bullet3/Demos/ColladaDemo/ColladaDemo.cpp
2006-05-25 20:02:12 +00:00

1306 lines
31 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.
*/
#include "CcdPhysicsEnvironment.h"
#include "CcdPhysicsController.h"
#include "MyMotionState.h"
//#include "GL_LineSegmentShape.h"
#include "CollisionShapes/BoxShape.h"
#include "CollisionShapes/SphereShape.h"
#include "CollisionShapes/ConeShape.h"
#include "CollisionShapes/Simplex1to4Shape.h"
#include "CollisionShapes/EmptyShape.h"
#include "Dynamics/RigidBody.h"
#include "CollisionDispatch/CollisionDispatcher.h"
#include "BroadphaseCollision/SimpleBroadphase.h"
#include "BroadphaseCollision/AxisSweep3.h"
#include "ConstraintSolver/Point2PointConstraint.h"
#include "ConstraintSolver/HingeConstraint.h"
#include "quickprof.h"
#include "IDebugDraw.h"
#include "GLDebugDrawer.h"
//#define COLLADA_PHYSICS_TEST 1
#ifdef COLLADA_PHYSICS_TEST
//Collada Physics test
//#define NO_LIBXML //need LIBXML, because FCDocument/FCDPhysicsRigidBody.h needs FUDaeWriter, through FCDPhysicsParameter.hpp
#include "FUtils/FUtils.h"
#include "FCDocument/FCDocument.h"
#include "FCDocument/FCDSceneNode.h"
#include "FUtils/FUFileManager.h"
#include "FUtils/FULogFile.h"
#include "FCDocument/FCDPhysicsSceneNode.h"
#include "FCDocument/FCDPhysicsModelInstance.h"
#include "FCDocument/FCDPhysicsRigidBodyInstance.h"
#include "FCDocument/FCDPhysicsRigidBody.h"
#include "FCDocument/FCDGeometryInstance.h"
#include "FCDocument/FCDGeometryMesh.h"
#include "FCDocument/FCDGeometry.h"
#include "FCDocument/FCDPhysicsAnalyticalGeometry.h"
//aaa
#endif //COLLADA_PHYSICS_TEST
#include "PHY_Pro.h"
#include "BMF_Api.h"
#include <stdio.h> //printf debugging
float deltaTime = 1.f/60.f;
float bulletSpeed = 40.f;
bool createConstraint = true;
#ifdef WIN32
#if _MSC_VER >= 1310
//only use SIMD Hull code under Win32
#define USE_HULL 1
#include "NarrowPhaseCollision/Hull.h"
#endif //_MSC_VER
#endif //WIN32
#ifdef WIN32 //needed for glut.h
#include <windows.h>
#endif
#include <GL/glut.h>
#include "GL_ShapeDrawer.h"
#include "GlutStuff.h"
extern float eye[3];
extern int glutScreenWidth;
extern int glutScreenHeight;
#ifdef _DEBUG
const int numObjects = 120;//22;
#else
const int numObjects = 120;
#endif
const int maxNumObjects = 450;
MyMotionState ms[maxNumObjects];
CcdPhysicsController* physObjects[maxNumObjects] = {0,0,0,0};
int shapeIndex[maxNumObjects];
CcdPhysicsEnvironment* physicsEnvironmentPtr = 0;
#define CUBE_HALF_EXTENTS 1
#define EXTRA_HEIGHT -20.f
//GL_LineSegmentShape shapeE(SimdPoint3(-50,0,0),
// SimdPoint3(50,0,0));
static const int numShapes = 4;
CollisionShape* shapePtr[numShapes] =
{
///Please don't make the box sizes larger then 1000: the collision detection will be inaccurate.
