mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-18 15:31:02 +00:00
946 lines
24 KiB
C++
946 lines
24 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "CcdPhysicsEnvironment.h"
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#include "CcdPhysicsController.h"
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//#include "GL_LineSegmentShape.h"
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#include "CollisionShapes/BoxShape.h"
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#include "CollisionShapes/SphereShape.h"
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#include "CollisionShapes/CylinderShape.h"
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#include "CollisionShapes/ConeShape.h"
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#include "CollisionShapes/StaticPlaneShape.h"
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#include "CollisionShapes/ConvexHullShape.h"
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#include "CollisionShapes/TriangleMesh.h"
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#include "CollisionShapes/ConvexTriangleMeshShape.h"
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#include "CollisionShapes/TriangleMeshShape.h"
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#include "CollisionShapes/TriangleIndexVertexArray.h"
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#include "CollisionShapes/CompoundShape.h"
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extern SimdVector3 gCameraUp;
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extern int gForwardAxis;
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#include "CollisionShapes/Simplex1to4Shape.h"
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#include "CollisionShapes/EmptyShape.h"
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#include "Dynamics/RigidBody.h"
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#include "CollisionDispatch/CollisionDispatcher.h"
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#include "BroadphaseCollision/SimpleBroadphase.h"
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#include "BroadphaseCollision/AxisSweep3.h"
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#include "ConstraintSolver/Point2PointConstraint.h"
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#include "ConstraintSolver/HingeConstraint.h"
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#include "quickprof.h"
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#include "IDebugDraw.h"
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#include "GLDebugDrawer.h"
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#define QUAKE_BSP_IMPORTING 1
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#ifdef QUAKE_BSP_IMPORTING
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#include "BspLoader.h"
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#include "BspConverter.h"
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#endif //QUAKE_BSP_IMPORTING
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#include "PHY_Pro.h"
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#include "BMF_Api.h"
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#include <stdio.h> //printf debugging
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float deltaTime = 1.f/60.f;
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float bulletSpeed = 40.f;
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#ifdef WIN32
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#if _MSC_VER >= 1310
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//only use SIMD Hull code under Win32
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#define USE_HULL 1
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#include "NarrowPhaseCollision/Hull.h"
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#endif //_MSC_VER
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#endif //WIN32
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#ifdef WIN32 //needed for glut.h
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#include <windows.h>
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#endif
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//think different
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#if defined(__APPLE__) && !defined (VMDMESA)
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#include <OpenGL/gl.h>
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#include <OpenGL/glu.h>
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#include <GLUT/glut.h>
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#else
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#include <GL/glut.h>
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#endif
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#include "GL_ShapeDrawer.h"
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#include "GlutStuff.h"
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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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int numObjects = 0;
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const int maxNumObjects = 450;
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SimdTransform startTransforms[maxNumObjects];
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DefaultMotionState ms[maxNumObjects];
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CcdPhysicsController* physObjects[maxNumObjects] = {0,0,0,0};
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CcdPhysicsEnvironment* physicsEnvironmentPtr = 0;
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#define CUBE_HALF_EXTENTS 1
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#define EXTRA_HEIGHT -20.f
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CollisionShape* gShapePtr[maxNumObjects];//1 rigidbody has 1 shape (no re-use of shapes)
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////////////////////////////////////
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///Very basic import
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CcdPhysicsController* CreatePhysicsObject(bool isDynamic, float mass, const SimdTransform& startTransform,CollisionShape* shape)
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{
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startTransforms[numObjects] = startTransform;
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PHY_ShapeProps shapeProps;
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shapeProps.m_do_anisotropic = false;
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shapeProps.m_do_fh = false;
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shapeProps.m_do_rot_fh = false;
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shapeProps.m_friction_scaling[0] = 1.;
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shapeProps.m_friction_scaling[1] = 1.;
