mirror of
https://github.com/bulletphysics/bullet3
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0e04cfc806
Made all buildsystems to work again (jam, msvc, cmake)
447 lines
12 KiB
C++
447 lines
12 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 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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//Ignore this USE_PARALLEL_DISPATCHER define, it is for future optimizations
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//#define USE_PARALLEL_DISPATCHER 1
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/// September 2006: ForkLiftDemo is work in progress, this file is mostly just a placeholder
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/// This ForkLiftDemo file is very early in development, please check it later
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#include "CcdPhysicsEnvironment.h"
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#include "ParallelPhysicsEnvironment.h"
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#include "CcdPhysicsController.h"
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#include "btBulletDynamicsCommon.h"
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#include "PHY_IVehicle.h"
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#include "ParallelIslandDispatcher.h"
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#include "LinearMath/GenQuickprof.h"
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#include "LinearMath/GenIDebugDraw.h"
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#include "GLDebugDrawer.h"
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#include "PHY_Pro.h"
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#include "BMF_Api.h"
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#include <stdio.h> //printf debugging
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float deltaTime = 1.f/60.f;
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#include "GL_ShapeDrawer.h"
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#include "GlutStuff.h"
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#include "ForkLiftDemo.h"
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const int maxProxies = 32766;
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const int maxOverlap = 65535;
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DefaultMotionState wheelMotionState[4];
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///PHY_IVehicle is the interface behind the constraint that implements the raycast vehicle (WrapperVehicle which holds a RaycastVehicle)
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///notice that for higher-quality slow-moving vehicles, another approach might be better
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///implementing explicit hinged-wheel constraints with cylinder collision, rather then raycasts
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PHY_IVehicle* gVehicleConstraint=0;
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float gEngineForce = 0.f;
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float maxEngineForce = 1000.f;
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float gVehicleSteering = 0.f;
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float steeringIncrement = 0.1f;
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float steeringClamp = 0.3f;
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float wheelRadius = 0.5f;
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float wheelWidth = 0.2f;
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float wheelFriction = 100.f;
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float suspensionStiffness = 10.f;
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float suspensionDamping = 1.3f;
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float suspensionCompression = 2.4f;
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float rollInfluence = 0.1f;
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SimdVector3 wheelDirectionCS0(0,-1,0);
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SimdVector3 wheelAxleCS(1,0,0);
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SimdScalar suspensionRestLength(0.6);
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#define CUBE_HALF_EXTENTS 1
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////////////////////////////////////
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GLDebugDrawer debugDrawer;
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int main(int argc,char** argv)
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{
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ForkLiftDemo* vehicleDemo = new ForkLiftDemo;
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vehicleDemo->setupPhysics();
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return glutmain(argc, argv,640,480,"Bullet Vehicle Demo. http://www.continuousphysics.com/Bullet/phpBB2/", vehicleDemo);
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}
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ForkLiftDemo::ForkLiftDemo()
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:
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m_carChassis(0),
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m_cameraHeight(4.f),
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m_minCameraDistance(3.f),
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m_maxCameraDistance(10.f)
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{
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m_cameraPosition = SimdVector3(30,30,30);
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}
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void ForkLiftDemo::setupPhysics()
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{
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CollisionDispatcher* dispatcher = new CollisionDispatcher();
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//ParallelIslandDispatcher* dispatcher2 = new ParallelIslandDispatcher();
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SimdVector3 worldAabbMin(-30000,-30000,-30000);
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SimdVector3 worldAabbMax(30000,30000,30000);
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OverlappingPairCache* broadphase = new AxisSweep3(worldAabbMin,worldAabbMax,maxProxies);
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//OverlappingPairCache* broadphase = new SimpleBroadphase(maxProxies,maxOverlap);
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#ifdef USE_PARALLEL_DISPATCHER
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m_physicsEnvironmentPtr = new ParallelPhysicsEnvironment(dispatcher2,broadphase);
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#else
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m_physicsEnvironmentPtr = new CcdPhysicsEnvironment(dispatcher,broadphase);
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#endif
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m_physicsEnvironmentPtr->setDeactivationTime(2.f);
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m_physicsEnvironmentPtr->setDebugDrawer(&debugDrawer);
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m_physicsEnvironmentPtr->setGravity(0,-10,0);//0,0);//-10,0);
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int i;
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CollisionShape* groundShape = new BoxShape(SimdVector3(50,3,50));
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#define USE_TRIMESH_GROUND 1
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#ifdef USE_TRIMESH_GROUND
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const float TRIANGLE_SIZE=20.f;
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//create a triangle-mesh ground
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int vertStride = sizeof(SimdVector3);
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int indexStride = 3*sizeof(int);
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const int NUM_VERTS_X = 50;
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const int NUM_VERTS_Y = 50;
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const int totalVerts = NUM_VERTS_X*NUM_VERTS_Y;
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const int totalTriangles = 2*(NUM_VERTS_X-1)*(NUM_VERTS_Y-1);
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SimdVector3* gVertices = new SimdVector3[totalVerts];
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int* gIndices = new int[totalTriangles*3];
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for ( i=0;i<NUM_VERTS_X;i++)
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{
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for (int j=0;j<NUM_VERTS_Y;j++)
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{