///See http://www.continuousphysics.com/Bullet/phpBB2/viewtopic.php?t=346
new BoxShape (SimdVector3(450,10,450)),
new BoxShape (SimdVector3(CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS)),
new SphereShape (CUBE_HALF_EXTENTS- 0.05f),
//new ConeShape(CUBE_HALF_EXTENTS,2.f*CUBE_HALF_EXTENTS),
//new BU_Simplex1to4(SimdPoint3(-1,-1,-1),SimdPoint3(1,-1,-1),SimdPoint3(-1,1,-1),SimdPoint3(0,0,1)),
//new EmptyShape(),
new BoxShape (SimdVector3(0.4,1,0.8))
};
////////////////////////////////////
#ifdef COLLADA_PHYSICS_TEST
bool ConvertColladaPhysicsToBulletPhysics(const FCDPhysicsSceneNode* inputNode)
{
assert(inputNode);
/// FRSceneNodeList nodesToDelete;
// FRMeshPhysicsController::StartCooking();
FCDPhysicsModelInstanceList models = inputNode->GetInstances();
//Go through all of the physics models
for (FCDPhysicsModelInstanceList::iterator itM=models.begin(); itM != models.end(); itM++)
{
FCDEntityInstanceList& instanceList = (*itM)->GetInstances();
//create one node per physics model. This node is pretty much only a middle man,
//but better describes the structure we get from the input file
//FRSceneNode* modelNode = new FRSceneNode();
//modelNode->SetParent(outputNode);
//outputNode->AddChild(modelNode);
//Go through all of the rigid bodies and rigid constraints in that model
for (FCDEntityInstanceList::iterator itE=instanceList.begin(); itE!=instanceList.end(); itE++)
{
if ((*itE)->GetType() == FCDEntityInstance::PHYSICS_RIGID_CONSTRAINT)
{
//not yet, could add point to point / hinge support easily
}
else
if ((*itE)->GetType() == FCDEntityInstance::PHYSICS_RIGID_BODY)
{
printf("PHYSICS_RIGID_BODY\n");
//Create a controller per rigid-body
//FRMeshPhysicsController* controller = new FRMeshPhysicsController(inputNode->GetGravity(), inputNode->GetTimestep());
FCDPhysicsRigidBodyInstance* rbInstance = (FCDPhysicsRigidBodyInstance*)(*itE);
FCDSceneNode* targetNode = rbInstance->GetTargetNode();
if (!targetNode)
{
//DebugOut("FCTranslator: No target node defined in rigid body instance");
//SAFE_DELETE(controller);
continue;
}
//Transfer all the transforms in n into cNode, and bake
//at the same time the scalings. It is necessary to re-translate the
//transforms as they will get deleted when we delete the old node.
//A better way to do this would be to steal the transforms from the old
//nodes, and make sure they're not deleted later, but this is impractical
//right now as we would also have to migrate all the animation curves.
//FRTScaleList scaleTransforms;
uint32 numTransforms = targetNode->GetTransformCount();
for (uint32 i=0; i<numTransforms; i++)
{
//targetNode->GetTransforms()[i]);
}
//Then affect all of its geometry instances.
//Collect all the entities inside the entity vector and inside the children nodes
/*
FREntityList childEntities = n->GetEntities();
FRSceneNodeList childrenToParse = n->GetChildren();
while (!childrenToParse.empty())
{
FRSceneNode* child = *childrenToParse.begin();
const FREntityList& e = child->GetEntities();
//add the entities of that child
childEntities.insert(childEntities.end(), e.begin(), e.end());
//queue the grand-children nodes
childrenToParse.insert(childrenToParse.end(), child->GetChildren().begin(), child->GetChildren().end());
childrenToParse.erase(childrenToParse.begin());
}
*/
//now check which ones are geometry mesh (right now an entity is only derived by mesh
//but do this to avoid problems in the future)
/*
for (FREntityList::iterator itT = childEntities.begin(); itT != childEntities.end(); itT++)
{
if ((*itT)->GetType() == FREntity::MESH || (*itT)->GetType() == FREntity::MESH_CONTROLLER)
{
FRMesh* cMesh = (FRMesh*)*itT;
//while we're here, bake the scaling transforms into the meshes
BakeScalingIntoMesh(cMesh, scaleTransforms);
controller->AddBindMesh((FRMesh*)*itT);
}
}
*/
/////////////////////////////////////////////////////////////////////
//We're done with the targets. Now take care of the physics shapes.
