bullet3/Demos/ForkLiftDemo/ForkLiftDemo.cpp

447 lines
12 KiB
C++

/*
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.
*/
//Ignore this USE_PARALLEL_DISPATCHER define, it is for future optimizations
//#define USE_PARALLEL_DISPATCHER 1
/// September 2006: ForkLiftDemo is work in progress, this file is mostly just a placeholder
/// This ForkLiftDemo file is very early in development, please check it later
#include "CcdPhysicsEnvironment.h"
#include "ParallelPhysicsEnvironment.h"
#include "CcdPhysicsController.h"
#include "btBulletDynamicsCommon.h"
#include "PHY_IVehicle.h"
#include "ParallelIslandDispatcher.h"
#include "LinearMath/GenQuickprof.h"
#include "LinearMath/GenIDebugDraw.h"
#include "GLDebugDrawer.h"
#include "PHY_Pro.h"
#include "BMF_Api.h"
#include <stdio.h> //printf debugging
float deltaTime = 1.f/60.f;
#include "GL_ShapeDrawer.h"
#include "GlutStuff.h"
#include "ForkLiftDemo.h"
const int maxProxies = 32766;
const int maxOverlap = 65535;
DefaultMotionState wheelMotionState[4];
///PHY_IVehicle is the interface behind the constraint that implements the raycast vehicle (WrapperVehicle which holds a RaycastVehicle)
///notice that for higher-quality slow-moving vehicles, another approach might be better
///implementing explicit hinged-wheel constraints with cylinder collision, rather then raycasts
PHY_IVehicle* gVehicleConstraint=0;
float gEngineForce = 0.f;
float maxEngineForce = 1000.f;
float gVehicleSteering = 0.f;
float steeringIncrement = 0.1f;
float steeringClamp = 0.3f;
float wheelRadius = 0.5f;
float wheelWidth = 0.2f;
float wheelFriction = 100.f;
float suspensionStiffness = 10.f;
float suspensionDamping = 1.3f;
float suspensionCompression = 2.4f;
float rollInfluence = 0.1f;
SimdVector3 wheelDirectionCS0(0,-1,0);
SimdVector3 wheelAxleCS(1,0,0);
SimdScalar suspensionRestLength(0.6);
#define CUBE_HALF_EXTENTS 1
////////////////////////////////////
GLDebugDrawer debugDrawer;
int main(int argc,char** argv)
{
ForkLiftDemo* vehicleDemo = new ForkLiftDemo;
vehicleDemo->setupPhysics();
return glutmain(argc, argv,640,480,"Bullet Vehicle Demo. http://www.continuousphysics.com/Bullet/phpBB2/", vehicleDemo);
}
ForkLiftDemo::ForkLiftDemo()
:
m_carChassis(0),
m_cameraHeight(4.f),
m_minCameraDistance(3.f),
m_maxCameraDistance(10.f)
{
m_cameraPosition = SimdVector3(30,30,30);
}
void ForkLiftDemo::setupPhysics()
{
CollisionDispatcher* dispatcher = new CollisionDispatcher();
//ParallelIslandDispatcher* dispatcher2 = new ParallelIslandDispatcher();
SimdVector3 worldAabbMin(-30000,-30000,-30000);
SimdVector3 worldAabbMax(30000,30000,30000);
OverlappingPairCache* broadphase = new AxisSweep3(worldAabbMin,worldAabbMax,maxProxies);
//OverlappingPairCache* broadphase = new SimpleBroadphase(maxProxies,maxOverlap);
#ifdef USE_PARALLEL_DISPATCHER
m_physicsEnvironmentPtr = new ParallelPhysicsEnvironment(dispatcher2,broadphase);
#else
m_physicsEnvironmentPtr = new CcdPhysicsEnvironment(dispatcher,broadphase);
#endif
m_physicsEnvironmentPtr->setDeactivationTime(2.f);
m_physicsEnvironmentPtr->setDebugDrawer(&debugDrawer);
m_physicsEnvironmentPtr->setGravity(0,-10,0);//0,0);//-10,0);
int i;
CollisionShape* groundShape = new BoxShape(SimdVector3(50,3,50));
#define USE_TRIMESH_GROUND 1
#ifdef USE_TRIMESH_GROUND
const float TRIANGLE_SIZE=20.f;
//create a triangle-mesh ground
int vertStride = sizeof(SimdVector3);
int indexStride = 3*sizeof(int);
const int NUM_VERTS_X = 50;
const int NUM_VERTS_Y = 50;
const int totalVerts = NUM_VERTS_X*NUM_VERTS_Y;
const int totalTriangles = 2*(NUM_VERTS_X-1)*(NUM_VERTS_Y-1);
SimdVector3* gVertices = new SimdVector3[totalVerts];
int* gIndices = new int[totalTriangles*3];
