bullet3/demo/donttouch/GpuDemo.cpp
2013-03-13 13:22:56 -07:00

612 lines
18 KiB
C++

/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
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.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "btCpuDynamicsWorld.h"
#include "btGpuDynamicsWorld.h"
#define SCALING 1.
#define START_POS_X -5
#define START_POS_Y 10
#define START_POS_Z -3
#include "LinearMath/btVector3.h"
#include "GpuDemo.h"
//#include "GlutStuff.h"
///btBulletDynamicsCommon.h is the main Bullet include file, contains most common include files.
//#include "btBulletDynamicsCommon.h"
#include "BulletCollision/CollisionShapes/btTriangleMesh.h"
#include "BulletCollision/CollisionShapes/btBvhTriangleMeshShape.h"
#include "BulletCollision/CollisionShapes/btSphereShape.h"
#include "BulletCollision/CollisionShapes/btConvexHullShape.h"
#include "BulletCollision/CollisionShapes/btBoxShape.h"
#include "BulletCollision/CollisionShapes/btCompoundShape.h"
#include "BulletCollision/CollisionShapes/btStaticPlaneShape.h"
#include "BulletDynamics/Dynamics/btRigidBody.h"
#include "LinearMath/btDefaultMotionState.h"
#include "LinearMath/btQuickprof.h"
#include <stdio.h> //printf debugging
void GpuDemo::clientMoveAndDisplay()
{
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//simple dynamics world doesn't handle fixed-time-stepping
float dt = getDeltaTimeInSeconds();
///step the simulation
if (m_dynamicsWorld)
{
static bool once = true;
if (once)
{
once=false;
btDefaultSerializer* serializer = new btDefaultSerializer();
m_dynamicsWorld->serialize(serializer);
FILE* file = fopen("testFile.bullet","wb");
fwrite(serializer->getBufferPointer(),serializer->getCurrentBufferSize(),1, file);
fclose(file);
}
m_dynamicsWorld->stepSimulation(dt);
static int count=0;
count++;
if (count==25)
{
//CProfileManager::dumpAll();
}
}
// renderme();
//swapBuffers();
}
btAlignedObjectArray<btVector3> vertices;
void EmptyDemo::setupScene(const ConstructionInfo& ci)
{
//empty test
}
void SpheresDemo::setupScene(const ConstructionInfo& ci)
{
if (1)
{
btSphereShape* sphere = new btSphereShape(1);
m_collisionShapes.push_back(sphere);
/// Create Dynamic Objects
btTransform startTransform;
startTransform.setIdentity();
float start_x = START_POS_X - ci.gapX*ci.arraySizeX/2;
float start_y = START_POS_Y;
float start_z = START_POS_Z - ci.gapZ*ci.arraySizeZ/2;
for (int k=0;k<ci.arraySizeY;k++)
{
int sizeX = ci.arraySizeX;
int startX = -sizeX/2;
float gapX = ci.gapX;
for (int i=0;i<sizeX;i++)
{
int sizeZ = ci.arraySizeZ;
int startZ = -sizeX/2;
float gapZ =ci.gapZ;
for(int j = 0;j<sizeZ;j++)
{
//btCollisionShape* shape = k==0? boxShape : colShape;
btCollisionShape* shape = sphere;
btScalar mass = 1;
if (!ci.m_useConcaveMesh && k==0)
mass = k==0? 0.f : 1.f;
//rigidbody is dynamic if and only if mass is non zero, otherwise static
bool isDynamic = (mass != 0.f);
btVector3 localInertia(0,0,0);
if (isDynamic)
shape->calculateLocalInertia(mass,localInertia);
startTransform.setOrigin(SCALING*btVector3(
btScalar(gapX*i + start_x),
btScalar(ci.gapY*k + start_y),
btScalar(gapZ*j + start_z)));
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,shape,localInertia);
btRigidBody* body = new btRigidBody(rbInfo);
m_dynamicsWorld->addRigidBody(body);
}
}
}
}
{
btVector3 planeNormal(0,1,0);
btScalar planeConstant=0;
btCollisionShape* shape = new btStaticPlaneShape(planeNormal,planeConstant);
//btBoxShape* plane = new btBoxShape(btVector3(100,1,100));
//plane->initializePolyhedralFeatures();
//btSphereShape* shape = new btSphereShape(1000);
btScalar mass(0.);
