|
||||
|
||||
|
||||
btTransform startTransform;
|
||||
startTransform.setIdentity();
|
||||
btScalar mass = 1.f;
|
||||
btVector3 localInertia;
|
||||
btBoxShape* colShape = new btBoxShape(btVector3(halfExtents[0],halfExtents[1],halfExtents[2]));
|
||||
colShape ->calculateLocalInertia(mass,localInertia);
|
||||
|
||||
for (int k=0;k<ARRAY_SIZE_Y;k++)
|
||||
{
|
||||
for (int i=0;i<ARRAY_SIZE_X;i++)
|
||||
{
|
||||
for(int j = 0;j<ARRAY_SIZE_Z;j++)
|
||||
{
|
||||
static int curColor=0;
|
||||
b3Vector4 color = colors[curColor];
|
||||
curColor++;
|
||||
curColor&=3;
|
||||
startTransform.setOrigin(btVector3(
|
||||
btScalar(2.0*i),
|
||||
btScalar(20+2.0*k),
|
||||
btScalar(2.0*j)));
|
||||
|
||||
m_glApp->m_instancingRenderer->registerGraphicsInstance(cubeShapeId,startTransform.getOrigin(),startTransform.getRotation(),color,halfExtents);
|
||||
|
||||
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
|
||||
btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
|
||||
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,colShape,localInertia);
|
||||
btRigidBody* body = new btRigidBody(rbInfo);
|
||||
|
||||
|
||||
m_dynamicsWorld->addRigidBody(body);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
m_glApp->m_instancingRenderer->writeTransforms();
|
||||
}
|
||||
void exitPhysics()
|
||||
{
|
||||
Bullet2RigidBodyDemo::exitPhysics();
|
||||
}
|
||||
void drawObjects()
|
||||
{
|
||||
//sync graphics -> physics world transforms
|
||||
{
|
||||
for (int i=0;i<m_dynamicsWorld->getNumCollisionObjects();i++)
|
||||
{
|
||||
btVector3 pos = m_dynamicsWorld->getCollisionObjectArray()[i]->getWorldTransform().getOrigin();
|
||||
btQuaternion orn = m_dynamicsWorld->getCollisionObjectArray()[i]->getWorldTransform().getRotation();
|
||||
m_glApp->m_instancingRenderer->writeSingleInstanceTransformToCPU(pos,orn,i);
|
||||
}
|
||||
m_glApp->m_instancingRenderer->writeTransforms();
|
||||
}
|
||||
|
||||
m_glApp->m_instancingRenderer->renderScene();
|
||||
}
|
||||
|
||||
btVector3 getRayTo(int x,int y)
|
||||
{
|
||||
if (!m_glApp->m_instancingRenderer)
|
||||
{
|
||||
btAssert(0);
|
||||
return btVector3(0,0,0);
|
||||
}
|
||||
|
||||
float top = 1.f;
|
||||
float bottom = -1.f;
|
||||
float nearPlane = 1.f;
|
||||
float tanFov = (top-bottom)*0.5f / nearPlane;
|
||||
float fov = b3Scalar(2.0) * b3Atan(tanFov);
|
||||
|
||||
btVector3 camPos,camTarget;
|
||||
m_glApp->m_instancingRenderer->getCameraPosition(camPos);
|
||||
m_glApp->m_instancingRenderer->getCameraTargetPosition(camTarget);
|
||||
|
||||
btVector3 rayFrom = camPos;
|
||||
btVector3 rayForward = (camTarget-camPos);
|
||||
rayForward.normalize();
|
||||
float farPlane = 10000.f;
|
||||
rayForward*= farPlane;
|
||||
|
||||
btVector3 rightOffset;
|
||||
btVector3 m_cameraUp=btVector3(0,1,0);
|
||||
btVector3 vertical = m_cameraUp;
|
||||
|
||||
btVector3 hor;
|
||||
hor = rayForward.cross(vertical);
|
||||
hor.normalize();
|
||||
vertical = hor.cross(rayForward);
|
||||
vertical.normalize();
|
||||
|
||||
float tanfov = tanf(0.5f*fov);
|
||||
|
||||
|
||||
hor *= 2.f * farPlane * tanfov;
|
||||
vertical *= 2.f * farPlane * tanfov;
|
||||
|
||||
b3Scalar aspect;
|
||||
float width = m_glApp->m_instancingRenderer->getScreenWidth();
|
||||
float height = m_glApp->m_instancingRenderer->getScreenHeight();
|
||||
|
||||
aspect = width / height;
|
||||
|
||||
hor*=aspect;
|
||||
|
||||
|
||||
btVector3 rayToCenter = rayFrom + rayForward;
|
||||
btVector3 dHor = hor * 1.f/width;
|
||||
btVector3 dVert = vertical * 1.f/height;
|
||||
|
||||
|
||||
btVector3 rayTo = rayToCenter - 0.5f * hor + 0.5f * vertical;
|
||||
rayTo += btScalar(x) * dHor;
|
||||
rayTo -= btScalar(y) * dVert;
|
||||
return rayTo;
|
||||
}
|
||||
|
||||
|
||||
bool 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);
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
bool mouseButtonCallback(int button, int state, float x, float y)
|
||||
{
|
||||
|
||||
if (state==1)
|
||||
{
|
||||
if(button==0)// && (m_data->m_altPressed==0 && m_data->m_controlPressed==0))
|
||||
{
|
||||
btVector3 camPos;
|
||||
m_glApp->m_instancingRenderer->getCameraPosition(camPos);
|
||||
|
||||
btVector3 rayFrom = camPos;
|
||||
btVector3 rayTo = getRayTo(x,y);
|
||||
|
||||
btCollisionWorld::ClosestRayResultCallback rayCallback(rayFrom,rayTo);
|
||||
m_dynamicsWorld->rayTest(rayFrom,rayTo,rayCallback);
|
||||
if (rayCallback.hasHit())
|
||||
{
|
||||
|
||||
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;
|
||||
}
|
||||
//remove p2p
|
||||
}
|
||||
}
|
||||
|
||||
//printf("button=%d, state=%d\n",button,state);
|
||||
return false;
|
||||
}
|
||||
|
||||
void stepSimulation()
|
||||
{
|
||||
m_dynamicsWorld->stepSimulation(1./60,0);
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
|
||||
BasicDemo* sDemo = 0;
|
||||
|
||||
static void MyMouseMoveCallback( float x, float y)
|
||||
{
|
||||
bool handled = false;
|
||||
if (sDemo)
|
||||
handled = sDemo->mouseMoveCallback(x,y);
|
||||
if (!handled)
|
||||
b3DefaultMouseMoveCallback(x,y);
|
||||
}
|
||||
static void MyMouseButtonCallback(int button, int state, float x, float y)
|
||||
{
|
||||
bool handled = false;
|
||||
//try picking first
|
||||
if (sDemo)
|
||||
handled = sDemo->mouseButtonCallback(button,state,x,y);
|
||||
|
||||
if (!handled)
|
||||
b3DefaultMouseButtonCallback(button,state,x,y);
|
||||
}
|
||||
|
||||
void MyKeyboardCallback(int key, int state)
|
||||
{
|
||||
|
||||
if (key==B3G_ESCAPE && sDemo->m_glApp->m_window)
|
||||
{
|
||||
sDemo->m_glApp->m_window->setRequestExit();
|
||||
}
|
||||
if (key=='w')
|
||||
{
|
||||
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
|
||||
}
|
||||
if (key=='s')
|
||||
{
|
||||
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL);
|
||||
}
|
||||
|
||||
// if (sDemo)
|
||||
// sDemo->keyboardCallback(key,state);
|
||||
|
||||
b3DefaultKeyboardCallback(key,state);
|
||||
}
|
||||
|
||||
|
||||
int main(int argc, char* argv[])
|
||||
{
|
||||
|
||||
float dt = 1./120.f;
|
||||
#ifdef BT_DEBUG
|
||||
char* name = "Bullet 2 CPU BasicDemo (Debug build=SLOW)";
|
||||
#else
|
||||
char* name = "Bullet 2 CPU BasicDemo";
|
||||
#endif
|
||||
|
||||
|
||||
SimpleOpenGL3App* app = new SimpleOpenGL3App(name,1024,768);
|
||||
app->m_instancingRenderer->setCameraDistance(40);
|
||||
app->m_instancingRenderer->setCameraPitch(0);
|
||||
app->m_instancingRenderer->setCameraTargetPosition(b3MakeVector3(0,0,0));
|
||||
|
||||
app->m_window->setMouseMoveCallback(MyMouseMoveCallback);
|
||||
app->m_window->setMouseButtonCallback(MyMouseButtonCallback);
|
||||
app->m_window->setKeyboardCallback(MyKeyboardCallback);
|
||||
|
||||
BasicDemo* demo = new BasicDemo(app);
|
||||
demo->initPhysics();
|
||||
sDemo = demo;
|
||||
|
||||
GLint err = glGetError();
|
||||
assert(err==GL_NO_ERROR);
|
||||
|
||||
do
|
||||
{
|
||||
GLint err = glGetError();
|
||||
assert(err==GL_NO_ERROR);
|
||||
app->m_instancingRenderer->init();
|
||||
app->m_instancingRenderer->updateCamera();
|
||||
|
||||
demo->stepSimulation();
|
||||
demo->drawObjects();
|
||||
app->drawGrid(10,0.01);
|
||||
char bla[1024];
|
||||
static int frameCount = 0;
|
||||
frameCount++;
|
||||
sprintf(bla,"Simulation frame %d", frameCount);
|
||||
|
||||
app->drawText(bla,10,10);
|
||||
app->swapBuffer();
|
||||
} while (!app->m_window->requestedExit());
|
||||
|
