#include "ConcaveScene.h" #include "GpuRigidBodyDemo.h" #include "OpenGLWindow/ShapeData.h" #include "OpenGLWindow/GLInstancingRenderer.h" #include "Bullet3Common/b3Quaternion.h" #include "OpenGLWindow/b3gWindowInterface.h" #include "Bullet3OpenCL/BroadphaseCollision/b3GpuSapBroadphase.h" #include "../GpuDemoInternalData.h" #include "Bullet3OpenCL/Initialize/b3OpenCLUtils.h" #include "OpenGLWindow/OpenGLInclude.h" #include "OpenGLWindow/GLInstanceRendererInternalData.h" #include "Bullet3OpenCL/ParallelPrimitives/b3LauncherCL.h" #include "Bullet3OpenCL/RigidBody/b3GpuRigidBodyPipeline.h" #include "Bullet3OpenCL/RigidBody/b3GpuNarrowPhase.h" #include "Bullet3Collision/NarrowPhaseCollision/b3Config.h" #include "GpuRigidBodyDemoInternalData.h" #include"../../Wavefront/tiny_obj_loader.h" #include "Bullet3Common/b3Transform.h" #include "Bullet3Collision/NarrowPhaseCollision/b3ConvexUtility.h" #include "Bullet3AppSupport/gwenUserInterface.h" #include "OpenGLWindow/GLInstanceGraphicsShape.h" #define CONCAVE_GAPX 14 #define CONCAVE_GAPY 5 #define CONCAVE_GAPZ 14 GLInstanceGraphicsShape* createGraphicsShapeFromWavefrontObj(std::vector& shapes) { b3AlignedObjectArray* vertices = new b3AlignedObjectArray; { // int numVertices = obj->vertexCount; // int numIndices = 0; b3AlignedObjectArray* indicesPtr = new b3AlignedObjectArray; for (int s=0;ssize(); indicesPtr->push_back(vtxBaseIndex); indicesPtr->push_back(vtxBaseIndex+1); indicesPtr->push_back(vtxBaseIndex+2); GLInstanceVertex vtx0; vtx0.xyzw[0] = shape.mesh.positions[shape.mesh.indices[f]*3+0]; vtx0.xyzw[1] = shape.mesh.positions[shape.mesh.indices[f]*3+1]; vtx0.xyzw[2] = shape.mesh.positions[shape.mesh.indices[f]*3+2]; vtx0.xyzw[3] = 0.f; vtx0.uv[0] = 0.5f;//shape.mesh.positions[shape.mesh.indices[f]*3+2];? vtx0.uv[1] = 0.5f; GLInstanceVertex vtx1; vtx1.xyzw[0] = shape.mesh.positions[shape.mesh.indices[f+1]*3+0]; vtx1.xyzw[1] = shape.mesh.positions[shape.mesh.indices[f+1]*3+1]; vtx1.xyzw[2] = shape.mesh.positions[shape.mesh.indices[f+1]*3+2]; vtx1.xyzw[3]= 0.f; vtx1.uv[0] = 0.5f;//obj->textureList[face->vertex_index[1]]->e[0]; vtx1.uv[1] = 0.5f;//obj->textureList[face->vertex_index[1]]->e[1]; GLInstanceVertex vtx2; vtx2.xyzw[0] = shape.mesh.positions[shape.mesh.indices[f+2]*3+0]; vtx2.xyzw[1] = shape.mesh.positions[shape.mesh.indices[f+2]*3+1]; vtx2.xyzw[2] = shape.mesh.positions[shape.mesh.indices[f+2]*3+2]; vtx2.xyzw[3] = 0.f; vtx2.uv[0] = 0.5f; vtx2.uv[1] = 0.5f; b3Vector3 v0=b3MakeVector3(vtx0.xyzw[0],vtx0.xyzw[1],vtx0.xyzw[2]); b3Vector3 v1=b3MakeVector3(vtx1.xyzw[0],vtx1.xyzw[1],vtx1.xyzw[2]); b3Vector3 v2=b3MakeVector3(vtx2.xyzw[0],vtx2.xyzw[1],vtx2.xyzw[2]); normal = (v1-v0).cross(v2-v0); normal.normalize(); vtx0.normal[0] = normal[0]; vtx0.normal[1] = normal[1]; vtx0.normal[2] = normal[2]; vtx1.normal[0] = normal[0]; vtx1.normal[1] = normal[1]; vtx1.normal[2] = normal[2]; vtx2.normal[0] = normal[0]; vtx2.normal[1] = normal[1]; vtx2.normal[2] = normal[2]; vertices->push_back(vtx0); vertices->push_back(vtx1); vertices->push_back(vtx2); } } } GLInstanceGraphicsShape* gfxShape = new GLInstanceGraphicsShape; gfxShape->m_vertices = vertices; gfxShape->m_numvertices = vertices->size(); gfxShape->m_indices = indicesPtr; gfxShape->m_numIndices = indicesPtr->size(); for (int i=0;i<4;i++) gfxShape->m_scaling[i] = 1;//bake the scaling into the vertices return gfxShape; } } void ConcaveScene::createConcaveMesh(const ConstructionInfo& ci, const