//rigidbody is dynamic if and only if mass is non zero, otherwise static
bool isDynamic = (mass != 0.f);
btVector3 localInertia(0,0,0);
btTransform groundTransform;
groundTransform.setIdentity();
groundTransform.setRotation(btQuaternion(btVector3(1,0,0),0.3));
groundTransform.setOrigin(btVector3(0,0,0));
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,shape,localInertia);
btRigidBody* body = new btRigidBody(rbInfo);
//add the body to the dynamics world
m_dynamicsWorld->addRigidBody(body);
}
}
void GpuCompoundDemo::setupScene(const ConstructionInfo& ci)
{
btCollisionShape* groundShape =0;
// btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0,1,0),50);
if (ci.m_useConcaveMesh)
{
btTriangleMesh* meshInterface = new btTriangleMesh();
btAlignedObjectArray<btVector3> concaveVertices;
concaveVertices.push_back(btVector3(0,-20,0));
concaveVertices.push_back(btVector3(80,10,80));
concaveVertices.push_back(btVector3(80,10,-80));
concaveVertices.push_back(btVector3(-80,10,-80));
concaveVertices.push_back(btVector3(-80,10,80));
meshInterface->addTriangle(concaveVertices[0],concaveVertices[1],concaveVertices[2],true);
meshInterface->addTriangle(concaveVertices[0],concaveVertices[2],concaveVertices[3],true);
meshInterface->addTriangle(concaveVertices[0],concaveVertices[3],concaveVertices[4],true);
meshInterface->addTriangle(concaveVertices[0],concaveVertices[4],concaveVertices[1],true);
#if 0
groundShape = new btBvhTriangleMeshShape(meshInterface,true);//btStaticPlaneShape(btVector3(0,1,0),50);
#else
btBoxShape* shape =new btBoxShape(btVector3(btScalar(250.),btScalar(10.),btScalar(250.)));
shape->initializePolyhedralFeatures();
groundShape = shape;
#endif
} else
{
groundShape = new btBoxShape(btVector3(btScalar(250.),btScalar(50.),btScalar(250.)));
}
m_collisionShapes.push_back(groundShape);
btTransform groundTransform;
groundTransform.setIdentity();
groundTransform.setOrigin(btVector3(0,0,0));
//We can also use DemoApplication::localCreateRigidBody, but for clarity it is provided here:
if (ci.m_useConcaveMesh)
{
btScalar mass(0.);
//rigidbody is dynamic if and only if mass is non zero, otherwise static
bool isDynamic = (mass != 0.f);
btVector3 localInertia(0,0,0);
if (isDynamic)
groundShape->calculateLocalInertia(mass,localInertia);
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,groundShape,localInertia);
btRigidBody* body = new btRigidBody(rbInfo);
//add the body to the dynamics world
m_dynamicsWorld->addRigidBody(body);
}
{
//create a few dynamic rigidbodies
// Re-using the same collision is better for memory usage and performance
//vertices.push_back(btVector3(0,1,0));
vertices.push_back(btVector3(1,1,1));
vertices.push_back(btVector3(1,1,-1));
vertices.push_back(btVector3(-1,1,-1));
vertices.push_back(btVector3(-1,1,1));
vertices.push_back(btVector3(1,-1,1));
vertices.push_back(btVector3(1,-1,-1));
vertices.push_back(btVector3(-1,-1,-1));
vertices.push_back(btVector3(-1,-1,1));
#if 0
btPolyhedralConvexShape* colShape = new btConvexHullShape(&vertices[0].getX(),vertices.size());
colShape->initializePolyhedralFeatures();
#else
btCompoundShape* compoundShape = 0;
{
btPolyhedralConvexShape* colShape = new btConvexHullShape(&vertices[0].getX(),vertices.size());
colShape->initializePolyhedralFeatures();
compoundShape = new btCompoundShape();
btTransform tr;
tr.setIdentity();
tr.setOrigin(btVector3(0,-1,0));
compoundShape->addChildShape(tr,colShape);
tr.setOrigin(btVector3(0,0,2));
compoundShape->addChildShape(tr,colShape);
tr.setOrigin(btVector3(2,0,0));
compoundShape->addChildShape(tr,colShape);
}
btCollisionShape* colShape = compoundShape;
#endif
