mirror of
https://github.com/bulletphysics/bullet3
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853 lines
25 KiB
C++
853 lines
25 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 "BulletMultiThreaded/SpuNarrowPhaseCollisionTask/SpuGatheringCollisionTask.h"
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#include "BulletMultiThreaded/SpuContactManifoldCollisionAlgorithm.h"
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#include "btGpuDemoDynamicsWorld3D.h"
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#include "BulletMultiThreaded/SpuGatheringCollisionDispatcher.h"
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#include "BulletMultiThreaded/Win32ThreadSupport.h"
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#include "GLDebugFont.h"
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extern int gSkippedCol;
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extern int gProcessedCol;
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#define SPEC_TEST 0
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#ifdef _DEBUG
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#define LARGE_DEMO 1
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// #define LARGE_DEMO 1
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#else
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#define LARGE_DEMO 1
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#endif
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#if LARGE_DEMO
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///create 512 (8x8x8) dynamic object
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// #define ARRAY_SIZE_X 100
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// #define ARRAY_SIZE_Y 100
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// #define ARRAY_SIZE_Z 1
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// #define ARRAY_SIZE_X 228
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// #define ARRAY_SIZE_Y 228
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// #define ARRAY_SIZE_X 30
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// #define ARRAY_SIZE_Y 100
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#define ARRAY_SIZE_X 8
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#define ARRAY_SIZE_Y 47
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#define ARRAY_SIZE_Z 8
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#else
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///create 125 (5x5x5) dynamic object
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#define ARRAY_SIZE_X 45
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#define ARRAY_SIZE_Y 45
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// #define ARRAY_SIZE_Z 5
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#define ARRAY_SIZE_Z 1
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#endif
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//maximum number of objects (and allow user to shoot additional boxes)
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#define NUM_SMALL_PROXIES (ARRAY_SIZE_X*ARRAY_SIZE_Y*ARRAY_SIZE_Z)
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#define MAX_PROXIES (NUM_SMALL_PROXIES + 1024)
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#define MAX_LARGE_PROXIES 10
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#define MAX_SMALL_PROXIES (MAX_PROXIES - MAX_LARGE_PROXIES)
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///scaling of the objects (0.1 = 20 centimeter boxes )
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//#define SCALING 0.1
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#define SCALING 1
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#define START_POS_X 0
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#define START_POS_Y 5
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#define START_POS_Z 0
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#include "BasicDemo3d.h"
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#include "GlutStuff.h"
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///btBulletDynamicsCommon.h is the main Bullet include file, contains most common include files.
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#include "btBulletDynamicsCommon.h"
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#include <stdio.h> //printf debugging
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#include "BulletCollision/CollisionDispatch/btSimulationIslandManager.h"
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#include "../Extras/CUDA/btCudaBroadphase.h"
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btScalar gTimeStep = btScalar(1./60.);
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bool gbDrawBatches = false;
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int gSelectedBatch = CUDA_DEMO_DYNAMICS_WORLD3D_MAX_BATCHES;
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bool gUseCPUSolver = false;
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bool gUseSolver2 = true;
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bool gDrawWire = false;
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bool gUseCudaMotIntegr = true;
