bullet3/examples/Tutorial/Tutorial.cpp
2016-05-13 18:45:56 -07:00

801 lines
20 KiB
C++

#include "Tutorial.h"
#include "../CommonInterfaces/CommonGraphicsAppInterface.h"
#include "../CommonInterfaces/CommonRenderInterface.h"
#include "../CommonInterfaces/CommonExampleInterface.h"
#include "LinearMath/btTransform.h"
#include "../CommonInterfaces/CommonGUIHelperInterface.h"
#include "../RenderingExamples/TimeSeriesCanvas.h"
#include "stb_image/stb_image.h"
#include "Bullet3Common/b3Quaternion.h"
#include "Bullet3Common/b3Matrix3x3.h"
#include "../CommonInterfaces/CommonParameterInterface.h"
#include "LinearMath/btAlignedObjectArray.h"
#define stdvector btAlignedObjectArray
#define SPHERE_RADIUS 1
static btScalar gRestitution = 0.f;
static btScalar gMassA = 1.f;
static btScalar gMassB = 0.f;
enum LWEnumCollisionTypes
{
LW_PLANE_TYPE,
LW_SPHERE_TYPE,
LW_BOX_TYPE
};
struct LWPlane
{
BT_DECLARE_ALIGNED_ALLOCATOR();
b3Vector3 m_normal;
btScalar m_planeConstant;
};
struct LWSphere
{
btScalar m_radius;
void computeLocalInertia(b3Scalar mass, b3Vector3& localInertia)
{
btScalar elem = b3Scalar(0.4) * mass * m_radius*m_radius;
localInertia.setValue(elem,elem,elem);
}
};
struct LWBox
{
BT_DECLARE_ALIGNED_ALLOCATOR();
b3Vector3 m_halfExtents;
};
struct LWCollisionShape
{
LWEnumCollisionTypes m_type;
union
{
LWPlane m_plane;
LWSphere m_sphere;
LWBox m_box;
};
};
struct LWPose
{
BT_DECLARE_ALIGNED_ALLOCATOR();
b3Vector3 m_position;
b3Quaternion m_orientation;
LWPose()
:m_position(b3MakeVector3(0,0,0)),
m_orientation(0,0,0,1)
{
}
b3Vector3 transformPoint(const b3Vector3& pointIn)
{
b3Vector3 rotPoint = b3QuatRotate(m_orientation,pointIn);
return rotPoint+m_position;
}
};
struct LWContactPoint
{
b3Vector3 m_ptOnAWorld;
b3Vector3 m_ptOnBWorld;
b3Vector3 m_normalOnB;
btScalar m_distance;
};
///returns true if we found a pair of closest points
void ComputeClosestPointsPlaneSphere(const LWPlane& planeWorld, const LWSphere& sphere, const LWPose& spherePose, LWContactPoint& pointOut) {
b3Vector3 spherePosWorld = spherePose.m_position;
btScalar t = -(spherePosWorld.dot(-planeWorld.m_normal)+planeWorld.m_planeConstant);
b3Vector3 intersectionPoint = spherePosWorld+t*-planeWorld.m_normal;
b3Scalar distance = t-sphere.m_radius;
pointOut.m_distance = distance;
pointOut.m_ptOnBWorld = intersectionPoint;
pointOut.m_ptOnAWorld = spherePosWorld+sphere.m_radius*-planeWorld.m_normal;
pointOut.m_normalOnB = planeWorld.m_normal;
}
void ComputeClosestPointsSphereSphere(const LWSphere& sphereA, const LWPose& sphereAPose, const LWSphere& sphereB, const LWPose& sphereBPose, LWContactPoint& pointOut) {
b3Vector3 diff = sphereAPose.m_position-sphereBPose.m_position;
btScalar len = diff.length();
pointOut.m_distance = len - (sphereA.m_radius+sphereB.m_radius);
pointOut.m_normalOnB = b3MakeVector3(1,0,0);
if (len > B3_EPSILON) {
pointOut.m_normalOnB = diff / len;
}
pointOut.m_ptOnAWorld = sphereAPose.m_position - sphereA.m_radius*pointOut.m_normalOnB;
pointOut.m_ptOnBWorld = pointOut.m_ptOnAWorld-pointOut.m_normalOnB*pointOut.m_distance;
}
enum LWRIGIDBODY_FLAGS
{
LWFLAG_USE_QUATERNION_DERIVATIVE = 1,
};