FCDPhysicsRigidBody* rigidBody = rbInstance->FlattenRigidBody();
FCDPhysicsMaterial* mat = rigidBody->GetPhysicsMaterial();
FCDPhysicsShapeList shapes = rigidBody->GetPhysicsShapeList();
for (uint32 i=0; i<shapes.size(); i++)
{
FCDPhysicsShape* OldShape = shapes[i];
OldShape->GetType();//
//controller->SetDensity(OldShape->GetDensity());
if (OldShape->GetGeometryInstance())
{
FCDGeometry* geoTemp = (FCDGeometry*)(OldShape->GetGeometryInstance()->GetEntity());
const FCDGeometryMesh* colladaMesh = geoTemp->GetMesh();
//FRMesh* cMesh = ToFREntityGeometry(geoTemp);
//BakeScalingIntoMesh(cMesh, scaleTransforms);
for (uint32 j=0; j<colladaMesh->GetPolygonsCount(); j++)
{
/*
FRMeshPhysicsShape* NewShape = new FRMeshPhysicsShape(controller);
if (!NewShape->CreateTriangleMesh(cMesh, j, true))
{
SAFE_DELETE(NewShape);
continue;
}
if (mat)
{
NewShape->SetMaterial(mat->GetStaticFriction(), mat->GetDynamicFriction(), mat->GetRestitution());
//FIXME
//NewShape->material->setFrictionCombineMode();
//NewShape->material->setSpring();
}
controller->AddShape(NewShape);
*/
}
}
else
{
//FRMeshPhysicsShape* NewShape = new FRMeshPhysicsShape(controller);
FCDPhysicsAnalyticalGeometry* analGeom = OldShape->GetAnalyticalGeometry();
//increse the following value for nicer shapes with more vertices
uint16 superEllipsoidSubdivisionLevel = 2;
if (!analGeom)
continue;
switch (analGeom->GetGeomType())
{
case FCDPhysicsAnalyticalGeometry::BOX:
{
FCDPASBox* box = (FCDPASBox*)analGeom;
break;
}
case FCDPhysicsAnalyticalGeometry::PLANE:
{
FCDPASPlane* plane = (FCDPASPlane*)analGeom;
break;
}
case FCDPhysicsAnalyticalGeometry::SPHERE:
{
FCDPASSphere* sphere = (FCDPASSphere*)analGeom;
break;
}
case FCDPhysicsAnalyticalGeometry::CYLINDER:
{
//FIXME: only using the first radius of the cylinder
FCDPASCylinder* cylinder = (FCDPASCylinder*)analGeom;
break;
}
case FCDPhysicsAnalyticalGeometry::CAPSULE:
{
//FIXME: only using the first radius of the capsule
FCDPASCapsule* capsule = (FCDPASCapsule*)analGeom;
break;
}
case FCDPhysicsAnalyticalGeometry::TAPERED_CAPSULE:
{
//FIXME: only using the first radius of the capsule
FCDPASTaperedCapsule* tcapsule = (FCDPASTaperedCapsule*)analGeom;
break;
}
case FCDPhysicsAnalyticalGeometry::TAPERED_CYLINDER:
{
//FIXME: only using the first radius of the cylinder
FCDPASTaperedCylinder* tcylinder = (FCDPASTaperedCylinder*)analGeom;
break;
}
default:
{
break;
}
}
//controller->AddShape(NewShape);
}
}
FCDPhysicsParameter<bool>* dyn = (FCDPhysicsParameter<bool>*)rigidBody->FindParameterByReference(DAE_DYNAMIC_ELEMENT);
if (dyn)
{
//dyn->GetValue();
}
FCDPhysicsParameter<float>* mass = (FCDPhysicsParameter<float>*)rigidBody->FindParameterByReference(DAE_MASS_ELEMENT);
if (mass)
{
mass->GetValue();
}
FCDPhysicsParameter<FMVector3>* inertia = (FCDPhysicsParameter<FMVector3>*)rigidBody->FindParameterByReference(DAE_INERTIA_ELEMENT);
if (inertia)
{
inertia->GetValue();
}
FCDPhysicsParameter<FMVector3>* velocity = (FCDPhysicsParameter<FMVector3>*)rigidBody->FindParameterByReference(DAE_VELOCITY_ELEMENT);
if (velocity)
{
velocity->GetValue();
}
FCDPhysicsParameter<FMVector3>* angularVelocity = (FCDPhysicsParameter<FMVector3>*)rigidBody->FindParameterByReference(DAE_ANGULAR_VELOCITY_ELEMENT);
if (angularVelocity)
{
angularVelocity->GetValue();
}
//controller->SetGlobalPose(n->CalculateWorldTransformation());//??