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void BasicDemo3D::clientMoveAndDisplay()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//simple dynamics world doesn't handle fixed-time-stepping
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float ms = getDeltaTimeMicroseconds();
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///step the simulation
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if (m_dynamicsWorld)
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{
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// btCudaDemoPairCache* pc = (btCudaDemoPairCache*)m_dynamicsWorld->getPairCache();
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// pc->m_numSmallProxies = m_dynamicsWorld->getNumCollisionObjects(); // - 1; // exclude floor
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m_dynamicsWorld->stepSimulation(gTimeStep,0);//ms / 1000000.f);
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//optional but useful: debug drawing
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m_dynamicsWorld->debugDrawWorld();
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}
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renderme();
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ms = getDeltaTimeMicroseconds();
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glFlush();
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glutSwapBuffers();
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}
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void BasicDemo3D::displayCallback(void) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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renderme();
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//optional but useful: debug drawing to detect problems
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if (m_dynamicsWorld)
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m_dynamicsWorld->debugDrawWorld();
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glFlush();
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glutSwapBuffers();
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}
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#define NUM_SOLVERS 11
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static btConstraintSolver* sConstraintSolvers[NUM_SOLVERS];
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static int sCurrSolverIndex = 9;
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static char* sConstraintSolverNames[NUM_SOLVERS] =
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{
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"btSequentialImpulseConstraintSolver",
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"btParallelBatchConstraintSolver",
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"btCudaConstraintSolver",
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"btParallelBatchConstraintSolver2",
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"btParallelBatchConstraintSolver3",
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"btCudaConstraintSolver3",
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"btParallelBatchConstraintSolver4",
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"btCudaConstraintSolver4",
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"btParallelBatchConstraintSolver5",
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"btParallelBatchConstraintSolver6",
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"btCudaConstraintSolver6",
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};
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//btVector3 gWorldMin(-228,-228,-32);
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//btVector3 gWorldMin(-228,0,-32);
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//btVector3 gWorldMax(228,228,32);
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//btVector3 gWorldMin(-150,-228,-32);
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//btVector3 gWorldMax(150,228,32);
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#define POS_OFFS_X (ARRAY_SIZE_X * SCALING + 50)
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#define POS_OFFS_Y (ARRAY_SIZE_Y * SCALING )
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#define POS_OFFS_Z (ARRAY_SIZE_Z * SCALING + 5)
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btVector3 gWorldMin(-POS_OFFS_X, -ARRAY_SIZE_Y*SCALING, -80-POS_OFFS_Z);
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btVector3 gWorldMax( POS_OFFS_X, POS_OFFS_Y, 80+POS_OFFS_Z);
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//btCudaDemoPairCache* gPairCache;
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btHashedOverlappingPairCache* gPairCache;
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void BasicDemo3D::initPhysics()
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{
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setTexturing(true);
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setShadows(false);
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// setCameraDistance(btScalar(SCALING*50.));
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#if LARGE_DEMO
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setCameraDistance(btScalar(SCALING*50.));
