mirror of
https://github.com/bulletphysics/bullet3
synced 2025-01-08 08:30:16 +00:00
d52f58edd8
Main improvements are: GPU cloth collision detection against a capsule shape ,OpenCL-OpenGL interoperability (keeping data buffers on GPU), and bug fixes Thanks to Lee Howes
299 lines
9.3 KiB
C++
299 lines
9.3 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2010 Advanced Micro Devices
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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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#ifndef CAP_H
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#define CAP_H
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class cap
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{
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public:
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ID3D11Buffer* g_pIndexBuffer;
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ID3D11Buffer* pVB[1];
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UINT Strides[1];
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UINT Offsets[1];
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double x_offset, y_offset, z_offset;
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int width,height;
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bool top;
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ID3D11Texture2D *texture2D;
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ID3D11ShaderResourceView *texture2D_view;
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btCollisionShape *collisionShape;
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btCollisionObject *collisionObject;
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void set_collision_object(btCollisionObject* co)
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{
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collisionObject = co;
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}
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void set_collision_shape(btCollisionShape* cs)
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{
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collisionShape = cs;
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}
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void create_texture(void)
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{
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D3DX11_IMAGE_LOAD_INFO loadInfo;
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ZeroMemory(&loadInfo, sizeof(D3DX11_IMAGE_LOAD_INFO) );
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loadInfo.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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loadInfo.Format = DXGI_FORMAT_BC1_UNORM;
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HRESULT hr = D3DX11CreateShaderResourceViewFromFile(g_pd3dDevice, L"texture.bmp", &loadInfo, NULL, &texture2D_view, NULL);
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hr = hr;
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}
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void destroy()
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{
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SAFE_RELEASE( g_pIndexBuffer );
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SAFE_RELEASE( pVB[0] );
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SAFE_RELEASE( texture2D );
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SAFE_RELEASE( texture2D_view );
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}
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void draw(void)
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{
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if (!collisionObject)
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return;
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ID3D11DeviceContext* pd3dImmediateContext = DXUTGetD3D11DeviceContext();
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D3DXMATRIX mWorldViewProjection;
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D3DXVECTOR3 vLightDir;
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D3DXMATRIX mWorld;
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D3DXMATRIX mView;
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D3DXMATRIX mProj;
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// Get the projection & view matrix from the camera class
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mProj = *g_Camera.GetProjMatrix();
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mView = *g_Camera.GetViewMatrix();
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// Get the light direction
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vLightDir = g_LightControl.GetLightDirection();
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// Per frame cb update
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D3D11_MAPPED_SUBRESOURCE MappedResource;
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HRESULT hr;
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V( pd3dImmediateContext->Map( g_pcbPSPerFrame, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource ) );
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CB_PS_PER_FRAME* pPerFrame = ( CB_PS_PER_FRAME* )MappedResource.pData;
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float fAmbient = 0.1f;
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pPerFrame->m_vLightDirAmbient = D3DXVECTOR4( vLightDir.x, vLightDir.y, vLightDir.z, fAmbient );
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pd3dImmediateContext->Unmap( g_pcbPSPerFrame, 0 );
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pd3dImmediateContext->PSSetConstantBuffers( g_iCBPSPerFrameBind, 1, &g_pcbPSPerFrame );
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///////////////////////////////////////Modify below//////////////////////////////////////////////////////
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//Get the mesh
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//IA setup
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pd3dImmediateContext->IASetInputLayout( g_pVertexLayout11 );
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//This is where we pass the vertex buffer to DX
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pd3dImmediateContext->IASetVertexBuffers( 0, 1, pVB, Strides, Offsets );
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//This is where we pass the index buffer to DX
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pd3dImmediateContext->IASetIndexBuffer( g_pIndexBuffer, DXGI_FORMAT_R32_UINT, 0 );
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/////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Set the shaders
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pd3dImmediateContext->VSSetShader( g_pVertexShader, NULL, 0 );
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pd3dImmediateContext->PSSetShader( g_pPixelShader, NULL, 0 );
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pd3dImmediateContext->GSSetShader( g_pGeometryShader, NULL, 0);
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// Set the per object constant data
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btTransform trans = collisionObject->getWorldTransform();
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btVector3 origin = trans.getOrigin();
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btMatrix3x3 btM = trans.getBasis();
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btScalar* scalar_matrix = new btScalar[16];;
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trans.getOpenGLMatrix(scalar_matrix);
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D3DXMATRIXA16 m_trans(scalar_matrix[0],scalar_matrix[1],scalar_matrix[2],scalar_matrix[3],
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scalar_matrix[4],scalar_matrix[5],scalar_matrix[6],scalar_matrix[7],
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scalar_matrix[8],scalar_matrix[9],scalar_matrix[10],scalar_matrix[11],
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scalar_matrix[12],scalar_matrix[13],scalar_matrix[14],scalar_matrix[15]);
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D3DXMATRIXA16 m_scale;
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float sc = 10;
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D3DXMatrixScaling(&m_scale,sc,sc,sc);
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D3DXVECTOR3 vCenter( global_shift_x, global_shift_y, global_shift_z);
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D3DXMatrixTranslation( &g_mCenterMesh, -vCenter.x+x_offset, -vCenter.y+y_offset, -vCenter.z+z_offset );
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D3DXMATRIXA16 m_trans_transpose;
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D3DXMatrixTranspose(&m_trans_transpose,&m_trans);
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mWorld = *g_Camera.GetWorldMatrix() ;
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mProj = *g_Camera.GetProjMatrix();
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mView = m_trans * *g_Camera.GetViewMatrix();
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mWorldViewProjection = mView * mProj;
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// VS Per object
