mirror of
https://github.com/bulletphysics/bullet3
synced 2025-01-10 09:20:10 +00:00
a9556d0fd5
add virtual destructor to bFile
685 lines
17 KiB
C++
685 lines
17 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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//enable just one, DO_BENCHMARK_PYRAMIDS or DO_WALL
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//#define DO_BENCHMARK_PYRAMIDS 1
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#define DO_WALL 1
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//Note: some of those settings need 'DO_WALL' demo
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//#define USE_KINEMATIC_GROUND 1
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//#define PRINT_CONTACT_STATISTICS 1
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//#define USER_DEFINED_FRICTION_MODEL 1
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//#define USE_CUSTOM_NEAR_CALLBACK 1
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//#define CENTER_OF_MASS_SHIFT 1
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//#define VERBOSE_TIMESTEPPING_CONSOLEOUTPUT 1
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//#define USE_PARALLEL_DISPATCHER 1
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//#define USE_PARALLEL_SOLVER 1 //experimental parallel solver
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//from Bullet 2.68 onwards ODE Quickstep constraint solver is optional part of Bullet, re-distributed under the ZLib license with permission of Russell L. Smith
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//#define COMPARE_WITH_QUICKSTEP 1
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#include "btBulletDynamicsCommon.h"
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#include "BulletCollision/CollisionDispatch/btSphereSphereCollisionAlgorithm.h"
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#include "BulletCollision/CollisionDispatch/btSphereTriangleCollisionAlgorithm.h"
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#ifdef USE_PARALLEL_DISPATCHER
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#include "BulletMultiThreaded/SpuGatheringCollisionDispatcher.h"
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#ifdef _WIN32
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#include "BulletMultiThreaded/Win32ThreadSupport.h"
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#include "BulletMultiThreaded/SpuNarrowPhaseCollisionTask/SpuGatheringCollisionTask.h"
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#endif //_WIN32
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#ifdef USE_LIBSPE2
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#include "../../Extras/BulletMultiThreaded/SpuLibspe2Support.h"
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#endif //USE_LIBSPE2
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#ifdef USE_PARALLEL_SOLVER
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#include "BulletMultiThreaded/SpuParallelSolver.h"
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#include "BulletMultiThreaded/SpuSolverTask/SpuParallellSolverTask.h"
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#endif //USE_PARALLEL_SOLVER
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#endif//USE_PARALLEL_DISPATCHER
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#include "LinearMath/btQuickprof.h"
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#include "LinearMath/btIDebugDraw.h"
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#include "GLDebugFont.h"
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#include <stdio.h> //printf debugging
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static float gCollisionMargin = 0.05f;
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#include "CcdPhysicsDemo.h"
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#include "GL_ShapeDrawer.h"
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#include "GlutStuff.h"
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btTransform comOffset;
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btVector3 comOffsetVec(0,2,0);
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extern float eye[3];
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extern int glutScreenWidth;
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extern int glutScreenHeight;
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const int maxProxies = 32766;
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const int maxOverlap = 65535;
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bool createConstraint = true;//false;
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#ifdef CENTER_OF_MASS_SHIFT
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bool useCompound = true;
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#else
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bool useCompound = false;
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#endif
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#ifdef _DEBUG
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const int gNumObjects = 120;
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#else
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const int gNumObjects = 120;//try this in release mode: 3000. never go above 16384, unless you increate maxNumObjects value in DemoApplication.cp
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#endif
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const int maxNumObjects = 32760;
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int shapeIndex[maxNumObjects];
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#define CUBE_HALF_EXTENTS 0.5
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#define EXTRA_HEIGHT -10.f
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//GL_LineSegmentShape shapeE(btVector3(-50,0,0),
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// btVector3(50,0,0));
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void CcdPhysicsDemo::createStack( btCollisionShape* boxShape, float halfCubeSize, int size, float zPos )
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{
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btTransform trans;
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trans.setIdentity();
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for(int i=0; i<size; i++)
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{
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// This constructs a row, from left to right
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int rowSize = size - i;
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for(int j=0; j< rowSize; j++)
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{
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btVector3 pos;
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pos.setValue(
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-rowSize * halfCubeSize + halfCubeSize + j * 2.0f * halfCubeSize,
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halfCubeSize + i * halfCubeSize * 2.0f,
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zPos);
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trans.setOrigin(pos);
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btScalar mass = 1.f;
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btRigidBody* body = 0;
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body = localCreateRigidBody(mass,trans,boxShape);
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#ifdef USER_DEFINED_FRICTION_MODEL
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///Advanced use: override the friction solver