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#else
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setCameraDistance(btScalar(SCALING*20.));
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#endif
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m_cameraTargetPosition.setValue(START_POS_X, -START_POS_Y-20, START_POS_Z);
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m_azi = btScalar(0.f);
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m_ele = btScalar(0.f);
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///collision configuration contains default setup for memory, collision setup
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btDefaultCollisionConstructionInfo dci;
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dci.m_defaultMaxPersistentManifoldPoolSize=100000;
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dci.m_defaultMaxCollisionAlgorithmPoolSize=100000;
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dci.m_customCollisionAlgorithmMaxElementSize = sizeof(SpuContactManifoldCollisionAlgorithm);
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///SpuContactManifoldCollisionAlgorithm is larger than any of the other collision algorithms
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//@@ dci.m_customMaxCollisionAlgorithmSize = sizeof(SpuContactManifoldCollisionAlgorithm);
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m_collisionConfiguration = new btDefaultCollisionConfiguration(dci);
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///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
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//m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
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#ifndef WIN32
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m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
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#else
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unsigned int maxNumOutstandingTasks =4;
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//createCollisionLocalStoreMemory();
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//processSolverTask
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Win32ThreadSupport::Win32ThreadConstructionInfo threadConstructionInfo("narrowphase_multi",processCollisionTask,createCollisionLocalStoreMemory,maxNumOutstandingTasks);
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class btThreadSupportInterface* threadInterface = new Win32ThreadSupport(threadConstructionInfo);
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m_dispatcher = new SpuGatheringCollisionDispatcher(threadInterface,maxNumOutstandingTasks,m_collisionConfiguration);
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#endif //SINGLE_THREADED_NARROWPHASE
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//## m_dispatcher->registerCollisionCreateFunc(BOX_SHAPE_PROXYTYPE,BOX_SHAPE_PROXYTYPE,new btEmptyAlgorithm::CreateFunc);
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//## m_dispatcher->registerCollisionCreateFunc(CUSTOM_CONVEX_SHAPE_TYPE,CUSTOM_CONVEX_SHAPE_TYPE,new btBox2dBox2dCollisionAlgorithm::CreateFunc);
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// m_broadphase = new btDbvtBroadphase();
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//## gPairCache = new (btAlignedAlloc(sizeof(btCudaDemoPairCache),16)) btCudaDemoPairCache(MAX_PROXIES, 24, MAX_SMALL_PROXIES);
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// gPairCache = NULL;
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gPairCache = new (btAlignedAlloc(sizeof(btHashedOverlappingPairCache),16)) btHashedOverlappingPairCache();
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//m_broadphase = new btSimpleBroadphase(16384, gPairCache);
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/*
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btCudaBroadphase::btCudaBroadphase( btOverlappingPairCache* overlappingPairCache,
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const btVector3& worldAabbMin,const btVector3& worldAabbMax,
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int gridSizeX, int gridSizeY, int gridSizeZ,
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int maxSmallProxies, int maxLargeProxies, int maxPairsPerBody,
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int maxBodiesPerCell,
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btScalar cellFactorAABB)
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*/
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// btVector3 numOfCells = (gWorldMax - gWorldMin) / (2. * SCALING * 0.7);
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btVector3 numOfCells = (gWorldMax - gWorldMin) / (2. * SCALING);
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int numOfCellsX = (int)numOfCells[0];
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int numOfCellsY = (int)numOfCells[1];
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int numOfCellsZ = (int)numOfCells[2];
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// m_broadphase = new bt3DGridBroadphase(gPairCache, gWorldMin, gWorldMax,numOfCellsX, numOfCellsY, numOfCellsZ,MAX_SMALL_PROXIES,10,8,8,1./1.5);
