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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
372 lines
10 KiB
C++
372 lines
10 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2011 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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///FractureDemo shows how to break objects.
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///It assumes a btCompoundShaps (where the childshapes are the pre-fractured pieces)
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///The btFractureBody is a class derived from btRigidBody, dealing with the collision impacts.
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///Press the F key to toggle between fracture and glue mode
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///This is preliminary work
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#define CUBE_HALF_EXTENTS 1.f
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#define EXTRA_HEIGHT 1.f
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///scaling of the objects (0.1 = 20 centimeter boxes )
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#define SCALING 1.
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#define START_POS_X -5
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#define START_POS_Y -5
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#define START_POS_Z -3
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#include "FractureDemo.h"
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///btBulletDynamicsCommon.h is the main Bullet include file, contains most common include files.
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#include "btBulletDynamicsCommon.h"
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#include <stdio.h> //printf debugging
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int sFrameNumber = 0;
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#include "btFractureBody.h"
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#include "btFractureDynamicsWorld.h"
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#include "LinearMath/btAlignedObjectArray.h"
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#include "../CommonInterfaces/CommonRigidBodyBase.h"
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///FractureDemo shows basic breaking and glueing of objects
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class FractureDemo : public CommonRigidBodyBase
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{
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public:
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FractureDemo(struct GUIHelperInterface* helper)
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: CommonRigidBodyBase(helper)
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{
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}
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virtual ~FractureDemo()
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{
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}
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void initPhysics();
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void exitPhysics();
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virtual void stepSimulation(float deltaTime)
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{
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CommonRigidBodyBase::stepSimulation(deltaTime);
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{
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BT_PROFILE("recreate graphics");
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//@todo: make this graphics re-creation better
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//right now: brute force remove all graphics objects, and re-create them every frame
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m_guiHelper->getRenderInterface()->removeAllInstances();
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for (int i = 0; i < m_dynamicsWorld->getNumCollisionObjects(); i++)
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{
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btCollisionObject* colObj = m_dynamicsWorld->getCollisionObjectArray()[i];
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colObj->getCollisionShape()->setUserIndex(-1);
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colObj->setUserIndex(-1);
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}
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m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
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}
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}
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virtual bool keyboardCallback(int key, int state);
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void resetCamera()
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{
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float dist = 41;
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float pitch = -35;
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float yaw = 52;
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float targetPos[3] = {0, 0.46, 0};
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m_guiHelper->resetCamera(dist, yaw, pitch, targetPos[0], targetPos[1], targetPos[2]);
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}
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};
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void FractureDemo::initPhysics()
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{
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m_guiHelper->setUpAxis(1);
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///collision configuration contains default setup for memory, collision setup
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m_collisionConfiguration = new btDefaultCollisionConfiguration();
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//m_collisionConfiguration->setConvexConvexMultipointIterations();
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///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
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m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
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m_broadphase = new btDbvtBroadphase();
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///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
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btSequentialImpulseConstraintSolver* sol = new btSequentialImpulseConstraintSolver;
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m_solver = sol;
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//m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
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btFractureDynamicsWorld* fractureWorld = new btFractureDynamicsWorld(m_dispatcher, m_broadphase, m_solver, m_collisionConfiguration);
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m_dynamicsWorld = fractureWorld;
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m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
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//m_splitImpulse removes the penetration resolution from the applied impulse, otherwise objects might fracture due to deep penetrations.
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m_dynamicsWorld->getSolverInfo().m_splitImpulse = true;
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{
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///create a few basic rigid bodies
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btCollisionShape* groundShape = new btBoxShape(btVector3(50, 1, 50));
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/// btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0,1,0),0);
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m_collisionShapes.push_back(groundShape);
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btTransform groundTransform;
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groundTransform.setIdentity();
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groundTransform.setOrigin(btVector3(0, 0, 0));
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createRigidBody(0.f, groundTransform, groundShape);
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}
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{
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///create a few basic rigid bodies
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btCollisionShape* shape = new btBoxShape(btVector3(1, 1, 1));
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m_collisionShapes.push_back(shape);
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btTransform tr;
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tr.setIdentity();
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tr.setOrigin(btVector3(5, 2, 0));
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createRigidBody(0.f, tr, shape);
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}
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{
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//create a few dynamic rigidbodies
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// Re-using the same collision is better for memory usage and performance
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btCollisionShape* colShape = new btBoxShape(btVector3(SCALING * 1, SCALING * 1, SCALING * 1));
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//btCollisionShape* colShape = new btCapsuleShape(SCALING*0.4,SCALING*1);
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//btCollisionShape* colShape = new btSphereShape(btScalar(1.));
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m_collisionShapes.push_back(colShape);
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/// Create Dynamic Objects
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btTransform startTransform;
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startTransform.setIdentity();
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btScalar mass(1.f);
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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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colShape->calculateLocalInertia(mass, localInertia);
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int gNumObjects = 10;
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for (int i = 0; i < gNumObjects; i++)
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{
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btTransform trans;
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trans.setIdentity();
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btVector3 pos(i * 2 * CUBE_HALF_EXTENTS, 20, 0);
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trans.setOrigin(pos);
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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(trans);
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btRigidBody::btRigidBodyConstructionInfo rbInfo(mass, myMotionState, colShape, localInertia);
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btFractureBody* body = new btFractureBody(rbInfo, m_dynamicsWorld);
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body->setLinearVelocity(btVector3(0, -10, 0));
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m_dynamicsWorld->addRigidBody(body);
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}
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}
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fractureWorld->stepSimulation(1. / 60., 0);