struct LWRigidBody
{
BT_DECLARE_ALIGNED_ALLOCATOR();
LWPose m_worldPose;
b3Vector3 m_linearVelocity;
b3Vector3 m_angularVelocity;
b3Vector3 m_gravityAcceleration;
b3Vector3 m_localInertia;
b3Scalar m_invMass;
b3Matrix3x3 m_invInertiaTensorWorld;
void computeInvInertiaTensorWorld()
{
b3Vector3 invInertiaLocal;
invInertiaLocal.setValue(m_localInertia.x != btScalar(0.0) ? btScalar(1.0) / m_localInertia.x: btScalar(0.0),
m_localInertia.y != btScalar(0.0) ? btScalar(1.0) / m_localInertia.y: btScalar(0.0),
m_localInertia.z != btScalar(0.0) ? btScalar(1.0) / m_localInertia.z: btScalar(0.0));
b3Matrix3x3 m (m_worldPose.m_orientation);
m_invInertiaTensorWorld = m.scaled(invInertiaLocal) * m.transpose();
}
int m_graphicsIndex;
LWCollisionShape m_collisionShape;
LWRIGIDBODY_FLAGS m_flags;
LWRigidBody()
:m_linearVelocity(b3MakeVector3(0,0,0)),
m_angularVelocity(b3MakeVector3(0,0,0)),
m_gravityAcceleration(b3MakeVector3(0,0,0)),//-10,0)),
m_flags(LWFLAG_USE_QUATERNION_DERIVATIVE)
{
}
const b3Vector3& getPosition() const
{
return m_worldPose.m_position;
}
b3Vector3 getVelocity(const b3Vector3& relPos) const
{
return m_linearVelocity + m_angularVelocity.cross(relPos);
}
void integrateAcceleration(double deltaTime) {
m_linearVelocity += m_gravityAcceleration*deltaTime;
}
void applyImpulse(const b3Vector3& impulse, const b3Vector3& rel_pos)
{
m_linearVelocity += impulse * m_invMass;
b3Vector3 torqueImpulse = rel_pos.cross(impulse);
m_angularVelocity += m_invInertiaTensorWorld * torqueImpulse;
}
void integrateVelocity(double deltaTime)
{
LWPose newPose;
newPose.m_position = m_worldPose.m_position + m_linearVelocity*deltaTime;
if (m_flags & LWFLAG_USE_QUATERNION_DERIVATIVE)
{
newPose.m_orientation = m_worldPose.m_orientation;
newPose.m_orientation += (m_angularVelocity * newPose.m_orientation) * (deltaTime * btScalar(0.5));
newPose.m_orientation.normalize();
m_worldPose = newPose;
} else
{
//Exponential map
//google for "Practical Parameterization of Rotations Using the Exponential Map", F. Sebastian Grassia
//btQuaternion q_w = [ sin(|w|*dt/2) * w/|w| , cos(|w|*dt/2)]
//btQuaternion q_new = q_w * q_old;
b3Vector3 axis;
b3Scalar fAngle = m_angularVelocity.length();
//limit the angular motion
const btScalar angularMotionThreshold = btScalar(0.5)*SIMD_HALF_PI;
if (fAngle*deltaTime > angularMotionThreshold)
{
fAngle = angularMotionThreshold / deltaTime;
}
if ( fAngle < btScalar(0.001) )
{
// use Taylor's expansions of sync function
axis = m_angularVelocity*( btScalar(0.5)*deltaTime-(deltaTime*deltaTime*deltaTime)*(btScalar(0.020833333333))*fAngle*fAngle );
}
else
{
// sync(fAngle) = sin(c*fAngle)/t
axis = m_angularVelocity*( btSin(btScalar(0.5)*fAngle*deltaTime)/fAngle );
}
b3Quaternion dorn (axis.x,axis.y,axis.z,btCos( fAngle*deltaTime*b3Scalar(0.5) ));
b3Quaternion orn0 = m_worldPose.m_orientation;
b3Quaternion predictedOrn = dorn * orn0;
predictedOrn.normalize();
m_worldPose.m_orientation = predictedOrn;
}
}
void stepSimulation(double deltaTime)
{
integrateVelocity(deltaTime);
}
};
b3Scalar resolveCollision(LWRigidBody& bodyA,
LWRigidBody& bodyB,
LWContactPoint& contactPoint)
{