||||
|
||||
demo->exitPhysics();
|
||||
delete demo;
|
||||
|
||||
delete app;
|
||||
return 0;
|
||||
}
|
@ -1,38 +0,0 @@
|
||||
|
||||
project "App2_BasicDemo"
|
||||
|
||||
language "C++"
|
||||
|
||||
kind "ConsoleApp"
|
||||
targetdir "../../../bin"
|
||||
|
||||
includedirs {
|
||||
".",
|
||||
"../../../src",
|
||||
"../../../btgui"
|
||||
}
|
||||
|
||||
initOpenGL()
|
||||
initGlew()
|
||||
|
||||
links{"gwen", "BulletDynamics", "BulletCollision","LinearMath",
|
||||
"OpenGL_Window", "OpenGL_TrueTypeFont"
|
||||
}
|
||||
|
||||
files {
|
||||
"**.cpp",
|
||||
"**.h",
|
||||
"../../../src/Bullet3Common/**.cpp",
|
||||
"../../../src/Bullet3Common/**.h",
|
||||
"../../../btgui/Timing/b3Clock.cpp",
|
||||
"../../../btgui/Timing/b3Clock.h"
|
||||
|
||||
}
|
||||
|
||||
if os.is("Linux") then
|
||||
links ("X11")
|
||||
end
|
||||
|
||||
if os.is("MacOSX") then
|
||||
links{"Cocoa.framework"}
|
||||
end
|
@ -0,0 +1,633 @@
|
||||
|
||||
|
||||
#define ARRAY_SIZE_X 5
|
||||
#define ARRAY_SIZE_Y 5
|
||||
#define ARRAY_SIZE_Z 5
|
||||
static float scaling = 1.f;
|
||||
static float friction = 1.;
|
||||
|
||||
#include "BulletMultiBodyDemos.h"
|
||||
|
||||
|
||||
#include "OpenGLWindow/SimpleOpenGL3App.h"
|
||||
#include "Bullet3Common/b3Vector3.h"
|
||||
#include "assert.h"
|
||||
#include <stdio.h>
|
||||
|
||||
#include "btBulletDynamicsCommon.h"
|
||||
|
||||
#include "BulletDynamics/Featherstone/btMultiBody.h"
|
||||
#include "BulletDynamics/Featherstone/btMultiBodyConstraintSolver.h"
|
||||
#include "BulletDynamics/Featherstone/btMultiBodyDynamicsWorld.h"
|
||||
#include "BulletDynamics/Featherstone/btMultiBodyLinkCollider.h"
|
||||
#include "BulletDynamics/Featherstone/btMultiBodyLink.h"
|
||||
#include "BulletDynamics/Featherstone/btMultiBodyJointLimitConstraint.h"
|
||||
#include "BulletDynamics/Featherstone/btMultiBodyJointMotor.h"
|
||||
#include "BulletDynamics/Featherstone/btMultiBodyPoint2Point.h"
|
||||
|
||||
static b3Vector4 colors[4] =
|
||||
{
|
||||
b3MakeVector4(1,0,0,1),
|
||||
b3MakeVector4(0,1,0,1),
|
||||
b3MakeVector4(0,1,1,1),
|
||||
b3MakeVector4(1,1,0,1),
|
||||
};
|
||||
|
||||
|
||||
|
||||
Bullet2MultiBodyDemo::Bullet2MultiBodyDemo(SimpleOpenGL3App* app)
|
||||
:m_glApp(app),
|
||||
m_pickedBody(0),
|
||||
m_pickedConstraint(0),
|
||||
m_pickingMultiBodyPoint2Point(0)
|
||||
|
||||
{
|
||||
m_config = 0;
|
||||
m_dispatcher = 0;
|
||||
m_bp = 0;
|
||||
m_solver = 0;
|
||||
m_dynamicsWorld = 0;
|
||||
}
|
||||
void Bullet2MultiBodyDemo::initPhysics()
|
||||
{
|
||||
m_config = new btDefaultCollisionConfiguration;
|
||||
m_dispatcher = new btCollisionDispatcher(m_config);
|
||||
m_bp = new btDbvtBroadphase();
|
||||
m_solver = new btMultiBodyConstraintSolver();
|
||||
m_dynamicsWorld = new btMultiBodyDynamicsWorld(m_dispatcher,m_bp,m_solver,m_config);
|
||||
}
|
||||
|
||||
void Bullet2MultiBodyDemo::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;
|
||||
}
|
||||
|
||||
Bullet2MultiBodyDemo::~Bullet2MultiBodyDemo()
|
||||
{
|
||||
btAssert(m_config == 0);
|
||||
btAssert(m_dispatcher == 0);
|
||||
btAssert(m_bp == 0);
|
||||
btAssert(m_solver == 0);
|
||||
btAssert(m_dynamicsWorld == 0);
|
||||
}
|
||||
|
||||
|
||||
|
||||
btVector3 Bullet2MultiBodyDemo::getRayTo(int x,int y)
|
||||
{
|
||||
if (!m_glApp->m_instancingRenderer)
|
||||
{
|
||||
btAssert(0);
|
||||
return btVector3(0,0,0);
|
||||
}
|
||||
|
||||
float top = 1.f;
|
||||
float bottom = -1.f;
|
||||
float nearPlane = 1.f;
|
||||
float tanFov = (top-bottom)*0.5f / nearPlane;
|
||||
float fov = b3Scalar(2.0) * b3Atan(tanFov);
|
||||
|
||||
btVector3 camPos,camTarget;
|
||||
m_glApp->m_instancingRenderer->getCameraPosition(camPos);
|
||||
m_glApp->m_instancingRenderer->getCameraTargetPosition(camTarget);
|
||||
|
||||
btVector3 rayFrom = camPos;
|
||||
btVector3 rayForward = (camTarget-camPos);
|
||||
rayForward.normalize();
|
||||
float farPlane = 10000.f;
|
||||
rayForward*= farPlane;
|
||||
|
||||
btVector3 rightOffset;
|
||||
btVector3 m_cameraUp=btVector3(0,1,0);
|
||||
btVector3 vertical = m_cameraUp;
|
||||
|
||||
btVector3 hor;
|
||||
hor = rayForward.cross(vertical);
|
||||
hor.normalize();
|
||||
vertical = hor.cross(rayForward);
|
||||
vertical.normalize();
|
||||
|
||||
float tanfov = tanf(0.5f*fov);
|
||||
|
||||
|
||||
hor *= 2.f * farPlane * tanfov;
|
||||
vertical *= 2.f * farPlane * tanfov;
|
||||
|
||||
b3Scalar aspect;
|
||||
float width = m_glApp->m_instancingRenderer->getScreenWidth();
|
||||
float height = m_glApp->m_instancingRenderer->getScreenHeight();
|
||||
|
||||
aspect = width / height;
|
||||
|
||||
hor*=aspect;
|
||||
|
||||
|
||||
btVector3 rayToCenter = rayFrom + rayForward;
|
||||
btVector3 dHor = hor * 1.f/width;
|
||||
btVector3 dVert = vertical * 1.f/height;
|
||||
|
||||
|
||||
btVector3 rayTo = rayToCenter - 0.5f * hor + 0.5f * vertical;
|
||||
rayTo += btScalar(x) * dHor;
|
||||
rayTo -= btScalar(y) * dVert;
|
||||
return rayTo;
|
||||
}
|
||||
|
||||
|
||||
bool Bullet2MultiBodyDemo::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);
|
||||
}
|
||||
}
|
||||
if (m_pickingMultiBodyPoint2Point)
|
||||
{
|
||||
//keep it at the same picking distance
|
||||
|
||||
btVector3 newRayTo = getRayTo(x,y);
|
||||
btVector3 rayFrom;
|
||||
btVector3 oldPivotInB = m_pickingMultiBodyPoint2Point->getPivotInB();
|
||||
btVector3 newPivotB;
|
||||
btVector3 camPos;
|
||||
m_glApp->m_instancingRenderer->getCameraPosition(camPos);
|
||||
rayFrom = camPos;
|
||||
btVector3 dir = newRayTo-rayFrom;
|
||||
dir.normalize();
|
||||
dir *= m_oldPickingDist;
|
||||
|
||||
newPivotB = rayFrom + dir;
|
||||
|
||||
m_pickingMultiBodyPoint2Point->setPivotInB(newPivotB);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
bool Bullet2MultiBodyDemo::mouseButtonCallback(int button, int state, float x, float y)
|
||||
{
|
||||
|
||||
if (state==1)
|
||||
{
|
||||
if(button==0)// && (m_data->m_altPressed==0 && m_data->m_controlPressed==0))
|
||||
{
|
||||
btVector3 camPos;
|
||||
m_glApp->m_instancingRenderer->getCameraPosition(camPos);
|
||||
|
||||
btVector3 rayFrom = camPos;
|
||||
btVector3 rayTo = getRayTo(x,y);
|
||||
|
||||
btCollisionWorld::ClosestRayResultCallback rayCallback(rayFrom,rayTo);
|
||||
m_dynamicsWorld->rayTest(rayFrom,rayTo,rayCallback);
|
||||
if (rayCallback.hasHit())
|
||||
{
|
||||
|
||||
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;
|
||||
}
|
||||
} else
|
||||
{
|
||||
btMultiBodyLinkCollider* multiCol = (btMultiBodyLinkCollider*)btMultiBodyLinkCollider::upcast(rayCallback.m_collisionObject);
|
||||
if (multiCol && multiCol->m_multiBody)
|
||||
{
|
||||
multiCol->m_multiBody->setCanSleep(false);
|
||||
|
||||
btVector3 pivotInA = multiCol->m_multiBody->worldPosToLocal(multiCol->m_link, pickPos);
|
||||
|
||||
btMultiBodyPoint2Point* p2p = new btMultiBodyPoint2Point(multiCol->m_multiBody,multiCol->m_link,0,pivotInA,pickPos);
|
||||
//if you add too much energy to the system, causing high angular velocities, simulation 'explodes'
|
||||
//see also http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=4&t=949
|
||||
//so we try to avoid it by clamping the maximum impulse (force) that the mouse pick can apply
|
||||
//it is not satisfying, hopefully we find a better solution (higher order integrator, using joint friction using a zero-velocity target motor with limited force etc?)