//SAFE_DELETE(rigidBody);
}
}
}
return true;
}
#endif //COLLADA_PHYSICS_TEST
////////////////////////////////////
GLDebugDrawer debugDrawer;
int main(int argc,char** argv)
{
#ifdef COLLADA_PHYSICS_TEST
char* filename = "ColladaPhysics.dae";
FCDocument* document = new FCDocument();
FUStatus status = document->LoadFromFile(filename);
bool success = status.IsSuccessful();
printf ("Collada import %i\n",success);
if (success)
{
const FCDPhysicsSceneNode* physicsSceneRoot = document->GetPhysicsSceneRoot();
if (ConvertColladaPhysicsToBulletPhysics( physicsSceneRoot ))
{
printf("ConvertColladaPhysicsToBulletPhysics successfull\n");
} else
{
printf("ConvertColladaPhysicsToBulletPhysics failed\n");
}
}
#endif //COLLADA_PHYSICS_TEST
CollisionDispatcher* dispatcher = new CollisionDispatcher();
SimdVector3 worldAabbMin(-10000,-10000,-10000);
SimdVector3 worldAabbMax(10000,10000,10000);
BroadphaseInterface* broadphase = new AxisSweep3(worldAabbMin,worldAabbMax);
//BroadphaseInterface* broadphase = new SimpleBroadphase();
physicsEnvironmentPtr = new CcdPhysicsEnvironment(dispatcher,broadphase);
physicsEnvironmentPtr->setDeactivationTime(2.f);
physicsEnvironmentPtr->setGravity(0,-10,0);
PHY_ShapeProps shapeProps;
shapeProps.m_do_anisotropic = false;
shapeProps.m_do_fh = false;
shapeProps.m_do_rot_fh = false;
shapeProps.m_friction_scaling[0] = 1.;
shapeProps.m_friction_scaling[1] = 1.;
shapeProps.m_friction_scaling[2] = 1.;
shapeProps.m_inertia = 1.f;
shapeProps.m_lin_drag = 0.2f;
shapeProps.m_ang_drag = 0.1f;
shapeProps.m_mass = 10.0f;
PHY_MaterialProps materialProps;
materialProps.m_friction = 10.5f;
materialProps.m_restitution = 0.0f;
CcdConstructionInfo ccdObjectCi;
ccdObjectCi.m_friction = 0.5f;
ccdObjectCi.m_linearDamping = shapeProps.m_lin_drag;
ccdObjectCi.m_angularDamping = shapeProps.m_ang_drag;
SimdTransform tr;
tr.setIdentity();
int i;
for (i=0;i<numObjects;i++)
{
if (i>0)
{
shapeIndex[i] = 1;//sphere
}
else
shapeIndex[i] = 0;
}
for (i=0;i<numObjects;i++)
{
shapeProps.m_shape = shapePtr[shapeIndex[i]];
shapeProps.m_shape->SetMargin(0.05f);
bool isDyna = i>0;
//if (i==1)
// isDyna=false;
if (0)//i==1)
{
SimdQuaternion orn(0,0,0.1*SIMD_HALF_PI);
ms[i].setWorldOrientation(orn.x(),orn.y(),orn.z(),orn[3]);
}
if (i>0)
{
switch (i)
{
case 1:
{
ms[i].setWorldPosition(0,10,0);
//for testing, rotate the ground cube so the stack has to recover a bit
break;
}
case 2:
{
ms[i].setWorldPosition(0,8,2);
break;
}
default:
ms[i].setWorldPosition(0,i*CUBE_HALF_EXTENTS*2 - CUBE_HALF_EXTENTS,0);
}
float quatIma0,quatIma1,quatIma2,quatReal;
SimdQuaternion quat;
SimdVector3 axis(0,0,1);
SimdScalar angle=0.5f;
quat.setRotation(axis,angle);
ms[i].setWorldOrientation(quat.getX(),quat.getY(),quat.getZ(),quat[3]);
} else
{
ms[i].setWorldPosition(0,-10+EXTRA_HEIGHT,0);
}
ccdObjectCi.m_MotionState = &ms[i];
ccdObjectCi.m_gravity = SimdVector3(0,0,0);
ccdObjectCi.m_localInertiaTensor =SimdVector3(0,0,0);
if (!isDyna)
{
shapeProps.m_mass = 0.f;
ccdObjectCi.m_mass = shapeProps.m_mass;
ccdObjectCi.m_collisionFlags = CollisionObject::isStatic;
}
else
{
shapeProps.m_mass = 1.f;
ccdObjectCi.m_mass = shapeProps.m_mass;
ccdObjectCi.m_collisionFlags = 0;
}
SimdVector3 localInertia;
if (shapePtr[shapeIndex[i]]->GetShapeType() == EMPTY_SHAPE_PROXYTYPE)
{
//take inertia from first shape
shapePtr[1]->CalculateLocalInertia(shapeProps.m_mass,localInertia);
} else
{
shapePtr[shapeIndex[i]]->CalculateLocalInertia(shapeProps.m_mass,localInertia);
}
ccdObjectCi.m_localInertiaTensor = localInertia;