b3Assert(contactPoint.m_distance<=0);
btScalar appliedImpulse = 0.f;
b3Vector3 rel_pos1 = contactPoint.m_ptOnAWorld - bodyA.m_worldPose.m_position;
b3Vector3 rel_pos2 = contactPoint.m_ptOnBWorld - bodyB.getPosition();
btScalar rel_vel = contactPoint.m_normalOnB.dot(bodyA.getVelocity(rel_pos1) - bodyB.getVelocity(rel_pos2));
if (rel_vel < -B3_EPSILON)
{
b3Vector3 temp1 = bodyA.m_invInertiaTensorWorld * rel_pos1.cross(contactPoint.m_normalOnB);
b3Vector3 temp2 = bodyB.m_invInertiaTensorWorld * rel_pos2.cross(contactPoint.m_normalOnB);
btScalar impulse = -(1.0f + gRestitution) * rel_vel /
(bodyA.m_invMass + bodyB.m_invMass + contactPoint.m_normalOnB.dot(temp1.cross(rel_pos1) + temp2.cross(rel_pos2)));
b3Vector3 impulse_vector = contactPoint.m_normalOnB * impulse;
b3Printf("impulse = %f\n", impulse);
appliedImpulse = impulse;
bodyA.applyImpulse(impulse_vector, rel_pos1);
bodyB.applyImpulse(-impulse_vector, rel_pos2);
}
return appliedImpulse;
}
class Tutorial : public CommonExampleInterface
{
CommonGraphicsApp* m_app;
GUIHelperInterface* m_guiHelper;
int m_tutorialIndex;
stdvector<LWRigidBody*> m_bodies;
TimeSeriesCanvas* m_timeSeriesCanvas0;
TimeSeriesCanvas* m_timeSeriesCanvas1;
stdvector<LWContactPoint> m_contactPoints;
int m_stage;
int m_counter;
public:
Tutorial(GUIHelperInterface* guiHelper, int tutorialIndex)
:m_app(guiHelper->getAppInterface()),
m_guiHelper(guiHelper),
m_tutorialIndex(tutorialIndex),
m_stage(0),
m_counter(0),
m_timeSeriesCanvas0(0),
m_timeSeriesCanvas1(0)
{
int numBodies = 1;
m_app->setUpAxis(1);
m_app->m_renderer->enableBlend(true);
switch (m_tutorialIndex)
{
case TUT_VELOCITY:
{
numBodies=10;
m_timeSeriesCanvas0 = new TimeSeriesCanvas(m_app->m_2dCanvasInterface,512,256,"Constant Velocity");
m_timeSeriesCanvas0 ->setupTimeSeries(2,60, 0);
m_timeSeriesCanvas0->addDataSource("X position (m)", 255,0,0);
m_timeSeriesCanvas0->addDataSource("X velocity (m/s)", 0,0,255);
m_timeSeriesCanvas0->addDataSource("dX/dt (m/s)", 0,0,0);
break;
}
case TUT_ACCELERATION:
{
numBodies=10;
m_timeSeriesCanvas1 = new TimeSeriesCanvas(m_app->m_2dCanvasInterface,256,512,"Constant Acceleration");
m_timeSeriesCanvas1 ->setupTimeSeries(50,60, 0);
m_timeSeriesCanvas1->addDataSource("Y position (m)", 255,0,0);
m_timeSeriesCanvas1->addDataSource("Y velocity (m/s)", 0,0,255);
m_timeSeriesCanvas1->addDataSource("dY/dt (m/s)", 0,0,0);
break;
}
case TUT_COLLISION:
{
numBodies=2;
m_timeSeriesCanvas1 = new TimeSeriesCanvas(m_app->m_2dCanvasInterface,512,200,"Distance");
m_timeSeriesCanvas1 ->setupTimeSeries(1.5,60, 0);
m_timeSeriesCanvas1->addDataSource("distance", 255,0,0);
break;
}
case TUT_SOLVE_CONTACT_CONSTRAINT:
{
numBodies=2;
m_timeSeriesCanvas1 = new TimeSeriesCanvas(m_app->m_2dCanvasInterface,512,200,"Collision Impulse");
m_timeSeriesCanvas1 ->setupTimeSeries(1.5,60, 0);
m_timeSeriesCanvas1->addDataSource("Distance", 0,0,255);
m_timeSeriesCanvas1->addDataSource("Impulse magnutide", 255,0,0);
{
SliderParams slider("Restitution",&gRestitution);
slider.m_minVal=0;
slider.m_maxVal=1;
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(slider);
}
{
SliderParams slider("Mass A",&gMassA);