for ( i=0;i<NUM_VERTS_X;i++)
{
for (int j=0;j<NUM_VERTS_Y;j++)
{
gVertices[i+j*NUM_VERTS_X].setValue((i-NUM_VERTS_X*0.5f)*TRIANGLE_SIZE,2.f*sinf((float)i)*cosf((float)j)+10.f,(j-NUM_VERTS_Y*0.5f)*TRIANGLE_SIZE);
}
}
int index=0;
for ( i=0;i<NUM_VERTS_X-1;i++)
{
for (int j=0;j<NUM_VERTS_Y-1;j++)
{
gIndices[index++] = j*NUM_VERTS_X+i;
gIndices[index++] = j*NUM_VERTS_X+i+1;
gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
gIndices[index++] = j*NUM_VERTS_X+i;
gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
gIndices[index++] = (j+1)*NUM_VERTS_X+i;
}
}
TriangleIndexVertexArray* indexVertexArrays = new TriangleIndexVertexArray(totalTriangles,
gIndices,
indexStride,
totalVerts,(float*) &gVertices[0].x(),vertStride);
groundShape = new BvhTriangleMeshShape(indexVertexArrays);
#endif //
SimdTransform tr;
tr.setIdentity();
tr.setOrigin(SimdVector3(0,-20.f,0));
//create ground object
LocalCreatePhysicsObject(false,0,tr,groundShape);
CollisionShape* chassisShape = new BoxShape(SimdVector3(1.f,0.5f,2.f));
tr.setOrigin(SimdVector3(0,0.f,0));
m_carChassis = LocalCreatePhysicsObject(true,800,tr,chassisShape);
clientResetScene();
m_physicsEnvironmentPtr->SyncMotionStates(0.f);
/// create vehicle
{
int constraintId;
constraintId =m_physicsEnvironmentPtr->createConstraint(
m_carChassis,0,
PHY_VEHICLE_CONSTRAINT,
0,0,0,
0,0,0);
///never deactivate the vehicle
m_carChassis->GetRigidBody()->SetActivationState(DISABLE_DEACTIVATION);
gVehicleConstraint = m_physicsEnvironmentPtr->getVehicleConstraint(constraintId);
SimdVector3 connectionPointCS0(CUBE_HALF_EXTENTS-(0.3*wheelWidth),0,2*CUBE_HALF_EXTENTS-wheelRadius);
RaycastVehicle::VehicleTuning tuning;
bool isFrontWheel=true;
int rightIndex = 0;
int upIndex = 1;
int forwardIndex = 2;
gVehicleConstraint->SetCoordinateSystem(rightIndex,upIndex,forwardIndex);
gVehicleConstraint->AddWheel(&wheelMotionState[0],
(PHY__Vector3&)connectionPointCS0,
(PHY__Vector3&)wheelDirectionCS0,(PHY__Vector3&)wheelAxleCS,suspensionRestLength,wheelRadius,isFrontWheel);
connectionPointCS0 = SimdVector3(-CUBE_HALF_EXTENTS+(0.3*wheelWidth),0,2*CUBE_HALF_EXTENTS-wheelRadius);
gVehicleConstraint->AddWheel(&wheelMotionState[1],
(PHY__Vector3&)connectionPointCS0,
(PHY__Vector3&)wheelDirectionCS0,(PHY__Vector3&)wheelAxleCS,suspensionRestLength,wheelRadius,isFrontWheel);
connectionPointCS0 = SimdVector3(-CUBE_HALF_EXTENTS+(0.3*wheelWidth),0,-2*CUBE_HALF_EXTENTS+wheelRadius);
isFrontWheel = false;
gVehicleConstraint->AddWheel(&wheelMotionState[2],
(PHY__Vector3&)connectionPointCS0,
(PHY__Vector3&)wheelDirectionCS0,(PHY__Vector3&)wheelAxleCS,suspensionRestLength,wheelRadius,isFrontWheel);
connectionPointCS0 = SimdVector3(CUBE_HALF_EXTENTS-(0.3*wheelWidth),0,-2*CUBE_HALF_EXTENTS+wheelRadius);
gVehicleConstraint->AddWheel(&wheelMotionState[3],
(PHY__Vector3&)connectionPointCS0,
(PHY__Vector3&)wheelDirectionCS0,(PHY__Vector3&)wheelAxleCS,suspensionRestLength,wheelRadius,isFrontWheel);
gVehicleConstraint->SetSuspensionStiffness(suspensionStiffness,0);
gVehicleConstraint->SetSuspensionStiffness(suspensionStiffness,1);
gVehicleConstraint->SetSuspensionStiffness(suspensionStiffness,2);
gVehicleConstraint->SetSuspensionStiffness(suspensionStiffness,3);
gVehicleConstraint->SetSuspensionDamping(suspensionDamping,0);
gVehicleConstraint->SetSuspensionDamping(suspensionDamping,1);
gVehicleConstraint->SetSuspensionDamping(suspensionDamping,2);
gVehicleConstraint->SetSuspensionDamping(suspensionDamping,3);
gVehicleConstraint->SetSuspensionCompression(suspensionCompression,0);
gVehicleConstraint->SetSuspensionCompression(suspensionCompression,1);
gVehicleConstraint->SetSuspensionCompression(suspensionCompression,2);