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body->m_frictionSolverType = USER_CONTACT_SOLVER_TYPE1;
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#endif //USER_DEFINED_FRICTION_MODEL
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}
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}
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}
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////////////////////////////////////
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//by default, Bullet will use its own nearcallback, but you can override it using dispatcher->setNearCallback()
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void customNearCallback(btBroadphasePair& collisionPair, btCollisionDispatcher& dispatcher, const btDispatcherInfo& dispatchInfo)
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{
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btCollisionObject* colObj0 = (btCollisionObject*)collisionPair.m_pProxy0->m_clientObject;
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btCollisionObject* colObj1 = (btCollisionObject*)collisionPair.m_pProxy1->m_clientObject;
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if (dispatcher.needsCollision(colObj0,colObj1))
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{
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//dispatcher will keep algorithms persistent in the collision pair
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if (!collisionPair.m_algorithm)
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{
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collisionPair.m_algorithm = dispatcher.findAlgorithm(colObj0,colObj1);
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}
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if (collisionPair.m_algorithm)
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{
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btManifoldResult contactPointResult(colObj0,colObj1);
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if (dispatchInfo.m_dispatchFunc == btDispatcherInfo::DISPATCH_DISCRETE)
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{
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//discrete collision detection query
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collisionPair.m_algorithm->processCollision(colObj0,colObj1,dispatchInfo,&contactPointResult);
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} else
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{
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//continuous collision detection query, time of impact (toi)
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float toi = collisionPair.m_algorithm->calculateTimeOfImpact(colObj0,colObj1,dispatchInfo,&contactPointResult);
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if (dispatchInfo.m_timeOfImpact > toi)
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dispatchInfo.m_timeOfImpact = toi;
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}
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}
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}
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}
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//experimental jitter damping (1 = no damping, 0 = total damping once motion below threshold)
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extern btScalar gJitterVelocityDampingFactor;
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extern int gNumManifold;
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extern int gOverlappingPairs;
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void CcdPhysicsDemo::clientMoveAndDisplay()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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#ifdef USE_KINEMATIC_GROUND
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//btQuaternion kinRotation(btVector3(0,0,1),0.);
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btVector3 kinTranslation(-0.01,0,0);
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//kinematic object
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btCollisionObject* colObj = m_dynamicsWorld->getCollisionObjectArray()[0];
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//is this a rigidbody with a motionstate? then use the motionstate to update positions!
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if (btRigidBody::upcast(colObj) && btRigidBody::upcast(colObj)->getMotionState())
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{
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btTransform newTrans;
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btRigidBody::upcast(colObj)->getMotionState()->getWorldTransform(newTrans);
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newTrans.getOrigin()+=kinTranslation;
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btRigidBody::upcast(colObj)->getMotionState()->setWorldTransform(newTrans);
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} else
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{
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m_dynamicsWorld->getCollisionObjectArray()[0]->getWorldTransform().getOrigin() += kinTranslation;
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}
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#endif //USE_KINEMATIC_GROUND
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float dt = getDeltaTimeMicroseconds() * 0.000001f;
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// printf("dt = %f: ",dt);
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if (m_dynamicsWorld)
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{
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//#define FIXED_STEP 1
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#ifdef FIXED_STEP
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m_dynamicsWorld->stepSimulation(1.0f/60.f,0);
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#else
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//during idle mode, just run 1 simulation step maximum
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int maxSimSubSteps = m_idle ? 1 : 1;
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if (m_idle)
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dt = 1.0/420.f;
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int numSimSteps = 0;
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numSimSteps = m_dynamicsWorld->stepSimulation(dt,maxSimSubSteps);
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//optional but useful: debug drawing
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m_dynamicsWorld->debugDrawWorld();
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#ifdef VERBOSE_TIMESTEPPING_CONSOLEOUTPUT
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if (!numSimSteps)
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printf("Interpolated transforms\n");
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else
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{
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if (numSimSteps > maxSimSubSteps)
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{
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//detect dropping frames
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printf("Dropped (%i) simulation steps out of %i\n",numSimSteps - maxSimSubSteps,numSimSteps);
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} else
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{
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printf("Simulated (%i) steps\n",numSimSteps);
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}
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}