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shapeProps.m_friction_scaling[2] = 1.;
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shapeProps.m_inertia = 1.f;
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shapeProps.m_lin_drag = 0.2f;
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shapeProps.m_ang_drag = 0.1f;
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shapeProps.m_mass = 10.0f;
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PHY_MaterialProps materialProps;
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materialProps.m_friction = 10.5f;
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materialProps.m_restitution = 0.0f;
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CcdConstructionInfo ccdObjectCi;
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ccdObjectCi.m_friction = 0.5f;
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ccdObjectCi.m_linearDamping = shapeProps.m_lin_drag;
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ccdObjectCi.m_angularDamping = shapeProps.m_ang_drag;
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SimdTransform tr;
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tr.setIdentity();
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int i = numObjects;
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{
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gShapePtr[i] = shape;
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shapeProps.m_shape = gShapePtr[i];
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shapeProps.m_shape->SetMargin(0.05f);
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SimdQuaternion orn = startTransform.getRotation();
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ms[i].setWorldOrientation(orn[0],orn[1],orn[2],orn[3]);
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ms[i].setWorldPosition(startTransform.getOrigin().getX(),startTransform.getOrigin().getY(),startTransform.getOrigin().getZ());
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ccdObjectCi.m_MotionState = &ms[i];
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ccdObjectCi.m_gravity = SimdVector3(0,-9.8,0);
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ccdObjectCi.m_localInertiaTensor =SimdVector3(0,0,0);
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if (!isDynamic)
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{
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shapeProps.m_mass = 0.f;
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ccdObjectCi.m_mass = shapeProps.m_mass;
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ccdObjectCi.m_collisionFlags = CollisionObject::isStatic;
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}
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else
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{
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shapeProps.m_mass = mass;
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ccdObjectCi.m_mass = shapeProps.m_mass;
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ccdObjectCi.m_collisionFlags = 0;
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}
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SimdVector3 localInertia(0.f,0.f,0.f);
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if (isDynamic)
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{
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gShapePtr[i]->CalculateLocalInertia(shapeProps.m_mass,localInertia);
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}
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ccdObjectCi.m_localInertiaTensor = localInertia;
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ccdObjectCi.m_collisionShape = gShapePtr[i];
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physObjects[i]= new CcdPhysicsController( ccdObjectCi);
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// Only do CCD if motion in one timestep (1.f/60.f) exceeds CUBE_HALF_EXTENTS
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physObjects[i]->GetRigidBody()->m_ccdSquareMotionTreshold = 0.f;
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//Experimental: better estimation of CCD Time of Impact:
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//physObjects[i]->GetRigidBody()->m_ccdSweptShereRadius = 0.5*CUBE_HALF_EXTENTS;
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physicsEnvironmentPtr->addCcdPhysicsController( physObjects[i]);
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}
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//return newly created PhysicsController
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return physObjects[numObjects++];
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}
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///BspToBulletConverter extends the BspConverter to convert to Bullet datastructures
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class BspToBulletConverter : public BspConverter
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{
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public:
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virtual void AddConvexVerticesCollider(std::vector<SimdVector3>& vertices, bool isEntity, const SimdVector3& entityTargetLocation)
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{
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///perhaps we can do something special with entities (isEntity)
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///like adding a collision Triggering (as example)
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if (vertices.size() > 0)
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{
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bool isDynamic = false;
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float mass = 0.f;
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SimdTransform startTransform;
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//can use a shift
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startTransform.setIdentity();
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startTransform.setOrigin(SimdVector3(0,0,-10.f));
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//this create an internal copy of the vertices
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CollisionShape* shape = new ConvexHullShape(&vertices[0],vertices.size());
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CreatePhysicsObject(isDynamic, mass, startTransform,shape);
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}
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}
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};
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////////////////////////////////////
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GLDebugDrawer debugDrawer;
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char* makeExeToBspFilename(const char* lpCmdLine);
