mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-13 21:30:09 +00:00
ab8f16961e
Apply clang-format-all.sh using the _clang-format file through all the cpp/.h files. make sure not to apply it to certain serialization structures, since some parser expects the * as part of the name, instead of type. This commit contains no other changes aside from adding and applying clang-format-all.sh
769 lines
20 KiB
C++
769 lines
20 KiB
C++
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#include "Tutorial.h"
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#include "../CommonInterfaces/CommonGraphicsAppInterface.h"
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#include "../CommonInterfaces/CommonRenderInterface.h"
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#include "../CommonInterfaces/CommonExampleInterface.h"
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#include "LinearMath/btTransform.h"
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#include "../CommonInterfaces/CommonGUIHelperInterface.h"
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#include "../RenderingExamples/TimeSeriesCanvas.h"
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#include "stb_image/stb_image.h"
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#include "Bullet3Common/b3Quaternion.h"
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#include "Bullet3Common/b3Matrix3x3.h"
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#include "../CommonInterfaces/CommonParameterInterface.h"
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#include "LinearMath/btAlignedObjectArray.h"
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#define stdvector btAlignedObjectArray
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#define SPHERE_RADIUS 1
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static btScalar gRestitution = 0.f;
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static btScalar gMassA = 1.f;
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static btScalar gMassB = 0.f;
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enum LWEnumCollisionTypes
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{
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LW_PLANE_TYPE,
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LW_SPHERE_TYPE,
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LW_BOX_TYPE
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};
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struct LWPlane
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{
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BT_DECLARE_ALIGNED_ALLOCATOR();
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b3Vector3 m_normal;
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btScalar m_planeConstant;
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};
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struct LWSphere
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{
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btScalar m_radius;
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void computeLocalInertia(b3Scalar mass, b3Vector3& localInertia)
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{
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btScalar elem = b3Scalar(0.4) * mass * m_radius * m_radius;
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localInertia.setValue(elem, elem, elem);
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}
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};
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struct LWBox
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{
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BT_DECLARE_ALIGNED_ALLOCATOR();
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b3Vector3 m_halfExtents;
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};
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struct LWCollisionShape
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{
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LWEnumCollisionTypes m_type;
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union {
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LWPlane m_plane;
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LWSphere m_sphere;
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LWBox m_box;
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};
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};
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struct LWPose
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{
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BT_DECLARE_ALIGNED_ALLOCATOR();
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b3Vector3 m_position;
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b3Quaternion m_orientation;
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LWPose()
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: m_position(b3MakeVector3(0, 0, 0)),
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m_orientation(0, 0, 0, 1)
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{
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}
