mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-14 13:50:04 +00:00
295 lines
6.9 KiB
C++
295 lines
6.9 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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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 "ImportBspExample.h"
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#include "btBulletDynamicsCommon.h"
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#include "LinearMath/btQuickprof.h"
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#define QUAKE_BSP_IMPORTING 1
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#ifdef QUAKE_BSP_IMPORTING
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#include "BspLoader.h"
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#include "BspConverter.h"
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#endif //QUAKE_BSP_IMPORTING
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#include <stdio.h> //printf debugging
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#include "LinearMath/btAlignedObjectArray.h"
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#include "../CommonInterfaces/CommonRigidBodyBase.h"
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///BspDemo shows the convex collision detection, by converting a Quake BSP file into convex objects and allowing interaction with boxes.
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class BspDemo : public CommonRigidBodyBase
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{
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public:
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//keep the collision shapes, for deletion/cleanup
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BspDemo(struct GUIHelperInterface* helper)
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:CommonRigidBodyBase(helper)
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{
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}
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virtual ~BspDemo();
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virtual void initPhysics();
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void initPhysics(const char* bspfilename);
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};
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#define CUBE_HALF_EXTENTS 1
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#define EXTRA_HEIGHT -20.f
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///BspToBulletConverter extends the BspConverter to convert to Bullet datastructures
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class BspToBulletConverter : public BspConverter
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{
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BspDemo* m_demoApp;
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public:
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BspToBulletConverter(BspDemo* demoApp)
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:m_demoApp(demoApp)
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{
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}
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virtual void addConvexVerticesCollider(btAlignedObjectArray<btVector3>& vertices, bool isEntity, const btVector3& entityTargetLocation)
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{
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///perhaps we can do something special with entities (isEntity)
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///like adding a collision Triggering (as example)
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if (vertices.size() > 0)
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{
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float mass = 0.f;
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btTransform startTransform;
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//can use a shift
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startTransform.setIdentity();
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startTransform.setOrigin(btVector3(0,0,-10.f));
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//this create an internal copy of the vertices
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btCollisionShape* shape = new btConvexHullShape(&(vertices[0].getX()),vertices.size());
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m_demoApp->m_collisionShapes.push_back(shape);
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//btRigidBody* body = m_demoApp->localCreateRigidBody(mass, startTransform,shape);
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m_demoApp->createRigidBody(mass, startTransform,shape);
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}
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}
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};
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////////////////////////////////////
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BspDemo::~BspDemo()
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{
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exitPhysics(); //will delete all default data
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}
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void BspDemo::initPhysics()
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{
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const char* bspfilename = "BspDemo.bsp";
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initPhysics(bspfilename);
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}
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void BspDemo::initPhysics(const char* bspfilename)
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{
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int cameraUpAxis =2;
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btVector3 grav(0,0,0);
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grav[cameraUpAxis] = -10;
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m_guiHelper->setUpAxis(cameraUpAxis);
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//_cameraUp = btVector3(0,0,1);
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//_forwardAxis = 1;
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//etCameraDistance(22.f);
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///Setup a Physics Simulation Environment
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m_collisionConfiguration = new btDefaultCollisionConfiguration();
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// btCollisionShape* groundShape = new btBoxShape(btVector3(50,3,50));
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m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
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btVector3 worldMin(-1000,-1000,-1000);
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btVector3 worldMax(1000,1000,1000);
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m_broadphase = new btDbvtBroadphase();
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//m_broadphase = new btAxisSweep3(worldMin,worldMax);
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//btOverlappingPairCache* broadphase = new btSimpleBroadphase();
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m_solver = new btSequentialImpulseConstraintSolver();
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//ConstraintSolver* solver = new OdeConstraintSolver;
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m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
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m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
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m_dynamicsWorld->setGravity(grav);
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#ifdef QUAKE_BSP_IMPORTING
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void* memoryBuffer = 0;
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const char* filename = "BspDemo.bsp";
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const char* prefix[]={"./","./data/","../data/","../../data/","../../../data/","../../../../data/"};
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int numPrefixes = sizeof(prefix)/sizeof(const char*);
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char relativeFileName[1024];
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FILE* file=0;
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for (int i=0;i<numPrefixes;i++)
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{
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sprintf(relativeFileName,"%s%s",prefix[i],filename);
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file = fopen(relativeFileName,"r");
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if (file)
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break;
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}
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if (file)
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{
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BspLoader bspLoader;
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int size=0;
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if (fseek(file, 0, SEEK_END) || (size = ftell(file)) == EOF || fseek(file, 0, SEEK_SET)) { /* File operations denied? ok, just close and return failure */
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printf("Error: cannot get filesize from %s\n", bspfilename);
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} else
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{
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//how to detect file size?
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memoryBuffer = malloc(size+1);
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fread(memoryBuffer,1,size,file);
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bspLoader.loadBSPFile( memoryBuffer);
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BspToBulletConverter bsp2bullet(this);
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float bspScaling = 0.1f;
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bsp2bullet.convertBsp(bspLoader,bspScaling);
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}
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fclose(file);
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}
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#endif
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m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
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}
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//some code that de-mangles the windows filename passed in as argument
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char cleaned_filename[512];
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char* getLastFileName()
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{
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return cleaned_filename;
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}
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char* makeExeToBspFilename(const char* lpCmdLine)
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{
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// We might get a windows-style path on the command line, this can mess up the DOM which expects
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// all paths to be URI's. This block of code does some conversion to try and make the input
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// compliant without breaking the ability to accept a properly formatted URI. Right now this only
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// displays the first filename
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const char *in = lpCmdLine;
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char* out = cleaned_filename;
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*out = '\0';
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// If the first character is a ", skip it (filenames with spaces in them are quoted)
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if(*in == '\"')
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{
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in++;
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}
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int i;
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for(i =0; i<512; i++)
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{
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//if we get '.' we stop as well, unless it's the first character. Then we add .bsp as extension
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// If we hit a null or a quote, stop copying. This will get just the first filename.
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if(i && (in[0] == '.') && (in[1] == 'e') && (in[2] == 'x') && (in[3] == 'e'))
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break;
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// If we hit a null or a quote, stop copying. This will get just the first filename.
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if(*in == '\0' || *in == '\"')
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break;
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// Copy while swapping backslashes for forward ones
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if(*in == '\\')
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{
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*out = '/';
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}
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else
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{
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*out = *in;
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}
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in++;
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out++;
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}
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*(out++) = '.';
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*(out++) = 'b';
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*(out++) = 's';
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*(out++) = 'p';
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*(out++) = 0;
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return cleaned_filename;
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}
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struct CommonExampleInterface* ImportBspCreateFunc(struct PhysicsInterface* pint, struct GUIHelperInterface* helper, int option)
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{
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BspDemo* demo = new BspDemo(helper);
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demo->initPhysics("BspDemo.bsp");
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return demo;
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}
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/*
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static DemoApplication* Create()
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{
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BspDemo* demo = new BspDemo;
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demo->myinit();
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demo->initPhysics("BspDemo.bsp");
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return demo;
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}
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*/ |