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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);
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}
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}
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int index=0;
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for ( i=0;i<NUM_VERTS_X-1;i++)
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{
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for (int j=0;j<NUM_VERTS_Y-1;j++)
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{
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gIndices[index++] = j*NUM_VERTS_X+i;
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gIndices[index++] = j*NUM_VERTS_X+i+1;
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gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
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gIndices[index++] = j*NUM_VERTS_X+i;
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gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
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gIndices[index++] = (j+1)*NUM_VERTS_X+i;
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}
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}
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TriangleIndexVertexArray* indexVertexArrays = new TriangleIndexVertexArray(totalTriangles,
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gIndices,
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indexStride,
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totalVerts,(float*) &gVertices[0].x(),vertStride);
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groundShape = new BvhTriangleMeshShape(indexVertexArrays);
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#endif //
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SimdTransform tr;
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tr.setIdentity();
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tr.setOrigin(SimdVector3(0,-20.f,0));
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//create ground object
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LocalCreatePhysicsObject(false,0,tr,groundShape);
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CollisionShape* chassisShape = new BoxShape(SimdVector3(1.f,0.5f,2.f));
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tr.setOrigin(SimdVector3(0,0.f,0));
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m_carChassis = LocalCreatePhysicsObject(true,800,tr,chassisShape);
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clientResetScene();
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m_physicsEnvironmentPtr->SyncMotionStates(0.f);
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/// create vehicle
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{
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int constraintId;
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constraintId =m_physicsEnvironmentPtr->createConstraint(
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m_carChassis,0,
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PHY_VEHICLE_CONSTRAINT,
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0,0,0,
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0,0,0);
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///never deactivate the vehicle
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m_carChassis->GetRigidBody()->SetActivationState(DISABLE_DEACTIVATION);
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gVehicleConstraint = m_physicsEnvironmentPtr->getVehicleConstraint(constraintId);
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SimdVector3 connectionPointCS0(CUBE_HALF_EXTENTS-(0.3*wheelWidth),0,2*CUBE_HALF_EXTENTS-wheelRadius);
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RaycastVehicle::VehicleTuning tuning;
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bool isFrontWheel=true;
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int rightIndex = 0;
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int upIndex = 1;
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int forwardIndex = 2;
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gVehicleConstraint->SetCoordinateSystem(rightIndex,upIndex,forwardIndex);
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gVehicleConstraint->AddWheel(&wheelMotionState[0],
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(PHY__Vector3&)connectionPointCS0,
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(PHY__Vector3&)wheelDirectionCS0,(PHY__Vector3&)wheelAxleCS,suspensionRestLength,wheelRadius,isFrontWheel);
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connectionPointCS0 = SimdVector3(-CUBE_HALF_EXTENTS+(0.3*wheelWidth),0,2*CUBE_HALF_EXTENTS-wheelRadius);
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gVehicleConstraint->AddWheel(&wheelMotionState[1],
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(PHY__Vector3&)connectionPointCS0,
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(PHY__Vector3&)wheelDirectionCS0,(PHY__Vector3&)wheelAxleCS,suspensionRestLength,wheelRadius,isFrontWheel);
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connectionPointCS0 = SimdVector3(-CUBE_HALF_EXTENTS+(0.3*wheelWidth),0,-2*CUBE_HALF_EXTENTS+wheelRadius);
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isFrontWheel = false;
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gVehicleConstraint->AddWheel(&wheelMotionState[2],
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(PHY__Vector3&)connectionPointCS0,
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(PHY__Vector3&)wheelDirectionCS0,(PHY__Vector3&)wheelAxleCS,suspensionRestLength,wheelRadius,isFrontWheel);
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connectionPointCS0 = SimdVector3(CUBE_HALF_EXTENTS-(0.3*wheelWidth),0,-2*CUBE_HALF_EXTENTS+wheelRadius);
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gVehicleConstraint->AddWheel(&wheelMotionState[3],
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(PHY__Vector3&)connectionPointCS0,
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(PHY__Vector3&)wheelDirectionCS0,(PHY__Vector3&)wheelAxleCS,suspensionRestLength,wheelRadius,isFrontWheel);
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gVehicleConstraint->SetSuspensionStiffness(suspensionStiffness,0);
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gVehicleConstraint->SetSuspensionStiffness(suspensionStiffness,1);
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gVehicleConstraint->SetSuspensionStiffness(suspensionStiffness,2);
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gVehicleConstraint->SetSuspensionStiffness(suspensionStiffness,3);
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gVehicleConstraint->SetSuspensionDamping(suspensionDamping,0);
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gVehicleConstraint->SetSuspensionDamping(suspensionDamping,1);
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gVehicleConstraint->SetSuspensionDamping(suspensionDamping,2);
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gVehicleConstraint->SetSuspensionDamping(suspensionDamping,3);
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gVehicleConstraint->SetSuspensionCompression(suspensionCompression,0);
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gVehicleConstraint->SetSuspensionCompression(suspensionCompression,1);
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gVehicleConstraint->SetSuspensionCompression(suspensionCompression,2);
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gVehicleConstraint->SetSuspensionCompression(suspensionCompression,3);
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gVehicleConstraint->SetWheelFriction(wheelFriction,0);
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gVehicleConstraint->SetWheelFriction(wheelFriction,1);
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gVehicleConstraint->SetWheelFriction(wheelFriction,2);
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gVehicleConstraint->SetWheelFriction(wheelFriction,3);
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}
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setCameraDistance(26.f);
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}
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//to be implemented by the demo
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void ForkLiftDemo::renderme()
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{
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updateCamera();
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debugDrawer.SetDebugMode(getDebugMode());
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float m[16];
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int i;