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#endif //VERBOSE_TIMESTEPPING_CONSOLEOUTPUT
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#endif
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}
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#ifdef USE_QUICKPROF
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btProfiler::beginBlock("render");
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#endif //USE_QUICKPROF
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renderme();
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//render the graphics objects, with center of mass shift
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updateCamera();
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#ifdef USE_QUICKPROF
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btProfiler::endBlock("render");
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#endif
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glFlush();
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//some additional debugging info
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#ifdef PRINT_CONTACT_STATISTICS
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printf("num manifolds: %i\n",gNumManifold);
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printf("num gOverlappingPairs: %i\n",gOverlappingPairs);
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#endif //PRINT_CONTACT_STATISTICS
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glutSwapBuffers();
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}
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void CcdPhysicsDemo::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
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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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///User-defined friction model, the most simple friction model available: no friction
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float myFrictionModel( btRigidBody& body1, btRigidBody& body2, btManifoldPoint& contactPoint, const btContactSolverInfo& solverInfo )
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{
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//don't do any friction
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return 0.f;
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}
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void CcdPhysicsDemo::initPhysics()
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{
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setTexturing(true);
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setShadows(false);
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#ifdef USE_PARALLEL_DISPATCHER
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#ifdef _WIN32
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m_threadSupportSolver = 0;
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m_threadSupportCollision = 0;
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#endif //
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#endif
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//#define USE_GROUND_PLANE 1
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#ifdef USE_GROUND_PLANE
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m_collisionShapes.push_back(new btStaticPlaneShape(btVector3(0,1,0),0.5));
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#else
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///Please don't make the box sizes larger then 1000: the collision detection will be inaccurate.
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///See http://www.continuousphysics.com/Bullet/phpBB2/viewtopic.php?t=346
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m_collisionShapes.push_back(new btBoxShape (btVector3(200,CUBE_HALF_EXTENTS,200)));
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#endif
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#ifdef DO_BENCHMARK_PYRAMIDS
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m_collisionShapes.push_back(new btBoxShape (btVector3(CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS)));
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#else
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// m_collisionShapes.push_back(new btBoxShape (btVector3(CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS)));
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m_collisionShapes.push_back(new btCylinderShape (btVector3(CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS)));
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#endif
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#ifdef DO_BENCHMARK_PYRAMIDS
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setCameraDistance(32.5f);
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#endif
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#ifdef DO_BENCHMARK_PYRAMIDS
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m_azi = 90.f;
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#endif //DO_BENCHMARK_PYRAMIDS
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m_dispatcher=0;
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m_collisionConfiguration = new btDefaultCollisionConfiguration();
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#ifdef USE_PARALLEL_DISPATCHER
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int maxNumOutstandingTasks = 4;
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#ifdef USE_WIN32_THREADING
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m_threadSupportCollision = new Win32ThreadSupport(Win32ThreadSupport::Win32ThreadConstructionInfo(
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"collision",
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processCollisionTask,
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createCollisionLocalStoreMemory,
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maxNumOutstandingTasks));
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#else
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#ifdef USE_LIBSPE2
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spe_program_handle_t * program_handle;
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#ifndef USE_CESOF
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program_handle = spe_image_open ("./spuCollision.elf");
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if (program_handle == NULL)
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{
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perror( "SPU OPEN IMAGE ERROR\n");
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}
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else
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{
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printf( "IMAGE OPENED\n");
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}
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#else
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extern spe_program_handle_t spu_program;
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program_handle = &spu_program;
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#endif
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SpuLibspe2Support* threadSupportCollision = new SpuLibspe2Support( program_handle, maxNumOutstandingTasks);
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#endif //USE_LIBSPE2
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///Playstation 3 SPU (SPURS) version is available through PS3 Devnet
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/// For Unix/Mac someone could implement a pthreads version of btThreadSupportInterface?