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//#define USE_CUDA_BROADPHASE 1
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#ifdef USE_CUDA_BROADPHASE
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m_broadphase = new btCudaBroadphase(gPairCache, gWorldMin, gWorldMax,numOfCellsX, numOfCellsY, numOfCellsZ,MAX_SMALL_PROXIES,20,18,8,1./1.5);
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#else
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#if DBVT
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btDbvtBroadphase* dbvt = new btDbvtBroadphase(gPairCache);
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m_broadphase = dbvt;
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dbvt->m_deferedcollide=false;
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dbvt->m_prediction = 0.f;
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#else
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m_broadphase = new btAxisSweep3(gWorldMin,gWorldMax,32000,gPairCache,true);//(btDbvtBroadphase(gPairCache);
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#endif //DBVT
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#endif
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// create solvers for tests
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///the default constraint solver
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sConstraintSolvers[0] = new btSequentialImpulseConstraintSolver();
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/*
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sConstraintSolvers[1] = new btParallelBatchConstraintSolver();
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sConstraintSolvers[2] = new btCudaConstraintSolver();
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sConstraintSolvers[3] = new btParallelBatchConstraintSolver2();
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sConstraintSolvers[4] = new btParallelBatchConstraintSolver3();
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sConstraintSolvers[5] = new btCudaConstraintSolver3();
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sConstraintSolvers[6] = new btParallelBatchConstraintSolver4();
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sConstraintSolvers[7] = new btCudaConstraintSolver4();
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sConstraintSolvers[8] = new btParallelBatchConstraintSolver5();
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sConstraintSolvers[9] = new btParallelBatchConstraintSolver6();
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sConstraintSolvers[10] = new btCudaConstraintSolver6();
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*/
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sCurrSolverIndex = 0;
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m_solver = sConstraintSolvers[sCurrSolverIndex];
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printf("\nUsing %s\n", sConstraintSolverNames[sCurrSolverIndex]);
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// sCudaMotionInterface = new btCudaMotionInterface(MAX_PROXIES);
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// m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration, sCudaMotionInterface);
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// m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
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//## btCudaDemoDynamicsWorld* pDdw = new btCudaDemoDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
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btCudaDemoDynamicsWorld3D* pDdw = new btCudaDemoDynamicsWorld3D(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
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m_dynamicsWorld = pDdw;
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pDdw->getDispatchInfo().m_enableSPU=true;
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pDdw->getSimulationIslandManager()->setSplitIslands(sCurrSolverIndex == 0);
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pDdw->setObjRad(SCALING);
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pDdw->setWorldMin(gWorldMin);
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pDdw->setWorldMax(gWorldMax);
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#ifdef BT_USE_CUDA
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gUseCPUSolver = false;
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#else
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gUseCPUSolver = true;
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#endif
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pDdw->setUseCPUSolver(gUseCPUSolver);
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// pDdw->setUseSolver2(gUseSolver2);
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// m_dynamicsWorld->setGravity(btVector3(0,0,0));
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m_dynamicsWorld->setGravity(btVector3(0.f,-10.f,0.f));
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m_dynamicsWorld->getSolverInfo().m_numIterations = 4;
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{
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//create a few dynamic rigidbodies