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b3Vector3 transformPoint(const b3Vector3& pointIn)
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{
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b3Vector3 rotPoint = b3QuatRotate(m_orientation, pointIn);
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return rotPoint + m_position;
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}
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};
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struct LWContactPoint
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{
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b3Vector3 m_ptOnAWorld;
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b3Vector3 m_ptOnBWorld;
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b3Vector3 m_normalOnB;
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btScalar m_distance;
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};
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///returns true if we found a pair of closest points
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void ComputeClosestPointsPlaneSphere(const LWPlane& planeWorld, const LWSphere& sphere, const LWPose& spherePose, LWContactPoint& pointOut)
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{
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b3Vector3 spherePosWorld = spherePose.m_position;
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btScalar t = -(spherePosWorld.dot(-planeWorld.m_normal) + planeWorld.m_planeConstant);
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b3Vector3 intersectionPoint = spherePosWorld + t * -planeWorld.m_normal;
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b3Scalar distance = t - sphere.m_radius;
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pointOut.m_distance = distance;
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pointOut.m_ptOnBWorld = intersectionPoint;
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pointOut.m_ptOnAWorld = spherePosWorld + sphere.m_radius * -planeWorld.m_normal;
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pointOut.m_normalOnB = planeWorld.m_normal;
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}
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void ComputeClosestPointsSphereSphere(const LWSphere& sphereA, const LWPose& sphereAPose, const LWSphere& sphereB, const LWPose& sphereBPose, LWContactPoint& pointOut)
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{
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b3Vector3 diff = sphereAPose.m_position - sphereBPose.m_position;
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btScalar len = diff.length();
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pointOut.m_distance = len - (sphereA.m_radius + sphereB.m_radius);
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pointOut.m_normalOnB = b3MakeVector3(1, 0, 0);
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if (len > B3_EPSILON)
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{
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pointOut.m_normalOnB = diff / len;
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}
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pointOut.m_ptOnAWorld = sphereAPose.m_position - sphereA.m_radius * pointOut.m_normalOnB;
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pointOut.m_ptOnBWorld = pointOut.m_ptOnAWorld - pointOut.m_normalOnB * pointOut.m_distance;
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}
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enum LWRIGIDBODY_FLAGS
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{
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LWFLAG_USE_QUATERNION_DERIVATIVE = 1,
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};
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struct LWRigidBody
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{
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BT_DECLARE_ALIGNED_ALLOCATOR();
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LWPose m_worldPose;
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b3Vector3 m_linearVelocity;
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b3Vector3 m_angularVelocity;
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b3Vector3 m_gravityAcceleration;
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b3Vector3 m_localInertia;
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b3Scalar m_invMass;
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b3Matrix3x3 m_invInertiaTensorWorld;
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void computeInvInertiaTensorWorld()
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{
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b3Vector3 invInertiaLocal;
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invInertiaLocal.setValue(m_localInertia.x != btScalar(0.0) ? btScalar(1.0) / m_localInertia.x : btScalar(0.0),
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m_localInertia.y != btScalar(0.0) ? btScalar(1.0) / m_localInertia.y : btScalar(0.0),