char* fileName, const b3Vector3& shift, const b3Vector3& scaling) { char relativeFileName[1024]; const char* prefix[]={"./data/","../data/","../../data/","../../../data/","../../../../data/"}; int prefixIndex=-1; { int numPrefixes = sizeof(prefix)/sizeof(char*); for (int i=0;i shapes; std::string err = tinyobj::LoadObj(shapes, relativeFileName, prefix[prefixIndex]); GLInstanceGraphicsShape* shape = createGraphicsShapeFromWavefrontObj(shapes); b3AlignedObjectArray verts; for (int i=0;im_numvertices;i++) { for (int j=0;j<3;j++) shape->m_vertices->at(i).xyzw[j] += shift[j]; b3Vector3 vtx=b3MakeVector3(shape->m_vertices->at(i).xyzw[0], shape->m_vertices->at(i).xyzw[1], shape->m_vertices->at(i).xyzw[2]); verts.push_back(vtx*scaling); } int colIndex = m_data->m_np->registerConcaveMesh(&verts,shape->m_indices,b3MakeVector3(1,1,1)); { int strideInBytes = 9*sizeof(float); int numVertices = sizeof(cube_vertices)/strideInBytes; int numIndices = sizeof(cube_indices)/sizeof(int); //int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices); //int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices); int shapeId = ci.m_instancingRenderer->registerShape(&shape->m_vertices->at(0).xyzw[0], shape->m_numvertices, &shape->m_indices->at(0), shape->m_numIndices); b3Quaternion orn(0,0,0,1); b3Vector4 color=b3MakeVector4(0.3,0.3,1,1.f);//0.5);//1.f { float mass = 0.f; b3Vector3 position=b3MakeVector3(0,0,0); int id = ci.m_instancingRenderer->registerGraphicsInstance(shapeId,position,orn,color,scaling); int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(mass,position,orn,colIndex,index,false); index++; } delete shape->m_indices; delete shape->m_vertices; delete shape; } } } void ConcaveScene::setupScene(const ConstructionInfo& ci) { if (1) { //char* fileName = "slopedPlane100.obj"; //char* fileName = "plane100.obj"; // char* fileName = "plane100.obj"; //char* fileName = "teddy.obj";//"plane.obj"; // char* fileName = "sponza_closed.obj";//"plane.obj"; //char* fileName = "leoTest1.obj"; const char* fileName = "samurai_monastry.obj"; // char* fileName = "teddy2_VHACD_CHs.obj"; b3Vector3 shift1=b3MakeVector3(0,0,0);//0,230,80);//150,-100,-120); b3Vector4 scaling=b3MakeVector4(10,10,10,1); // createConcaveMesh(ci,"plane100.obj",shift1,scaling); //createConcaveMesh(ci,"plane100.obj",shift,scaling); // b3Vector3 shift2(0,0,0);//0,230,80);//150,-100,-120); // createConcaveMesh(ci,"teddy.obj",shift2,scaling); // b3Vector3 shift3(130,-150,-75);//0,230,80);//150,-100,-120); // createConcaveMesh(ci,"leoTest1.obj",shift3,scaling); createConcaveMesh(ci,fileName,shift1,scaling); } else { int strideInBytes = 9*sizeof(float); int numVertices = sizeof(cube_vertices)/strideInBytes; int numIndices = sizeof(cube_indices)/sizeof(int); int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices); int group=1; int mask=1; int index=0; { b3Vector4 scaling=b3MakeVector4(400,1.,400,1); int colIndex = m_data->m_np->registerConvexHullShape(&cube_vertices[0],strideInBytes,numVertices, scaling); b3Vector3 position=b3MakeVector3(0,-2,0); b3Quaternion orn(0,0,0,1); b3Vector4 color=b3MakeVector4(0,0,1,1); int id = ci.m_instancingRenderer->registerGraphicsInstance(shapeId,position,orn,color,scaling); int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(0.f,position,orn,colIndex,index,false); } } createDynamicObjects(ci); m_data->m_rigidBodyPipeline->writeAllInstancesToGpu(); float