mirror of
https://github.com/bulletphysics/bullet3
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ab8f16961e
Apply clang-format-all.sh using the _clang-format file through all the cpp/.h files. make sure not to apply it to certain serialization structures, since some parser expects the * as part of the name, instead of type. This commit contains no other changes aside from adding and applying clang-format-all.sh
155 lines
5.1 KiB
C++
155 lines
5.1 KiB
C++
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#include "CoordinateSystemDemo.h"
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#include "../CommonInterfaces/CommonGraphicsAppInterface.h"
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#include "../CommonInterfaces/CommonRenderInterface.h"
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#include "../CommonInterfaces/CommonExampleInterface.h"
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#include "LinearMath/btTransform.h"
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#include "../CommonInterfaces/CommonGUIHelperInterface.h"
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///quick demo showing the right-handed coordinate system and positive rotations around each axis
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class CoordinateSystemDemo : public CommonExampleInterface
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{
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CommonGraphicsApp* m_app;
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float m_x;
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float m_y;
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float m_z;
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public:
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CoordinateSystemDemo(CommonGraphicsApp* app)
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: m_app(app),
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m_x(0),
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m_y(0),
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m_z(0)
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{
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m_app->setUpAxis(2);
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{
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int boxId = m_app->registerCubeShape(0.1, 0.1, 0.1);
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btVector3 pos(0, 0, 0);
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btQuaternion orn(0, 0, 0, 1);
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btVector4 color(0.3, 0.3, 0.3, 1);
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btVector3 scaling(1, 1, 1);
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m_app->m_renderer->registerGraphicsInstance(boxId, pos, orn, color, scaling);
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}
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m_app->m_renderer->writeTransforms();
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}
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virtual ~CoordinateSystemDemo()
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{
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}
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virtual void initPhysics()
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{
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}
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virtual void exitPhysics()
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{
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}
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virtual void stepSimulation(float deltaTime)
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{
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m_x += 0.01f;
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m_y += 0.01f;
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m_z += 0.01f;
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}
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virtual void renderScene()
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{
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m_app->m_renderer->renderScene();
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m_app->drawText3D("X", 1, 0, 0, 1);
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m_app->drawText3D("Y", 0, 1, 0, 1);
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m_app->drawText3D("Z", 0, 0, 1, 1);
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}
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virtual void drawArc(const btVector3& center, const btVector3& normal, const btVector3& axis, btScalar radiusA, btScalar radiusB, btScalar minAngle, btScalar maxAngle,
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const btVector3& color, bool drawSect, btScalar stepDegrees = btScalar(10.f))
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{
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btScalar lineWidth = 3;
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const btVector3& vx = axis;
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btVector3 vy = normal.cross(axis);
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btScalar step = stepDegrees * SIMD_RADS_PER_DEG;
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int nSteps = (int)btFabs((maxAngle - minAngle) / step);
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if (!nSteps) nSteps = 1;
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btVector3 prev = center + radiusA * vx * btCos(minAngle) + radiusB * vy * btSin(minAngle);
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if (drawSect)
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{
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m_app->m_renderer->drawLine(center, prev, color, lineWidth);
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}
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for (int i = 1; i <= nSteps; i++)
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{
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btScalar angle = minAngle + (maxAngle - minAngle) * btScalar(i) / btScalar(nSteps);
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btVector3 next = center + radiusA * vx * btCos(angle) + radiusB * vy * btSin(angle);
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m_app->m_renderer->drawLine(prev, next, color, lineWidth);
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prev = next;
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}
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if (drawSect)
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{
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m_app->m_renderer->drawLine(center, prev, color, lineWidth);
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}
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}
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virtual void physicsDebugDraw(int debugDrawFlags)
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{
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btVector3 xUnit(1, 0, 0);
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btVector3 yUnit(0, 1, 0);
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btVector3 zUnit(0, 0, 1);
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btScalar lineWidth = 3;
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btQuaternion rotAroundX(xUnit, m_x);
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btQuaternion rotAroundY(yUnit, m_y);
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btQuaternion rotAroundZ(zUnit, m_z);
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btScalar radius = 0.5;
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btVector3 toX = radius * quatRotate(rotAroundX, yUnit);
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btVector3 toY = radius * quatRotate(rotAroundY, xUnit);
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btVector3 toZ = radius * quatRotate(rotAroundZ, xUnit);
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m_app->m_renderer->drawLine(xUnit + toX + quatRotate(rotAroundX, btVector3(0, 0.1, -0.2)), xUnit + toX, xUnit, lineWidth);
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m_app->m_renderer->drawLine(xUnit + toX + quatRotate(rotAroundX, btVector3(0, -0.2, -0.2)), xUnit + toX, xUnit, lineWidth);
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//draw the letter 'x' on the x-axis
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//m_app->m_renderer->drawLine(xUnit-0.1*zUnit+0.1*yUnit,xUnit+0.1*zUnit-0.1*yUnit,xUnit,lineWidth);
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//m_app->m_renderer->drawLine(xUnit+0.1*zUnit+0.1*yUnit,xUnit-0.1*zUnit-0.1*yUnit,xUnit,lineWidth);
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m_app->m_renderer->drawLine(xUnit + toX + quatRotate(rotAroundX, btVector3(0, -0.2, -0.2)), xUnit + toX, xUnit, lineWidth);
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m_app->m_renderer->drawLine(yUnit + toY + quatRotate(rotAroundY, btVector3(-0.2, 0, 0.2)), yUnit + toY, yUnit, lineWidth);
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m_app->m_renderer->drawLine(yUnit + toY + quatRotate(rotAroundY, btVector3(0.1, 0, 0.2)), yUnit + toY, yUnit, lineWidth);
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m_app->m_renderer->drawLine(zUnit + toZ + quatRotate(rotAroundZ, btVector3(0.1, -0.2, 0)), zUnit + toZ, zUnit, lineWidth);
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m_app->m_renderer->drawLine(zUnit + toZ + quatRotate(rotAroundZ, btVector3(-0.2, -0.2, 0)), zUnit + toZ, zUnit, lineWidth);
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drawArc(xUnit, xUnit, toX.normalized(), radius, radius, 0.4, SIMD_2_PI, xUnit, false);
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drawArc(yUnit, yUnit, toY.normalized(), radius, radius, 0.4, SIMD_2_PI, yUnit, false);
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drawArc(zUnit, zUnit, toZ.normalized(), radius, radius, 0.4, SIMD_2_PI, zUnit, false);
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}
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virtual bool mouseMoveCallback(float x, float y)
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{
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return false;
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}
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virtual bool mouseButtonCallback(int button, int state, float x, float y)
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{
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return false;
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}
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virtual bool keyboardCallback(int key, int state)
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{
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return false;
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}
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virtual void resetCamera()
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{
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float dist = 3.5;
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float pitch = -32;
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float yaw = 136;
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float targetPos[3] = {0, 0, 0};
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if (m_app->m_renderer && m_app->m_renderer->getActiveCamera())
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{
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m_app->m_renderer->getActiveCamera()->setCameraDistance(dist);
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m_app->m_renderer->getActiveCamera()->setCameraPitch(pitch);
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m_app->m_renderer->getActiveCamera()->setCameraYaw(yaw);
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m_app->m_renderer->getActiveCamera()->setCameraTargetPosition(targetPos[0], targetPos[1], targetPos[2]);
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}
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}
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};
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CommonExampleInterface* CoordinateSystemCreateFunc(struct CommonExampleOptions& options)
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{
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return new CoordinateSystemDemo(options.m_guiHelper->getAppInterface());
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}
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