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m_localInertia.z != btScalar(0.0) ? btScalar(1.0) / m_localInertia.z : btScalar(0.0));
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b3Matrix3x3 m(m_worldPose.m_orientation);
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m_invInertiaTensorWorld = m.scaled(invInertiaLocal) * m.transpose();
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}
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int m_graphicsIndex;
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LWCollisionShape m_collisionShape;
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LWRIGIDBODY_FLAGS m_flags;
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LWRigidBody()
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: m_linearVelocity(b3MakeVector3(0, 0, 0)),
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m_angularVelocity(b3MakeVector3(0, 0, 0)),
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m_gravityAcceleration(b3MakeVector3(0, 0, 0)), //-10,0)),
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m_flags(LWFLAG_USE_QUATERNION_DERIVATIVE)
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{
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}
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const b3Vector3& getPosition() const
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{
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return m_worldPose.m_position;
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}
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b3Vector3 getVelocity(const b3Vector3& relPos) const
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{
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return m_linearVelocity + m_angularVelocity.cross(relPos);
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}
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void integrateAcceleration(double deltaTime)
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{
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m_linearVelocity += m_gravityAcceleration * deltaTime;
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}
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void applyImpulse(const b3Vector3& impulse, const b3Vector3& rel_pos)
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{
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m_linearVelocity += impulse * m_invMass;
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b3Vector3 torqueImpulse = rel_pos.cross(impulse);
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m_angularVelocity += m_invInertiaTensorWorld * torqueImpulse;
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}
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void integrateVelocity(double deltaTime)
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{
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LWPose newPose;
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newPose.m_position = m_worldPose.m_position + m_linearVelocity * deltaTime;
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if (m_flags & LWFLAG_USE_QUATERNION_DERIVATIVE)
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{
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newPose.m_orientation = m_worldPose.m_orientation;
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newPose.m_orientation += (m_angularVelocity * newPose.m_orientation) * (deltaTime * btScalar(0.5));
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newPose.m_orientation.normalize();
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m_worldPose = newPose;
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}
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else
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{
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//Exponential map
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//google for "Practical Parameterization of Rotations Using the Exponential Map", F. Sebastian Grassia
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//btQuaternion q_w = [ sin(|w|*dt/2) * w/|w| , cos(|w|*dt/2)]
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//btQuaternion q_new = q_w * q_old;
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b3Vector3 axis;
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b3Scalar fAngle = m_angularVelocity.length();
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//limit the angular motion
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const btScalar angularMotionThreshold = btScalar(0.5) * SIMD_HALF_PI;
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if (fAngle * deltaTime > angularMotionThreshold)
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{
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fAngle = angularMotionThreshold / deltaTime;
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}
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if (fAngle < btScalar(0.001))
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{
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// use Taylor's expansions of sync function