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// Re-using the same collision is better for memory usage and performance
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//btCollisionShape* colShape = new btBoxShape(btVector3(SCALING*1,SCALING*1,0.1));//SCALING*1));
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//## btCollisionShape* colShape = new btBox2dShape(btVector3(SCALING*.7,SCALING*.7,0.1));//SCALING*1));
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btCollisionShape* colShape = new btBoxShape(btVector3(SCALING*.7,SCALING*.7, SCALING*.7));
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//btCollisionShape* colShape = new btSphereShape(btScalar(1.));
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m_collisionShapes.push_back(colShape);
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/// Create Dynamic Objects
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btTransform startTransform;
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startTransform.setIdentity();
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btScalar mass(1.f);
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//rigidbody is dynamic if and only if mass is non zero, otherwise static
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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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colShape->calculateLocalInertia(mass,localInertia);
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#if (!SPEC_TEST)
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float start_x = START_POS_X - ARRAY_SIZE_X * SCALING;
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float start_y = START_POS_Y - ARRAY_SIZE_Y * SCALING;
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float start_z = START_POS_Z - ARRAY_SIZE_Z * SCALING;
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for (int k=0;k<ARRAY_SIZE_Y;k++)
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{
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for (int i=0;i<ARRAY_SIZE_X;i++)
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{
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for(int j = 0;j<ARRAY_SIZE_Z;j++)
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{
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startTransform.setOrigin(SCALING*btVector3(
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2.0*SCALING*i + start_x,
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2.0*SCALING*k + start_y,
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2.0*SCALING*j + start_z));
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//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
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//btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
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btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,0,colShape,localInertia);
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rbInfo.m_startWorldTransform=startTransform;
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btRigidBody* body = new btRigidBody(rbInfo);
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m_dynamicsWorld->addRigidBody(body);
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}
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}
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}
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#else
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// narrowphase test - 2 bodies at the same position
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float start_x = START_POS_X;
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float start_y = START_POS_Y;
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float start_z = START_POS_Z;
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// startTransform.setOrigin(SCALING*btVector3(start_x,start_y-14.f,start_z));
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startTransform.setOrigin(SCALING*btVector3(start_x,start_y-11.f,start_z));
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btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,0,colShape,localInertia);
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rbInfo.m_startWorldTransform=startTransform;
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btRigidBody* body = new btRigidBody(rbInfo);
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m_dynamicsWorld->addRigidBody(body);
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// startTransform.setOrigin(SCALING*btVector3(start_x+1.2f,start_y+1.4f-14.f,start_z));
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startTransform.setOrigin(SCALING*btVector3(start_x,start_y + 1.5f -11.f, start_z));
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rbInfo.m_startWorldTransform=startTransform;
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body = new btRigidBody(rbInfo);
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m_dynamicsWorld->addRigidBody(body);
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#endif
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}
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#if 0
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///create a few basic rigid bodies