ccdObjectCi.m_collisionShape = shapePtr[shapeIndex[i]];
physObjects[i]= new CcdPhysicsController( ccdObjectCi);
// Only do CCD if motion in one timestep (1.f/60.f) exceeds CUBE_HALF_EXTENTS
physObjects[i]->GetRigidBody()->m_ccdSquareMotionTreshold = CUBE_HALF_EXTENTS;
//Experimental: better estimation of CCD Time of Impact:
//physObjects[i]->GetRigidBody()->m_ccdSweptShereRadius = 0.5*CUBE_HALF_EXTENTS;
physicsEnvironmentPtr->addCcdPhysicsController( physObjects[i]);
if (i==1)
{
//physObjects[i]->SetAngularVelocity(0,0,-2,true);
}
physicsEnvironmentPtr->setDebugDrawer(&debugDrawer);
}
//create a constraint
if (createConstraint)
{
//physObjects[i]->SetAngularVelocity(0,0,-2,true);
int constraintId;
float pivotX=CUBE_HALF_EXTENTS,
pivotY=-CUBE_HALF_EXTENTS,
pivotZ=CUBE_HALF_EXTENTS;
float axisX=1,axisY=0,axisZ=0;
HingeConstraint* hinge = 0;
SimdVector3 pivotInA(CUBE_HALF_EXTENTS,-CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS);
SimdVector3 pivotInB(-CUBE_HALF_EXTENTS,-CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS);
SimdVector3 axisInA(0,1,0);
SimdVector3 axisInB(0,-1,0);
RigidBody* rb0 = physObjects[1]->GetRigidBody();
RigidBody* rb1 = physObjects[2]->GetRigidBody();
hinge = new HingeConstraint(
*rb0,
*rb1,pivotInA,pivotInB,axisInA,axisInB);
physicsEnvironmentPtr->m_constraints.push_back(hinge);
hinge->SetUserConstraintId(100);
hinge->SetUserConstraintType(PHY_LINEHINGE_CONSTRAINT);
}
clientResetScene();
setCameraDistance(26.f);
return glutmain(argc, argv,640,480,"Bullet Physics Demo. http://www.continuousphysics.com/Bullet/phpBB2/");
}
//to be implemented by the demo
void renderme()
{
debugDrawer.SetDebugMode(getDebugMode());
//render the hinge axis
if (createConstraint)
{
SimdVector3 color(1,0,0);
SimdVector3 dirLocal(0,1,0);
SimdVector3 pivotInA(CUBE_HALF_EXTENTS,-CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS);
SimdVector3 pivotInB(-CUBE_HALF_EXTENTS,-CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS);
SimdVector3 from = physObjects[1]->GetRigidBody()->getCenterOfMassTransform()(pivotInA);
SimdVector3 fromB = physObjects[2]->GetRigidBody()->getCenterOfMassTransform()(pivotInB);
SimdVector3 dirWorldA = physObjects[1]->GetRigidBody()->getCenterOfMassTransform().getBasis() * dirLocal ;
SimdVector3 dirWorldB = physObjects[2]->GetRigidBody()->getCenterOfMassTransform().getBasis() * dirLocal ;
debugDrawer.DrawLine(from,from+dirWorldA,color);
debugDrawer.DrawLine(fromB,fromB+dirWorldB,color);
}
float m[16];
int i;
if (getDebugMode() & IDebugDraw::DBG_DisableBulletLCP)
{
//don't use Bullet, use quickstep
physicsEnvironmentPtr->setSolverType(0);
} else
{
//Bullet LCP solver
physicsEnvironmentPtr->setSolverType(1);
}
if (getDebugMode() & IDebugDraw::DBG_EnableCCD)
{
physicsEnvironmentPtr->setCcdMode(3);
} else
{
physicsEnvironmentPtr->setCcdMode(0);
}
bool isSatEnabled = (getDebugMode() & IDebugDraw::DBG_EnableSatComparison);
physicsEnvironmentPtr->EnableSatCollisionDetection(isSatEnabled);
#ifdef USE_HULL
//some testing code for SAT
if (isSatEnabled)
{
for (int s=0;s<numShapes;s++)
{
CollisionShape* shape = shapePtr[s];
if (shape->IsPolyhedral())
{
PolyhedralConvexShape* polyhedron = static_cast<PolyhedralConvexShape*>(shape);
if (!polyhedron->m_optionalHull)
{
//first convert vertices in 'Point3' format
int numPoints = polyhedron->GetNumVertices();
Point3* points = new Point3[numPoints+1];
//first 4 points should not be co-planar, so add central point to satisfy MakeHull
points[0] = Point3(0.f,0.f,0.f);