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char* getLastFileName();
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int main(int argc,char** argv)
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{
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char* bspfilename = "BspDemo.bsp";
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printf("argc=%i\n",argc);
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{
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for (int i=0;i<argc;i++)
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{
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printf("argv[%i]=%s\n",i,argv[i]);
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}
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bspfilename = makeExeToBspFilename(argv[0]);
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printf("new name=%s\n",bspfilename);
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}
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if (argc>1)
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{
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bspfilename = argv[1];
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}
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gCameraUp = SimdVector3(0,0,1);
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gForwardAxis = 1;
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///Setup a Physics Simulation Environment
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CollisionDispatcher* dispatcher = new CollisionDispatcher();
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SimdVector3 worldAabbMin(-10000,-10000,-10000);
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SimdVector3 worldAabbMax(10000,10000,10000);
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OverlappingPairCache* broadphase = new AxisSweep3(worldAabbMin,worldAabbMax);
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//BroadphaseInterface* broadphase = new SimpleBroadphase();
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physicsEnvironmentPtr = new CcdPhysicsEnvironment(dispatcher,broadphase);
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physicsEnvironmentPtr->setDeactivationTime(2.f);
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physicsEnvironmentPtr->setGravity(0,0,-10);
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physicsEnvironmentPtr->setDebugDrawer(&debugDrawer);
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#ifdef QUAKE_BSP_IMPORTING
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void* memoryBuffer = 0;
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FILE* file = fopen(bspfilename,"r");
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if (!file)
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{
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//try again other path,
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//sight... visual studio leaves the current working directory in the projectfiles folder
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//instead of executable folder. who wants this default behaviour?!?
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bspfilename = "../../BspDemo.bsp";
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file = fopen(bspfilename,"r");
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}
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if (file)
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{
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BspLoader bspLoader;
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int size=0;
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if (fseek(file, 0, SEEK_END) || (size = ftell(file)) == EOF || fseek(file, 0, SEEK_SET)) { /* File operations denied? ok, just close and return failure */
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printf("Error: cannot get filesize from %s\n", bspfilename);
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} else
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{
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//how to detect file size?
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memoryBuffer = malloc(size+1);
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fread(memoryBuffer,1,size,file);
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bspLoader.LoadBSPFile( memoryBuffer);
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BspToBulletConverter bsp2bullet;
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float bspScaling = 0.1f;
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bsp2bullet.convertBsp(bspLoader,bspScaling);
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}
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fclose(file);
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}
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#endif
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clientResetScene();
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setCameraDistance(22.f);
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return glutmain(argc, argv,640,480,"Bullet Quake BSP Physics Viewer http://bullet.sourceforge.net");
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}
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//to be implemented by the demo
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void renderme()
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{
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debugDrawer.SetDebugMode(getDebugMode());
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float m[16];
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int i;
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if (getDebugMode() & IDebugDraw::DBG_DisableBulletLCP)
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{
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//don't use Bullet, use quickstep
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physicsEnvironmentPtr->setSolverType(0);
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} else
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{
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//Bullet LCP solver
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physicsEnvironmentPtr->setSolverType(1);
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}
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if (getDebugMode() & IDebugDraw::DBG_EnableCCD)
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{
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physicsEnvironmentPtr->setCcdMode(3);
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} else
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{
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physicsEnvironmentPtr->setCcdMode(0);
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}