camPos[4]={0,0,0,0};//65.5,4.5,65.5,0}; //float camPos[4]={1,12.5,1.5,0}; m_instancingRenderer->setCameraPitch(45); m_instancingRenderer->setCameraTargetPosition(camPos); m_instancingRenderer->setCameraDistance(355); char msg[1024]; int numInstances = m_data->m_rigidBodyPipeline->getNumBodies(); sprintf(msg,"Num objects = %d",numInstances); if (ci.m_gui) ci.m_gui->setStatusBarMessage(msg,true); } void ConcaveScene::createDynamicObjects(const ConstructionInfo& ci) { int strideInBytes = 9*sizeof(float); int numVertices = sizeof(cube_vertices)/strideInBytes; int numIndices = sizeof(cube_indices)/sizeof(int); //int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices); int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices); int group=1; int mask=1; int index=0; if (1) { int curColor = 0; b3Vector4 colors[4] = { b3MakeVector4(1,1,1,1), b3MakeVector4(1,1,0.3,1), b3MakeVector4(0.3,1,1,1), b3MakeVector4(0.3,0.3,1,1), }; b3ConvexUtility* utilPtr = new b3ConvexUtility(); b3Vector4 scaling=b3MakeVector4(1,1,1,1); { b3AlignedObjectArray verts; unsigned char* vts = (unsigned char*) cube_vertices; for (int i=0;iinitializePolyhedralFeatures(&verts[0],verts.size(),merge); } } // int colIndex = m_data->m_np->registerConvexHullShape(&cube_vertices[0],strideInBytes,numVertices, scaling); int colIndex=-1; if (ci.m_useInstancedCollisionShapes) colIndex = m_data->m_np->registerConvexHullShape(utilPtr); for (int i=0;im_np->registerConvexHullShape(utilPtr); float mass = 1; //b3Vector3 position(-2*ci.gapX+i*ci.gapX,25+j*ci.gapY,-2*ci.gapZ+k*ci.gapZ); b3Vector3 position=b3MakeVector3(-(ci.arraySizeX/2)*CONCAVE_GAPX+i*CONCAVE_GAPX, 23+j*CONCAVE_GAPY, -(ci.arraySizeZ/2)*CONCAVE_GAPZ+k*CONCAVE_GAPZ); b3Quaternion orn(0,0,0,1); b3Vector4 color = colors[curColor]; curColor++; curColor&=3; int id = ci.m_instancingRenderer->registerGraphicsInstance(shapeId,position,orn,color,scaling); int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(mass,position,orn,colIndex,index,false); index++; } } } } } void ConcaveCompoundScene::setupScene(const ConstructionInfo& ci) { ConcaveScene::setupScene(ci); float camPos[4]={0,50,0,0};//65.5,4.5,65.5,0}; //float camPos[4]={1,12.5,1.5,0}; m_instancingRenderer->setCameraPitch(45); m_instancingRenderer->setCameraTargetPosition(camPos); m_instancingRenderer->setCameraDistance(40); } void ConcaveCompound2Scene::createDynamicObjects(const ConstructionInfo& ci) { const char* fileName = "teddy2_VHACD_CHs.obj"; //char* fileName = "cube_offset.obj"; b3Vector3 shift=b3MakeVector3(0,0,0);//0,230,80);//150,-100,-120); b3Vector4 scaling=b3MakeVector4(1,1,1,1); const char* prefix[]={"./data/","../data/","../../data/","../../../data/","../../../../data/"}; int prefixIndex=-1; char relativeFileName[1024]; { int numPrefixes = sizeof(prefix)/sizeof(char*); for (int i=0;i shapes; std::string err = tinyobj::LoadObj(shapes, relativeFileName, prefix[prefixIndex]); if (shapes.size()>0) { int strideInBytes = 9*sizeof(float); b3AlignedObjectArray vertexArray; b3AlignedObjectArray indexArray; //int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices); int group=1; int mask=1; int index=0; int colIndex = 0; b3AlignedObjectArray vertices; int stride2 = sizeof(GLInstanceVertex); b3Assert(stride2 == strideInBytes); { b3AlignedObjectArray childShapes; int numChildShapes = shapes.size(); for (int i=0;i tmpVertices; //add transformed graphics vertices and indices b3Vector3 