SimdVector3 vertex;
for (int p=0;p<numPoints;p++)
{
polyhedron->GetVertex(p,vertex);
points[p+1] = Point3(vertex.getX(),vertex.getY(),vertex.getZ());
}
Hull* hull = Hull::MakeHull(numPoints+1,points);
polyhedron->m_optionalHull = hull;
}
}
}
}
#endif //USE_HULL
for (i=0;i<numObjects;i++)
{
SimdTransform transA;
transA.setIdentity();
float pos[3];
float rot[4];
ms[i].getWorldPosition(pos[0],pos[1],pos[2]);
ms[i].getWorldOrientation(rot[0],rot[1],rot[2],rot[3]);
SimdQuaternion q(rot[0],rot[1],rot[2],rot[3]);
transA.setRotation(q);
SimdPoint3 dpos;
dpos.setValue(pos[0],pos[1],pos[2]);
transA.setOrigin( dpos );
transA.getOpenGLMatrix( m );
SimdVector3 wireColor(1.f,1.0f,0.5f); //wants deactivation
if (i & 1)
{
wireColor = SimdVector3(0.f,0.0f,1.f);
}
///color differently for active, sleeping, wantsdeactivation states
if (physObjects[i]->GetRigidBody()->GetActivationState() == 1) //active
{
if (i & 1)
{
wireColor += SimdVector3 (1.f,0.f,0.f);
} else
{
wireColor += SimdVector3 (.5f,0.f,0.f);
}
}
if (physObjects[i]->GetRigidBody()->GetActivationState() == 2) //ISLAND_SLEEPING
{
if (i & 1)
{
wireColor += SimdVector3 (0.f,1.f, 0.f);
} else
{
wireColor += SimdVector3 (0.f,0.5f,0.f);
}
}
char extraDebug[125];
sprintf(extraDebug,"islId, Body=%i , %i",physObjects[i]->GetRigidBody()->m_islandTag1,physObjects[i]->GetRigidBody()->m_debugBodyId);
physObjects[i]->GetRigidBody()->GetCollisionShape()->SetExtraDebugInfo(extraDebug);
GL_ShapeDrawer::DrawOpenGL(m,physObjects[i]->GetRigidBody()->GetCollisionShape(),wireColor,getDebugMode());
///this block is just experimental code to show some internal issues with replacing shapes on the fly.
if (getDebugMode()!=0 && (i>0))
{
if (physObjects[i]->GetRigidBody()->GetCollisionShape()->GetShapeType() == EMPTY_SHAPE_PROXYTYPE)
{
physObjects[i]->GetRigidBody()->SetCollisionShape(shapePtr[1]);
//remove the persistent collision pairs that were created based on the previous shape
BroadphaseProxy* bpproxy = physObjects[i]->GetRigidBody()->m_broadphaseHandle;
physicsEnvironmentPtr->GetBroadphase()->CleanProxyFromPairs(bpproxy);
SimdVector3 newinertia;
SimdScalar newmass = 10.f;
physObjects[i]->GetRigidBody()->GetCollisionShape()->CalculateLocalInertia(newmass,newinertia);
physObjects[i]->GetRigidBody()->setMassProps(newmass,newinertia);
physObjects[i]->GetRigidBody()->updateInertiaTensor();
}
}
}
if (!(getDebugMode() & IDebugDraw::DBG_NoHelpText))
{
float xOffset = 10.f;
float yStart = 20.f;
float yIncr = -2.f;
char buf[124];
glColor3f(0, 0, 0);
#ifdef USE_QUICKPROF
if ( getDebugMode() & IDebugDraw::DBG_ProfileTimings)
{
static int counter = 0;
counter++;
std::map<std::string, hidden::ProfileBlock*>::iterator iter;
for (iter = Profiler::mProfileBlocks.begin(); iter != Profiler::mProfileBlocks.end(); ++iter)
{
char blockTime[128];
sprintf(blockTime, "%s: %lf",&((*iter).first[0]),Profiler::getBlockTime((*iter).first, Profiler::BLOCK_CYCLE_SECONDS));//BLOCK_TOTAL_PERCENT));
glRasterPos3f(xOffset,yStart,0);
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),blockTime);
yStart += yIncr;
}
}
#endif //USE_QUICKPROF
//profiling << Profiler::createStatsString(Profiler::BLOCK_TOTAL_PERCENT);
//<< std::endl;
glRasterPos3f(xOffset,yStart,0);
sprintf(buf,"mouse to interact");
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
yStart += yIncr;
glRasterPos3f(xOffset,yStart,0);
sprintf(buf,"space to reset");
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
yStart += yIncr;
glRasterPos3f(xOffset,yStart,0);
sprintf(buf,"cursor keys and z,x to navigate");