|
||||
|
||||
p2p->setMaxAppliedImpulse(20*scaling);
|
||||
|
||||
btMultiBodyDynamicsWorld* world = (btMultiBodyDynamicsWorld*) m_dynamicsWorld;
|
||||
world->addMultiBodyConstraint(p2p);
|
||||
m_pickingMultiBodyPoint2Point =p2p;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
if (m_pickingMultiBodyPoint2Point)
|
||||
{
|
||||
m_pickingMultiBodyPoint2Point->getMultiBodyA()->setCanSleep(true);
|
||||
btMultiBodyDynamicsWorld* world = (btMultiBodyDynamicsWorld*) m_dynamicsWorld;
|
||||
world->removeMultiBodyConstraint(m_pickingMultiBodyPoint2Point);
|
||||
delete m_pickingMultiBodyPoint2Point;
|
||||
m_pickingMultiBodyPoint2Point = 0;
|
||||
}
|
||||
//remove p2p
|
||||
}
|
||||
}
|
||||
|
||||
//printf("button=%d, state=%d\n",button,state);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
FeatherstoneDemo1::FeatherstoneDemo1(SimpleOpenGL3App* app)
|
||||
:Bullet2MultiBodyDemo(app)
|
||||
{
|
||||
}
|
||||
FeatherstoneDemo1::~FeatherstoneDemo1()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
|
||||
btMultiBody* FeatherstoneDemo1::createFeatherstoneMultiBody(class btMultiBodyDynamicsWorld* world, const btMultiBodySettings& settings)
|
||||
{
|
||||
int curColor=0;
|
||||
|
||||
|
||||
int cubeShapeId = m_glApp->registerCubeShape();
|
||||
|
||||
int n_links = settings.m_numLinks;
|
||||
float mass = 13.5*scaling;
|
||||
btVector3 inertia = btVector3 (91,344,253)*scaling*scaling;
|
||||
|
||||
|
||||
btMultiBody * bod = new btMultiBody(n_links, mass, inertia, settings.m_isFixedBase, settings.m_canSleep);
|
||||
// bod->setHasSelfCollision(false);
|
||||
|
||||
//btQuaternion orn(btVector3(0,0,1),-0.25*SIMD_HALF_PI);//0,0,0,1);
|
||||
btQuaternion orn(0,0,0,1);
|
||||
bod->setBasePos(settings.m_basePosition);
|
||||
bod->setWorldToBaseRot(orn);
|
||||
btVector3 vel(0,0,0);
|
||||
bod->setBaseVel(vel);
|
||||
|
||||
{
|
||||
|
||||
btVector3 joint_axis_hinge(1,0,0);
|
||||
btVector3 joint_axis_prismatic(0,0,1);
|
||||
btQuaternion parent_to_child = orn.inverse();
|
||||
btVector3 joint_axis_child_prismatic = quatRotate(parent_to_child ,joint_axis_prismatic);
|
||||
btVector3 joint_axis_child_hinge = quatRotate(parent_to_child , joint_axis_hinge);
|
||||
|
||||
int this_link_num = -1;
|
||||
int link_num_counter = 0;
|
||||
|
||||
|
||||
|
||||
btVector3 pos = btVector3 (0,0,9.0500002)*scaling;
|
||||
|
||||
btVector3 joint_axis_position = btVector3 (0,0,4.5250001)*scaling;
|
||||
|
||||
for (int i=0;i<n_links;i++)
|
||||
{
|
||||
float initial_joint_angle=0.3;
|
||||
if (i>0)
|
||||
initial_joint_angle = -0.06f;
|
||||
|
||||
const int child_link_num = link_num_counter++;
|
||||
|
||||
|
||||
|
||||
if (settings.m_usePrismatic)// && i==(n_links-1))
|
||||
{
|
||||
bod->setupPrismatic(child_link_num, mass, inertia, this_link_num,
|
||||
parent_to_child, joint_axis_child_prismatic, quatRotate(parent_to_child , pos),settings.m_disableParentCollision);
|
||||
|
||||
} else
|
||||
{
|
||||
bod->setupRevolute(child_link_num, mass, inertia, this_link_num,parent_to_child, joint_axis_child_hinge,
|
||||
joint_axis_position,quatRotate(parent_to_child , (pos - joint_axis_position)),settings.m_disableParentCollision);
|
||||
}
|
||||
bod->setJointPos(child_link_num, initial_joint_angle);
|
||||
this_link_num = i;
|
||||
|
||||
if (0)//!useGroundShape && i==4)
|
||||
{
|
||||
btVector3 pivotInAworld(0,20,46);
|
||||
btVector3 pivotInAlocal = bod->worldPosToLocal(i, pivotInAworld);
|
||||
btVector3 pivotInBworld = pivotInAworld;
|
||||
btMultiBodyPoint2Point* p2p = new btMultiBodyPoint2Point(bod,i,&btTypedConstraint::getFixedBody(),pivotInAlocal,pivotInBworld);
|
||||
world->addMultiBodyConstraint(p2p);
|
||||
}
|
||||
//add some constraint limit
|
||||
if (settings.m_usePrismatic)
|
||||
{
|
||||
// btMultiBodyConstraint* con = new btMultiBodyJointLimitConstraint(bod,n_links-1,2,3);
|
||||
|
||||
if (settings.m_createConstraints)
|
||||
{
|
||||
btMultiBodyConstraint* con = new btMultiBodyJointLimitConstraint(bod,i,-1,1);
|
||||
world->addMultiBodyConstraint(con);
|
||||
}
|
||||
|
||||
} else
|
||||
{
|
||||
if (settings.m_createConstraints)
|
||||
{
|
||||
if (1)
|
||||
{
|
||||
btMultiBodyJointMotor* con = new btMultiBodyJointMotor(bod,i,0,500000);
|
||||
world->addMultiBodyConstraint(con);
|
||||
}
|
||||
|
||||
btMultiBodyConstraint* con = new btMultiBodyJointLimitConstraint(bod,i,-1,1);
|
||||
world->addMultiBodyConstraint(con);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//add a collider for the base
|
||||
{
|
||||
|
||||
btAlignedObjectArray<btQuaternion> world_to_local;
|
||||
world_to_local.resize(n_links+1);
|
||||
|
||||
btAlignedObjectArray<btVector3> local_origin;
|
||||
local_origin.resize(n_links+1);
|
||||
world_to_local[0] = bod->getWorldToBaseRot();
|
||||
local_origin[0] = bod->getBasePos();
|
||||
//float halfExtents[3]={7.5,0.05,4.5};
|
||||
float halfExtents[3]={7.5,0.45,4.5};
|
||||
{
|
||||
|
||||
float pos[4]={local_origin[0].x(),local_origin[0].y(),local_origin[0].z(),1};
|
||||
float quat[4]={-world_to_local[0].x(),-world_to_local[0].y(),-world_to_local[0].z(),world_to_local[0].w()};
|
||||
|
||||
|
||||
if (1)
|
||||
{
|
||||
btCollisionShape* box = new btBoxShape(btVector3(halfExtents[0],halfExtents[1],halfExtents[2])*scaling);
|
||||
btRigidBody* body = new btRigidBody(mass,0,box,inertia);
|
||||
btMultiBodyLinkCollider* col= new btMultiBodyLinkCollider(bod,-1);
|
||||
|
||||
|
||||
|
||||
|
||||
body->setCollisionShape(box);
|
||||
col->setCollisionShape(box);
|
||||
|
||||
btTransform tr;
|
||||
tr.setIdentity();
|
||||
tr.setOrigin(local_origin[0]);
|
||||
tr.setRotation(btQuaternion(quat[0],quat[1],quat[2],quat[3]));
|
||||
body->setWorldTransform(tr);
|
||||
col->setWorldTransform(tr);
|
||||
|
||||
b3Vector4 color = colors[curColor++];
|
||||
curColor&=3;
|
||||
|
||||
int index = m_glApp->m_instancingRenderer->registerGraphicsInstance(cubeShapeId,tr.getOrigin(),tr.getRotation(),color,halfExtents);
|
||||
col->setUserIndex(index);
|
||||
|
||||
|
||||
|
||||
|
||||
world->addCollisionObject(col,short(btBroadphaseProxy::DefaultFilter),short(btBroadphaseProxy::AllFilter));
|
||||
col->setFriction(friction);
|
||||
bod->setBaseCollider(col);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
for (int i=0;i<bod->getNumLinks();i++)
|
||||
{
|
||||
const int parent = bod->getParent(i);
|
||||
world_to_local[i+1] = bod->getParentToLocalRot(i) * world_to_local[parent+1];
|
||||
local_origin[i+1] = local_origin[parent+1] + (quatRotate(world_to_local[i+1].inverse() , bod->getRVector(i)));
|
||||
}
|
||||
|
||||
|
||||
for (int i=0;i<bod->getNumLinks();i++)
|
||||
{
|
||||
|
||||
btVector3 posr = local_origin[i+1];
|
||||
float pos[4]={posr.x(),posr.y(),posr.z(),1};
|
||||
|
||||
float quat[4]={-world_to_local[i+1].x(),-world_to_local[i+1].y(),-world_to_local[i+1].z(),world_to_local[i+1].w()};
|
||||
|
||||
btCollisionShape* box = new btBoxShape(btVector3(halfExtents[0],halfExtents[1],halfExtents[2])*scaling);
|
||||
btMultiBodyLinkCollider* col = new btMultiBodyLinkCollider(bod,i);
|
||||
|
||||
col->setCollisionShape(box);
|
||||
btTransform tr;
|
||||
tr.setIdentity();
|
||||
tr.setOrigin(posr);
|
||||
tr.setRotation(btQuaternion(quat[0],quat[1],quat[2],quat[3]));
|
||||
col->setWorldTransform(tr);
|
||||
col->setFriction(friction);
|
||||
|
||||
|
||||
b3Vector4 color = colors[curColor++];
|
||||
curColor&=3;
|
||||
|
||||
int index = m_glApp->m_instancingRenderer->registerGraphicsInstance(cubeShapeId,tr.getOrigin(),tr.getRotation(),color,halfExtents);
|
||||
col->setUserIndex(index);
|
||||
|
||||
|
||||
|
||||
world->addCollisionObject(col,short(btBroadphaseProxy::DefaultFilter),short(btBroadphaseProxy::AllFilter));
|
||||
|
||||
bod->getLink(i).m_collider=col;
|
||||
//app->drawBox(halfExtents, pos,quat);
|
||||
}
|
||||
|
||||
}
|
||||
world->addMultiBody(bod);
|
||||
|
||||
return bod;
|
||||
}
|
||||
|
||||
void FeatherstoneDemo1::addColliders_testMultiDof(btMultiBody *pMultiBody, btMultiBodyDynamicsWorld *pWorld, const btVector3 &baseHalfExtents, const btVector3 &linkHalfExtents)
|
||||
{
|
||||
}
|
||||
void FeatherstoneDemo1::addBoxes_testMultiDof()
|
||||
