/* Bullet Continuous Collision Detection and Physics Library Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/ This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #include "ImportBspExample.h" #include "btBulletDynamicsCommon.h" #include "LinearMath/btQuickprof.h" #define QUAKE_BSP_IMPORTING 1 #ifdef QUAKE_BSP_IMPORTING #include "BspLoader.h" #include "BspConverter.h" #endif //QUAKE_BSP_IMPORTING #include //printf debugging #include "LinearMath/btAlignedObjectArray.h" #include "../CommonInterfaces/CommonRigidBodyBase.h" ///BspDemo shows the convex collision detection, by converting a Quake BSP file into convex objects and allowing interaction with boxes. class BspDemo : public CommonRigidBodyBase { public: //keep the collision shapes, for deletion/cleanup BspDemo(struct GUIHelperInterface* helper) :CommonRigidBodyBase(helper) { } virtual ~BspDemo(); virtual void initPhysics(); void initPhysics(const char* bspfilename); }; #define CUBE_HALF_EXTENTS 1 #define EXTRA_HEIGHT -20.f ///BspToBulletConverter extends the BspConverter to convert to Bullet datastructures class BspToBulletConverter : public BspConverter { BspDemo* m_demoApp; public: BspToBulletConverter(BspDemo* demoApp) :m_demoApp(demoApp) { } virtual void addConvexVerticesCollider(btAlignedObjectArray& vertices, bool isEntity, const btVector3& entityTargetLocation) { ///perhaps we can do something special with entities (isEntity) ///like adding a collision Triggering (as example) if (vertices.size() > 0) { float mass = 0.f; btTransform startTransform; //can use a shift startTransform.setIdentity(); startTransform.setOrigin(btVector3(0,0,-10.f)); //this create an internal copy of the vertices btCollisionShape* shape = new btConvexHullShape(&(vertices[0].getX()),vertices.size()); m_demoApp->m_collisionShapes.push_back(shape); //btRigidBody* body = m_demoApp->localCreateRigidBody(mass, startTransform,shape); m_demoApp->createRigidBody(mass, startTransform,shape); } } }; //////////////////////////////////// BspDemo::~BspDemo() { exitPhysics(); //will delete all default data } void BspDemo::initPhysics() { const char* bspfilename = "BspDemo.bsp"; initPhysics(bspfilename); } void BspDemo::initPhysics(const char* bspfilename) { int cameraUpAxis =2; btVector3 grav(0,0,0); grav[cameraUpAxis] = -10; m_guiHelper->setUpAxis(cameraUpAxis); //_cameraUp = btVector3(0,0,1); //_forwardAxis = 1; //etCameraDistance(22.f); ///Setup a Physics Simulation Environment m_collisionConfiguration = new btDefaultCollisionConfiguration(); // btCollisionShape* groundShape = new btBoxShape(btVector3(50,3,50)); m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration); btVector3 worldMin(-1000,-1000,-1000); btVector3 worldMax(1000,1000,1000); m_broadphase = new btDbvtBroadphase(); //m_broadphase = new btAxisSweep3(worldMin,worldMax); //btOverlappingPairCache* broadphase = new btSimpleBroadphase(); m_solver = new btSequentialImpulseConstraintSolver(); //ConstraintSolver* solver = new OdeConstraintSolver; m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration); m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld); m_dynamicsWorld->setGravity(grav); #ifdef QUAKE_BSP_IMPORTING void* memoryBuffer = 0; const char* filename = "BspDemo.bsp"; const char* prefix[]={"./","./data/","../data/","../../data/","../../../data/","../../../../data/"}; int numPrefixes = sizeof(prefix)/sizeof(const char*); char relativeFileName[1024]; FILE* file=0; for (int i=0;iautogenerateGraphicsObjects(m_dynamicsWorld); } //some code that de-mangles the windows filename passed in as argument char cleaned_filename[512]; char* getLastFileName() { return cleaned_filename; } char* makeExeToBspFilename(const char* lpCmdLine) { // We might get a windows-style path on the command line, this can mess up the DOM which expects // all paths to be URI's. This block of code does some conversion to try and make the input // compliant without breaking the ability to accept a properly formatted URI. Right now this only // displays the first filename const char *in = lpCmdLine; char* out = cleaned_filename; *out = '\0'; // If the first character is a ", skip it (filenames with spaces in them are quoted) if(*in == '\"') { in++; } int i; for(i =0; i<512; i++) { //if we get '.' we stop as well, unless it's the first character. Then we add .bsp as extension // If we hit a null or a quote, stop copying. This will get just the first filename. if(i && (in[0] == '.') && (in[1] == 'e') && (in[2] == 'x') && (in[3] == 'e')) break; // If we hit a null or a quote, stop copying. This will get just the first filename. if(*in == '\0' || *in == '\"') break; // Copy while swapping backslashes for forward ones if(*in == '\\') { *out = '/'; } else { *out = *in; } in++; out++; } *(out++) = '.'; *(out++) = 'b'; *(out++) = 's'; *(out++) = 'p'; *(out++) = 0; return cleaned_filename; } struct ExampleInterface* ImportBspCreateFunc(struct PhysicsInterface* pint, struct GUIHelperInterface* helper, int option) { BspDemo* demo = new BspDemo(helper); demo->initPhysics("BspDemo.bsp"); return demo; } /* static DemoApplication* Create() { BspDemo* demo = new BspDemo; demo->myinit(); demo->initPhysics("BspDemo.bsp"); return demo; } */