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
yStart += yIncr;
glRasterPos3f(xOffset,yStart,0);
sprintf(buf,"i to toggle simulation, s single step");
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
yStart += yIncr;
glRasterPos3f(xOffset,yStart,0);
sprintf(buf,"q to quit");
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
yStart += yIncr;
glRasterPos3f(xOffset,yStart,0);
sprintf(buf,"d to toggle deactivation");
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
yStart += yIncr;
glRasterPos3f(xOffset,yStart,0);
sprintf(buf,"a to draw temporal AABBs");
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
yStart += yIncr;
glRasterPos3f(xOffset,yStart,0);
sprintf(buf,"h to toggle help text");
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
yStart += yIncr;
bool useBulletLCP = !(getDebugMode() & IDebugDraw::DBG_DisableBulletLCP);
bool useCCD = (getDebugMode() & IDebugDraw::DBG_EnableCCD);
glRasterPos3f(xOffset,yStart,0);
sprintf(buf,"m Bullet GJK = %i",!isSatEnabled);
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
yStart += yIncr;
glRasterPos3f(xOffset,yStart,0);
sprintf(buf,"n Bullet LCP = %i",useBulletLCP);
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
yStart += yIncr;
glRasterPos3f(xOffset,yStart,0);
sprintf(buf,"1 CCD mode (adhoc) = %i",useCCD);
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
yStart += yIncr;
glRasterPos3f(xOffset,yStart,0);
sprintf(buf,"+- shooting speed = %10.2f",bulletSpeed);
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
yStart += yIncr;
}
}
void clientMoveAndDisplay()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
physicsEnvironmentPtr->proceedDeltaTime(0.f,deltaTime);
renderme();
glFlush();
glutSwapBuffers();
}
void clientDisplay(void) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
physicsEnvironmentPtr->UpdateAabbs(deltaTime);
renderme();
glFlush();
glutSwapBuffers();
}
///make this positive to show stack falling from a distance
///this shows the penalty tresholds in action, springy/spungy look
void clientResetScene()
{
int i;
for (i=0;i<numObjects;i++)
{
if (i>0)
{
if ((getDebugMode() & IDebugDraw::DBG_NoHelpText))
{
if (physObjects[i]->GetRigidBody()->GetCollisionShape()->GetShapeType() == BOX_SHAPE_PROXYTYPE)
{
physObjects[i]->GetRigidBody()->SetCollisionShape(shapePtr[2]);
} else
{
physObjects[i]->GetRigidBody()->SetCollisionShape(shapePtr[1]);
}
BroadphaseProxy* bpproxy = physObjects[i]->GetRigidBody()->m_broadphaseHandle;
physicsEnvironmentPtr->GetBroadphase()->CleanProxyFromPairs(bpproxy);
}
//stack them
int colsize = 10;
int row = (i*CUBE_HALF_EXTENTS*2)/(colsize*2*CUBE_HALF_EXTENTS);
int row2 = row;
int col = (i)%(colsize)-colsize/2;
if (col>3)
{
col=11;
row2 |=1;
}
physObjects[i]->setPosition(col*2*CUBE_HALF_EXTENTS + (row2%2)*CUBE_HALF_EXTENTS,
row*2*CUBE_HALF_EXTENTS+CUBE_HALF_EXTENTS+EXTRA_HEIGHT,0);
physObjects[i]->setOrientation(0,0,0,1);
physObjects[i]->SetLinearVelocity(0,0,0,false);
physObjects[i]->SetAngularVelocity(0,0,0,false);
}
}
}
void shootBox(const SimdVector3& destination)
{
int i = numObjects-1;
SimdVector3 linVel(destination[0]-eye[0],destination[1]-eye[1],destination[2]-eye[2]);
linVel.normalize();
linVel*=bulletSpeed;
physObjects[i]->setPosition(eye[0],eye[1],eye[2]);
physObjects[i]->setOrientation(0,0,0,1);
physObjects[i]->SetLinearVelocity(linVel[0],linVel[1],linVel[2],false);
physObjects[i]->SetAngularVelocity(0,0,0,false);
}
void clientKeyboard(unsigned char key, int x, int y)
{
if (key == '.')