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bool isSatEnabled = (getDebugMode() & IDebugDraw::DBG_EnableSatComparison);
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physicsEnvironmentPtr->EnableSatCollisionDetection(isSatEnabled);
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for (i=0;i<numObjects;i++)
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{
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SimdTransform transA;
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transA.setIdentity();
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float pos[3];
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float rot[4];
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ms[i].getWorldPosition(pos[0],pos[1],pos[2]);
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ms[i].getWorldOrientation(rot[0],rot[1],rot[2],rot[3]);
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SimdQuaternion q(rot[0],rot[1],rot[2],rot[3]);
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transA.setRotation(q);
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SimdPoint3 dpos;
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dpos.setValue(pos[0],pos[1],pos[2]);
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transA.setOrigin( dpos );
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transA.getOpenGLMatrix( m );
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SimdVector3 wireColor(1.f,1.0f,0.5f); //wants deactivation
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if (i & 1)
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{
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wireColor = SimdVector3(0.f,0.0f,1.f);
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}
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///color differently for active, sleeping, wantsdeactivation states
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if (physObjects[i]->GetRigidBody()->GetActivationState() == 1) //active
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{
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if (i & 1)
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{
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wireColor += SimdVector3 (1.f,0.f,0.f);
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} else
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{
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wireColor += SimdVector3 (.5f,0.f,0.f);
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}
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}
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if (physObjects[i]->GetRigidBody()->GetActivationState() == 2) //ISLAND_SLEEPING
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{
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if (i & 1)
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{
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wireColor += SimdVector3 (0.f,1.f, 0.f);
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} else
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{
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wireColor += SimdVector3 (0.f,0.5f,0.f);
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}
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}
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char extraDebug[125];
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sprintf(extraDebug,"islandId=%i, Body=%i, ShapeType=%s",physObjects[i]->GetRigidBody()->m_islandTag1,physObjects[i]->GetRigidBody()->m_debugBodyId,physObjects[i]->GetRigidBody()->GetCollisionShape()->GetName());
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physObjects[i]->GetRigidBody()->GetCollisionShape()->SetExtraDebugInfo(extraDebug);
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GL_ShapeDrawer::DrawOpenGL(m,physObjects[i]->GetRigidBody()->GetCollisionShape(),wireColor,getDebugMode());
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///this block is just experimental code to show some internal issues with replacing shapes on the fly.
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if (getDebugMode()!=0 && (i>0))
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{
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if (physObjects[i]->GetRigidBody()->GetCollisionShape()->GetShapeType() == EMPTY_SHAPE_PROXYTYPE)
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{
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physObjects[i]->GetRigidBody()->SetCollisionShape(gShapePtr[1]);
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//remove the persistent collision pairs that were created based on the previous shape
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BroadphaseProxy* bpproxy = physObjects[i]->GetRigidBody()->m_broadphaseHandle;
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physicsEnvironmentPtr->GetBroadphase()->CleanProxyFromPairs(bpproxy);
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SimdVector3 newinertia;
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SimdScalar newmass = 10.f;
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physObjects[i]->GetRigidBody()->GetCollisionShape()->CalculateLocalInertia(newmass,newinertia);
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physObjects[i]->GetRigidBody()->setMassProps(newmass,newinertia);
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physObjects[i]->GetRigidBody()->updateInertiaTensor();
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}
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}
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}
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if (!(getDebugMode() & IDebugDraw::DBG_NoHelpText))
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{
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float xOffset = 10.f;
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float yStart = 20.f;
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float yIncr = -2.f;
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SimdVector3 offset(xOffset,0,0);
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SimdVector3 up = gCameraUp;
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char buf[124];
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glColor3f(0, 0, 0);
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#ifdef USE_QUICKPROF
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if ( getDebugMode() & IDebugDraw::DBG_ProfileTimings)
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{
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static int counter = 0;
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counter++;
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std::map<std::string, hidden::ProfileBlock*>::iterator iter;
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for (iter = Profiler::mProfileBlocks.begin(); iter != Profiler::mProfileBlocks.end(); ++iter)