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///you can hook it up to your custom task scheduler by deriving from btThreadSupportInterface
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#endif
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m_dispatcher = new SpuGatheringCollisionDispatcher(m_threadSupportCollision,maxNumOutstandingTasks,m_collisionConfiguration);
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// m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
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#else
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m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
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#endif //USE_PARALLEL_DISPATCHER
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#ifdef USE_CUSTOM_NEAR_CALLBACK
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//this is optional
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m_dispatcher->setNearCallback(customNearCallback);
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#endif
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m_broadphase = new btDbvtBroadphase();
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#ifdef COMPARE_WITH_QUICKSTEP
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m_solver = new btOdeQuickstepConstraintSolver();
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#else
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#ifdef USE_PARALLEL_SOLVER
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m_threadSupportSolver = new Win32ThreadSupport(Win32ThreadSupport::Win32ThreadConstructionInfo(
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"solver",
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processSolverTask,
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createSolverLocalStoreMemory,
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maxNumOutstandingTasks));
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m_solver = new btParallelSequentialImpulseSolver(m_threadSupportSolver,maxNumOutstandingTasks);
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#else
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btSequentialImpulseConstraintSolver* solver = new btSequentialImpulseConstraintSolver();
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m_solver = solver;//new btOdeQuickstepConstraintSolver();
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#endif //USE_PARALLEL_SOLVER
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#endif
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btDiscreteDynamicsWorld* world = new btDiscreteDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
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m_dynamicsWorld = world;
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///SOLVER_RANDMIZE_ORDER makes cylinder stacking a bit more stable
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world->getSolverInfo().m_solverMode |= SOLVER_RANDMIZE_ORDER;
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#ifdef USER_DEFINED_FRICTION_MODEL
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//user defined friction model is not supported in 'cache friendly' solver yet, so switch to old solver
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world->getSolverInfo().m_solverMode = SOLVER_RANDMIZE_ORDER;
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#endif //USER_DEFINED_FRICTION_MODEL
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#ifdef DO_BENCHMARK_PYRAMIDS
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world->getSolverInfo().m_numIterations = 4;
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#endif //DO_BENCHMARK_PYRAMIDS
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m_dynamicsWorld->getDispatchInfo().m_enableSPU = true;
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m_dynamicsWorld->setGravity(btVector3(0,-10,0));
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#ifdef USER_DEFINED_FRICTION_MODEL
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{
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//m_solver->setContactSolverFunc(ContactSolverFunc func,USER_CONTACT_SOLVER_TYPE1,DEFAULT_CONTACT_SOLVER_TYPE);
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solver->SetFrictionSolverFunc(myFrictionModel,USER_CONTACT_SOLVER_TYPE1,DEFAULT_CONTACT_SOLVER_TYPE);
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solver->SetFrictionSolverFunc(myFrictionModel,DEFAULT_CONTACT_SOLVER_TYPE,USER_CONTACT_SOLVER_TYPE1);
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solver->SetFrictionSolverFunc(myFrictionModel,USER_CONTACT_SOLVER_TYPE1,USER_CONTACT_SOLVER_TYPE1);
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//m_physicsEnvironmentPtr->setNumIterations(2);
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}
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#endif //USER_DEFINED_FRICTION_MODEL
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int i;
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btTransform tr;
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tr.setIdentity();
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for (i=0;i<gNumObjects;i++)
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{
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if (i>0)
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{
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shapeIndex[i] = 1;//sphere
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}
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else