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fractureWorld->glueCallback();
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m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
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}
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#if 0
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void FractureDemo::showMessage()
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{
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if((getDebugMode() & btIDebugDraw::DBG_DrawText))
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{
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setOrthographicProjection();
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glDisable(GL_LIGHTING);
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glColor3f(0, 0, 0);
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char buf[124];
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int lineWidth=380;
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int xStart = m_glutScreenWidth - lineWidth;
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int yStart = 20;
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btFractureDynamicsWorld* world = (btFractureDynamicsWorld*)m_dynamicsWorld;
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if (world->getFractureMode())
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{
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sprintf(buf,"Fracture mode");
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} else
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{
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sprintf(buf,"Glue mode");
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}
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GLDebugDrawString(xStart,yStart,buf);
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sprintf(buf,"f to toggle fracture/glue mode");
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yStart+=20;
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GLDebugDrawString(xStart,yStart,buf);
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sprintf(buf,"space to restart, mouse to pick/shoot");
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yStart+=20;
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GLDebugDrawString(xStart,yStart,buf);
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resetPerspectiveProjection();
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glEnable(GL_LIGHTING);
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}
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}
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#endif
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#if 0
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void FractureDemo::displayCallback(void) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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renderme();
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showMessage();
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//optional but useful: debug drawing to detect problems
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if (m_dynamicsWorld)
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m_dynamicsWorld->debugDrawWorld();
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glFlush();
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swapBuffers();
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}
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#endif
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bool FractureDemo::keyboardCallback(int key, int state)
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{
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if (key == 'f' && (state == 0))
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{
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btFractureDynamicsWorld* world = (btFractureDynamicsWorld*)m_dynamicsWorld;
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world->setFractureMode(!world->getFractureMode());
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if (world->getFractureMode())
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{
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b3Printf("Fracturing mode");
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}
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else
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{
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b3Printf("Gluing mode");
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}
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return true;
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}
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return false;
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}
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#if 0
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void FractureDemo::keyboardUpCallback(unsigned char key, int x, int y)
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{
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if (key=='f')
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{
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btFractureDynamicsWorld* world = (btFractureDynamicsWorld*)m_dynamicsWorld;
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world->setFractureMode(!world->getFractureMode());
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}
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PlatformDemoApplication::keyboardUpCallback(key,x,y);
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}
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#endif
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#if 0
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void FractureDemo::shootBox(const btVector3& destination)
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{
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if (m_dynamicsWorld)
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{
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btScalar mass = 1.f;
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btTransform startTransform;
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startTransform.setIdentity();
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btVector3 camPos = getCameraPosition();
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startTransform.setOrigin(camPos);
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setShootBoxShape ();
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btAssert((!m_shootBoxShape || m_shootBoxShape->getShapeType() != INVALID_SHAPE_PROXYTYPE));
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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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m_shootBoxShape->calculateLocalInertia(mass,localInertia);
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//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
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btFractureBody* body = new btFractureBody(mass,0,m_shootBoxShape,localInertia,&mass,1,m_dynamicsWorld);
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body->setWorldTransform(startTransform);
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m_dynamicsWorld->addRigidBody(body);
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body->setLinearFactor(btVector3(1,1,1));
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//body->setRestitution(1);
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btVector3 linVel(destination[0]-camPos[0],destination[1]-camPos[1],destination[2]-camPos[2]);
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linVel.normalize();
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linVel*=m_ShootBoxInitialSpeed;
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body->getWorldTransform().setOrigin(camPos);
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body->getWorldTransform().setRotation(btQuaternion(0,0,0,1));
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body->setLinearVelocity(linVel);
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body->setAngularVelocity(btVector3(0,0,0));
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body->setCcdMotionThreshold(1.);
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body->setCcdSweptSphereRadius(0.2f);
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}
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}
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#endif
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void FractureDemo::exitPhysics()
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{
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//cleanup in the reverse order of creation/initialization
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//remove the rigidbodies from the dynamics world and delete them
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int i;
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for (i = m_dynamicsWorld->getNumCollisionObjects() - 1; i >= 0; i--)
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{
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btCollisionObject* obj = m_dynamicsWorld->getCollisionObjectArray()[i];
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btRigidBody* body = btRigidBody::upcast(obj);
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if (body && body->getMotionState())
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{
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delete body->getMotionState();
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}
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m_dynamicsWorld->removeCollisionObject(obj);
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delete obj;
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}
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//delete collision shapes
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for (int j = 0; j < m_collisionShapes.size(); j++)
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{
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btCollisionShape* shape = m_collisionShapes[j];
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delete shape;
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}
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m_collisionShapes.clear();
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delete m_dynamicsWorld;
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m_dynamicsWorld = 0;
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delete m_solver;
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m_solver = 0;
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delete m_broadphase;
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m_broadphase = 0;
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delete m_dispatcher;
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m_dispatcher = 0;
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delete m_collisionConfiguration;
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m_collisionConfiguration = 0;
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}
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class CommonExampleInterface* FractureDemoCreateFunc(struct CommonExampleOptions& options)
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{
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return new FractureDemo(options.m_guiHelper);
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}
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