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A fileIO plugin can override custom file IO operations. As a small test, load files from a zipfile in memory. Default fileIO implementation is in examples/Utils/b3BulletDefaultFileIO.h Affects URDF, SDF, MJCF, Wavefront OBJ, STL, DAE, images.
152 lines
4.9 KiB
C++
152 lines
4.9 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2015 Google Inc. http://bulletphysics.org
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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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#include "RigidBodyFromObj.h"
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#include "btBulletDynamicsCommon.h"
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#include "LinearMath/btVector3.h"
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#include "LinearMath/btAlignedObjectArray.h"
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#include "../CommonInterfaces/CommonRigidBodyBase.h"
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#include "../Utils/b3ResourcePath.h"
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#include "Bullet3Common/b3FileUtils.h"
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#include "../Importers/ImportObjDemo/LoadMeshFromObj.h"
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#include "../OpenGLWindow/GLInstanceGraphicsShape.h"
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#include "../Utils/b3BulletDefaultFileIO.h"
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struct RigidBodyFromObjExample : public CommonRigidBodyBase
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{
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int m_options;
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RigidBodyFromObjExample(struct GUIHelperInterface* helper, int options)
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: CommonRigidBodyBase(helper),
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m_options(options)
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{
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}
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virtual ~RigidBodyFromObjExample() {}
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virtual void initPhysics();
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virtual void renderScene();
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void resetCamera()
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{
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float dist = 11;
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float pitch = -35;
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float yaw = 52;
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float targetPos[3] = {0, 0.46, 0};
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m_guiHelper->resetCamera(dist, yaw, pitch, targetPos[0], targetPos[1], targetPos[2]);
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}
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};
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void RigidBodyFromObjExample::initPhysics()
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{
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m_guiHelper->setUpAxis(1);
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createEmptyDynamicsWorld();
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m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
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//if (m_dynamicsWorld->getDebugDrawer())
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// m_dynamicsWorld->getDebugDrawer()->setDebugMode(btIDebugDraw::DBG_DrawWireframe+btIDebugDraw::DBG_DrawContactPoints);
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///create a few basic rigid bodies
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btBoxShape* groundShape = createBoxShape(btVector3(btScalar(50.), btScalar(50.), btScalar(50.)));
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m_collisionShapes.push_back(groundShape);
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btTransform groundTransform;
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groundTransform.setIdentity();
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groundTransform.setOrigin(btVector3(0, -50, 0));
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{
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btScalar mass(0.);
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createRigidBody(mass, groundTransform, groundShape, btVector4(0, 0, 1, 1));
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}
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//load our obj mesh
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const char* fileName = "teddy.obj"; //sphere8.obj";//sponza_closed.obj";//sphere8.obj";
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char relativeFileName[1024];
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if (b3ResourcePath::findResourcePath(fileName, relativeFileName, 1024,0))
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{
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char pathPrefix[1024];
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b3FileUtils::extractPath(relativeFileName, pathPrefix, 1024);
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}
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b3BulletDefaultFileIO fileIO;
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GLInstanceGraphicsShape* glmesh = LoadMeshFromObj(relativeFileName, "",&fileIO);
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printf("[INFO] Obj loaded: Extracted %d verticed from obj file [%s]\n", glmesh->m_numvertices, fileName);
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const GLInstanceVertex& v = glmesh->m_vertices->at(0);
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btConvexHullShape* shape = new btConvexHullShape((const btScalar*)(&(v.xyzw[0])), glmesh->m_numvertices, sizeof(GLInstanceVertex));
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float scaling[4] = {0.1, 0.1, 0.1, 1};
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btVector3 localScaling(scaling[0], scaling[1], scaling[2]);
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shape->setLocalScaling(localScaling);
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if (m_options & OptimizeConvexObj)
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{
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shape->optimizeConvexHull();
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}
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if (m_options & ComputePolyhedralFeatures)
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{
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shape->initializePolyhedralFeatures();
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}
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//shape->setMargin(0.001);
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m_collisionShapes.push_back(shape);
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btTransform startTransform;
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startTransform.setIdentity();
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btScalar mass(1.f);
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bool isDynamic = (mass != 0.f);
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btVector3 localInertia(0, 0, 0);
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if (isDynamic)
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shape->calculateLocalInertia(mass, localInertia);
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float color[4] = {1, 1, 1, 1};
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float orn[4] = {0, 0, 0, 1};
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float pos[4] = {0, 3, 0, 0};
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btVector3 position(pos[0], pos[1], pos[2]);
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startTransform.setOrigin(position);
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btRigidBody* body = createRigidBody(mass, startTransform, shape);
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bool useConvexHullForRendering = ((m_options & ObjUseConvexHullForRendering) != 0);
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if (!useConvexHullForRendering)
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{
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int shapeId = m_guiHelper->registerGraphicsShape(&glmesh->m_vertices->at(0).xyzw[0],
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glmesh->m_numvertices,
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&glmesh->m_indices->at(0),
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glmesh->m_numIndices,
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B3_GL_TRIANGLES, -1);
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shape->setUserIndex(shapeId);
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int renderInstance = m_guiHelper->registerGraphicsInstance(shapeId, pos, orn, color, scaling);
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body->setUserIndex(renderInstance);
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}
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m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
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}
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void RigidBodyFromObjExample::renderScene()
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{
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CommonRigidBodyBase::renderScene();
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}
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CommonExampleInterface* ET_RigidBodyFromObjCreateFunc(CommonExampleOptions& options)
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{
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return new RigidBodyFromObjExample(options.m_guiHelper, options.m_option);
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}
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B3_STANDALONE_EXAMPLE(ET_RigidBodyFromObjCreateFunc)
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