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axis = m_angularVelocity * (btScalar(0.5) * deltaTime - (deltaTime * deltaTime * deltaTime) * (btScalar(0.020833333333)) * fAngle * fAngle);
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}
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else
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{
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// sync(fAngle) = sin(c*fAngle)/t
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axis = m_angularVelocity * (btSin(btScalar(0.5) * fAngle * deltaTime) / fAngle);
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}
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b3Quaternion dorn(axis.x, axis.y, axis.z, btCos(fAngle * deltaTime * b3Scalar(0.5)));
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b3Quaternion orn0 = m_worldPose.m_orientation;
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b3Quaternion predictedOrn = dorn * orn0;
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predictedOrn.normalize();
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m_worldPose.m_orientation = predictedOrn;
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}
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}
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void stepSimulation(double deltaTime)
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{
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integrateVelocity(deltaTime);
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}
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};
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b3Scalar resolveCollision(LWRigidBody& bodyA,
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LWRigidBody& bodyB,
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LWContactPoint& contactPoint)
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{
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b3Assert(contactPoint.m_distance <= 0);
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btScalar appliedImpulse = 0.f;
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b3Vector3 rel_pos1 = contactPoint.m_ptOnAWorld - bodyA.m_worldPose.m_position;
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b3Vector3 rel_pos2 = contactPoint.m_ptOnBWorld - bodyB.getPosition();
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btScalar rel_vel = contactPoint.m_normalOnB.dot(bodyA.getVelocity(rel_pos1) - bodyB.getVelocity(rel_pos2));
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if (rel_vel < -B3_EPSILON)
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{
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b3Vector3 temp1 = bodyA.m_invInertiaTensorWorld * rel_pos1.cross(contactPoint.m_normalOnB);
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b3Vector3 temp2 = bodyB.m_invInertiaTensorWorld * rel_pos2.cross(contactPoint.m_normalOnB);
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btScalar impulse = -(1.0f + gRestitution) * rel_vel /
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(bodyA.m_invMass + bodyB.m_invMass + contactPoint.m_normalOnB.dot(temp1.cross(rel_pos1) + temp2.cross(rel_pos2)));
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b3Vector3 impulse_vector = contactPoint.m_normalOnB * impulse;
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b3Printf("impulse = %f\n", impulse);
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appliedImpulse = impulse;
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bodyA.applyImpulse(impulse_vector, rel_pos1);
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bodyB.applyImpulse(-impulse_vector, rel_pos2);
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}
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return appliedImpulse;
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}
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class Tutorial : public CommonExampleInterface
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{
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CommonGraphicsApp* m_app;
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GUIHelperInterface* m_guiHelper;
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int m_tutorialIndex;
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stdvector<LWRigidBody*> m_bodies;
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TimeSeriesCanvas* m_timeSeriesCanvas0;
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TimeSeriesCanvas* m_timeSeriesCanvas1;
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stdvector<LWContactPoint> m_contactPoints;
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int m_stage;
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int m_counter;
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public:
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Tutorial(GUIHelperInterface* guiHelper, int tutorialIndex)
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: m_app(guiHelper->getAppInterface()),
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m_guiHelper(guiHelper),
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m_tutorialIndex(tutorialIndex),