gVehicleConstraint->SetSuspensionCompression(suspensionCompression,3);
gVehicleConstraint->SetWheelFriction(wheelFriction,0);
gVehicleConstraint->SetWheelFriction(wheelFriction,1);
gVehicleConstraint->SetWheelFriction(wheelFriction,2);
gVehicleConstraint->SetWheelFriction(wheelFriction,3);
}
setCameraDistance(26.f);
}
//to be implemented by the demo
void ForkLiftDemo::renderme()
{
updateCamera();
debugDrawer.SetDebugMode(getDebugMode());
float m[16];
int i;
CylinderShapeX wheelShape(SimdVector3(wheelWidth,wheelRadius,wheelRadius));
SimdVector3 wheelColor(1,0,0);
for (i=0;i<4;i++)
{
//draw wheels (cylinders)
wheelMotionState[i].m_worldTransform.getOpenGLMatrix(m);
GL_ShapeDrawer::DrawOpenGL(m,&wheelShape,wheelColor,getDebugMode());
}
DemoApplication::renderme();
}
void ForkLiftDemo::clientMoveAndDisplay()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
{
int steerWheelIndex = 2;
gVehicleConstraint->ApplyEngineForce(gEngineForce,steerWheelIndex);
steerWheelIndex = 3;
gVehicleConstraint->ApplyEngineForce(gEngineForce,steerWheelIndex);
steerWheelIndex = 0;
gVehicleConstraint->SetSteeringValue(gVehicleSteering,steerWheelIndex);
steerWheelIndex = 1;
gVehicleConstraint->SetSteeringValue(gVehicleSteering,steerWheelIndex);
}
m_physicsEnvironmentPtr->proceedDeltaTime(0.f,deltaTime);
#ifdef USE_QUICKPROF
Profiler::beginBlock("render");
#endif //USE_QUICKPROF
renderme();
#ifdef USE_QUICKPROF
Profiler::endBlock("render");
#endif
glFlush();
glutSwapBuffers();
}
void ForkLiftDemo::displayCallback(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_physicsEnvironmentPtr->UpdateAabbs(deltaTime);
//draw contactpoints
m_physicsEnvironmentPtr->CallbackTriggers();
renderme();
glFlush();
glutSwapBuffers();
}
void ForkLiftDemo::clientResetScene()
{
gEngineForce = 0.f;
gVehicleSteering = 0.f;
m_carChassis->setPosition(0,0,0);
m_carChassis->setOrientation(0,0,0,1);
}
void ForkLiftDemo::specialKeyboard(int key, int x, int y)
{
printf("key = %i x=%i y=%i\n",key,x,y);
switch (key)
{
case GLUT_KEY_LEFT :
{
gVehicleSteering += steeringIncrement;
if ( gVehicleSteering > steeringClamp)
gVehicleSteering = steeringClamp;
break;
}
case GLUT_KEY_RIGHT :
{
gVehicleSteering -= steeringIncrement;
if ( gVehicleSteering < -steeringClamp)
gVehicleSteering = -steeringClamp;
break;
}
case GLUT_KEY_UP :
{
gEngineForce = -maxEngineForce;
break;
}
case GLUT_KEY_DOWN :
{
gEngineForce = maxEngineForce;
break;
}
default:
DemoApplication::specialKeyboard(key,x,y);
break;
}
// glutPostRedisplay();
}
void ForkLiftDemo::updateCamera()
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//look at the vehicle
m_cameraTargetPosition = m_carChassis->GetRigidBody()->m_worldTransform.getOrigin();
//interpolate the camera height
m_cameraPosition[1] = (15.0*m_cameraPosition[1] + m_cameraTargetPosition[1] + m_cameraHeight)/16.0;
SimdVector3 camToObject = m_cameraTargetPosition - m_cameraPosition;
//keep distance between min and max distance
float cameraDistance = camToObject.length();
float correctionFactor = 0.f;
if (cameraDistance < m_minCameraDistance)
{
correctionFactor = 0.15*(m_minCameraDistance-cameraDistance)/cameraDistance;
}
if (cameraDistance > m_maxCameraDistance)
{
correctionFactor = 0.15*(m_maxCameraDistance-cameraDistance)/cameraDistance;
}
m_cameraPosition -= correctionFactor*camToObject;
//update OpenGL camera settings
glFrustum(-1.0, 1.0, -1.0, 1.0, 1.0, 10000.0);
gluLookAt(m_cameraPosition[0],m_cameraPosition[1],m_cameraPosition[2],
m_cameraTargetPosition[0],m_cameraTargetPosition[1], m_cameraTargetPosition[2],
m_cameraUp.getX(),m_cameraUp.getY(),m_cameraUp.getZ());
glMatrixMode(GL_MODELVIEW);
}