myScaling=b3MakeVector3(50,50,50);//300,300,300); for (int v=0;vm_np->registerConvexHullShape(&tmpVertices[0].xyzw[0],strideInBytes,numVertices, scaling); child.m_shapeIndex = childColIndex; childShapes.push_back(child); colIndex = childColIndex; } colIndex= m_data->m_np->registerCompoundShape(&childShapes); } //int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices); int shapeId = ci.m_instancingRenderer->registerShape(&vertexArray[0].xyzw[0],vertexArray.size(),&indexArray[0],indexArray.size()); b3Vector4 colors[4] = { b3MakeVector4(1,0,0,1), b3MakeVector4(0,1,0,1), b3MakeVector4(0,0,1,1), b3MakeVector4(0,1,1,1), }; int curColor = 0; for (int i=0;i<1;i++)//ci.arraySizeX;i++) { for (int j=0;j<4;j++) { // for (int k=0;kregisterGraphicsInstance(shapeId,position,orn,color,scaling); int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(mass,position,orn,colIndex,index,false); index++; } } } } } void ConcaveCompoundScene::createDynamicObjects(const ConstructionInfo& ci) { int strideInBytes = 9*sizeof(float); int numVertices = sizeof(cube_vertices)/strideInBytes; int numIndices = sizeof(cube_indices)/sizeof(int); b3AlignedObjectArray vertexArray; b3AlignedObjectArray indexArray; //int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices); int group=1; int mask=1; int index=0; float scaling[4] = {1,1,1,1}; int colIndex = 0; GLInstanceVertex* cubeVerts = (GLInstanceVertex*)&cube_vertices[0]; int stride2 = sizeof(GLInstanceVertex); b3Assert(stride2 == strideInBytes); { int childColIndex = m_data->m_np->registerConvexHullShape(&cube_vertices[0],strideInBytes,numVertices, scaling); b3Vector3 childPositions[3] = { b3MakeVector3(0,-2,0), b3MakeVector3(0,0,0), b3MakeVector3(0,0,2) }; b3AlignedObjectArray childShapes; int numChildShapes = 3; for (int i=0;im_np->registerCompoundShape(&childShapes); } //int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices); int shapeId = ci.m_instancingRenderer->registerShape(&vertexArray[0].xyzw[0],vertexArray.size(),&indexArray[0],indexArray.size()); b3Vector4 colors[4] = { b3MakeVector4(1,0,0,1), b3MakeVector4(0,1,0,1), b3MakeVector4(0,0,1,1), b3MakeVector4(0,1,1,1), }; int curColor = 0; for (int i=0;iregisterGraphicsInstance(shapeId,position,orn,color,scaling); int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(mass,position,orn,colIndex,index,false); index++; } } } } void ConcaveSphereScene::setupScene(const ConstructionInfo& ci) { ConcaveScene::setupScene(ci); float camPos[4]={0,50,0,0};//65.5,4.5,65.5,0}; //float camPos[4]={1,12.5,1.5,0}; m_instancingRenderer->setCameraPitch(45); m_instancingRenderer->setCameraTargetPosition(camPos); m_instancingRenderer->setCameraDistance(40); } void ConcaveSphereScene::createDynamicObjects(const ConstructionInfo& ci) { b3Vector4 colors[4] = { b3MakeVector4(1,0,0,1), b3MakeVector4(0,1,0,1), b3MakeVector4(0,1,1,1), b3MakeVector4(1,1,0,1), }; int index=0; int curColor = 0; float radius = 1; //int colIndex = m_data->m_np->registerConvexHullShape(&cube_vertices[0],strideInBytes,numVertices, scaling); int colIndex = m_data->m_np->registerSphereShape(radius);//>registerConvexHullShape(&cube_vertices[0],strideInBytes,numVertices, scaling); int prevGraphicsShapeIndex = registerGraphicsSphereShape(ci,radius,false); for (int i=0;iregisterGraphicsInstance(prevGraphicsShapeIndex,position,orn,color,scaling); int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(mass,position,orn,colIndex,index,false); index++; } } } }