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m_timeSeriesCanvas0(0),
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m_timeSeriesCanvas1(0),
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m_stage(0),
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m_counter(0)
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{
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int numBodies = 1;
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m_app->setUpAxis(1);
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switch (m_tutorialIndex)
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{
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case TUT_VELOCITY:
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{
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numBodies = 10;
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m_timeSeriesCanvas0 = new TimeSeriesCanvas(m_app->m_2dCanvasInterface, 512, 256, "Constant Velocity");
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m_timeSeriesCanvas0->setupTimeSeries(2, 60, 0);
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m_timeSeriesCanvas0->addDataSource("X position (m)", 255, 0, 0);
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m_timeSeriesCanvas0->addDataSource("X velocity (m/s)", 0, 0, 255);
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m_timeSeriesCanvas0->addDataSource("dX/dt (m/s)", 0, 0, 0);
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break;
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}
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case TUT_ACCELERATION:
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{
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numBodies = 10;
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m_timeSeriesCanvas1 = new TimeSeriesCanvas(m_app->m_2dCanvasInterface, 256, 512, "Constant Acceleration");
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m_timeSeriesCanvas1->setupTimeSeries(50, 60, 0);
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m_timeSeriesCanvas1->addDataSource("Y position (m)", 255, 0, 0);
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m_timeSeriesCanvas1->addDataSource("Y velocity (m/s)", 0, 0, 255);
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m_timeSeriesCanvas1->addDataSource("dY/dt (m/s)", 0, 0, 0);
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break;
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}
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case TUT_COLLISION:
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{
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numBodies = 2;
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m_timeSeriesCanvas1 = new TimeSeriesCanvas(m_app->m_2dCanvasInterface, 512, 200, "Distance");
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m_timeSeriesCanvas1->setupTimeSeries(1.5, 60, 0);
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m_timeSeriesCanvas1->addDataSource("distance", 255, 0, 0);
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break;
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}
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case TUT_SOLVE_CONTACT_CONSTRAINT:
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{
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numBodies = 2;
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m_timeSeriesCanvas1 = new TimeSeriesCanvas(m_app->m_2dCanvasInterface, 512, 200, "Collision Impulse");
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m_timeSeriesCanvas1->setupTimeSeries(1.5, 60, 0);
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m_timeSeriesCanvas1->addDataSource("Distance", 0, 0, 255);
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m_timeSeriesCanvas1->addDataSource("Impulse magnutide", 255, 0, 0);
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{
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SliderParams slider("Restitution", &gRestitution);
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slider.m_minVal = 0;
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slider.m_maxVal = 1;
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m_guiHelper->getParameterInterface()->registerSliderFloatParameter(slider);
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}
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{
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SliderParams slider("Mass A", &gMassA);
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slider.m_minVal = 0;
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slider.m_maxVal = 100;
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m_guiHelper->getParameterInterface()->registerSliderFloatParameter(slider);
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}
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{
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SliderParams slider("Mass B", &gMassB);
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slider.m_minVal = 0;
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slider.m_maxVal = 100;
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m_guiHelper->getParameterInterface()->registerSliderFloatParameter(slider);