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// btCollisionShape* groundShape = new btBox2dShape(btVector3(btScalar(50.),btScalar(1.),btScalar(50.)));
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// btCollisionShape* groundShape = new btBox2dShape(btVector3(btScalar(228.),btScalar(1.),btScalar(228.)));
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// btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(228.),btScalar(1.),btScalar(228.)));
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// btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(50.),btScalar(50.),btScalar(50.)));
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// btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0,1,0),50);
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btCollisionShape* groundShape = new btBoxShape(btVector3(POS_OFFS_X, btScalar(1.), POS_OFFS_Z));
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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, gWorldMin[1], 0));
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// groundTransform.setOrigin(btVector3(0,-5,0));
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// groundTransform.setOrigin(btVector3(0,-50,0));
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//We can also use DemoApplication::localCreateRigidBody, but for clarity it is provided here:
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{
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btScalar mass(0.);
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//rigidbody is dynamic if and only if mass is non zero, otherwise static
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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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groundShape->calculateLocalInertia(mass,localInertia);
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//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
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btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
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btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,groundShape,localInertia);
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btRigidBody* body = new btRigidBody(rbInfo);
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//add the body to the dynamics world
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m_dynamicsWorld->addRigidBody(body);
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}
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#endif
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//clientResetScene();
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}
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void BasicDemo3D::clientResetScene()
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{
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DemoApplication::clientResetScene();
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btCudaDemoDynamicsWorld3D* pDdw = (btCudaDemoDynamicsWorld3D*)m_dynamicsWorld;
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pDdw->resetScene();
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#if SPEC_TEST
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{
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float start_x = START_POS_X;
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float start_y = START_POS_Y;
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float start_z = START_POS_Z;
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int numObjects = m_dynamicsWorld->getNumCollisionObjects();
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btCollisionObjectArray& collisionObjects = m_dynamicsWorld->getCollisionObjectArray();
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btTransform startTransform;
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startTransform.setIdentity();
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for(int n = 0; n < numObjects; n++)
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{
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btCollisionObject* colObj = collisionObjects[n];
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btRigidBody* rb = btRigidBody::upcast(colObj);
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if(!n)
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{
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// startTransform.setOrigin(SCALING*btVector3(start_x,start_y-14.f,start_z));
|
|
startTransform.setOrigin(SCALING*btVector3(start_x,start_y-11.f,start_z));
|
|
}
|
|
else
|
|
{
|
|
// startTransform.setOrigin(SCALING*btVector3(start_x+1.2f,start_y+1.4f-14.f,start_z));
|
|
startTransform.setOrigin(SCALING*btVector3(start_x, start_y+1.5f-11.f,start_z));
|
|
}
|
|
rb->setCenterOfMassTransform(startTransform);
|
|
}
|
|
return;
|
|
}
|
|
#endif
|
|
// we don't use motionState, so reset transforms here
|
|
int numObjects = m_dynamicsWorld->getNumCollisionObjects();
|
|
btCollisionObjectArray& collisionObjects = m_dynamicsWorld->getCollisionObjectArray();
|
|
|
|
float start_x = START_POS_X - ARRAY_SIZE_X * SCALING;
|
|
float start_y = START_POS_Y - ARRAY_SIZE_Y * SCALING;
|
|
float start_z = START_POS_Z - ARRAY_SIZE_Z * SCALING;
|
|
