mirror of
https://github.com/bulletphysics/bullet3
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1452cae641
1) allow to render deformables in 'getCameraImage', for TinyRenderer (tested OK) and EGL (untested) 2) allow to have textures for deformables. See deformable_ball.py, deformable_anchor.py and deformable_torus.py for examples 3) deformables: allow to request simulation mesh data (even if there is a render mesh) See deformable_anchor.py for an example usage data = p.getMeshData(clothId, -1, flags=p.MESH_DATA_SIMULATION_MESH) 4) fix deletion of deformables, thanks to Fychuyan, https://github.com/bulletphysics/bullet3/pull/3048 5) allow to enable and disable double-sided rendering, p.changeVisualShape(objectUid, linkIndex, flags=p.VISUAL_SHAPE_DOUBLE_SIDED) 6) fix GripperGraspExample, model not found 7) Fix deformable anchor not attaching to multibody with object unique id of 0 8) Fix issue with assignment of unique ids in TinyRenderer/EGL renderer (always use broadphase uid) 9) Avoid crash/issue of simulation with pinned vertices (mass 0) in btDeformableBackwardEulerObjective::applyExplicitForce 10) Store uv/normal in btSoftBody::RenderNode to allow textured meshes 11) (uncomment in btSoftBodyHelpers.cpp): dump vertices and indices in obj wavefront format, when loading a VTK file, for quicker creation of a (textured) surface mesh 12) allow interpolateRenderMesh also for old position-based soft bodies (not only the shiny new FEM deformables) 13) fix a few premake targets 14) update build_visual_studio_vr_pybullet_double_cmake.bat so it suits c:\python37 and installs locally for local install of Bullet, see also this example https://github.com/erwincoumans/hello_bullet_cmake
168 lines
6.1 KiB
C++
168 lines
6.1 KiB
C++
#ifndef COMMON_RENDER_INTERFACE_H
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#define COMMON_RENDER_INTERFACE_H
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struct CommonCameraInterface;
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enum
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{
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B3_GL_TRIANGLES = 1,
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B3_GL_POINTS
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};
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enum
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{
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B3_INSTANCE_TRANSPARANCY = 1,
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B3_INSTANCE_TEXTURE = 2,
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B3_INSTANCE_DOUBLE_SIDED = 4,
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};
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enum
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{
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B3_DEFAULT_RENDERMODE = 1,
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//B3_WIREFRAME_RENDERMODE,
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B3_CREATE_SHADOWMAP_RENDERMODE,
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B3_USE_SHADOWMAP_RENDERMODE,
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B3_USE_SHADOWMAP_RENDERMODE_REFLECTION,
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B3_USE_SHADOWMAP_RENDERMODE_REFLECTION_PLANE,
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B3_USE_PROJECTIVE_TEXTURE_RENDERMODE,
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B3_SEGMENTATION_MASK_RENDERMODE,
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};
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struct GfxVertexFormat0
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{
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float x, y, z, w;
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float unused0, unused1, unused2, unused3;
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float u, v;
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};
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struct GfxVertexFormat1
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{
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float x, y, z, w;
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float nx, ny, nz;
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float u, v;
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};
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struct CommonRenderInterface
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{
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virtual ~CommonRenderInterface() {}
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virtual void init() = 0;
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virtual void updateCamera(int upAxis) = 0;
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virtual void removeAllInstances() = 0;
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virtual void removeGraphicsInstance(int instanceUid) = 0;
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virtual const CommonCameraInterface* getActiveCamera() const = 0;
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virtual CommonCameraInterface* getActiveCamera() = 0;
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virtual void setActiveCamera(CommonCameraInterface* cam) = 0;
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virtual void setLightPosition(const float lightPos[3]) = 0;
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virtual void setLightPosition(const double lightPos[3]) = 0;
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virtual void setShadowMapResolution(int shadowMapResolution) = 0;
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virtual void setShadowMapIntensity(double shadowMapIntensity) = 0;
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virtual void setShadowMapWorldSize(float worldSize) = 0;
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virtual void setProjectiveTextureMatrices(const float viewMatrix[16], const float projectionMatrix[16]){};
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virtual void setProjectiveTexture(bool useProjectiveTexture){};
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virtual void renderScene() = 0;
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virtual void renderSceneInternal(int renderMode = B3_DEFAULT_RENDERMODE){};
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virtual int getScreenWidth() = 0;
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virtual int getScreenHeight() = 0;
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virtual void resize(int width, int height) = 0;
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virtual int registerGraphicsInstance(int shapeIndex, const float* position, const float* quaternion, const float* color, const float* scaling) = 0;
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virtual int registerGraphicsInstance(int shapeIndex, const double* position, const double* quaternion, const double* color, const double* scaling) = 0;
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virtual void drawLines(const float* positions, const float color[4], int numPoints, int pointStrideInBytes, const unsigned int* indices, int numIndices, float pointDrawSize) = 0;
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virtual void drawLine(const float from[4], const float to[4], const float color[4], float lineWidth) = 0;