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{
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char blockTime[128];
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sprintf(blockTime, "%s: %lf",&((*iter).first[0]),Profiler::getBlockTime((*iter).first, Profiler::BLOCK_CYCLE_SECONDS));//BLOCK_TOTAL_PERCENT));
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glRasterPos3f(xOffset,yStart,0);
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BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),blockTime);
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yStart += yIncr;
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}
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}
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#endif //USE_QUICKPROF
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//profiling << Profiler::createStatsString(Profiler::BLOCK_TOTAL_PERCENT);
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//<< std::endl;
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SimdVector3 textPos = offset + up*yStart;
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glRasterPos3f(textPos.getX(),textPos.getY(),textPos.getZ());
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sprintf(buf,"leftmouse to pick");
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BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
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yStart += yIncr;
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textPos = offset + up*yStart;
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glRasterPos3f(textPos.getX(),textPos.getY(),textPos.getZ());
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sprintf(buf,"rightmouse or . to shoot box");
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BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
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yStart += yIncr;
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textPos = offset + up*yStart;
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glRasterPos3f(textPos.getX(),textPos.getY(),textPos.getZ());
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sprintf(buf,"space to reset");
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BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
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yStart += yIncr;
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textPos = offset + up*yStart;
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glRasterPos3f(textPos.getX(),textPos.getY(),textPos.getZ());
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sprintf(buf,"cursor keys and z,x to navigate");
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BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
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yStart += yIncr;
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textPos = offset + up*yStart ;
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glRasterPos3f(textPos.getX(),textPos.getY(),textPos.getZ());
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sprintf(buf,"i to toggle simulation, s single step");
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BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
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yStart += yIncr;
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textPos = offset + up*yStart ;
|
|
glRasterPos3f(textPos.getX(),textPos.getY(),textPos.getZ());
|
|
|
|
sprintf(buf,"q to quit");
|
|
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
|
|
yStart += yIncr;
|
|
|
|
textPos = offset + up*yStart ;
|
|
glRasterPos3f(textPos.getX(),textPos.getY(),textPos.getZ());
|
|
|
|
sprintf(buf,"d to toggle deactivation");
|
|
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
|
|
yStart += yIncr;
|
|
|
|
textPos = offset + up*yStart ;
|
|
glRasterPos3f(textPos.getX(),textPos.getY(),textPos.getZ());
|
|
|
|
sprintf(buf,"a to draw temporal AABBs");
|
|
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
|
|
yStart += yIncr;
|
|
|
|
|
|
textPos = offset + up*yStart ;
|
|
glRasterPos3f(textPos.getX(),textPos.getY(),textPos.getZ());
|
|
sprintf(buf,"c to show contact points (wireframe more)");
|
|
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
|
|
yStart += yIncr;
|
|
|
|
|
|
textPos = offset + up*yStart ;
|
|
glRasterPos3f(textPos.getX(),textPos.getY(),textPos.getZ());
|
|
|
|
|
|
sprintf(buf,"h to toggle help text");
|
|
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
|
|
yStart += yIncr;
|
|
|
|
bool useBulletLCP = !(getDebugMode() & IDebugDraw::DBG_DisableBulletLCP);
|
|
|
|
bool useCCD = (getDebugMode() & IDebugDraw::DBG_EnableCCD);
|
|
|
|
textPos = offset + up*yStart ;
|
|
glRasterPos3f(textPos.getX(),textPos.getY(),textPos.getZ());
|
|
|
|
|
|
sprintf(buf,"m Bullet GJK = %i",!isSatEnabled);
|
|
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
|
|
yStart += yIncr;
|
|
|
|
textPos = offset + up*yStart ;
|
|
glRasterPos3f(textPos.getX(),textPos.getY(),textPos.getZ());
|
|
|
|
sprintf(buf,"n Bullet LCP = %i",useBulletLCP);
|
|
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
|
|
yStart += yIncr;
|
|
|
|
textPos = offset + up*yStart ;
|
|
glRasterPos3f(textPos.getX(),textPos.getY(),textPos.getZ());
|
|
|
|
sprintf(buf,"1 CCD mode (adhoc) = %i",useCCD);
|
|
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
|
|
yStart += yIncr;
|
|
|
|
textPos = offset + up*yStart ;
|
|
glRasterPos3f(textPos.getX(),textPos.getY(),textPos.getZ());
|
|
|
|
sprintf(buf,"+- shooting speed = %10.2f",bulletSpeed);
|
|
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
|
|
yStart += yIncr;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
void clientMoveAndDisplay()
|
|
{
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
physicsEnvironmentPtr->proceedDeltaTime(0.f,deltaTime);
|
|
|
|
renderme();
|
|
|
|
glFlush();
|
|
glutSwapBuffers();
|
|
|
|
}
|
|
|
|
|
|
|
|
void clientDisplay(void) {
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
|
|
physicsEnvironmentPtr->UpdateAabbs(deltaTime);
|
|
|
|
renderme();
|
|
|
|
|
|
glFlush();
|
|
glutSwapBuffers();
|
|
}
|
|
|
|
|
|
|
|
///make this positive to show stack falling from a distance
|
|
///this shows the penalty tresholds in action, springy/spungy look
|
|
|
|
void clientResetScene()
|
|
{
|
|
for (int i=0;i<numObjects;i++)
|
|
{
|
|
ms[i].m_worldTransform = startTransforms[i];
|
|
physObjects[i]->setPosition(startTransforms[i].getOrigin().getX(),startTransforms[i].getOrigin().getY(),startTransforms[i].getOrigin().getZ());
|
|
physObjects[i]->SetLinearVelocity(0,0,0,0);
|
|
physObjects[i]->SetAngularVelocity(0,0,0,0);
|
|
SimdQuaternion orn;
|
|
startTransforms[i].getBasis().getRotation(orn);
|
|
physObjects[i]->setOrientation(orn.x(),orn.y(),orn.z(),orn[3]);
|
|
|
|
}
|
|
|
|
//delete and reload, or keep transforms ready?