{
|
||||
}
|
||||
|
||||
void FeatherstoneDemo1::createGround()
|
||||
{
|
||||
//create ground
|
||||
int cubeShapeId = m_glApp->registerCubeShape();
|
||||
float pos[]={0,0,0};
|
||||
float orn[]={0,0,0,1};
|
||||
|
||||
|
||||
{
|
||||
float color[]={0.3,0.3,1,1};
|
||||
float halfExtents[]={50,50,50,1};
|
||||
btTransform groundTransform;
|
||||
groundTransform.setIdentity();
|
||||
groundTransform.setOrigin(btVector3(0,-50,0));
|
||||
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);
|
||||
|
||||
int index = m_glApp->m_instancingRenderer->registerGraphicsInstance(cubeShapeId,groundTransform.getOrigin(),groundTransform.getRotation(),color,halfExtents);
|
||||
body ->setUserIndex(index);
|
||||
|
||||
//add the body to the dynamics world
|
||||
m_dynamicsWorld->addRigidBody(body);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void FeatherstoneDemo1::initPhysics()
|
||||
{
|
||||
|
||||
Bullet2MultiBodyDemo::initPhysics();
|
||||
|
||||
createGround();
|
||||
|
||||
btMultiBodySettings settings;
|
||||
settings.m_isFixedBase = false;
|
||||
settings.m_basePosition.setValue(0,10,0);
|
||||
settings.m_numLinks = 10;
|
||||
btMultiBody* mb = createFeatherstoneMultiBody(m_dynamicsWorld,settings);
|
||||
|
||||
|
||||
m_glApp->m_instancingRenderer->writeTransforms();
|
||||
}
|
||||
|
||||
|
||||
|
||||
void FeatherstoneDemo1::exitPhysics()
|
||||
{
|
||||
Bullet2MultiBodyDemo::exitPhysics();
|
||||
}
|
||||
|
||||
void FeatherstoneDemo1::renderScene()
|
||||
{
|
||||
//sync graphics -> physics world transforms
|
||||
{
|
||||
for (int i=0;i<m_dynamicsWorld->getNumCollisionObjects();i++)
|
||||
{
|
||||
btCollisionObject* col = m_dynamicsWorld->getCollisionObjectArray()[i];
|
||||
|
||||
btVector3 pos = col->getWorldTransform().getOrigin();
|
||||
btQuaternion orn = col->getWorldTransform().getRotation();
|
||||
int index = col->getUserIndex();
|
||||
m_glApp->m_instancingRenderer->writeSingleInstanceTransformToCPU(pos,orn,index);
|
||||
}
|
||||
m_glApp->m_instancingRenderer->writeTransforms();
|
||||
}
|
||||
|
||||
m_glApp->m_instancingRenderer->renderScene();
|
||||
}
|
||||
|
||||
|
||||
void FeatherstoneDemo1::stepSimulation(float deltaTime)
|
||||
{
|
||||
m_dynamicsWorld->stepSimulation(deltaTime,0);
|
||||
// CProfileManager::dumpAll();
|
||||
}
|
||||
|
||||
|
||||
|
||||
FeatherstoneDemo2::FeatherstoneDemo2(SimpleOpenGL3App* app)
|
||||
:FeatherstoneDemo1(app)
|
||||
{
|
||||
}
|
||||
|
||||
FeatherstoneDemo2::~FeatherstoneDemo2()
|
||||
{
|
||||
}
|
||||
|
||||
void FeatherstoneDemo2::initPhysics()
|
||||
{
|
||||
Bullet2MultiBodyDemo::initPhysics();
|
||||
|
||||
createGround();
|
||||
|
||||
btMultiBodySettings settings;
|
||||
settings.m_isFixedBase = false;
|
||||
settings.m_basePosition.setValue(0,20,0);
|
||||
settings.m_numLinks = 3;
|
||||
settings.m_usePrismatic = true;
|
||||
btMultiBody* mb = createFeatherstoneMultiBody(m_dynamicsWorld,settings);
|
||||
|
||||
|
||||
m_glApp->m_instancingRenderer->writeTransforms();
|
||||
}
|
113
Demos3/bullet2/FeatherstoneMultiBodyDemo/BulletMultiBodyDemos.h
Normal file
113
Demos3/bullet2/FeatherstoneMultiBodyDemo/BulletMultiBodyDemos.h
Normal file
@ -0,0 +1,113 @@
|
||||
|
||||
#ifndef BULLET_MULTI_BODY_DEMOS_H
|
||||
#define BULLET_MULTI_BODY_DEMOS_H
|
||||
|
||||
#include "LinearMath/btVector3.h"
|
||||
|
||||
#include "../../AllBullet2Demos\BulletDemoInterface.h"
|
||||
|
||||
|
||||
struct btMultiBodySettings
|
||||
{
|
||||
btMultiBodySettings()
|
||||
{
|
||||
m_numLinks = 0;
|
||||
m_basePosition.setZero();
|
||||
m_isFixedBase = true;
|
||||
m_usePrismatic = false;
|
||||
m_canSleep = true;
|
||||
m_createConstraints = false;
|
||||
m_disableParentCollision = false;
|
||||
}
|
||||
int m_numLinks;
|
||||
btVector3 m_basePosition;
|
||||
bool m_isFixedBase;
|
||||
bool m_usePrismatic;
|
||||
bool m_canSleep;
|
||||
bool m_createConstraints;
|
||||
bool m_disableParentCollision;
|
||||
};
|
||||
|
||||
class Bullet2MultiBodyDemo : public BulletDemoInterface
|
||||
{
|
||||
protected:
|
||||
|
||||
SimpleOpenGL3App* m_glApp;
|
||||
|
||||
class btRigidBody* m_pickedBody;
|
||||
class btTypedConstraint* m_pickedConstraint;
|
||||
btVector3 m_oldPickingPos;
|
||||
btVector3 m_hitPos;
|
||||
btScalar m_oldPickingDist;
|
||||
|
||||
class btMultiBodyPoint2Point* m_pickingMultiBodyPoint2Point;
|
||||
|
||||
class btMultiBodyDynamicsWorld* m_dynamicsWorld;
|
||||
class btCollisionDispatcher* m_dispatcher;
|
||||
class btBroadphaseInterface* m_bp;
|
||||
class btCollisionConfiguration* m_config;
|
||||
class btMultiBodyConstraintSolver* m_solver;
|
||||
|
||||
//btAlignedObjectArray<btMultiBodyLinkCollider*> m_linkColliders;
|
||||
|
||||
public:
|
||||
Bullet2MultiBodyDemo(SimpleOpenGL3App* app);
|
||||
virtual void initPhysics();
|
||||
virtual void exitPhysics();
|
||||
virtual ~Bullet2MultiBodyDemo();
|
||||
btVector3 getRayTo(int x,int y);
|
||||
virtual bool mouseMoveCallback(float x,float y);
|
||||
virtual bool mouseButtonCallback(int button, int state, float x, float y);
|
||||
virtual bool keyboardCallback(int key, int state)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
};
|
||||
|
||||
class FeatherstoneDemo1 : public Bullet2MultiBodyDemo
|
||||
{
|
||||
|
||||
public:
|
||||
|
||||
FeatherstoneDemo1(SimpleOpenGL3App* app);
|
||||
virtual ~FeatherstoneDemo1();
|
||||
|
||||
|
||||
static BulletDemoInterface* MyCreateFunc(SimpleOpenGL3App* app)
|
||||
{
|
||||
return new FeatherstoneDemo1(app);
|
||||
}
|
||||
|
||||
class btMultiBody* createFeatherstoneMultiBody(class btMultiBodyDynamicsWorld* world, const btMultiBodySettings& settings);
|
||||
|
||||
void addColliders_testMultiDof(btMultiBody *pMultiBody, btMultiBodyDynamicsWorld *pWorld, const btVector3 &baseHalfExtents, const btVector3 &linkHalfExtents);
|
||||
void addBoxes_testMultiDof();
|
||||
|
||||
void createGround();
|
||||
virtual void initPhysics();
|
||||
virtual void exitPhysics();
|
||||
virtual void renderScene();
|
||||
virtual void stepSimulation(float deltaTime);
|
||||
};
|
||||
|
||||
|
||||
class FeatherstoneDemo2 : public FeatherstoneDemo1
|
||||
{
|
||||
|
||||
public:
|
||||
|
||||
FeatherstoneDemo2(SimpleOpenGL3App* app);
|
||||
virtual ~FeatherstoneDemo2();
|
||||
|
||||
|
||||
static BulletDemoInterface* MyCreateFunc(SimpleOpenGL3App* app)
|
||||
{
|
||||
return new FeatherstoneDemo2(app);
|
||||
}
|
||||
|
||||
virtual void initPhysics();
|
||||
};
|
||||
|
||||
|
||||
#endif //BULLET_MULTI_BODY_DEMOS_H
|
||||
|
@ -1,742 +0,0 @@
|
||||
|
||||
#define ARRAY_SIZE_X 5
|
||||
#define ARRAY_SIZE_Y 5
|
||||
#define ARRAY_SIZE_Z 5
|
||||
float scaling = 1.f;
|
||||
float friction = 1.;
|
||||
|
||||
|
||||
#include "OpenGLWindow/SimpleOpenGL3App.h"
|
||||
#include "Bullet3Common/b3Vector3.h"
|
||||
#include "assert.h"
|
||||
#include <stdio.h>
|
||||
|
||||
#include "btBulletDynamicsCommon.h"
|
||||
|
||||
#include "BulletDynamics/Featherstone/btMultiBody.h"
|
||||
#include "BulletDynamics/Featherstone/btMultiBodyConstraintSolver.h"
|
||||
#include "BulletDynamics/Featherstone/btMultiBodyDynamicsWorld.h"
|
||||
#include "BulletDynamics/Featherstone/btMultiBodyLinkCollider.h"
|
||||
#include "BulletDynamics/Featherstone/btMultiBodyLink.h"
|
||||
#include "BulletDynamics/Featherstone/btMultiBodyJointLimitConstraint.h"
|
||||
#include "BulletDynamics/Featherstone/btMultiBodyJointMotor.h"
|
||||
#include "BulletDynamics/Featherstone/btMultiBodyPoint2Point.h"
|
||||
|
||||
static b3Vector4 colors[4] =
|
||||
{
|
||||
b3MakeVector4(1,0,0,1),
|
||||
b3MakeVector4(0,1,0,1),
|
||||
b3MakeVector4(0,1,1,1),
|
||||
b3MakeVector4(1,1,0,1),
|
||||
};
|
||||
|
||||
|
||||
struct btMultiBodySettings
|
||||
{
|
||||
btMultiBodySettings()
|
||||
{
|
||||
m_numLinks = 0;
|
||||
m_basePosition.setZero();
|
||||
m_isFixedBase = true;
|
||||
m_usePrismatic = false;
|
||||
m_canSleep = true;
|
||||
m_createConstraints = false;
|
||||
m_disableParentCollision = false;
|
||||
}
|
||||
int m_numLinks;
|
||||
btVector3 m_basePosition;
|
||||
bool m_isFixedBase;
|
||||
bool m_usePrismatic;
|
||||
bool m_canSleep;
|
||||
bool m_createConstraints;
|
||||
bool m_disableParentCollision;