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}
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break;
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}
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default:
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{
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m_timeSeriesCanvas0 = new TimeSeriesCanvas(m_app->m_2dCanvasInterface, 512, 256, "Unknown");
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m_timeSeriesCanvas0->setupTimeSeries(1, 60, 0);
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}
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};
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if (m_tutorialIndex == TUT_VELOCITY)
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{
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int boxId = m_app->registerCubeShape(100, 1, 100);
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b3Vector3 pos = b3MakeVector3(0, -3.5, 0);
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b3Quaternion orn(0, 0, 0, 1);
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b3Vector4 color = b3MakeVector4(1, 1, 1, 1);
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b3Vector3 scaling = b3MakeVector3(1, 1, 1);
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m_app->m_renderer->registerGraphicsInstance(boxId, pos, orn, color, scaling);
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}
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for (int i = 0; i < numBodies; i++)
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{
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m_bodies.push_back(new LWRigidBody());
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}
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for (int i = 0; i < m_bodies.size(); i++)
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{
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m_bodies[i]->m_worldPose.m_position.setValue((i / 4) * 5, 3, (i & 3) * 5);
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}
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{
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int textureIndex = -1;
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if (1)
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{
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int width, height, n;
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const char* filename = "data/checker_huge.gif";
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const unsigned char* image = 0;
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const char* prefix[] = {"./", "../", "../../", "../../../", "../../../../"};
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int numprefix = sizeof(prefix) / sizeof(const char*);
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for (int i = 0; !image && i < numprefix; i++)
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{
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char relativeFileName[1024];
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sprintf(relativeFileName, "%s%s", prefix[i], filename);
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image = stbi_load(relativeFileName, &width, &height, &n, 3);
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}
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b3Assert(image);
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if (image)
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{
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textureIndex = m_app->m_renderer->registerTexture(image, width, height);
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}
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}
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// int boxId = m_app->registerCubeShape(1,1,1,textureIndex);
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int sphereTransparent = m_app->registerGraphicsUnitSphereShape(SPHERE_LOD_HIGH, textureIndex);
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int sphereOpaque = m_app->registerGraphicsUnitSphereShape(SPHERE_LOD_HIGH, textureIndex);
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b3Vector3 scaling = b3MakeVector3(SPHERE_RADIUS, SPHERE_RADIUS, SPHERE_RADIUS);
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for (int i = 0; i < m_bodies.size(); i++)
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{
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int gfxShape = sphereOpaque;
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b3Vector4 color = b3MakeVector4(.1, .1, 1, 1);
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if (i % 2)
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{
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color.setValue(1, .1, .1, 0.1);
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gfxShape = sphereTransparent;
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}
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m_bodies[i]->m_collisionShape.m_sphere.m_radius = SPHERE_RADIUS;