btTransform startTransform;
|
|
startTransform.setIdentity();
|
|
|
|
for(int n = 0; n < numObjects; n++)
|
|
{
|
|
btCollisionObject* colObj = collisionObjects[n];
|
|
btRigidBody* rb = btRigidBody::upcast(colObj);
|
|
int offs = ARRAY_SIZE_X * ARRAY_SIZE_Z;
|
|
int indx = n;
|
|
int ky = indx / offs;
|
|
indx -= ky * offs;
|
|
int kx = indx / ARRAY_SIZE_Z;
|
|
indx -= kx * ARRAY_SIZE_Z;
|
|
int kz = indx;
|
|
startTransform.setOrigin(SCALING*btVector3(
|
|
2.0*SCALING*kx + start_x,
|
|
2.0*SCALING*ky + start_y,
|
|
2.0*SCALING*kz + start_z));
|
|
rb->setCenterOfMassTransform(startTransform);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void BasicDemo3D::exitPhysics()
|
|
{
|
|
|
|
//cleanup in the reverse order of creation/initialization
|
|
|
|
//remove the rigidbodies from the dynamics world and delete them
|
|
int i;
|
|
for (i=m_dynamicsWorld->getNumCollisionObjects()-1; i>=0 ;i--)
|
|
{
|
|
btCollisionObject* obj = m_dynamicsWorld->getCollisionObjectArray()[i];
|
|
btRigidBody* body = btRigidBody::upcast(obj);
|
|
if (body && body->getMotionState())
|
|
{
|
|
delete body->getMotionState();
|
|
}
|
|
m_dynamicsWorld->removeCollisionObject( obj );
|
|
delete obj;
|
|
}
|
|
|
|
//delete collision shapes
|
|
for (int j=0;j<m_collisionShapes.size();j++)
|
|
{
|
|
btCollisionShape* shape = m_collisionShapes[j];
|
|
delete shape;
|
|
}
|
|
|
|
delete m_dynamicsWorld;
|
|
|
|
m_solver = 0;
|
|
for(int j = 0; j < NUM_SOLVERS; j++)
|
|
{
|
|
delete sConstraintSolvers[j];
|
|
}
|
|
|
|
delete m_broadphase;
|
|
|
|
delete m_dispatcher;
|
|
|
|
delete m_collisionConfiguration;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
void BasicDemo3D::keyboardCallback(unsigned char key, int x, int y)
|
|
{
|
|
(void)x;
|
|
(void)y;
|
|
switch (key)
|
|
{
|
|
case 'q' :
|
|
{
|
|
exitPhysics();
|
|
exit(0);
|
|
}
|
|
break;
|
|
#if 0
|
|
case 's' :
|
|
{
|
|
sCurrSolverIndex++;
|
|
sCurrSolverIndex %= NUM_SOLVERS;
|
|
btDiscreteDynamicsWorld* pDdw = (btDiscreteDynamicsWorld*)m_dynamicsWorld;
|
|
pDdw->getSimulationIslandManager()->setSplitIslands(sCurrSolverIndex == 0);
|
|
pDdw->setConstraintSolver(sConstraintSolvers[sCurrSolverIndex]);
|
|
printf("\nUsing %s\n", sConstraintSolverNames[sCurrSolverIndex]);
|
|
}
|
|
break;
|
|
#endif
|
|
case 'c' :
|
|
{
|
|
gbDrawBatches = !gbDrawBatches;
|
|
break;
|
|
}
|
|
case 'b' :
|
|
{
|
|
gSelectedBatch++;
|
|
gSelectedBatch %= (CUDA_DEMO_DYNAMICS_WORLD3D_MAX_BATCHES + 1);
|
|
break;
|
|
}
|
|
case 'u' :
|
|
{
|
|
#ifdef BT_USE_CUDA
|
|
btCudaDemoDynamicsWorld3D* pDdw = (btCudaDemoDynamicsWorld3D*)m_dynamicsWorld;
|
|
gUseCPUSolver = !gUseCPUSolver;
|
|
pDdw->setUseCPUSolver(gUseCPUSolver);
|
|
#endif
|
|
break;
|
|
}
|
|
case 'w' :
|
|
{
|
|
gDrawWire = !gDrawWire;
|
|
setWireMode(gDrawWire);
|
|
break;
|
|
}
|
|
case 'm' :
|
|
{
|
|
btCudaDemoDynamicsWorld3D* pDdw = (btCudaDemoDynamicsWorld3D*)m_dynamicsWorld;
|
|
gUseCudaMotIntegr = !gUseCudaMotIntegr;
|
|
pDdw->setUseCudaMotIntegr(gUseCudaMotIntegr);
|
|
break;
|
|
}
|
|
|
|
default :
|
|
{
|
|
DemoApplication::keyboardCallback(key, x, y);
|
|
}
|
|
break;
|
|
}
|
|
|
|
if(key == ' ')
|
|
{
|
|
//gPairCache->reset();
|
|
}
|
|
}
|
|
|
|
|
|
void BasicDemo3D::mouseFunc(int button, int state, int x, int y)
|
|
{
|
|
if (state == GLUT_DOWN) {
|
|
m_mouseButtons |= 1<<button;
|
|
} else if (state == GLUT_UP) {
|
|
m_mouseButtons = 0;
|
|
}
|
|
if (glutGetModifiers() & GLUT_ACTIVE_SHIFT
|
|
&& state == GLUT_DOWN){
|
|
m_mouseButtons |= 2 << 2;
|
|
}
|
|
m_mouseOldX = x;
|
|
m_mouseOldY = y;
|
|
glutPostRedisplay();
|
|
}
|
|
|
|
void BasicDemo3D::mouseMotionFunc(int x,int y)
|
|
{
|
|
float dx, dy;
|
|
dx = x - m_mouseOldX;
|
|
dy = y - m_mouseOldY;
|
|
|
|
if(m_mouseButtons & (2 << 2) && m_mouseButtons & 1)
|
|
{
|
|
}
|
|
else if(m_mouseButtons & 1)
|
|
{
|
|
m_azi += dx * 0.2;
|
|
m_azi = fmodf(m_azi, 180.f);
|
|
m_ele += dy * 0.2;
|
|
m_ele = fmodf(m_ele, 180.f);
|
|
}
|
|
else if(m_mouseButtons & 4)
|
|
{
|
|
m_cameraDistance += dy * 0.2f;
|
|
}
|
|
else if(m_mouseButtons & 3)
|
|
{
|
|
m_cameraTargetPosition[0] += dx * 0.05f;
|
|
m_cameraTargetPosition[1] += dy * 0.05f;
|
|
}
|
|
m_mouseOldX = x;
|
|
m_mouseOldY = y;
|
|
updateCamera();
|
|
}
|
|
|
|
|
|
#define BATCH_NUM_COLORS 12
|
|
|
|
const float cBatchColorTab[BATCH_NUM_COLORS * 3] =
|
|
{
|
|
1.f, 0.f, 0.f,
|
|
0.f, 1.f, 0.f,
|
|
0.f, 0.f, 1.f,
|
|
1.f, 1.f, 0.f,
|
|
0.f, 1.f, 1.f,
|
|
1.f, 0.f, 1.f,
|
|
1.f, .5f, 0.f,
|
|
.5f, 1.f, 0.f,
|
|
0.f, 1.f, .5f,
|
|
0.f, .5f, 1.f,
|
|
.5f, 0.f, 1.f,
|
|
1.f, 0.f, .5f
|
|
};
|
|
|
|
|
|
void BasicDemo3D::DrawConstraintInfo()
|
|
{
|
|
char buf[32];
|
|
float xOffs = m_glutScreenWidth - 50;
|
|
float yOffs = 30;
|
|
glColor4f(1, 1, 1,1);
|
|
glDisable(GL_LIGHTING);
|
|
glRasterPos3f(xOffs-40.f, yOffs, 0);
|
|
sprintf(buf,"solver %2d on %s", gUseSolver2 ? 2 : 1, gUseCPUSolver ? "CPU" : "CUDA");
|
|
GLDebugDrawString(xOffs-140.f, yOffs,buf);
|
|
yOffs += 15.f;
|
|
btCudaDemoDynamicsWorld3D* cddw = (btCudaDemoDynamicsWorld3D*)m_dynamicsWorld;
|
|
for(int i = 0; i < CUDA_DEMO_DYNAMICS_WORLD3D_MAX_BATCHES; i++)
|
|
{
|
|
const float* pCol = cBatchColorTab + i * 3;
|
|
glColor3f(pCol[0], pCol[1], pCol[2]);
|
|
glRasterPos3f(xOffs, yOffs, 0);
|
|
sprintf(buf,"%2d : %5d", i, cddw->m_numInBatches[i]);