|
||||
};
|
||||
|
||||
class Bullet2MultiBodyDemo
|
||||
{
|
||||
protected:
|
||||
btMultiBodyDynamicsWorld* m_dynamicsWorld;
|
||||
btCollisionDispatcher* m_dispatcher;
|
||||
btBroadphaseInterface* m_bp;
|
||||
btCollisionConfiguration* m_config;
|
||||
btMultiBodyConstraintSolver* m_solver;
|
||||
|
||||
public:
|
||||
Bullet2MultiBodyDemo()
|
||||
{
|
||||
m_config = 0;
|
||||
m_dispatcher = 0;
|
||||
m_bp = 0;
|
||||
m_solver = 0;
|
||||
m_dynamicsWorld = 0;
|
||||
}
|
||||
virtual void initPhysics()
|
||||
{
|
||||
m_config = new btDefaultCollisionConfiguration;
|
||||
m_dispatcher = new btCollisionDispatcher(m_config);
|
||||
m_bp = new btDbvtBroadphase();
|
||||
m_solver = new btMultiBodyConstraintSolver();
|
||||
m_dynamicsWorld = new btMultiBodyDynamicsWorld(m_dispatcher,m_bp,m_solver,m_config);
|
||||
}
|
||||
virtual void 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;
|
||||
}
|
||||
|
||||
virtual ~Bullet2MultiBodyDemo()
|
||||
{
|
||||
btAssert(m_config == 0);
|
||||
btAssert(m_dispatcher == 0);
|
||||
btAssert(m_bp == 0);
|
||||
btAssert(m_solver == 0);
|
||||
btAssert(m_dynamicsWorld == 0);
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
class BasicDemo : public Bullet2MultiBodyDemo
|
||||
{
|
||||
SimpleOpenGL3App* m_glApp;
|
||||
|
||||
btRigidBody* m_pickedBody;
|
||||
btTypedConstraint* m_pickedConstraint;
|
||||
btVector3 m_oldPickingPos;
|
||||
btVector3 m_hitPos;
|
||||
btScalar m_oldPickingDist;
|
||||
|
||||
class btMultiBodyPoint2Point* m_pickingMultiBodyPoint2Point;
|
||||
btAlignedObjectArray<btMultiBodyLinkCollider*> m_linkColliders;
|
||||
|
||||
public:
|
||||
BasicDemo(SimpleOpenGL3App* app)
|
||||
:m_glApp(app),
|
||||
m_pickedBody(0),
|
||||
m_pickedConstraint(0),
|
||||
m_pickingMultiBodyPoint2Point(0)
|
||||
{
|
||||
}
|
||||
virtual ~BasicDemo()
|
||||
{
|
||||
}
|
||||
|
||||
btMultiBody* createFeatherstoneMultiBody(class btMultiBodyDynamicsWorld* world, const btMultiBodySettings& settings)
|
||||
{
|
||||
static int curColor=0;
|
||||
|
||||
|
||||
int cubeShapeId = m_glApp->registerCubeShape();
|
||||
|
||||
int n_links = settings.m_numLinks;
|
||||
float mass = 13.5*scaling;
|
||||
btVector3 inertia = btVector3 (91,344,253)*scaling*scaling;
|
||||
|
||||
|
||||
btMultiBody * bod = new btMultiBody(n_links, mass, inertia, settings.m_isFixedBase, settings.m_canSleep);
|
||||
// bod->setHasSelfCollision(false);
|
||||
|
||||
//btQuaternion orn(btVector3(0,0,1),-0.25*SIMD_HALF_PI);//0,0,0,1);
|
||||
btQuaternion orn(0,0,0,1);
|
||||
bod->setBasePos(settings.m_basePosition);
|
||||
bod->setWorldToBaseRot(orn);
|
||||
btVector3 vel(0,0,0);
|
||||
bod->setBaseVel(vel);
|
||||
|
||||
{
|
||||
|
||||
btVector3 joint_axis_hinge(1,0,0);
|
||||
btVector3 joint_axis_prismatic(0,0,1);
|
||||
btQuaternion parent_to_child = orn.inverse();
|
||||
btVector3 joint_axis_child_prismatic = quatRotate(parent_to_child ,joint_axis_prismatic);
|
||||
btVector3 joint_axis_child_hinge = quatRotate(parent_to_child , joint_axis_hinge);
|
||||
|
||||
int this_link_num = -1;
|
||||
int link_num_counter = 0;
|
||||
|
||||
|
||||
|
||||
btVector3 pos = btVector3 (0,0,9.0500002)*scaling;
|
||||
|
||||
btVector3 joint_axis_position = btVector3 (0,0,4.5250001)*scaling;
|
||||
|
||||
for (int i=0;i<n_links;i++)
|
||||
{
|
||||
float initial_joint_angle=0.3;
|
||||
if (i>0)
|
||||
initial_joint_angle = -0.06f;
|
||||
|
||||
const int child_link_num = link_num_counter++;
|
||||
|
||||
|
||||
|
||||
if (settings.m_usePrismatic)// && i==(n_links-1))
|
||||
{
|
||||
bod->setupPrismatic(child_link_num, mass, inertia, this_link_num,
|
||||
parent_to_child, joint_axis_child_prismatic, quatRotate(parent_to_child , pos),settings.m_disableParentCollision);
|
||||
|
||||
} else
|
||||
{
|
||||
bod->setupRevolute(child_link_num, mass, inertia, this_link_num,parent_to_child, joint_axis_child_hinge,
|
||||
joint_axis_position,quatRotate(parent_to_child , (pos - joint_axis_position)),settings.m_disableParentCollision);
|
||||
}
|
||||
bod->setJointPos(child_link_num, initial_joint_angle);
|
||||
this_link_num = i;
|
||||
|
||||
if (0)//!useGroundShape && i==4)
|
||||
{
|
||||
btVector3 pivotInAworld(0,20,46);
|
||||
btVector3 pivotInAlocal = bod->worldPosToLocal(i, pivotInAworld);
|
||||
btVector3 pivotInBworld = pivotInAworld;
|
||||
btMultiBodyPoint2Point* p2p = new btMultiBodyPoint2Point(bod,i,&btTypedConstraint::getFixedBody(),pivotInAlocal,pivotInBworld);
|
||||
world->addMultiBodyConstraint(p2p);
|
||||
}
|
||||
//add some constraint limit
|
||||
if (settings.m_usePrismatic)
|
||||
{
|
||||
// btMultiBodyConstraint* con = new btMultiBodyJointLimitConstraint(bod,n_links-1,2,3);
|
||||
|
||||
if (settings.m_createConstraints)
|
||||
{
|
||||
btMultiBodyConstraint* con = new btMultiBodyJointLimitConstraint(bod,i,-1,1);
|
||||
world->addMultiBodyConstraint(con);
|
||||
}
|
||||
|
||||
} else
|
||||
{
|
||||
if (settings.m_createConstraints)
|
||||
{
|
||||
if (1)
|
||||
{
|
||||
btMultiBodyJointMotor* con = new btMultiBodyJointMotor(bod,i,0,500000);
|
||||
world->addMultiBodyConstraint(con);
|
||||
}
|
||||
|
||||
btMultiBodyConstraint* con = new btMultiBodyJointLimitConstraint(bod,i,-1,1);
|
||||
world->addMultiBodyConstraint(con);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//add a collider for the base
|
||||
{
|
||||
|
||||
btAlignedObjectArray<btQuaternion> world_to_local;
|
||||
world_to_local.resize(n_links+1);
|
||||
|
||||
btAlignedObjectArray<btVector3> local_origin;
|
||||
local_origin.resize(n_links+1);
|
||||
world_to_local[0] = bod->getWorldToBaseRot();
|
||||
local_origin[0] = bod->getBasePos();
|
||||
//float halfExtents[3]={7.5,0.05,4.5};
|
||||
float halfExtents[3]={7.5,0.45,4.5};
|
||||
{
|
||||
|
||||
float pos[4]={local_origin[0].x(),local_origin[0].y(),local_origin[0].z(),1};
|
||||
float quat[4]={-world_to_local[0].x(),-world_to_local[0].y(),-world_to_local[0].z(),world_to_local[0].w()};
|
||||
|
||||
|
||||
if (1)
|
||||
{
|
||||
btCollisionShape* box = new btBoxShape(btVector3(halfExtents[0],halfExtents[1],halfExtents[2])*scaling);
|
||||
btRigidBody* body = new btRigidBody(mass,0,box,inertia);
|
||||
btMultiBodyLinkCollider* col= new btMultiBodyLinkCollider(bod,-1);
|
||||
|
||||
|
||||
|
||||
|
||||
body->setCollisionShape(box);
|
||||
col->setCollisionShape(box);
|
||||
|
||||
btTransform tr;
|
||||
tr.setIdentity();
|
||||
tr.setOrigin(local_origin[0]);
|
||||
tr.setRotation(btQuaternion(quat[0],quat[1],quat[2],quat[3]));
|
||||
body->setWorldTransform(tr);
|
||||
col->setWorldTransform(tr);
|
||||
|
||||
b3Vector4 color = colors[curColor++];
|
||||
curColor&=3;
|
||||
|
||||
int index = m_glApp->m_instancingRenderer->registerGraphicsInstance(cubeShapeId,tr.getOrigin(),tr.getRotation(),color,halfExtents);
|
||||
col->setUserIndex(index);
|
||||
|
||||
|
||||
|
||||
|
||||
world->addCollisionObject(col,short(btBroadphaseProxy::DefaultFilter),short(btBroadphaseProxy::AllFilter));
|
||||
col->setFriction(friction);
|
||||
bod->setBaseCollider(col);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
for (int i=0;i<bod->getNumLinks();i++)
|
||||
{
|
||||
const int parent = bod->getParent(i);
|
||||
world_to_local[i+1] = bod->getParentToLocalRot(i) * world_to_local[parent+1];
|
||||
local_origin[i+1] = local_origin[parent+1] + (quatRotate(world_to_local[i+1].inverse() , bod->getRVector(i)));
|
||||
}
|
||||
|
||||
|
||||
for (int i=0;i<bod->getNumLinks();i++)
|
||||
{
|
||||
|
||||
btVector3 posr = local_origin[i+1];
|
||||
float pos[4]={posr.x(),posr.y(),posr.z(),1};
|
||||
|
||||
float quat[4]={-world_to_local[i+1].x(),-world_to_local[i+1].y(),-world_to_local[i+1].z(),world_to_local[i+1].w()};
|
||||
|
||||
btCollisionShape* box = new btBoxShape(btVector3(halfExtents[0],halfExtents[1],halfExtents[2])*scaling);
|
||||
btMultiBodyLinkCollider* col = new btMultiBodyLinkCollider(bod,i);
|
||||
|
||||
col->setCollisionShape(box);
|
||||
btTransform tr;
|
||||
tr.setIdentity();
|
||||
tr.setOrigin(posr);
|
||||
tr.setRotation(btQuaternion(quat[0],quat[1],quat[2],quat[3]));
|
||||
col->setWorldTransform(tr);
|
||||
col->setFriction(friction);
|
||||
|
||||
|