slider.m_minVal=0;
slider.m_maxVal=100;
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(slider);
}
{
SliderParams slider("Mass B",&gMassB);
slider.m_minVal=0;
slider.m_maxVal=100;
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(slider);
}
break;
}
default:
{
m_timeSeriesCanvas0 = new TimeSeriesCanvas(m_app->m_2dCanvasInterface,512,256,"Unknown");
m_timeSeriesCanvas0 ->setupTimeSeries(1,60, 0);
}
};
if (m_tutorialIndex==TUT_VELOCITY)
{
int boxId = m_app->registerCubeShape(100,1,100);
b3Vector3 pos = b3MakeVector3(0,-3.5,0);
b3Quaternion orn(0,0,0,1);
b3Vector4 color = b3MakeVector4(1,1,1,1);
b3Vector3 scaling = b3MakeVector3(1,1,1);
m_app->m_renderer->registerGraphicsInstance(boxId,pos,orn,color,scaling);
}
for (int i=0;i<numBodies;i++)
{
m_bodies.push_back(new LWRigidBody());
}
for (int i=0;i<m_bodies.size();i++)
{
m_bodies[i]->m_worldPose.m_position.setValue((i/4)*5,3,(i&3)*5);
}
{
int textureIndex = -1;
if (1)
{
int width,height,n;
const char* filename = "data/cube.png";
const unsigned char* image=0;
const char* prefix[]={"./","../","../../","../../../","../../../../"};
int numprefix = sizeof(prefix)/sizeof(const char*);
for (int i=0;!image && i<numprefix;i++)
{
char relativeFileName[1024];
sprintf(relativeFileName,"%s%s",prefix[i],filename);
image = stbi_load(relativeFileName, &width, &height, &n, 3);
}
b3Assert(image);
if (image)
{
textureIndex = m_app->m_renderer->registerTexture(image,width,height);
}
}
// int boxId = m_app->registerCubeShape(1,1,1,textureIndex);
int boxId = m_app->registerGraphicsUnitSphereShape(SPHERE_LOD_HIGH, textureIndex);
b3Vector4 color = b3MakeVector4(1,1,1,0.8);
b3Vector3 scaling = b3MakeVector3(SPHERE_RADIUS,SPHERE_RADIUS,SPHERE_RADIUS);
for (int i=0;i<m_bodies.size();i++)
{
m_bodies[i]->m_collisionShape.m_sphere.m_radius = SPHERE_RADIUS;
m_bodies[i]->m_collisionShape.m_type = LW_SPHERE_TYPE;
m_bodies[i]->m_graphicsIndex = m_app->m_renderer->registerGraphicsInstance(boxId,m_bodies[i]->m_worldPose.m_position, m_bodies[i]->m_worldPose.m_orientation,color,scaling);
m_app->m_renderer->writeSingleInstanceTransformToCPU(m_bodies[i]->m_worldPose.m_position, m_bodies[i]->m_worldPose.m_orientation, m_bodies[i]->m_graphicsIndex);
}
}
if (m_tutorialIndex == TUT_SOLVE_CONTACT_CONSTRAINT)
{
m_bodies[0]->m_invMass = gMassA? 1./gMassA : 0;
m_bodies[0]->m_collisionShape.m_sphere.computeLocalInertia(gMassA,m_bodies[0]->m_localInertia);
m_bodies[1]->m_invMass =gMassB? 1./gMassB : 0;
m_bodies[1]->m_collisionShape.m_sphere.computeLocalInertia(gMassB,m_bodies[1]->m_localInertia);
if (gMassA)
m_bodies[0]->m_linearVelocity.setValue(0,0,1);
if (gMassB)
m_bodies[1]->m_linearVelocity.setValue(0,0,-1);
}
m_app->m_renderer->writeTransforms();
}
virtual ~Tutorial()
{
delete m_timeSeriesCanvas0;
delete m_timeSeriesCanvas1;
m_timeSeriesCanvas0 = 0;
m_timeSeriesCanvas1 = 0;
m_app->m_renderer->enableBlend(false);
}
virtual void initPhysics()
{
}
virtual void exitPhysics()
{
}
void tutorial1Update(float deltaTime);
void tutorial2Update(float deltaTime);
void tutorialCollisionUpdate(float deltaTime,LWContactPoint& contact);