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V( pd3dImmediateContext->Map( g_pcbVSPerObject, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource ) );
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CB_VS_PER_OBJECT* pVSPerObject = ( CB_VS_PER_OBJECT* )MappedResource.pData;
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D3DXMatrixTranspose( &pVSPerObject->m_WorldViewProj, &mWorldViewProjection );
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D3DXMatrixTranspose( &pVSPerObject->m_World, &mWorld );
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pd3dImmediateContext->Unmap( g_pcbVSPerObject, 0 );
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pd3dImmediateContext->VSSetConstantBuffers( g_iCBVSPerObjectBind, 1, &g_pcbVSPerObject );
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// PS Per object
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V( pd3dImmediateContext->Map( g_pcbPSPerObject, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource ) );
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CB_PS_PER_OBJECT* pPSPerObject = ( CB_PS_PER_OBJECT* )MappedResource.pData;
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pPSPerObject->m_vObjectColor = D3DXVECTOR4( 1, 1, 1, 1 );
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pd3dImmediateContext->Unmap( g_pcbPSPerObject, 0 );
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pd3dImmediateContext->PSSetConstantBuffers( g_iCBPSPerObjectBind, 1, &g_pcbPSPerObject );
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//Render
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SDKMESH_SUBSET* pSubset = NULL;
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D3D11_PRIMITIVE_TOPOLOGY PrimType;
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pd3dImmediateContext->PSSetSamplers( 0, 1, &g_pSamLinear );
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{
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// Get the subset
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pSubset = g_Mesh11.GetSubset( 0, 0 );
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pd3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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pd3dImmediateContext->PSSetShaderResources(0,1,&texture2D_view);
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pd3dImmediateContext->DrawIndexed( (width*3*2+2 + height*width*3*2), 0, ( UINT )pSubset->VertexStart );
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}
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SAFE_RELEASE(pd3dImmediateContext);
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}
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void create_buffers(int width_, int height_, bool top_)
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{
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top = top_;
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width = width_;
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height = height_;
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D3D11_BUFFER_DESC bufferDesc;
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bufferDesc.Usage = D3D11_USAGE_DEFAULT;
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bufferDesc.ByteWidth = sizeof(vertex_struct)*width*height;
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bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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bufferDesc.CPUAccessFlags = 0;
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bufferDesc.MiscFlags = 0;
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vertex_struct *vertices = new vertex_struct[width*height];
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btCapsuleShape* cs = static_cast<btCapsuleShape*>(collisionShape);
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if (cs)
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{
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float radius = cs->getRadius();
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float halfHeight = cs->getHalfHeight();
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if (top)
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{
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for(int y = 0; y < height; y++)
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{
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for(int x = 0; x < width; x++)
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{
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float X = (x/((float)(width-1)))*3.14159;
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float Y = (y/((float)(height-1)))*3.14159;
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float z_coord = radius*cos(X)*sin(Y);
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float y_coord = radius*sin(X)*sin(Y) + halfHeight;
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float x_coord = radius*cos(Y);
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vertices[y*width+x].Pos = D3DXVECTOR3(x_coord, y_coord, z_coord);
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vertices[y*width+x].Normal = D3DXVECTOR3(x_coord,y_coord-halfHeight,z_coord);
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vertices[y*width+x].Texcoord = D3DXVECTOR2(x/( (float)(width-1)), y/((float)(height-1)));
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}
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}
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} else {
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for(int y = 0; y < height; y++)
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{
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for(int x = 0; x < width; x++)
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{
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float X = (x/((float)(width-1)))*3.14159;
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float Y = (y/((float)(height-1)))*3.14159;
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float z_coord = radius*cos(X)*sin(Y);
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float y_coord = -radius*sin(X)*sin(Y) - halfHeight;
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float x_coord = radius*cos(Y);
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vertices[y*width+x].Pos = D3DXVECTOR3(x_coord, y_coord, z_coord);
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vertices[y*width+x].Normal = D3DXVECTOR3(x_coord,y_coord+halfHeight,z_coord);
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vertices[y*width+x].Texcoord = D3DXVECTOR2(x/( (float)(width-1)), y/((float)(height-1)));
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}
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}
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}
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D3D11_SUBRESOURCE_DATA InitData;
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InitData.pSysMem = vertices;
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InitData.SysMemPitch = 0;
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InitData.SysMemSlicePitch = 0;
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HRESULT hr = g_pd3dDevice->CreateBuffer(&bufferDesc, &InitData, &pVB[0]);
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//What is this vertex stride thing all about?
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Strides[0] = ( UINT )g_Mesh11.GetVertexStride( 0, 0 );
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Offsets[0] = 0;
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unsigned int* indices = new unsigned int[width*3*2+2 + height*width*3*2];
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for(int y = 0; y < height-1; y++)
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{
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for(int x = 0; x < width-1; x++)
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{
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indices[x*3*2 + y*width*3*2] = x + y*width;
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indices[x*3*2+1 + y*width*3*2] = x+1 + y*width;
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indices[x*3*2+2 + y*width*3*2] = x+width + y*width;
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indices[x*3*2 + 3 + y*width*3*2] = x + 1 + y*width;
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indices[x*3*2 + 4 + y*width*3*2] = x+(width+1) + y*width;
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indices[x*3*2 + 5 + y*width*3*2] = x+width + y*width;
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}
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}
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bufferDesc.ByteWidth = sizeof(unsigned int)*(width*3*2+2 + height*width*3*2);
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bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
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InitData.pSysMem = indices;
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hr = g_pd3dDevice->CreateBuffer(&bufferDesc, &InitData, &g_pIndexBuffer);
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hr = hr;
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}
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}
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};
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#endif CAP_H
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