|
|
GLDebugDrawString(xOffs-80, yOffs,buf);
|
|
yOffs += 15.f;
|
|
}
|
|
}
|
|
|
|
|
|
void BasicDemo3D::renderme()
|
|
{
|
|
updateCamera();
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
if(gDrawWire)
|
|
{
|
|
glColor3f(1.f, 1.f, 1.f);
|
|
glDisable(GL_LIGHTING);
|
|
setTexturing(false);
|
|
}
|
|
else
|
|
{
|
|
myinit();
|
|
setTexturing(true);
|
|
}
|
|
|
|
renderscene(0);
|
|
|
|
if(gbDrawBatches)
|
|
{
|
|
((btCudaDemoDynamicsWorld3D*)m_dynamicsWorld)->debugDrawConstraints(gSelectedBatch, cBatchColorTab);
|
|
}
|
|
glColor3f(0, 0, 0);
|
|
if ((m_debugMode & btIDebugDraw::DBG_NoHelpText)==0)
|
|
{
|
|
setOrthographicProjection();
|
|
int xOffset = 10.f;
|
|
int yStart = 20.f;
|
|
int yIncr = 20.f;
|
|
showProfileInfo(xOffset, yStart, yIncr);
|
|
DrawConstraintInfo();
|
|
outputDebugInfo(xOffset, yStart, yIncr);
|
|
resetPerspectiveProjection();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
extern int gNumClampedCcdMotions;
|
|
#define SHOW_NUM_DEEP_PENETRATIONS 1
|
|
#ifdef SHOW_NUM_DEEP_PENETRATIONS
|
|
extern int gNumDeepPenetrationChecks;
|
|
extern int gNumSplitImpulseRecoveries;
|
|
extern int gNumGjkChecks;
|
|
extern int gNumAlignedAllocs;
|
|
extern int gNumAlignedFree;
|
|
extern int gTotalBytesAlignedAllocs;
|
|
#endif //
|
|
|
|
|
|
void BasicDemo3D::outputDebugInfo(int & xOffset,int & yStart, int yIncr)
|
|
{
|
|
char buf[124];
|
|
glDisable(GL_LIGHTING);
|
|
glColor3f(0, 0, 0);
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
sprintf(buf,"mouse to interact");
|
|
GLDebugDrawString(xOffset,yStart,buf);
|
|
yStart += yIncr;
|
|
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
sprintf(buf,"space to reset");
|
|
GLDebugDrawString(xOffset,yStart,buf);
|
|
yStart += yIncr;
|
|
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
sprintf(buf,"cursor keys and z,x to navigate");
|
|
GLDebugDrawString(xOffset,yStart,buf);
|
|
yStart += yIncr;
|
|
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
sprintf(buf,"i to toggle simulation, s single step");
|
|
GLDebugDrawString(xOffset,yStart,buf);
|
|
yStart += yIncr;
|
|
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
sprintf(buf,"q to quit");
|
|
GLDebugDrawString(xOffset,yStart,buf);
|
|
yStart += yIncr;
|
|
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
sprintf(buf,"h to toggle help text");
|
|
GLDebugDrawString(xOffset,yStart,buf);
|
|
yStart += yIncr;
|
|
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
sprintf(buf,"p to toggle profiling (+results to file)");
|
|
GLDebugDrawString(xOffset,yStart,buf);
|
|
yStart += yIncr;
|
|
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
sprintf(buf,"w to toggle wireframe/solid rendering");
|
|
GLDebugDrawString(xOffset,yStart,buf);
|
|
yStart += yIncr;
|
|
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
sprintf(buf,"c to toggle constraint drawing");
|
|
GLDebugDrawString(xOffset,yStart,buf);
|
|
yStart += yIncr;
|
|
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
sprintf(buf,"b to draw single constraint batch");
|
|
GLDebugDrawString(xOffset,yStart,buf);
|
|
yStart += yIncr;
|
|
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
sprintf(buf,"u to toggle between CPU and CUDA solvers");
|
|
GLDebugDrawString(xOffset,yStart,buf);
|
|
yStart += yIncr;
|
|
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
sprintf(buf,"d to toggle between different batch builders");
|
|
GLDebugDrawString(xOffset,yStart,buf);
|
|
yStart += yIncr;
|
|
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
sprintf(buf,"m to toggle between CUDA / CPU motion integrators");
|
|
GLDebugDrawString(xOffset,yStart,buf);
|
|
yStart += yIncr;
|
|
|
|
if (getDynamicsWorld())
|
|
{
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
sprintf(buf,"# objects = %d",getDynamicsWorld()->getNumCollisionObjects());
|
|
GLDebugDrawString(xOffset,yStart,buf);
|
|
yStart += yIncr;
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
sprintf(buf,"# pairs = %d",getDynamicsWorld()->getBroadphase()->getOverlappingPairCache()->getNumOverlappingPairs());
|
|
GLDebugDrawString(xOffset,yStart,buf);
|
|
|
|
|
|
yStart += yIncr;
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
sprintf(buf,"# skipped collisions=%d",gSkippedCol);
|
|
GLDebugDrawString(xOffset,yStart,buf);
|
|
|
|
yStart += yIncr;
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
sprintf(buf,"# processed collisions=%d",gProcessedCol);
|
|
GLDebugDrawString(xOffset,yStart,buf);
|
|
|
|
yStart += yIncr;
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
btScalar fract = (gProcessedCol+gSkippedCol)? btScalar(gSkippedCol)/(gProcessedCol+gSkippedCol) : 0.f;
|
|
sprintf(buf,"culled narrowphase collisions=%f",fract);
|
|
GLDebugDrawString(xOffset,yStart,buf);
|
|
yStart += yIncr;
|
|
|
|
gProcessedCol = 0;
|
|
gSkippedCol = 0;
|
|
|
|
}
|
|
} // BasicDemo3D::outputDebugInfo()
|
|
|
|
void BasicDemo3D::setWireMode(bool wireOnOff)
|
|
{
|
|
int dbgDrawMode = m_dynamicsWorld->getDebugDrawer()->getDebugMode();
|
|
if(wireOnOff)
|
|
{
|
|
dbgDrawMode |= btIDebugDraw::DBG_FastWireframe;
|
|
}
|
|
else
|
|
{
|
|
dbgDrawMode &= ~btIDebugDraw::DBG_FastWireframe;
|
|
}
|
|
m_dynamicsWorld->getDebugDrawer()->setDebugMode(dbgDrawMode);
|
|
m_debugMode = dbgDrawMode;
|
|
} // BasicDemo3D::setWireMode()
|