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shapeIndex[i] = 0;
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}
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if (useCompound)
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{
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btCompoundShape* compoundShape = new btCompoundShape();
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btCollisionShape* oldShape = m_collisionShapes[1];
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m_collisionShapes[1] = compoundShape;
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btVector3 sphereOffset(0,0,2);
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comOffset.setIdentity();
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#ifdef CENTER_OF_MASS_SHIFT
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comOffset.setOrigin(comOffsetVec);
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compoundShape->addChildShape(comOffset,oldShape);
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#else
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compoundShape->addChildShape(tr,oldShape);
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tr.setOrigin(sphereOffset);
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compoundShape->addChildShape(tr,new btSphereShape(0.9));
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#endif
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}
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#ifdef DO_WALL
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for (i=0;i<gNumObjects;i++)
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{
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btCollisionShape* shape = m_collisionShapes[shapeIndex[i]];
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shape->setMargin(gCollisionMargin);
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bool isDyna = i>0;
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btTransform trans;
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trans.setIdentity();
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if (i>0)
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{
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//stack them
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int colsize = 10;
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int row = (i*CUBE_HALF_EXTENTS*2)/(colsize*2*CUBE_HALF_EXTENTS);
|
|
int row2 = row;
|
|
int col = (i)%(colsize)-colsize/2;
|
|
|
|
|
|
if (col>3)
|
|
{
|
|
col=11;
|
|
row2 |=1;
|
|
}
|
|
|
|
btVector3 pos(col*2*CUBE_HALF_EXTENTS + (row2%2)*CUBE_HALF_EXTENTS,
|
|
row*2*CUBE_HALF_EXTENTS+CUBE_HALF_EXTENTS+EXTRA_HEIGHT,0);
|
|
|
|
trans.setOrigin(pos);
|
|
} else
|
|
{
|
|
trans.setOrigin(btVector3(0,EXTRA_HEIGHT-CUBE_HALF_EXTENTS,0));
|
|
}
|
|
|
|
float mass = 1.f;
|
|
|
|
if (!isDyna)
|
|
mass = 0.f;
|
|
|
|
btRigidBody* body = localCreateRigidBody(mass,trans,shape);
|
|
#ifdef USE_KINEMATIC_GROUND
|
|
if (mass == 0.f)
|
|
{
|
|
body->setCollisionFlags( body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
|
|
body->setActivationState(DISABLE_DEACTIVATION);
|
|
}
|
|
#endif //USE_KINEMATIC_GROUND
|
|
|
|
|
|
// Only do CCD if motion in one timestep (1.f/60.f) exceeds CUBE_HALF_EXTENTS
|
|
body->setCcdMotionThreshold( CUBE_HALF_EXTENTS );
|
|
|
|
//Experimental: better estimation of CCD Time of Impact:
|
|
body->setCcdSweptSphereRadius( 0.2*CUBE_HALF_EXTENTS );
|
|
|
|
#ifdef USER_DEFINED_FRICTION_MODEL
|
|
///Advanced use: override the friction solver
|
|
body->m_frictionSolverType = USER_CONTACT_SOLVER_TYPE1;
|
|
#endif //USER_DEFINED_FRICTION_MODEL
|
|
|
|
}
|
|
#endif
|
|
|
|
|
|
#ifdef DO_BENCHMARK_PYRAMIDS
|
|
btTransform trans;
|
|
trans.setIdentity();
|
|
|
|
btScalar halfExtents = CUBE_HALF_EXTENTS;
|
|
|
|
trans.setOrigin(btVector3(0,-halfExtents,0));
|
|
|
|
|
|
|
|
localCreateRigidBody(0.f,trans,m_collisionShapes[shapeIndex[0]]);
|
|
|
|
int numWalls = 15;
|
|
int wallHeight = 15;
|
|
float wallDistance = 3;
|
|
|
|
|
|
for (int i=0;i<numWalls;i++)
|
|
{
|
|
float zPos = (i-numWalls/2) * wallDistance;
|
|
createStack(m_collisionShapes[shapeIndex[1]],halfExtents,wallHeight,zPos);
|
|
}
|
|
// createStack(m_collisionShapes[shapeIndex[1]],halfExtends,20,10);
|
|
|
|
// createStack(m_collisionShapes[shapeIndex[1]],halfExtends,20,20);
|
|
#define DESTROYER_BALL 1
|
|
#ifdef DESTROYER_BALL
|
|
btTransform sphereTrans;
|
|
sphereTrans.setIdentity();
|
|
sphereTrans.setOrigin(btVector3(0,2,40));
|
|
btSphereShape* ball = new btSphereShape(2.f);
|
|
m_collisionShapes.push_back(ball);
|
|
btRigidBody* ballBody = localCreateRigidBody(10000.f,sphereTrans,ball);
|
|
ballBody->setLinearVelocity(btVector3(0,0,-10));
|
|
#endif
|
|
#endif //DO_BENCHMARK_PYRAMIDS
|
|
// clientResetScene();
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void CcdPhysicsDemo::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];
|
|
m_collisionShapes[j] = 0;
|
|
delete shape;
|
|
}
|
|
|
|
//delete dynamics world
|
|
delete m_dynamicsWorld;
|
|
|
|
//delete solver
|
|
delete m_solver;
|
|
#ifdef USE_PARALLEL_DISPATCHER
|
|
#ifdef _WIN32
|
|
if (m_threadSupportSolver)
|
|
{
|
|
delete m_threadSupportSolver;
|
|
}
|
|
#endif
|
|
#endif
|
|
|
|
//delete broadphase
|
|
delete m_broadphase;
|
|
|
|
//delete dispatcher
|
|
delete m_dispatcher;
|
|
|
|
#ifdef USE_PARALLEL_DISPATCHER
|
|
#ifdef _WIN32
|
|
if (m_threadSupportCollision)
|
|
{
|
|
delete m_threadSupportCollision;
|
|
}
|
|
#endif
|
|
#endif
|
|
|
|
delete m_collisionConfiguration;
|
|
|
|
|
|
}
|
|
|
|
|