||||
b3Vector4 color = colors[curColor++];
|
||||
curColor&=3;
|
||||
|
||||
int index = m_glApp->m_instancingRenderer->registerGraphicsInstance(cubeShapeId,tr.getOrigin(),tr.getRotation(),color,halfExtents);
|
||||
col->setUserIndex(index);
|
||||
|
||||
|
||||
|
||||
world->addCollisionObject(col,short(btBroadphaseProxy::DefaultFilter),short(btBroadphaseProxy::AllFilter));
|
||||
|
||||
bod->getLink(i).m_collider=col;
|
||||
//app->drawBox(halfExtents, pos,quat);
|
||||
}
|
||||
|
||||
}
|
||||
world->addMultiBody(bod);
|
||||
|
||||
return bod;
|
||||
}
|
||||
|
||||
void addColliders_testMultiDof(btMultiBody *pMultiBody, btMultiBodyDynamicsWorld *pWorld, const btVector3 &baseHalfExtents, const btVector3 &linkHalfExtents)
|
||||
{
|
||||
}
|
||||
void addBoxes_testMultiDof()
|
||||
{
|
||||
}
|
||||
|
||||
void initPhysics()
|
||||
{
|
||||
|
||||
Bullet2MultiBodyDemo::initPhysics();
|
||||
|
||||
//create ground
|
||||
int cubeShapeId = m_glApp->registerCubeShape();
|
||||
float pos[]={0,0,0};
|
||||
float orn[]={0,0,0,1};
|
||||
|
||||
|
||||
{
|
||||
float color[]={0.3,0.3,1,1};
|
||||
float halfExtents[]={50,50,50,1};
|
||||
btTransform groundTransform;
|
||||
groundTransform.setIdentity();
|
||||
groundTransform.setOrigin(btVector3(0,-50,0));
|
||||
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);
|
||||
|
||||
int index = m_glApp->m_instancingRenderer->registerGraphicsInstance(cubeShapeId,groundTransform.getOrigin(),groundTransform.getRotation(),color,halfExtents);
|
||||
body ->setUserIndex(index);
|
||||
|
||||
//add the body to the dynamics world
|
||||
m_dynamicsWorld->addRigidBody(body);
|
||||
}
|
||||
}
|
||||
#if 0
|
||||
|
||||
{
|
||||
float halfExtents[]={1,1,1,1};
|
||||
|
||||
|
||||
|
||||
btTransform startTransform;
|
||||
startTransform.setIdentity();
|
||||
btScalar mass = 1.f;
|
||||
btVector3 localInertia;
|
||||
btBoxShape* colShape = new btBoxShape(btVector3(halfExtents[0],halfExtents[1],halfExtents[2]));
|
||||
colShape ->calculateLocalInertia(mass,localInertia);
|
||||
|
||||
for (int k=0;k<ARRAY_SIZE_Y;k++)
|
||||
{
|
||||
for (int i=0;i<ARRAY_SIZE_X;i++)
|
||||
{
|
||||
for(int j = 0;j<ARRAY_SIZE_Z;j++)
|
||||
{
|
||||
static int curColor=0;
|
||||
b3Vector4 color = colors[curColor];
|
||||
curColor++;
|
||||
startTransform.setOrigin(btVector3(
|
||||
btScalar(2.0*i),
|
||||
btScalar(20+2.0*k),
|
||||
btScalar(2.0*j)));
|
||||
|
||||
int index = m_glApp->m_instancingRenderer->registerGraphicsInstance(cubeShapeId,startTransform.getOrigin(),startTransform.getRotation(),color,halfExtents);
|
||||
|
||||
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
|
||||
btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
|
||||
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,colShape,localInertia);
|
||||
btRigidBody* body = new btRigidBody(rbInfo);
|
||||
body->setUserIndex(index);
|
||||
|
||||
m_dynamicsWorld->addRigidBody(body);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
btMultiBodySettings settings;
|
||||
settings.m_isFixedBase = false;
|
||||
settings.m_basePosition.setValue(0,10,0);
|
||||
settings.m_numLinks = 10;
|
||||
btMultiBody* mb = createFeatherstoneMultiBody(m_dynamicsWorld,settings);
|
||||
|
||||
m_glApp->m_instancingRenderer->writeTransforms();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void exitPhysics()
|
||||
{
|
||||
Bullet2MultiBodyDemo::exitPhysics();
|
||||
}
|
||||
void drawObjects()
|
||||
{
|
||||
//sync graphics -> physics world transforms
|
||||
{
|
||||
for (int i=0;i<m_dynamicsWorld->getNumCollisionObjects();i++)
|
||||
{
|
||||
btCollisionObject* col = m_dynamicsWorld->getCollisionObjectArray()[i];
|
||||
|
||||
btVector3 pos = col->getWorldTransform().getOrigin();
|
||||
btQuaternion orn = col->getWorldTransform().getRotation();
|
||||
int index = col->getUserIndex();
|
||||
m_glApp->m_instancingRenderer->writeSingleInstanceTransformToCPU(pos,orn,index);
|
||||
}
|
||||
m_glApp->m_instancingRenderer->writeTransforms();
|
||||
}
|
||||
|
||||
m_glApp->m_instancingRenderer->renderScene();
|
||||
}
|
||||
|
||||
btVector3 getRayTo(int x,int y)
|
||||
{
|
||||
if (!m_glApp->m_instancingRenderer)
|
||||
{
|
||||
btAssert(0);
|
||||
return btVector3(0,0,0);
|
||||
}
|
||||
|
||||
float top = 1.f;
|
||||
float bottom = -1.f;
|
||||
float nearPlane = 1.f;
|
||||
float tanFov = (top-bottom)*0.5f / nearPlane;
|
||||
float fov = b3Scalar(2.0) * b3Atan(tanFov);
|
||||
|
||||
btVector3 camPos,camTarget;
|
||||
m_glApp->m_instancingRenderer->getCameraPosition(camPos);
|
||||
m_glApp->m_instancingRenderer->getCameraTargetPosition(camTarget);
|
||||
|
||||
btVector3 rayFrom = camPos;
|
||||
btVector3 rayForward = (camTarget-camPos);
|
||||
rayForward.normalize();
|
||||
float farPlane = 10000.f;
|
||||
rayForward*= farPlane;
|
||||
|
||||
btVector3 rightOffset;
|
||||
btVector3 m_cameraUp=btVector3(0,1,0);
|
||||
btVector3 vertical = m_cameraUp;
|
||||
|
||||
btVector3 hor;
|
||||
hor = rayForward.cross(vertical);
|
||||
hor.normalize();
|
||||
vertical = hor.cross(rayForward);
|
||||
vertical.normalize();
|
||||
|
||||
float tanfov = tanf(0.5f*fov);
|
||||
|
||||
|
||||
hor *= 2.f * farPlane * tanfov;
|
||||
vertical *= 2.f * farPlane * tanfov;
|
||||
|
||||
b3Scalar aspect;
|
||||
float width = m_glApp->m_instancingRenderer->getScreenWidth();
|
||||
float height = m_glApp->m_instancingRenderer->getScreenHeight();
|
||||
|
||||
aspect = width / height;
|
||||
|
||||
hor*=aspect;
|
||||
|
||||
|
||||
btVector3 rayToCenter = rayFrom + rayForward;
|
||||
btVector3 dHor = hor * 1.f/width;
|
||||
btVector3 dVert = vertical * 1.f/height;
|
||||
|
||||
|
||||
btVector3 rayTo = rayToCenter - 0.5f * hor + 0.5f * vertical;
|
||||
rayTo += btScalar(x) * dHor;
|
||||
rayTo -= btScalar(y) * dVert;
|
||||
return rayTo;
|
||||
}
|
||||
|
||||
|
||||
bool 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);
|
||||
}
|
||||
}
|
||||
if (m_pickingMultiBodyPoint2Point)
|
||||
{
|
||||
//keep it at the same picking distance
|
||||
|
||||
btVector3 newRayTo = getRayTo(x,y);
|
||||
btVector3 rayFrom;
|
||||
btVector3 oldPivotInB = m_pickingMultiBodyPoint2Point->getPivotInB();
|
||||
btVector3 newPivotB;
|
||||
btVector3 camPos;
|
||||
m_glApp->m_instancingRenderer->getCameraPosition(camPos);
|
||||
rayFrom = camPos;
|
||||
btVector3 dir = newRayTo-rayFrom;
|
||||
dir.normalize();
|
||||
dir *= m_oldPickingDist;
|
||||
|
||||
newPivotB = rayFrom + dir;
|
||||
|
||||
m_pickingMultiBodyPoint2Point->setPivotInB(newPivotB);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
bool mouseButtonCallback(int button, int state, float x, float y)
|
||||
{
|
||||
|
||||
if (state==1)
|
||||
{
|
||||
if(button==0)// && (m_data->m_altPressed==0 && m_data->m_controlPressed==0))
|
||||
{
|
||||
btVector3 camPos;
|
||||
m_glApp->m_instancingRenderer->getCameraPosition(camPos);
|
||||
|
||||
btVector3 rayFrom = camPos;
|
||||
btVector3 rayTo = getRayTo(x,y);
|
||||
|
||||
btCollisionWorld::ClosestRayResultCallback rayCallback(rayFrom,rayTo);
|
||||
m_dynamicsWorld->rayTest(rayFrom,rayTo,rayCallback);
|
||||
if (rayCallback.hasHit())
|
||||
{
|
||||
|
||||
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;
|
||||
}
|
||||
} else
|
||||
{
|
||||
btMultiBodyLinkCollider* multiCol = (btMultiBodyLinkCollider*)btMultiBodyLinkCollider::upcast(rayCallback.m_collisionObject);
|
||||
if (multiCol && multiCol->m_multiBody)
|
||||
{
|
||||
multiCol->m_multiBody->setCanSleep(false);
|
||||
|
||||
btVector3 pivotInA = multiCol->m_multiBody->worldPosToLocal(multiCol->m_link, pickPos);
|
||||
|
||||
btMultiBodyPoint2Point* p2p = new btMultiBodyPoint2Point(multiCol->m_multiBody,multiCol->m_link,0,pivotInA,pickPos);
|
||||
//if you add too much energy to the system, causing high angular velocities, simulation 'explodes'
|
||||
//see also http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=4&t=949
|
||||
//so we try to avoid it by clamping the maximum impulse (force) that the mouse pick can apply
|
||||
//it is not satisfying, hopefully we find a better solution (higher order integrator, using joint friction using a zero-velocity target motor with limited force etc?)