|
|
}
|
|
|
|
|
|
|
|
void shootBox(const SimdVector3& destination)
|
|
{
|
|
|
|
bool isDynamic = true;
|
|
float mass = 1.f;
|
|
SimdTransform startTransform;
|
|
startTransform.setIdentity();
|
|
startTransform.setOrigin(SimdVector3(eye[0],eye[1],eye[2]));
|
|
CollisionShape* boxShape = new BoxShape(SimdVector3(1.f,1.f,1.f));
|
|
|
|
CreatePhysicsObject(isDynamic, mass, startTransform,boxShape);
|
|
|
|
int i = numObjects-1;
|
|
|
|
|
|
|
|
SimdVector3 linVel(destination[0]-eye[0],destination[1]-eye[1],destination[2]-eye[2]);
|
|
linVel.normalize();
|
|
linVel*=bulletSpeed;
|
|
|
|
physObjects[i]->setPosition(eye[0],eye[1],eye[2]);
|
|
physObjects[i]->setOrientation(0,0,0,1);
|
|
physObjects[i]->SetLinearVelocity(linVel[0],linVel[1],linVel[2],false);
|
|
physObjects[i]->SetAngularVelocity(0,0,0,false);
|
|
}
|
|
|
|
void clientKeyboard(unsigned char key, int x, int y)
|
|
{
|
|
|
|
if (key == '.')
|
|
{
|
|
shootBox(SimdVector3(0,0,0));
|
|
}
|
|
|
|
if (key == '+')
|
|
{
|
|
bulletSpeed += 10.f;
|
|
}
|
|
if (key == '-')
|
|
{
|
|
bulletSpeed -= 10.f;
|
|
}
|
|
|
|
defaultKeyboard(key, x, y);
|
|
}
|
|
|
|
int gPickingConstraintId = 0;
|
|
SimdVector3 gOldPickingPos;
|
|
float gOldPickingDist = 0.f;
|
|
RigidBody* pickedBody = 0;//for deactivation state
|
|
|
|
|
|
|
|
SimdVector3 GetRayTo(int x,int y)
|
|
{
|
|
float top = 1.f;
|
|
float bottom = -1.f;
|
|
float nearPlane = 1.f;
|
|
float tanFov = (top-bottom)*0.5f / nearPlane;
|
|
float fov = 2.0 * atanf (tanFov);
|
|
|
|
SimdVector3 rayFrom(eye[0],eye[1],eye[2]);
|
|
SimdVector3 rayForward = -rayFrom;
|
|
rayForward.normalize();
|
|
float farPlane = 600.f;
|
|
rayForward*= farPlane;
|
|
|
|
SimdVector3 rightOffset;
|
|
SimdVector3 vertical = gCameraUp;
|
|
|
|
SimdVector3 hor;
|
|
hor = rayForward.cross(vertical);
|
|
hor.normalize();
|
|
vertical = hor.cross(rayForward);
|
|
vertical.normalize();
|
|
|
|
float tanfov = tanf(0.5f*fov);
|
|
hor *= 2.f * farPlane * tanfov;
|
|
vertical *= 2.f * farPlane * tanfov;
|
|
SimdVector3 rayToCenter = rayFrom + rayForward;
|
|
SimdVector3 dHor = hor * 1.f/float(glutScreenWidth);
|
|
SimdVector3 dVert = vertical * 1.f/float(glutScreenHeight);
|
|
SimdVector3 rayTo = rayToCenter - 0.5f * hor + 0.5f * vertical;
|
|
rayTo += x * dHor;
|
|
rayTo -= y * dVert;
|
|
return rayTo;
|
|
}
|
|
void clientMouseFunc(int button, int state, int x, int y)
|
|
{
|
|
//printf("button %i, state %i, x=%i,y=%i\n",button,state,x,y);
|
|
//button 0, state 0 means left mouse down
|
|
|
|
SimdVector3 rayTo = GetRayTo(x,y);
|
|
|
|
switch (button)
|
|
{
|
|
case 2:
|
|
{
|
|
if (state==0)
|
|
{
|
|
shootBox(rayTo);
|