void tutorialSolveContactConstraintUpdate(float deltaTime,LWContactPoint& contact);
virtual void stepSimulation(float deltaTime)
{
switch (m_tutorialIndex)
{
case TUT_VELOCITY:
{
tutorial1Update(deltaTime);
float xPos = m_bodies[0]->m_worldPose.m_position.x;
float xVel = m_bodies[0]->m_linearVelocity.x;
m_timeSeriesCanvas0->insertDataAtCurrentTime(xPos,0,true);
m_timeSeriesCanvas0->insertDataAtCurrentTime(xVel,1,true);
break;
}
case TUT_ACCELERATION:
{
tutorial2Update(deltaTime);
float yPos = m_bodies[0]->m_worldPose.m_position.y;
float yVel = m_bodies[0]->m_linearVelocity.y;
m_timeSeriesCanvas1->insertDataAtCurrentTime(yPos,0,true);
m_timeSeriesCanvas1->insertDataAtCurrentTime(yVel,1,true);
break;
}
case TUT_COLLISION:
{
m_contactPoints.clear();
LWContactPoint contactPoint;
tutorialCollisionUpdate(deltaTime, contactPoint);
m_contactPoints.push_back(contactPoint);
m_timeSeriesCanvas1->insertDataAtCurrentTime(contactPoint.m_distance,0,true);
break;
}
case TUT_SOLVE_CONTACT_CONSTRAINT:
{
m_contactPoints.clear();
LWContactPoint contactPoint;
tutorialSolveContactConstraintUpdate(deltaTime, contactPoint);
m_contactPoints.push_back(contactPoint);
if (contactPoint.m_distance<0)
{
m_bodies[0]->computeInvInertiaTensorWorld();
m_bodies[1]->computeInvInertiaTensorWorld();
b3Scalar appliedImpulse = resolveCollision(*m_bodies[0],
*m_bodies[1],
contactPoint
);
m_timeSeriesCanvas1->insertDataAtCurrentTime(appliedImpulse,1,true);
} else
{
m_timeSeriesCanvas1->insertDataAtCurrentTime(0.,1,true);
}
m_timeSeriesCanvas1->insertDataAtCurrentTime(contactPoint.m_distance,0,true);
break;
}
default:
{
}
};
if (m_timeSeriesCanvas0)
m_timeSeriesCanvas0->nextTick();
if (m_timeSeriesCanvas1)
m_timeSeriesCanvas1->nextTick();
for (int i=0;i<m_bodies.size();i++)
{
m_bodies[i]->integrateAcceleration(deltaTime);
m_bodies[i]->integrateVelocity(deltaTime);
m_app->m_renderer->writeSingleInstanceTransformToCPU(m_bodies[i]->m_worldPose.m_position, m_bodies[i]->m_worldPose.m_orientation, m_bodies[i]->m_graphicsIndex);
}
m_app->m_renderer->writeTransforms();
}
virtual void renderScene()
{
m_app->m_renderer->renderScene();
m_app->drawText3D("X",1,0,0,1);
m_app->drawText3D("Y",0,1,0,1);
m_app->drawText3D("Z",0,0,1,1);
for (int i=0;i<m_contactPoints.size();i++)
{
const LWContactPoint& contact = m_contactPoints[i];
b3Vector3 color=b3MakeVector3(1,1,0);
float lineWidth=3;
if (contact.m_distance<0)
{
color.setValue(1,0,0);
}
m_app->m_renderer->drawLine(contact.m_ptOnAWorld,contact.m_ptOnBWorld,color,lineWidth);
}
}
virtual void physicsDebugDraw(int debugDrawFlags)
{
}
virtual bool mouseMoveCallback(float x,float y)
{
return false;
}
virtual bool mouseButtonCallback(int button, int state, float x, float y)
{
return false;
}
virtual bool keyboardCallback(int key, int state)
{
return false;
}
virtual void resetCamera()
{
float dist = 10.5;
float pitch = 136;
float yaw = 32;
float targetPos[3]={0,0,0};
if (m_app->m_renderer && m_app->m_renderer->getActiveCamera())
{
m_app->m_renderer->getActiveCamera()->setCameraDistance(dist);
m_app->m_renderer->getActiveCamera()->setCameraPitch(pitch);
m_app->m_renderer->getActiveCamera()->setCameraYaw(yaw);