|
||||
|
||||
p2p->setMaxAppliedImpulse(20*scaling);
|
||||
|
||||
btMultiBodyDynamicsWorld* world = (btMultiBodyDynamicsWorld*) m_dynamicsWorld;
|
||||
world->addMultiBodyConstraint(p2p);
|
||||
m_pickingMultiBodyPoint2Point =p2p;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
if (m_pickingMultiBodyPoint2Point)
|
||||
{
|
||||
m_pickingMultiBodyPoint2Point->getMultiBodyA()->setCanSleep(true);
|
||||
btMultiBodyDynamicsWorld* world = (btMultiBodyDynamicsWorld*) m_dynamicsWorld;
|
||||
world->removeMultiBodyConstraint(m_pickingMultiBodyPoint2Point);
|
||||
delete m_pickingMultiBodyPoint2Point;
|
||||
m_pickingMultiBodyPoint2Point = 0;
|
||||
}
|
||||
//remove p2p
|
||||
}
|
||||
}
|
||||
|
||||
//printf("button=%d, state=%d\n",button,state);
|
||||
return false;
|
||||
}
|
||||
|
||||
void stepSimulation()
|
||||
{
|
||||
m_dynamicsWorld->stepSimulation(1./60,0);
|
||||
// CProfileManager::dumpAll();
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
|
||||
BasicDemo* sDemo = 0;
|
||||
|
||||
static void MyMouseMoveCallback( float x, float y)
|
||||
{
|
||||
bool handled = false;
|
||||
if (sDemo)
|
||||
handled = sDemo->mouseMoveCallback(x,y);
|
||||
if (!handled)
|
||||
b3DefaultMouseMoveCallback(x,y);
|
||||
}
|
||||
static void MyMouseButtonCallback(int button, int state, float x, float y)
|
||||
{
|
||||
bool handled = false;
|
||||
//try picking first
|
||||
if (sDemo)
|
||||
handled = sDemo->mouseButtonCallback(button,state,x,y);
|
||||
|
||||
if (!handled)
|
||||
b3DefaultMouseButtonCallback(button,state,x,y);
|
||||
}
|
||||
|
||||
|
||||
int main(int argc, char* argv[])
|
||||
{
|
||||
|
||||
float dt = 1./120.f;
|
||||
#ifdef BT_DEBUG
|
||||
char* name = "Bullet 2 CPU FeatherstoneMultiBodyDemo (Debug build=SLOW)";
|
||||
#else
|
||||
char* name = "Bullet 2 CPU FeatherstoneMultiBodyDemo";
|
||||
#endif
|
||||
|
||||
|
||||
SimpleOpenGL3App* app = new SimpleOpenGL3App(name,1024,768);
|
||||
app->m_instancingRenderer->setCameraDistance(40);
|
||||
app->m_instancingRenderer->setCameraPitch(0);
|
||||
app->m_instancingRenderer->setCameraTargetPosition(b3MakeVector3(0,0,0));
|
||||
|
||||
app->m_window->setMouseMoveCallback(MyMouseMoveCallback);
|
||||
app->m_window->setMouseButtonCallback(MyMouseButtonCallback);
|
||||
|
||||
BasicDemo* demo = new BasicDemo(app);
|
||||
demo->initPhysics();
|
||||
sDemo = demo;
|
||||
|
||||
GLint err = glGetError();
|
||||
assert(err==GL_NO_ERROR);
|
||||
|
||||
do
|
||||
{
|
||||
GLint err = glGetError();
|
||||
assert(err==GL_NO_ERROR);
|
||||
app->m_instancingRenderer->init();
|
||||
app->m_instancingRenderer->updateCamera();
|
||||
|
||||
demo->stepSimulation();
|
||||
demo->drawObjects();
|
||||
app->drawGrid(10,0.01);
|
||||
char bla[1024];
|
||||
static int frameCount = 0;
|
||||
frameCount++;
|
||||
sprintf(bla,"Simulation frame %d", frameCount);
|
||||
|
||||
app->drawText(bla,10,10);
|
||||
app->swapBuffer();
|
||||
} while (!app->m_window->requestedExit());
|
||||
|
||||
|
||||
demo->exitPhysics();
|
||||
delete demo;
|
||||
|
||||
delete app;
|
||||
return 0;
|
||||
}
|
@ -1,38 +0,0 @@
|
||||
|
||||
project "App2_FeatherstoneMultiBodyDemo"
|
||||
|
||||
language "C++"
|
||||
|
||||
kind "ConsoleApp"
|
||||
targetdir "../../../bin"
|
||||
|
||||
includedirs {
|
||||
".",
|
||||
"../../../src",
|
||||
"../../../btgui"
|
||||
}
|
||||
|
||||
initOpenGL()
|
||||
initGlew()
|
||||
|
||||
links{"gwen", "BulletDynamics", "BulletCollision","LinearMath",
|
||||
"OpenGL_Window", "OpenGL_TrueTypeFont"
|
||||
}
|
||||
|
||||
files {
|
||||
"**.cpp",
|
||||
"**.h",
|
||||
"../../../src/Bullet3Common/**.cpp",
|
||||
"../../../src/Bullet3Common/**.h",
|
||||
"../../../btgui/Timing/b3Clock.cpp",
|
||||
"../../../btgui/Timing/b3Clock.h"
|
||||
|
||||
}
|
||||
|
||||
if os.is("Linux") then
|
||||
links ("X11")
|
||||
end
|
||||
|
||||
if os.is("MacOSX") then
|
||||
links{"Cocoa.framework"}
|
||||
end
|
@ -358,6 +358,8 @@ GLInstancingRenderer::GLInstancingRenderer(int maxNumObjectCapacity, int maxShap
|
||||
{
|
||||
|
||||
m_data = new InternalDataRenderer;
|
||||
m_data->m_totalNumInstances = 0;
|
||||
|
||||
sData2 = m_data;
|
||||
|
||||
m_data->m_instance_positions_ptr.resize(m_maxNumObjectCapacity*4);
|
||||
@ -367,12 +369,8 @@ GLInstancingRenderer::GLInstancingRenderer(int maxNumObjectCapacity, int maxShap
|
||||
|
||||
}
|
||||
|
||||
GLInstancingRenderer::~GLInstancingRenderer()
|
||||
void GLInstancingRenderer::removeAllInstances()
|
||||
{
|
||||
delete m_data->m_shadowMap;
|
||||
glDeleteTextures(1,&m_data->m_shadowTexture);
|
||||
glDeleteTextures(1,&m_data->m_defaultTexturehandle);
|
||||
|
||||
for (int i=0;i<m_graphicsInstances.size();i++)
|
||||
{
|
||||
if (m_graphicsInstances[i]->m_index_vbo)
|
||||
@ -386,6 +384,15 @@ GLInstancingRenderer::~GLInstancingRenderer()
|
||||
delete m_graphicsInstances[i];
|
||||
}
|
||||
m_graphicsInstances.clear();
|
||||
}
|
||||
|
||||
GLInstancingRenderer::~GLInstancingRenderer()
|
||||
{
|
||||
delete m_data->m_shadowMap;
|
||||
glDeleteTextures(1,&m_data->m_shadowTexture);
|
||||
glDeleteTextures(1,&m_data->m_defaultTexturehandle);
|
||||
|
||||
removeAllInstances();
|
||||
|
||||
sData2=0;
|
||||
|
||||
|
@ -66,6 +66,7 @@ public:
|
||||
|
||||
void InitShaders();
|
||||
void CleanupShaders();
|
||||
void removeAllInstances();
|
||||
|
||||
void updateShape(int shapeIndex, const float* vertices);
|
||||
|
||||
|
@ -114,9 +114,7 @@ include "../Demos3/SimpleOpenGL3"
|
||||
include "../src/BulletDynamics"
|
||||
include "../src/BulletCollision"
|
||||
include "../src/LinearMath"
|
||||
include "../Demos3/bullet2/BasicDemo"
|
||||
include "../Demos3/bullet2/FeatherstoneMultiBodyDemo"
|
||||
|
||||
|
||||
include "../src/Bullet3Dynamics"
|
||||
include "../src/Bullet3Common"
|
||||
include "../src/Bullet3Geometry"
|
||||
|
202
demos3/bullet2/BasicDemo/Bullet2RigidBodyDemo.cpp
Normal file
202
demos3/bullet2/BasicDemo/Bullet2RigidBodyDemo.cpp
Normal file
@ -0,0 +1,202 @@
|
||||
#include "Bullet2RigidBodyDemo.h"
|
||||
#include "btBulletDynamicsCommon.h"
|
||||
#include "OpenGLWindow/SimpleOpenGL3App.h"
|
||||
|
||||
Bullet2RigidBodyDemo::Bullet2RigidBodyDemo(SimpleOpenGL3App* app)
|
||||
:m_glApp(app),
|
||||
m_pickedBody(0),
|
||||
m_pickedConstraint(0)
|
||||
{
|
||||
m_config = 0;
|
||||
m_dispatcher = 0;
|
||||
m_bp = 0;
|
||||
m_solver = 0;
|
||||
m_dynamicsWorld = 0;
|
||||
}
|
||||
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);
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
if (!m_glApp->m_instancingRenderer)
|
||||
{
|
||||
btAssert(0);
|
||||
return btVector3(0,0,0);
|
||||
}
|
||||
|
||||
float top = 1.f;
|
||||
