mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-18 07:21:03 +00:00
226 lines
5.7 KiB
C++
226 lines
5.7 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 "CcdPhysicsEnvironment.h"
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#include "CcdPhysicsController.h"
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#include "CollisionShapes/Simplex1to4Shape.h"
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#include "CollisionShapes/EmptyShape.h"
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#include "Dynamics/RigidBody.h"
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#include "CollisionDispatch/CollisionDispatcher.h"
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#include "BroadphaseCollision/SimpleBroadphase.h"
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#include "BroadphaseCollision/AxisSweep3.h"
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#include "ConstraintSolver/Point2PointConstraint.h"
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#include "ConstraintSolver/HingeConstraint.h"
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#include "quickprof.h"
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#include "IDebugDraw.h"
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#include "GLDebugDrawer.h"
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//COLLADA_DOM and LibXML source code are included in Extras/ folder.
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//COLLADA_DOM should compile under all platforms, and is enabled by default.
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#include "ColladaConverter.h"
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#include "PHY_Pro.h"
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#include "BMF_Api.h"
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#include <stdio.h> //printf debugging
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float deltaTime = 1.f/60.f;
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#include "ColladaDemo.h"
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#include "GL_ShapeDrawer.h"
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#include "GlutStuff.h"
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///custom version of the converter, that creates physics objects/constraints
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class MyColladaConverter : public ColladaConverter
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{
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DemoApplication* m_demoApp;
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public:
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MyColladaConverter(DemoApplication* demoApp)
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:m_demoApp(demoApp)
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{
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}
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///those 2 virtuals are called for each constraint/physics object
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virtual int createUniversalD6Constraint(
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class PHY_IPhysicsController* ctrlRef,class PHY_IPhysicsController* ctrlOther,
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SimdTransform& localAttachmentFrameRef,
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SimdTransform& localAttachmentOther,
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const SimdVector3& linearMinLimits,
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const SimdVector3& linearMaxLimits,
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const SimdVector3& angularMinLimits,
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const SimdVector3& angularMaxLimits
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)
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{
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return m_demoApp->GetPhysicsEnvironment()->createUniversalD6Constraint(
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ctrlRef,ctrlOther,
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localAttachmentFrameRef,
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localAttachmentOther,
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linearMinLimits,
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linearMaxLimits,
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angularMinLimits,
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angularMaxLimits
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);
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}
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virtual CcdPhysicsController* CreatePhysicsObject(bool isDynamic,
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float mass,
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const SimdTransform& startTransform,
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CollisionShape* shape)
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{
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CcdPhysicsController* ctrl = m_demoApp->LocalCreatePhysicsObject(isDynamic, mass, startTransform,shape);
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return ctrl;
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}
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virtual void SetGravity(const SimdVector3& grav)
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{
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m_demoApp->GetPhysicsEnvironment()->setGravity(grav.getX(),grav.getY(),grav.getZ());
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}
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virtual void SetCameraInfo(const SimdVector3& camUp,int forwardAxis)
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{
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m_demoApp->setCameraUp(camUp);
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m_demoApp->setCameraForwardAxis(forwardAxis);
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}
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};
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MyColladaConverter* gColladaConverter = 0;
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////////////////////////////////////
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GLDebugDrawer debugDrawer;
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int main(int argc,char** argv)
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{
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/// Import Collada 1.4 Physics objects
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/// also can pass filename in as argument
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char* filename = "jenga.dae";
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printf("argc=%i\n",argc);
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{
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for (int i=0;i<argc;i++)
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{
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printf("argv[%i]=%s\n",i,argv[i]);
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}
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}
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if (argc>1)
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{
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filename = argv[1];
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}
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ColladaDemo* colladaDemo = new ColladaDemo();
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colladaDemo->initPhysics(filename);
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colladaDemo->clientResetScene();
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colladaDemo->setCameraDistance(26.f);
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return glutmain(argc, argv,640,480,"Bullet COLLADA Physics Viewer http://bullet.sourceforge.net",colladaDemo);
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}
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void ColladaDemo::initPhysics(const char* filename)
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{
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m_cameraUp = SimdVector3(0,0,1);
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m_forwardAxis = 1;
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///Setup a Physics Simulation Environment
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CollisionDispatcher* dispatcher = new CollisionDispatcher();
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SimdVector3 worldAabbMin(-10000,-10000,-10000);
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SimdVector3 worldAabbMax(10000,10000,10000);
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OverlappingPairCache* broadphase = new AxisSweep3(worldAabbMin,worldAabbMax);
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//BroadphaseInterface* broadphase = new SimpleBroadphase();
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m_physicsEnvironmentPtr = new CcdPhysicsEnvironment(dispatcher,broadphase);
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m_physicsEnvironmentPtr->setDeactivationTime(2.f);
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m_physicsEnvironmentPtr->setGravity(0,0,-10);
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m_physicsEnvironmentPtr->setDebugDrawer(&debugDrawer);
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MyColladaConverter* converter = new MyColladaConverter(this);
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bool result = converter->load(filename);
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if (result)
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{
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result = converter->convert();
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}
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if (result)
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{
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gColladaConverter = converter;
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} else
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{
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gColladaConverter = 0;
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}
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}
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void ColladaDemo::clientMoveAndDisplay()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_physicsEnvironmentPtr->proceedDeltaTime(0.f,deltaTime);
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renderme();
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glFlush();
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glutSwapBuffers();
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}
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void ColladaDemo::displayCallback(void) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_physicsEnvironmentPtr->UpdateAabbs(deltaTime);
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renderme();
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glFlush();
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glutSwapBuffers();
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}
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void ColladaDemo::keyboardCallback(unsigned char key, int x, int y)
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{
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if (key =='e')
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{
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//save a COLLADA .dae physics snapshot
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if (gColladaConverter)
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gColladaConverter->saveAs();
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} else
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{
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DemoApplication::keyboardCallback(key,x,y);
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}
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}
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