bullet3/examples/Tutorial/Tutorial.cpp
erwincoumans ab8f16961e Code-style consistency improvement:
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
2018-09-23 14:17:31 -07:00

769 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_timeSeriesCanvas0(0),
m_timeSeriesCanvas1(0),
m_stage(0),
m_counter(0)
{
int numBodies = 1;
m_app->setUpAxis(1);
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/checker_huge.gif";
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 sphereTransparent = m_app->registerGraphicsUnitSphereShape(SPHERE_LOD_HIGH, textureIndex);
int sphereOpaque = m_app->registerGraphicsUnitSphereShape(SPHERE_LOD_HIGH, textureIndex);
b3Vector3 scaling = b3MakeVector3(SPHERE_RADIUS, SPHERE_RADIUS, SPHERE_RADIUS);
for (int i = 0; i < m_bodies.size(); i++)
{
int gfxShape = sphereOpaque;
b3Vector4 color = b3MakeVector4(.1, .1, 1, 1);
if (i % 2)
{
color.setValue(1, .1, .1, 0.1);
gfxShape = sphereTransparent;
}
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(gfxShape, 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;
}
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 = -32;
float yaw = 136;
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);
}