float bottom = -1.f;
|
||||
float nearPlane = 1.f;
|
||||
float tanFov = (top-bottom)*0.5f / nearPlane;
|
||||
float fov = b3Scalar(2.0) * b3Atan(tanFov);
|
||||
|
||||
btVector3 camPos,camTarget;
|
||||
m_glApp->m_instancingRenderer->getCameraPosition(camPos);
|
||||
m_glApp->m_instancingRenderer->getCameraTargetPosition(camTarget);
|
||||
|
||||
btVector3 rayFrom = camPos;
|
||||
btVector3 rayForward = (camTarget-camPos);
|
||||
rayForward.normalize();
|
||||
float farPlane = 10000.f;
|
||||
rayForward*= farPlane;
|
||||
|
||||
btVector3 rightOffset;
|
||||
btVector3 m_cameraUp=btVector3(0,1,0);
|
||||
btVector3 vertical = m_cameraUp;
|
||||
|
||||
btVector3 hor;
|
||||
hor = rayForward.cross(vertical);
|
||||
hor.normalize();
|
||||
vertical = hor.cross(rayForward);
|
||||
vertical.normalize();
|
||||
|
||||
float tanfov = tanf(0.5f*fov);
|
||||
|
||||
|
||||
hor *= 2.f * farPlane * tanfov;
|
||||
vertical *= 2.f * farPlane * tanfov;
|
||||
|
||||
b3Scalar aspect;
|
||||
float width = m_glApp->m_instancingRenderer->getScreenWidth();
|
||||
float height = m_glApp->m_instancingRenderer->getScreenHeight();
|
||||
|
||||
aspect = width / height;
|
||||
|
||||
hor*=aspect;
|
||||
|
||||
|
||||
btVector3 rayToCenter = rayFrom + rayForward;
|
||||
btVector3 dHor = hor * 1.f/width;
|
||||
btVector3 dVert = vertical * 1.f/height;
|
||||
|
||||
|
||||
btVector3 rayTo = rayToCenter - 0.5f * hor + 0.5f * vertical;
|
||||
rayTo += btScalar(x) * dHor;
|
||||
rayTo -= btScalar(y) * dVert;
|
||||
return rayTo;
|
||||
}
|
||||
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
bool Bullet2RigidBodyDemo::mouseButtonCallback(int button, int state, float x, float y)
|
||||
{
|
||||
|
||||
if (state==1)
|
||||
{
|
||||
if(button==0)// && (m_data->m_altPressed==0 && m_data->m_controlPressed==0))
|
||||
{
|
||||
btVector3 camPos;
|
||||
m_glApp->m_instancingRenderer->getCameraPosition(camPos);
|
||||
|
||||
btVector3 rayFrom = camPos;
|
||||
btVector3 rayTo = getRayTo(x,y);
|
||||
|
||||
btCollisionWorld::ClosestRayResultCallback rayCallback(rayFrom,rayTo);
|
||||
m_dynamicsWorld->rayTest(rayFrom,rayTo,rayCallback);
|
||||
if (rayCallback.hasHit())
|
||||
{
|
||||
|
||||
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;
|
||||
}
|
||||
//remove p2p
|
||||
}
|
||||
}
|
||||
|
||||
//printf("button=%d, state=%d\n",button,state);
|
||||
return false;
|
||||
}
|
43
demos3/bullet2/BasicDemo/Bullet2RigidBodyDemo.h
Normal file
43
demos3/bullet2/BasicDemo/Bullet2RigidBodyDemo.h
Normal file
@ -0,0 +1,43 @@
|
||||
#ifndef BULLET2_RIGIDBODY_DEMO_H
|
||||
#define BULLET2_RIGIDBODY_DEMO_H
|
||||
|
||||
#include "LinearMath/btVector3.h"
|
||||
|
||||
#include "../../AllBullet2Demos\BulletDemoInterface.h"
|
||||
|
||||
class Bullet2RigidBodyDemo : public BulletDemoInterface
|
||||
{
|
||||
protected:
|
||||
class btDiscreteDynamicsWorld* m_dynamicsWorld;
|
||||
class btCollisionDispatcher* m_dispatcher;
|
||||
class btBroadphaseInterface* m_bp;
|
||||
class btCollisionConfiguration* m_config;
|
||||
class btConstraintSolver* m_solver;
|
||||
|
||||
class btRigidBody* m_pickedBody;
|
||||
class btTypedConstraint* m_pickedConstraint;
|
||||
btVector3 m_oldPickingPos;
|
||||
btVector3 m_hitPos;
|
||||
btScalar m_oldPickingDist;
|
||||
|
||||
|
||||
public:
|
||||
|
||||
class SimpleOpenGL3App* m_glApp;
|
||||
|
||||
Bullet2RigidBodyDemo(SimpleOpenGL3App* app);
|
||||
virtual void initPhysics();
|
||||
virtual void exitPhysics();
|
||||
|
||||
virtual ~Bullet2RigidBodyDemo();
|
||||
btVector3 getRayTo(int x,int y);
|
||||
virtual bool mouseMoveCallback(float x,float y);
|
||||
virtual bool mouseButtonCallback(int button, int state, float x, float y);
|
||||
virtual bool keyboardCallback(int key, int state)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
#endif //BULLET2_RIGIDBODY_DEMO_H
|
@ -3108,35 +3108,6 @@ void GpuSatCollision::computeConvexConvexContactsGPUSAT( b3OpenCLArray<b3Int4>*
|
||||
m_dmins.resize(nPairs);
|
||||
if (splitSearchSepAxisConvex)
|
||||
{
|
||||
|
||||
{
|
||||
B3_PROFILE("findSeparatingAxisVertexFaceKernel");
|
||||
b3BufferInfoCL bInfo[] = {
|
||||
b3BufferInfoCL( pairs->getBufferCL(), true ),
|
||||
b3BufferInfoCL( bodyBuf->getBufferCL(),true),
|
||||
b3BufferInfoCL( gpuCollidables.getBufferCL(),true),
|
||||
b3BufferInfoCL( convexData.getBufferCL(),true),
|
||||
b3BufferInfoCL( gpuVertices.getBufferCL(),true),
|
||||
b3BufferInfoCL( gpuUniqueEdges.getBufferCL(),true),
|
||||
b3BufferInfoCL( gpuFaces.getBufferCL(),true),
|
||||
b3BufferInfoCL( gpuIndices.getBufferCL(),true),
|
||||
b3BufferInfoCL( clAabbsWorldSpace.getBufferCL(),true),
|
||||
b3BufferInfoCL( m_sepNormals.getBufferCL()),
|
||||
b3BufferInfoCL( m_hasSeparatingNormals.getBufferCL()),
|
||||
b3BufferInfoCL( m_dmins.getBufferCL())
|
||||
};
|
||||
|
||||
b3LauncherCL launcher(m_queue, m_findSeparatingAxisVertexFaceKernel,"findSeparatingAxisVertexFaceKernel");
|
||||
launcher.setBuffers( bInfo, sizeof(bInfo)/sizeof(b3BufferInfoCL) );
|
||||
launcher.setConst( nPairs );
|
||||
|
||||
int num = nPairs;
|
||||
launcher.launch1D( num);
|
||||
clFinish(m_queue);
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (useMprGpu)
|
||||
{
|
||||
nContacts = m_totalContactsOut.at(0);
|
||||
@ -3180,8 +3151,36 @@ void GpuSatCollision::computeConvexConvexContactsGPUSAT( b3OpenCLArray<b3Int4>*
|
||||
}
|
||||
|
||||
}
|
||||
} else
|
||||
} //else
|
||||
{
|
||||
|
||||
{
|
||||
B3_PROFILE("findSeparatingAxisVertexFaceKernel");
|
||||
b3BufferInfoCL bInfo[] = {
|
||||
b3BufferInfoCL( pairs->getBufferCL(), true ),
|
||||
b3BufferInfoCL( bodyBuf->getBufferCL(),true),
|
||||
b3BufferInfoCL( gpuCollidables.getBufferCL(),true),
|
||||
b3BufferInfoCL( convexData.getBufferCL(),true),
|
||||
b3BufferInfoCL( gpuVertices.getBufferCL(),true),
|
||||
b3BufferInfoCL( gpuUniqueEdges.getBufferCL(),true),
|
||||
b3BufferInfoCL( gpuFaces.getBufferCL(),true),
|
||||
b3BufferInfoCL( gpuIndices.getBufferCL(),true),
|
||||
b3BufferInfoCL( clAabbsWorldSpace.getBufferCL(),true),
|
||||
b3BufferInfoCL( m_sepNormals.getBufferCL()),
|
||||
b3BufferInfoCL( m_hasSeparatingNormals.getBufferCL()),
|
||||
b3BufferInfoCL( m_dmins.getBufferCL())
|
||||
};
|
||||
|
||||
b3LauncherCL launcher(m_queue, m_findSeparatingAxisVertexFaceKernel,"findSeparatingAxisVertexFaceKernel");
|
||||
launcher.setBuffers( bInfo, sizeof(bInfo)/sizeof(b3BufferInfoCL) );
|
||||
launcher.setConst( nPairs );
|
||||
|
||||
int num = nPairs;
|
||||
launcher.launch1D( num);
|
||||
clFinish(m_queue);
|
||||
}
|
||||
|
||||
|
||||
|
||||
{
|
||||
B3_PROFILE("findSeparatingAxisEdgeEdgeKernel");
|
||||
|
Loading…
Reference in New Issue
Block a user