|
}
|
|
break;
|
|
};
|
|
case 1:
|
|
{
|
|
if (state==0)
|
|
{
|
|
//apply an impulse
|
|
if (physicsEnvironmentPtr)
|
|
{
|
|
float hit[3];
|
|
float normal[3];
|
|
PHY_IPhysicsController* hitObj = physicsEnvironmentPtr->rayTest(0,eye[0],eye[1],eye[2],rayTo.getX(),rayTo.getY(),rayTo.getZ(),hit[0],hit[1],hit[2],normal[0],normal[1],normal[2]);
|
|
if (hitObj)
|
|
{
|
|
CcdPhysicsController* physCtrl = static_cast<CcdPhysicsController*>(hitObj);
|
|
RigidBody* body = physCtrl->GetRigidBody();
|
|
if (body)
|
|
{
|
|
body->SetActivationState(ACTIVE_TAG);
|
|
SimdVector3 impulse = rayTo;
|
|
impulse.normalize();
|
|
float impulseStrength = 10.f;
|
|
impulse *= impulseStrength;
|
|
SimdVector3 relPos(
|
|
hit[0] - body->getCenterOfMassPosition().getX(),
|
|
hit[1] - body->getCenterOfMassPosition().getY(),
|
|
hit[2] - body->getCenterOfMassPosition().getZ());
|
|
|
|
body->applyImpulse(impulse,relPos);
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else
|
|
{
|
|
|
|
}
|
|
break;
|
|
}
|
|
case 0:
|
|
{
|
|
if (state==0)
|
|
{
|
|
//add a point to point constraint for picking
|
|
if (physicsEnvironmentPtr)
|
|
{
|
|
float hit[3];
|
|
float normal[3];
|
|
PHY_IPhysicsController* hitObj = physicsEnvironmentPtr->rayTest(0,eye[0],eye[1],eye[2],rayTo.getX(),rayTo.getY(),rayTo.getZ(),hit[0],hit[1],hit[2],normal[0],normal[1],normal[2]);
|
|
if (hitObj)
|
|
{
|
|
|
|
CcdPhysicsController* physCtrl = static_cast<CcdPhysicsController*>(hitObj);
|
|
RigidBody* body = physCtrl->GetRigidBody();
|
|
|
|
if (body && !body->IsStatic())
|
|
{
|
|
pickedBody = body;
|
|
pickedBody->SetActivationState(DISABLE_DEACTIVATION);
|
|
|
|
SimdVector3 pickPos(hit[0],hit[1],hit[2]);
|
|
|
|
SimdVector3 localPivot = body->getCenterOfMassTransform().inverse() * pickPos;
|
|
|
|
gPickingConstraintId = physicsEnvironmentPtr->createConstraint(physCtrl,0,PHY_POINT2POINT_CONSTRAINT,
|
|
localPivot.getX(),
|
|
localPivot.getY(),
|
|
localPivot.getZ(),
|
|
0,0,0);
|
|
//printf("created constraint %i",gPickingConstraintId);
|
|
|
|
//save mouse position for dragging
|
|
gOldPickingPos = rayTo;
|
|
|
|
|
|
SimdVector3 eyePos(eye[0],eye[1],eye[2]);
|
|
|
|
gOldPickingDist = (pickPos-eyePos).length();
|
|
|
|
Point2PointConstraint* p2p = static_cast<Point2PointConstraint*>(physicsEnvironmentPtr->getConstraintById(gPickingConstraintId));
|
|
if (p2p)
|
|
{
|
|
//very weak constraint for picking
|
|
p2p->m_setting.m_tau = 0.1f;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} else
|
|
{
|
|
if (gPickingConstraintId && physicsEnvironmentPtr)
|
|
{
|
|
physicsEnvironmentPtr->removeConstraint(gPickingConstraintId);
|
|