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m_bodies[i]->m_collisionShape.m_type = LW_SPHERE_TYPE;
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m_bodies[i]->m_graphicsIndex = m_app->m_renderer->registerGraphicsInstance(gfxShape, m_bodies[i]->m_worldPose.m_position, m_bodies[i]->m_worldPose.m_orientation, color, scaling);
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m_app->m_renderer->writeSingleInstanceTransformToCPU(m_bodies[i]->m_worldPose.m_position, m_bodies[i]->m_worldPose.m_orientation, m_bodies[i]->m_graphicsIndex);
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}
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}
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if (m_tutorialIndex == TUT_SOLVE_CONTACT_CONSTRAINT)
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{
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m_bodies[0]->m_invMass = gMassA ? 1. / gMassA : 0;
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m_bodies[0]->m_collisionShape.m_sphere.computeLocalInertia(gMassA, m_bodies[0]->m_localInertia);
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m_bodies[1]->m_invMass = gMassB ? 1. / gMassB : 0;
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m_bodies[1]->m_collisionShape.m_sphere.computeLocalInertia(gMassB, m_bodies[1]->m_localInertia);
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if (gMassA)
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m_bodies[0]->m_linearVelocity.setValue(0, 0, 1);
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if (gMassB)
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m_bodies[1]->m_linearVelocity.setValue(0, 0, -1);
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}
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m_app->m_renderer->writeTransforms();
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}
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virtual ~Tutorial()
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{
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delete m_timeSeriesCanvas0;
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delete m_timeSeriesCanvas1;
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m_timeSeriesCanvas0 = 0;
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m_timeSeriesCanvas1 = 0;
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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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void tutorial1Update(float deltaTime);
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void tutorial2Update(float deltaTime);
|
|
void tutorialCollisionUpdate(float deltaTime, LWContactPoint& contact);
|
|
void tutorialSolveContactConstraintUpdate(float deltaTime, LWContactPoint& contact);
|
|
|
|
virtual void stepSimulation(float deltaTime)
|
|
{
|
|
switch (m_tutorialIndex)
|
|
{
|
|
case TUT_VELOCITY:
|
|
{
|
|
tutorial1Update(deltaTime);
|
|
float xPos = m_bodies[0]->m_worldPose.m_position.x;
|
|
float xVel = m_bodies[0]->m_linearVelocity.x;
|
|
m_timeSeriesCanvas0->insertDataAtCurrentTime(xPos, 0, true);
|
|
m_timeSeriesCanvas0->insertDataAtCurrentTime(xVel, 1, true);
|
|
break;
|
|
}
|
|
case TUT_ACCELERATION:
|
|
{
|
|
tutorial2Update(deltaTime);
|
|
float yPos = m_bodies[0]->m_worldPose.m_position.y;
|
|
float yVel = m_bodies[0]->m_linearVelocity.y;
|
|
m_timeSeriesCanvas1->insertDataAtCurrentTime(yPos, 0, true);
|
|
m_timeSeriesCanvas1->insertDataAtCurrentTime(yVel, 1, true);
|
|
|
|
break;
|
|
}
|
|
case TUT_COLLISION:
|
|
{
|
|
m_contactPoints.clear();
|
|
LWContactPoint contactPoint;
|
|
tutorialCollisionUpdate(deltaTime, contactPoint);
|
|
m_contactPoints.push_back(contactPoint);
|
|
m_timeSeriesCanvas1->insertDataAtCurrentTime(contactPoint.m_distance, 0, true);
|
|
|
|
break;
|
|
}
|
|
case TUT_SOLVE_CONTACT_CONSTRAINT:
|
|
{
|
|
m_contactPoints.clear();
|
|
LWContactPoint contactPoint;
|
|
tutorialSolveContactConstraintUpdate(deltaTime, contactPoint);
|
|
m_contactPoints.push_back(contactPoint);
|
|
if (contactPoint.m_distance < 0)
|
|
{
|
|
m_bodies[0]->computeInvInertiaTensorWorld();
|
|
m_bodies[1]->computeInvInertiaTensorWorld();
|
|
|
|
b3Scalar appliedImpulse = resolveCollision(*m_bodies[0],
|
|
*m_bodies[1],
|
|
contactPoint);
|
|
|
|
m_timeSeriesCanvas1->insertDataAtCurrentTime(appliedImpulse, 1, true);
|
|
}
|
|
else
|
|
{
|
|
m_timeSeriesCanvas1->insertDataAtCurrentTime(0., 1, true);
|
|
}
|
|
m_timeSeriesCanvas1->insertDataAtCurrentTime(contactPoint.m_distance, 0, true);
|
|
|
|
break;
|
|
}
|
|
|
|
default:
|
|
{
|
|
}
|
|
};
|
|
|
|
if (m_timeSeriesCanvas0)
|
|
m_timeSeriesCanvas0->nextTick();
|
|
|
|
if (m_timeSeriesCanvas1)
|
|
m_timeSeriesCanvas1->nextTick();
|
|
|
|
for (int i = 0; i < m_bodies.size(); i++)
|
|
{
|
|
m_bodies[i]->integrateAcceleration(deltaTime);
|
|
m_bodies[i]->integrateVelocity(deltaTime);
|
|
|
|
m_app->m_renderer->writeSingleInstanceTransformToCPU(m_bodies[i]->m_worldPose.m_position, m_bodies[i]->m_worldPose.m_orientation, m_bodies[i]->m_graphicsIndex);
|
|
}
|
|
|
|
m_app->m_renderer->writeTransforms();
|
|
}
|
|
virtual void renderScene()
|
|
{
|
|
m_app->m_renderer->renderScene();
|
|
m_app->drawText3D("X", 1, 0, 0, 1);
|
|