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CylinderShapeX wheelShape(SimdVector3(wheelWidth,wheelRadius,wheelRadius));
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SimdVector3 wheelColor(1,0,0);
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for (i=0;i<4;i++)
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{
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//draw wheels (cylinders)
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wheelMotionState[i].m_worldTransform.getOpenGLMatrix(m);
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GL_ShapeDrawer::DrawOpenGL(m,&wheelShape,wheelColor,getDebugMode());
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}
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DemoApplication::renderme();
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}
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void ForkLiftDemo::clientMoveAndDisplay()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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{
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int steerWheelIndex = 2;
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gVehicleConstraint->ApplyEngineForce(gEngineForce,steerWheelIndex);
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steerWheelIndex = 3;
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gVehicleConstraint->ApplyEngineForce(gEngineForce,steerWheelIndex);
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steerWheelIndex = 0;
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gVehicleConstraint->SetSteeringValue(gVehicleSteering,steerWheelIndex);
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steerWheelIndex = 1;
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gVehicleConstraint->SetSteeringValue(gVehicleSteering,steerWheelIndex);
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}
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m_physicsEnvironmentPtr->proceedDeltaTime(0.f,deltaTime);
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#ifdef USE_QUICKPROF
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Profiler::beginBlock("render");
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#endif //USE_QUICKPROF
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renderme();
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#ifdef USE_QUICKPROF
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Profiler::endBlock("render");
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#endif
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glFlush();
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glutSwapBuffers();
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}
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void ForkLiftDemo::displayCallback(void)
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_physicsEnvironmentPtr->UpdateAabbs(deltaTime);
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//draw contactpoints
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m_physicsEnvironmentPtr->CallbackTriggers();
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renderme();
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glFlush();
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glutSwapBuffers();
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}
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void ForkLiftDemo::clientResetScene()
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{
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gEngineForce = 0.f;
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gVehicleSteering = 0.f;
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m_carChassis->setPosition(0,0,0);
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m_carChassis->setOrientation(0,0,0,1);
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}
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void ForkLiftDemo::specialKeyboard(int key, int x, int y)
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{
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printf("key = %i x=%i y=%i\n",key,x,y);
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switch (key)
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{
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case GLUT_KEY_LEFT :
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{
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gVehicleSteering += steeringIncrement;
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if ( gVehicleSteering > steeringClamp)
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gVehicleSteering = steeringClamp;
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break;
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}
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case GLUT_KEY_RIGHT :
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{
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gVehicleSteering -= steeringIncrement;
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if ( gVehicleSteering < -steeringClamp)
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gVehicleSteering = -steeringClamp;
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break;
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}
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case GLUT_KEY_UP :
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{
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gEngineForce = -maxEngineForce;
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break;
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}
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case GLUT_KEY_DOWN :
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{
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gEngineForce = maxEngineForce;
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break;
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}
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default:
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DemoApplication::specialKeyboard(key,x,y);
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break;
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}
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// glutPostRedisplay();
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}
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void ForkLiftDemo::updateCamera()
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{
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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//look at the vehicle
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m_cameraTargetPosition = m_carChassis->GetRigidBody()->m_worldTransform.getOrigin();
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//interpolate the camera height
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m_cameraPosition[1] = (15.0*m_cameraPosition[1] + m_cameraTargetPosition[1] + m_cameraHeight)/16.0;
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SimdVector3 camToObject = m_cameraTargetPosition - m_cameraPosition;
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//keep distance between min and max distance
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float cameraDistance = camToObject.length();
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float correctionFactor = 0.f;
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if (cameraDistance < m_minCameraDistance)
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{
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correctionFactor = 0.15*(m_minCameraDistance-cameraDistance)/cameraDistance;
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}
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if (cameraDistance > m_maxCameraDistance)
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{
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correctionFactor = 0.15*(m_maxCameraDistance-cameraDistance)/cameraDistance;
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}
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m_cameraPosition -= correctionFactor*camToObject;
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//update OpenGL camera settings
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glFrustum(-1.0, 1.0, -1.0, 1.0, 1.0, 10000.0);
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gluLookAt(m_cameraPosition[0],m_cameraPosition[1],m_cameraPosition[2],
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m_cameraTargetPosition[0],m_cameraTargetPosition[1], m_cameraTargetPosition[2],
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m_cameraUp.getX(),m_cameraUp.getY(),m_cameraUp.getZ());
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glMatrixMode(GL_MODELVIEW);
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}
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