{
shootBox(SimdVector3(0,0,0));
}
if (key == '+')
{
bulletSpeed += 10.f;
}
if (key == '-')
{
bulletSpeed -= 10.f;
}
defaultKeyboard(key, x, y);
}
int gPickingConstraintId = 0;
SimdVector3 gOldPickingPos;
float gOldPickingDist = 0.f;
RigidBody* pickedBody = 0;//for deactivation state
SimdVector3 GetRayTo(int x,int y)
{
float top = 1.f;
float bottom = -1.f;
float nearPlane = 1.f;
float tanFov = (top-bottom)*0.5f / nearPlane;
float fov = 2.0 * atanf (tanFov);
SimdVector3 rayFrom(eye[0],eye[1],eye[2]);
SimdVector3 rayForward = -rayFrom;
rayForward.normalize();
float farPlane = 600.f;
rayForward*= farPlane;
SimdVector3 rightOffset;
SimdVector3 vertical(0.f,1.f,0.f);
SimdVector3 hor;
hor = rayForward.cross(vertical);
hor.normalize();
vertical = hor.cross(rayForward);
vertical.normalize();
float tanfov = tanf(0.5f*fov);
hor *= 2.f * farPlane * tanfov;
vertical *= 2.f * farPlane * tanfov;
SimdVector3 rayToCenter = rayFrom + rayForward;
SimdVector3 dHor = hor * 1.f/float(glutScreenWidth);
SimdVector3 dVert = vertical * 1.f/float(glutScreenHeight);
SimdVector3 rayTo = rayToCenter - 0.5f * hor + 0.5f * vertical;
rayTo += x * dHor;
rayTo -= y * dVert;
return rayTo;
}
void clientMouseFunc(int button, int state, int x, int y)
{
//printf("button %i, state %i, x=%i,y=%i\n",button,state,x,y);
//button 0, state 0 means left mouse down
SimdVector3 rayTo = GetRayTo(x,y);
switch (button)
{
case 2:
{
if (state==0)
{
shootBox(rayTo);
}
break;
};
case 1:
{
if (state==0)
{
//apply an impulse
if (physicsEnvironmentPtr)
{
float hit[3];
float normal[3];
PHY_IPhysicsController* hitObj = physicsEnvironmentPtr->rayTest(0,eye[0],eye[1],eye[2],rayTo.getX(),rayTo.getY(),rayTo.getZ(),hit[0],hit[1],hit[2],normal[0],normal[1],normal[2]);
if (hitObj)
{
CcdPhysicsController* physCtrl = static_cast<CcdPhysicsController*>(hitObj);
RigidBody* body = physCtrl->GetRigidBody();
if (body)
{
body->SetActivationState(ACTIVE_TAG);
SimdVector3 impulse = rayTo;
impulse.normalize();
float impulseStrength = 10.f;
impulse *= impulseStrength;
SimdVector3 relPos(
hit[0] - body->getCenterOfMassPosition().getX(),
hit[1] - body->getCenterOfMassPosition().getY(),
hit[2] - body->getCenterOfMassPosition().getZ());
body->applyImpulse(impulse,relPos);
}
}
}
} else
{
}
break;
}
case 0:
{
if (state==0)
{
//add a point to point constraint for picking
if (physicsEnvironmentPtr)
{
float hit[3];
float normal[3];
PHY_IPhysicsController* hitObj = physicsEnvironmentPtr->rayTest(0,eye[0],eye[1],eye[2],rayTo.getX(),rayTo.getY(),rayTo.getZ(),hit[0],hit[1],hit[2],normal[0],normal[1],normal[2]);
if (hitObj)
{
CcdPhysicsController* physCtrl = static_cast<CcdPhysicsController*>(hitObj);
RigidBody* body = physCtrl->GetRigidBody();
if (body)
{
pickedBody = body;
pickedBody->SetActivationState(DISABLE_DEACTIVATION);
SimdVector3 pickPos(hit[0],hit[1],hit[2]);
SimdVector3 localPivot = body->getCenterOfMassTransform().inverse() * pickPos;
gPickingConstraintId = physicsEnvironmentPtr->createConstraint(physCtrl,0,PHY_POINT2POINT_CONSTRAINT,
localPivot.getX(),
localPivot.getY(),
localPivot.getZ(),
0,0,0);
//printf("created constraint %i",gPickingConstraintId);
//save mouse position for dragging
gOldPickingPos = rayTo;
SimdVector3 eyePos(eye[0],eye[1],eye[2]);
gOldPickingDist = (pickPos-eyePos).length();
Point2PointConstraint* p2p = static_cast<Point2PointConstraint*>(physicsEnvironmentPtr->getConstraintById(gPickingConstraintId));
if (p2p)
{
//very weak constraint for picking
p2p->m_setting.m_tau = 0.1f;
}
}
}
}
} else
{
if (gPickingConstraintId && physicsEnvironmentPtr)
{
physicsEnvironmentPtr->removeConstraint(gPickingConstraintId);
//printf("removed constraint %i",gPickingConstraintId);
gPickingConstraintId = 0;
pickedBody->ForceActivationState(ACTIVE_TAG);
pickedBody->m_deactivationTime = 0.f;
pickedBody = 0;
}
}
break;
}
default:
{
}
}
}
void clientMotionFunc(int x,int y)
{
if (gPickingConstraintId && physicsEnvironmentPtr)
{
//move the constraint pivot
Point2PointConstraint* p2p = static_cast<Point2PointConstraint*>(physicsEnvironmentPtr->getConstraintById(gPickingConstraintId));
if (p2p)
{
//keep it at the same picking distance
SimdVector3 newRayTo = GetRayTo(x,y);
SimdVector3 eyePos(eye[0],eye[1],eye[2]);
SimdVector3 dir = newRayTo-eyePos;
dir.normalize();
dir *= gOldPickingDist;
SimdVector3 newPos = eyePos + dir;
p2p->SetPivotB(newPos);
}
}
}