btPolyhedralConvexShape* boxShape = new btBoxShape(btVector3(SCALING*1,SCALING*1,SCALING*1));
boxShape->initializePolyhedralFeatures();
//btCollisionShape* colShape = new btSphereShape(btScalar(1.));
m_collisionShapes.push_back(colShape);
m_collisionShapes.push_back(boxShape);
/// Create Dynamic Objects
btTransform startTransform;
startTransform.setIdentity();
float start_x = START_POS_X - ci.arraySizeX/2;
float start_y = START_POS_Y;
float start_z = START_POS_Z - ci.arraySizeZ/2;
for (int k=0;k<ci.arraySizeY;k++)
{
int sizeX = ci.arraySizeX;
if (!ci.m_useConcaveMesh && k==0)
sizeX = 50;
int startX = !ci.m_useConcaveMesh&&k==0? -20 : 0;
float gapX = !ci.m_useConcaveMesh&&k==0? 3.05 : ci.gapX;
for (int i=0;i<sizeX;i++)
{
int sizeZ = !ci.m_useConcaveMesh&&k==0? 50 : ci.arraySizeZ;
int startZ = (!ci.m_useConcaveMesh)&&k==0? -20 : 0;
float gapZ = !ci.m_useConcaveMesh&&k==0? 3.05 : ci.gapZ;
for(int j = 0;j<sizeZ;j++)
{
//btCollisionShape* shape = k==0? boxShape : colShape;
btCollisionShape* shape = colShape;
btScalar mass = 1;
if (!ci.m_useConcaveMesh && k==0)
mass = k==0? 0.f : 1.f;
//rigidbody is dynamic if and only if mass is non zero, otherwise static
bool isDynamic = (mass != 0.f);
btVector3 localInertia(0,0,0);
if (isDynamic)
shape->calculateLocalInertia(mass,localInertia);
startTransform.setOrigin(SCALING*btVector3(
btScalar(startX+gapX*i + start_x),
btScalar(20+ci.gapY*k + start_y),
btScalar(startZ+gapZ*j + start_z)));
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,shape,localInertia);
btRigidBody* body = new btRigidBody(rbInfo);
m_dynamicsWorld->addRigidBody(body);
}
}
}
}
}
void GpuBoxDemo::setupScene(const ConstructionInfo& ci)
{
btCollisionShape* groundShape =0;
// btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0,1,0),50);
if (ci.m_useConcaveMesh)
{
btTriangleMesh* meshInterface = new btTriangleMesh();
btAlignedObjectArray<btVector3> concaveVertices;
concaveVertices.push_back(btVector3(0,-20,0));
concaveVertices.push_back(btVector3(80,10,80));
concaveVertices.push_back(btVector3(80,10,-80));
concaveVertices.push_back(btVector3(-80,10,-80));
concaveVertices.push_back(btVector3(-80,10,80));
meshInterface->addTriangle(concaveVertices[0],concaveVertices[1],concaveVertices[2],true);
meshInterface->addTriangle(concaveVertices[0],concaveVertices[2],concaveVertices[3],true);
meshInterface->addTriangle(concaveVertices[0],concaveVertices[3],concaveVertices[4],true);
meshInterface->addTriangle(concaveVertices[0],concaveVertices[4],concaveVertices[1],true);
#if 0
groundShape = new btBvhTriangleMeshShape(meshInterface,true);//btStaticPlaneShape(btVector3(0,1,0),50);
#else
btBoxShape* shape =new btBoxShape(btVector3(btScalar(250.),btScalar(10.),btScalar(250.)));
shape->initializePolyhedralFeatures();
groundShape = shape;
#endif
} else
{
groundShape = new btBoxShape(btVector3(btScalar(250.),btScalar(50.),btScalar(250.)));
}
m_collisionShapes.push_back(groundShape);
btTransform groundTransform;
groundTransform.setIdentity();
groundTransform.setOrigin(btVector3(0,0,0));
//We can also use DemoApplication::localCreateRigidBody, but for clarity it is provided here:
if (ci.m_useConcaveMesh)
{
btScalar mass(0.);
//rigidbody is dynamic if and only if mass is non zero, otherwise static
bool isDynamic = (mass != 0.f);
btVector3 localInertia(0,0,0);
if (isDynamic)
groundShape->calculateLocalInertia(mass,localInertia);
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,groundShape,localInertia);
btRigidBody* body = new btRigidBody(rbInfo);
//add the body to the dynamics world
m_dynamicsWorld->addRigidBody(body);
}
{
//create a few dynamic rigidbodies