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virtual void drawLine(const double from[4], const double to[4], const double color[4], double lineWidth) = 0;
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virtual void drawPoint(const float* position, const float color[4], float pointDrawSize) = 0;
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virtual void drawPoint(const double* position, const double color[4], double pointDrawSize) = 0;
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virtual void drawTexturedTriangleMesh(float worldPosition[3], float worldOrientation[4], const float* vertices, int numvertices, const unsigned int* indices, int numIndices, float color[4], int textureIndex = -1, int vertexLayout = 0) = 0;
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virtual int registerShape(const float* vertices, int numvertices, const int* indices, int numIndices, int primitiveType = B3_GL_TRIANGLES, int textureIndex = -1) = 0;
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virtual void updateShape(int shapeIndex, const float* vertices, int numVertices) = 0;
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virtual int registerTexture(const unsigned char* texels, int width, int height, bool flipPixelsY = true) = 0;
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virtual void updateTexture(int textureIndex, const unsigned char* texels, bool flipPixelsY = true) = 0;
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virtual void activateTexture(int textureIndex) = 0;
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virtual void replaceTexture(int shapeIndex, int textureIndex){};
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virtual void removeTexture(int textureIndex) = 0;
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virtual void setPlaneReflectionShapeIndex(int index) {}
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virtual int getShapeIndexFromInstance(int srcIndex) { return -1; }
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virtual bool readSingleInstanceTransformToCPU(float* position, float* orientation, int srcIndex) = 0;
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virtual void writeSingleInstanceTransformToCPU(const float* position, const float* orientation, int srcIndex) = 0;
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virtual void writeSingleInstanceTransformToCPU(const double* position, const double* orientation, int srcIndex) = 0;
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virtual void writeSingleInstanceColorToCPU(const float* color, int srcIndex) = 0;
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virtual void writeSingleInstanceColorToCPU(const double* color, int srcIndex) = 0;
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virtual void writeSingleInstanceScaleToCPU(const float* scale, int srcIndex) = 0;
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virtual void writeSingleInstanceScaleToCPU(const double* scale, int srcIndex) = 0;
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virtual void writeSingleInstanceSpecularColorToCPU(const double* specular, int srcIndex) = 0;
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virtual void writeSingleInstanceSpecularColorToCPU(const float* specular, int srcIndex) = 0;
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virtual void writeSingleInstanceFlagsToCPU(int flags, int srcIndex) = 0;
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virtual int getTotalNumInstances() const = 0;
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virtual void writeTransforms() = 0;
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virtual void clearZBuffer() = 0;
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//This is internal access to OpenGL3+ features, mainly used for OpenCL-OpenGL interop
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//Only the GLInstancingRenderer supports it, just return 0 otherwise.
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virtual struct GLInstanceRendererInternalData* getInternalData() = 0;
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};
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template <typename T>
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inline int projectWorldCoordToScreen(T objx, T objy, T objz,
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const T modelMatrix[16],
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const T projMatrix[16],
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const int viewport[4],
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T* winx, T* winy, T* winz)
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{
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int i;
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T in2[4];
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T tmp[4];
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in2[0] = objx;
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in2[1] = objy;
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in2[2] = objz;
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in2[3] = T(1.0);
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for (i = 0; i < 4; i++)
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{
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tmp[i] = in2[0] * modelMatrix[0 * 4 + i] + in2[1] * modelMatrix[1 * 4 + i] +
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in2[2] * modelMatrix[2 * 4 + i] + in2[3] * modelMatrix[3 * 4 + i];
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}
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T out[4];
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for (i = 0; i < 4; i++)
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{
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out[i] = tmp[0] * projMatrix[0 * 4 + i] + tmp[1] * projMatrix[1 * 4 + i] + tmp[2] * projMatrix[2 * 4 + i] + tmp[3] * projMatrix[3 * 4 + i];
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}
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if (out[3] == T(0.0))
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return 0;
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out[0] /= out[3];
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out[1] /= out[3];
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out[2] /= out[3];
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/* Map x, y and z to range 0-1 */
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out[0] = out[0] * T(0.5) + T(0.5);
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out[1] = out[1] * T(0.5) + T(0.5);
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out[2] = out[2] * T(0.5) + T(0.5);
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/* Map x,y to viewport */
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out[0] = out[0] * viewport[2] + viewport[0];
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out[1] = out[1] * viewport[3] + viewport[1];
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*winx = out[0];
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*winy = out[1];
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*winz = out[2];
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return 1;
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}
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#endif //COMMON_RENDER_INTERFACE_H
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