m_app->m_renderer->getActiveCamera()->setCameraTargetPosition(targetPos[0],targetPos[1],targetPos[2]);
}
}
};
void Tutorial::tutorial2Update(float deltaTime)
{
for (int i=0;i<m_bodies.size();i++)
{
m_bodies[i]->m_gravityAcceleration.setValue(0,-10,0);
}
}
void Tutorial::tutorial1Update(float deltaTime)
{
for (int i=0;i<m_bodies.size();i++)
{
switch (m_stage)
{
case 0:
{
m_bodies[i]->m_angularVelocity=b3MakeVector3(0,0,0);
m_bodies[i]->m_linearVelocity=b3MakeVector3(1,0,0);
break;
}
case 1:
{
m_bodies[i]->m_linearVelocity=b3MakeVector3(-1,0,0);
break;
}
case 2:
{
m_bodies[i]->m_linearVelocity=b3MakeVector3(0,1,0);
break;
}
case 3:
{
m_bodies[i]->m_linearVelocity=b3MakeVector3(0,-1,0);
break;
}
case 4:
{
m_bodies[i]->m_linearVelocity=b3MakeVector3(0,0,1);
break;
}
case 5:
{
m_bodies[i]->m_linearVelocity=b3MakeVector3(0,0,-1);
break;
}
case 6:
{
m_bodies[i]->m_linearVelocity=b3MakeVector3(0,0,0);
m_bodies[i]->m_angularVelocity=b3MakeVector3(1,0,0);
break;
}
case 7:
{
m_bodies[i]->m_angularVelocity=b3MakeVector3(-1,0,0);
break;
}
case 8:
{
m_bodies[i]->m_angularVelocity=b3MakeVector3(0,1,0);
break;
}
case 9:
{
m_bodies[i]->m_angularVelocity=b3MakeVector3(0,-1,0);
break;
}
case 10:
{
m_bodies[i]->m_angularVelocity=b3MakeVector3(0,0,1);
break;
}
case 11:
{
m_bodies[i]->m_angularVelocity=b3MakeVector3(0,0,-1);
break;
}
default:
{
m_bodies[i]->m_angularVelocity=b3MakeVector3(0,0,0);
}
};
}
m_counter++;
if (m_counter>60)
{
m_counter=0;
m_stage++;
if (m_stage>11)
m_stage=0;
b3Printf("Stage = %d\n",m_stage);
b3Printf("linVel = %f,%f,%f\n",m_bodies[0]->m_linearVelocity.x,m_bodies[0]->m_linearVelocity.y,m_bodies[0]->m_linearVelocity.z);
b3Printf("angVel = %f,%f,%f\n",m_bodies[0]->m_angularVelocity.x,m_bodies[0]->m_angularVelocity.y,m_bodies[0]->m_angularVelocity.z);
}
}
void Tutorial::tutorialSolveContactConstraintUpdate(float deltaTime,LWContactPoint& contact)
{
ComputeClosestPointsSphereSphere(m_bodies[0]->m_collisionShape.m_sphere,
m_bodies[0]->m_worldPose,
m_bodies[1]->m_collisionShape.m_sphere,
m_bodies[1]->m_worldPose,
contact);
}
void Tutorial::tutorialCollisionUpdate(float deltaTime,LWContactPoint& contact)
{
m_bodies[1]->m_worldPose.m_position.z = 3;
ComputeClosestPointsSphereSphere(m_bodies[0]->m_collisionShape.m_sphere,
m_bodies[0]->m_worldPose,
m_bodies[1]->m_collisionShape.m_sphere,
m_bodies[1]->m_worldPose,
contact);
switch (m_stage)
{
case 0:
{
m_bodies[0]->m_angularVelocity=b3MakeVector3(0,0,0);
m_bodies[0]->m_linearVelocity=b3MakeVector3(1,0,0);
break;
}
case 1:
{
m_bodies[0]->m_linearVelocity=b3MakeVector3(-1,0,0);
break;
}
case 2:
{
m_bodies[0]->m_linearVelocity=b3MakeVector3(0,1,0);
break;
}
case 3:
{
m_bodies[0]->m_linearVelocity=b3MakeVector3(0,-1,0);
break;
}
case 4:
{
m_bodies[0]->m_linearVelocity=b3MakeVector3(0,0,1);
break;
}
case 5:
{
m_bodies[0]->m_linearVelocity=b3MakeVector3(0,0,-1);
break;
}
default:{}
};
m_counter++;
if (m_counter>120)
{
m_counter=0;
m_stage++;
if (m_stage>5)
m_stage=0;
}
}
class CommonExampleInterface* TutorialCreateFunc(struct CommonExampleOptions& options)
{
return new Tutorial(options.m_guiHelper, options.m_option);
}