// Re-using the same collision is better for memory usage and performance
//vertices.push_back(btVector3(0,1,0));
vertices.push_back(btVector3(1,1,1));
vertices.push_back(btVector3(1,1,-1));
vertices.push_back(btVector3(-1,1,-1));
vertices.push_back(btVector3(-1,1,1));
vertices.push_back(btVector3(1,-1,1));
vertices.push_back(btVector3(1,-1,-1));
vertices.push_back(btVector3(-1,-1,-1));
vertices.push_back(btVector3(-1,-1,1));
#if 1
btPolyhedralConvexShape* colShape = new btConvexHullShape(&vertices[0].getX(),vertices.size());
colShape->initializePolyhedralFeatures();
#else
btCompoundShape* compoundShape = 0;
{
btPolyhedralConvexShape* colShape = new btConvexHullShape(&vertices[0].getX(),vertices.size());
colShape->initializePolyhedralFeatures();
compoundShape = new btCompoundShape();
btTransform tr;
tr.setIdentity();
tr.setOrigin(btVector3(0,-1,0));
compoundShape->addChildShape(tr,colShape);
tr.setOrigin(btVector3(0,0,2));
compoundShape->addChildShape(tr,colShape);
tr.setOrigin(btVector3(2,0,0));
compoundShape->addChildShape(tr,colShape);
}
btCollisionShape* colShape = compoundShape;
#endif
btPolyhedralConvexShape* boxShape = new btBoxShape(btVector3(SCALING*1,SCALING*1,SCALING*1));
boxShape->initializePolyhedralFeatures();
//btCollisionShape* colShape = new btSphereShape(btScalar(1.));
m_collisionShapes.push_back(colShape);
m_collisionShapes.push_back(boxShape);
/// Create Dynamic Objects
btTransform startTransform;
startTransform.setIdentity();
float start_x = START_POS_X - ci.arraySizeX/2;
float start_y = START_POS_Y;
float start_z = START_POS_Z - ci.arraySizeZ/2;
for (int k=0;k<ci.arraySizeY;k++)
{
int sizeX = ci.arraySizeX;
if (!ci.m_useConcaveMesh && k==0)
sizeX = 50;
int startX = !ci.m_useConcaveMesh&&k==0? -20 : 0;
float gapX = !ci.m_useConcaveMesh&&k==0? 3.05 : ci.gapX;
for (int i=0;i<sizeX;i++)
{
int sizeZ = !ci.m_useConcaveMesh&&k==0? 50 : ci.arraySizeZ;
int startZ = (!ci.m_useConcaveMesh)&&k==0? -20 : 0;
float gapZ = !ci.m_useConcaveMesh&&k==0? 3.05 : ci.gapZ;
for(int j = 0;j<sizeZ;j++)
{
//btCollisionShape* shape = k==0? boxShape : colShape;
btCollisionShape* shape = colShape;
btScalar mass = 1;
if (!ci.m_useConcaveMesh && k==0)
mass = k==0? 0.f : 1.f;
//rigidbody is dynamic if and only if mass is non zero, otherwise static
bool isDynamic = (mass != 0.f);
btVector3 localInertia(0,0,0);
if (isDynamic)
shape->calculateLocalInertia(mass,localInertia);
startTransform.setOrigin(SCALING*btVector3(
btScalar(startX+gapX*i + start_x),
btScalar(ci.gapY*(k+0.5) + start_y),
btScalar(startZ+gapZ*j + start_z)));
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,shape,localInertia);
btRigidBody* body = new btRigidBody(rbInfo);
m_dynamicsWorld->addRigidBody(body);
}
}
}
}
}
void GpuDemo::initPhysics(const ConstructionInfo& ci)
{
// setTexturing(true);
//setShadows(false);
// setCameraDistance(btScalar(SCALING*250.));
///collision configuration contains default setup for memory, collision setup
if (ci.useOpenCL)
{
m_dynamicsWorld = new btGpuDynamicsWorld(ci.preferredOpenCLPlatformIndex,ci.preferredOpenCLDeviceIndex);
} else
{
m_dynamicsWorld = new btCpuDynamicsWorld();
}
m_dynamicsWorld->setGravity(btVector3(0,-10,0));
///create a few basic rigid bodies
setupScene(ci);
}
/*void GpuDemo::clientResetScene()
{
exitPhysics();
initPhysics();
}
*/
void GpuDemo::exitPhysics()
{
//cleanup in the reverse order of creation/initialization
//remove the rigidbodies from the dynamics world and delete them
int i;
if (m_dynamicsWorld)
{
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;
}
m_collisionShapes.clear();
delete m_dynamicsWorld;
m_dynamicsWorld=0;
}