//printf("removed constraint %i",gPickingConstraintId);
|
|
gPickingConstraintId = 0;
|
|
pickedBody->ForceActivationState(ACTIVE_TAG);
|
|
pickedBody->m_deactivationTime = 0.f;
|
|
pickedBody = 0;
|
|
|
|
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
default:
|
|
{
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void clientMotionFunc(int x,int y)
|
|
{
|
|
|
|
if (gPickingConstraintId && physicsEnvironmentPtr)
|
|
{
|
|
|
|
//move the constraint pivot
|
|
|
|
Point2PointConstraint* p2p = static_cast<Point2PointConstraint*>(physicsEnvironmentPtr->getConstraintById(gPickingConstraintId));
|
|
if (p2p)
|
|
{
|
|
//keep it at the same picking distance
|
|
|
|
SimdVector3 newRayTo = GetRayTo(x,y);
|
|
SimdVector3 eyePos(eye[0],eye[1],eye[2]);
|
|
SimdVector3 dir = newRayTo-eyePos;
|
|
dir.normalize();
|
|
dir *= gOldPickingDist;
|
|
|
|
SimdVector3 newPos = eyePos + dir;
|
|
p2p->SetPivotB(newPos);
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
//some code that de-mangles the windows filename passed in as argument
|
|
char cleaned_filename[512];
|
|
char* getLastFileName()
|
|
{
|
|
return cleaned_filename;
|
|
}
|
|
char* makeExeToBspFilename(const char* lpCmdLine)
|
|
{
|
|
|
|
|
|
// We might get a windows-style path on the command line, this can mess up the DOM which expects
|
|
// all paths to be URI's. This block of code does some conversion to try and make the input
|
|
// compliant without breaking the ability to accept a properly formatted URI. Right now this only
|
|
// displays the first filename
|
|
const char *in = lpCmdLine;
|
|
char* out = cleaned_filename;
|
|
*out = NULL;
|
|
// If the first character is a ", skip it (filenames with spaces in them are quoted)
|
|
if(*in == '\"')
|
|
{
|
|
in++;
|
|
}
|
|
if(*(in+1) == ':')
|
|
{
|
|
// Second character is a :, assume we have a path with a drive letter and add a slash at the beginning
|
|
*(out++) = '/';
|
|
}
|
|
int i;
|
|
for(i =0; i<512; i++)
|
|
{
|
|
//if we get '.' we stop as well, unless it's the first character. Then we add .bsp as extension
|
|
// If we hit a null or a quote, stop copying. This will get just the first filename.
|
|
if(i && (*in == '.'))
|
|
break;
|
|
|
|
// If we hit a null or a quote, stop copying. This will get just the first filename.
|
|
if(*in == NULL || *in == '\"')
|
|
break;
|
|
// Copy while swapping backslashes for forward ones
|
|
if(*in == '\\')
|
|
{
|
|
*out = '/';
|
|
}
|
|
else
|
|
{
|
|
*out = *in;
|
|
}
|
|
in++;
|
|
out++;
|
|
}
|
|
*(out++) = '.';
|
|
*(out++) = 'b';
|
|
*(out++) = 's';
|
|
*(out++) = 'p';
|
|
*(out++) = 0;
|
|
|
|
return cleaned_filename;
|
|
}
|