m_app->drawText3D("Y", 0, 1, 0, 1);
|
|
m_app->drawText3D("Z", 0, 0, 1, 1);
|
|
|
|
for (int i = 0; i < m_contactPoints.size(); i++)
|
|
{
|
|
const LWContactPoint& contact = m_contactPoints[i];
|
|
b3Vector3 color = b3MakeVector3(1, 1, 0);
|
|
float lineWidth = 3;
|
|
if (contact.m_distance < 0)
|
|
{
|
|
color.setValue(1, 0, 0);
|
|
}
|
|
m_app->m_renderer->drawLine(contact.m_ptOnAWorld, contact.m_ptOnBWorld, color, lineWidth);
|
|
}
|
|
}
|
|
|
|
virtual void physicsDebugDraw(int debugDrawFlags)
|
|
{
|
|
}
|
|
virtual bool mouseMoveCallback(float x, float y)
|
|
{
|
|
return false;
|
|
}
|
|
virtual bool mouseButtonCallback(int button, int state, float x, float y)
|
|
{
|
|
return false;
|
|
}
|
|
virtual bool keyboardCallback(int key, int state)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
virtual void resetCamera()
|
|
{
|
|
float dist = 10.5;
|
|
float pitch = -32;
|
|
float yaw = 136;
|
|
float targetPos[3] = {0, 0, 0};
|
|
if (m_app->m_renderer && m_app->m_renderer->getActiveCamera())
|
|
{
|
|
m_app->m_renderer->getActiveCamera()->setCameraDistance(dist);
|
|
m_app->m_renderer->getActiveCamera()->setCameraPitch(pitch);
|
|
m_app->m_renderer->getActiveCamera()->setCameraYaw(yaw);
|
|
m_app->m_renderer->getActiveCamera()->setCameraTargetPosition(targetPos[0], targetPos[1], targetPos[2]);
|
|
}
|
|
}
|
|
};
|
|
|
|
void Tutorial::tutorial2Update(float deltaTime)
|
|
{
|
|
for (int i = 0; i < m_bodies.size(); i++)
|
|
{
|
|
m_bodies[i]->m_gravityAcceleration.setValue(0, -10, 0);
|
|
}
|
|
}
|
|
void Tutorial::tutorial1Update(float deltaTime)
|
|
{
|
|
for (int i = 0; i < m_bodies.size(); i++)
|
|
{
|
|
switch (m_stage)
|
|
{
|
|
case 0:
|
|
{
|
|
m_bodies[i]->m_angularVelocity = b3MakeVector3(0, 0, 0);
|
|
m_bodies[i]->m_linearVelocity = b3MakeVector3(1, 0, 0);
|
|
break;
|
|
}
|
|
case 1:
|
|
{
|
|
m_bodies[i]->m_linearVelocity = b3MakeVector3(-1, 0, 0);
|
|
break;
|
|
}
|
|
case 2:
|
|
{
|
|
m_bodies[i]->m_linearVelocity = b3MakeVector3(0, 1, 0);
|
|
break;
|
|
}
|
|
case 3:
|
|
{
|
|
m_bodies[i]->m_linearVelocity = b3MakeVector3(0, -1, 0);
|
|
break;
|
|
}
|
|
case 4:
|
|
{
|
|
m_bodies[i]->m_linearVelocity = b3MakeVector3(0, 0, 1);
|
|
break;
|
|
}
|
|
case 5:
|
|
{
|
|
m_bodies[i]->m_linearVelocity = b3MakeVector3(0, 0, -1);
|
|
break;
|
|
}
|
|
case 6:
|
|
{
|
|
m_bodies[i]->m_linearVelocity = b3MakeVector3(0, 0, 0);
|
|
m_bodies[i]->m_angularVelocity = b3MakeVector3(1, 0, 0);
|
|
break;
|
|
}
|
|
case 7:
|
|
{
|
|
m_bodies[i]->m_angularVelocity = b3MakeVector3(-1, 0, 0);
|
|
break;
|
|
}
|
|
case 8:
|
|
{
|
|
m_bodies[i]->m_angularVelocity = b3MakeVector3(0, 1, 0);
|
|
break;
|
|
}
|
|
case 9:
|
|
{
|
|
m_bodies[i]->m_angularVelocity = b3MakeVector3(0, -1, 0);
|
|
break;
|
|
}
|
|
case 10:
|
|
{
|
|
m_bodies[i]->m_angularVelocity = b3MakeVector3(0, 0, 1);
|
|
break;
|
|
}
|
|
case 11:
|
|
{
|
|
m_bodies[i]->m_angularVelocity = b3MakeVector3(0, 0, -1);
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
m_bodies[i]->m_angularVelocity = b3MakeVector3(0, 0, 0);
|
|
}
|
|
};
|
|
}
|
|
|
|
m_counter++;
|
|
if (m_counter > 60)
|
|
{
|
|
m_counter = 0;
|
|
m_stage++;
|
|
if (m_stage > 11)
|
|
m_stage = 0;
|
|
b3Printf("Stage = %d\n", m_stage);
|
|
b3Printf("linVel = %f,%f,%f\n", m_bodies[0]->m_linearVelocity.x, m_bodies[0]->m_linearVelocity.y, m_bodies[0]->m_linearVelocity.z);
|
|
b3Printf("angVel = %f,%f,%f\n", m_bodies[0]->m_angularVelocity.x, m_bodies[0]->m_angularVelocity.y, m_bodies[0]->m_angularVelocity.z);
|
|
}
|
|
}
|
|
|
|
void Tutorial::tutorialSolveContactConstraintUpdate(float deltaTime, LWContactPoint& contact)
|
|
{
|
|
ComputeClosestPointsSphereSphere(m_bodies[0]->m_collisionShape.m_sphere,
|
|
m_bodies[0]->m_worldPose,
|
|
m_bodies[1]->m_collisionShape.m_sphere,
|
|
m_bodies[1]->m_worldPose,
|
|
contact);
|
|
}
|
|
|
|
void Tutorial::tutorialCollisionUpdate(float deltaTime, LWContactPoint& contact)
|
|
{
|
|
m_bodies[1]->m_worldPose.m_position.z = 3;
|
|
|
|
ComputeClosestPointsSphereSphere(m_bodies[0]->m_collisionShape.m_sphere,
|
|
m_bodies[0]->m_worldPose,
|
|
m_bodies[1]->m_collisionShape.m_sphere,
|
|
m_bodies[1]->m_worldPose,
|
|
contact);
|
|
|
|
switch (m_stage)
|
|
{
|
|
case 0:
|
|
{
|
|
m_bodies[0]->m_angularVelocity = b3MakeVector3(0, 0, 0);
|
|
m_bodies[0]->m_linearVelocity = b3MakeVector3(1, 0, 0);
|
|
break;
|
|
}
|
|
case 1:
|
|
{
|
|
m_bodies[0]->m_linearVelocity = b3MakeVector3(-1, 0, 0);
|
|
break;
|
|
}
|
|
case 2:
|
|
{
|
|
m_bodies[0]->m_linearVelocity = b3MakeVector3(0, 1, 0);
|
|
break;
|
|
}
|
|
case 3:
|
|
{
|
|
m_bodies[0]->m_linearVelocity = b3MakeVector3(0, -1, 0);
|
|
break;
|
|
}
|
|
case 4:
|
|
{
|
|
m_bodies[0]->m_linearVelocity = b3MakeVector3(0, 0, 1);
|
|
break;
|
|
}
|
|
case 5:
|
|
{
|
|
m_bodies[0]->m_linearVelocity = b3MakeVector3(0, 0, -1);
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
}
|
|
};
|
|
m_counter++;
|
|
if (m_counter > 120)
|
|
{
|
|
m_counter = 0;
|
|
m_stage++;
|
|
if (m_stage > 5)
|
|
m_stage = 0;
|
|
}
|
|
}
|
|
|
|
class CommonExampleInterface* TutorialCreateFunc(struct CommonExampleOptions& options)
|
|
{
|
|
return new Tutorial(options.m_guiHelper, options.m_option);
|
|
}
|