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https://github.com/bulletphysics/bullet3
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ab8f16961e
Apply clang-format-all.sh using the _clang-format file through all the cpp/.h files. make sure not to apply it to certain serialization structures, since some parser expects the * as part of the name, instead of type. This commit contains no other changes aside from adding and applying clang-format-all.sh
140 lines
3.4 KiB
C++
140 lines
3.4 KiB
C++
#ifndef RENDER_INSTANCING_DEMO_H
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#define RENDER_INSTANCING_DEMO_H
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#include "../CommonInterfaces/CommonGraphicsAppInterface.h"
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#include "Bullet3Common/b3Quaternion.h"
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#include "Bullet3Common/b3AlignedObjectArray.h"
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#include "../CommonInterfaces/CommonRenderInterface.h"
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#include "../CommonInterfaces/CommonExampleInterface.h"
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#include "../CommonInterfaces/CommonGUIHelperInterface.h"
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///quick demo showing the right-handed coordinate system and positive rotations around each axis
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class RenderInstancingDemo : public CommonExampleInterface
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{
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CommonGraphicsApp* m_app;
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float m_x;
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float m_y;
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float m_z;
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b3AlignedObjectArray<int> m_movingInstances;
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enum
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{
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numCubesX = 20,
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numCubesY = 20
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};
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public:
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RenderInstancingDemo(CommonGraphicsApp* app)
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: m_app(app),
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m_x(0),
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m_y(0),
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m_z(0)
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{
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m_app->setUpAxis(2);
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{
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b3Vector3 extents = b3MakeVector3(100, 100, 100);
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extents[m_app->getUpAxis()] = 1;
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int xres = 20;
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int yres = 20;
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b3Vector4 color0 = b3MakeVector4(0.1, 0.1, 0.1, 1);
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b3Vector4 color1 = b3MakeVector4(0.6, 0.6, 0.6, 1);
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m_app->registerGrid(xres, yres, color0, color1);
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}
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{
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int boxId = m_app->registerCubeShape(0.1, 0.1, 0.1);
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for (int i = -numCubesX / 2; i < numCubesX / 2; i++)
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{
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for (int j = -numCubesY / 2; j < numCubesY / 2; j++)
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{
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b3Vector3 pos = b3MakeVector3(i, j, j);
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pos[app->getUpAxis()] = 1;
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b3Quaternion orn(0, 0, 0, 1);
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b3Vector4 color = b3MakeVector4(0.3, 0.3, 0.3, 1);
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b3Vector3 scaling = b3MakeVector3(1, 1, 1);
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int instanceId = m_app->m_renderer->registerGraphicsInstance(boxId, pos, orn, color, scaling);
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m_movingInstances.push_back(instanceId);
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}
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}
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}
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m_app->m_renderer->writeTransforms();
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}
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virtual ~RenderInstancingDemo()
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{
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}
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virtual void physicsDebugDraw(int debugDrawMode)
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{
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}
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virtual void initPhysics()
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{
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}
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virtual void exitPhysics()
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{
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}
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virtual void stepSimulation(float deltaTime)
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{
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m_x += 0.01f;
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m_y += 0.01f;
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m_z += 0.01f;
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int index = 0;
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for (int i = -numCubesX / 2; i < numCubesX / 2; i++)
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{
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for (int j = -numCubesY / 2; j < numCubesY / 2; j++)
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{
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b3Vector3 pos = b3MakeVector3(i, j, j);
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pos[m_app->getUpAxis()] = 1 + 1 * b3Sin(m_x + i - j);
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float orn[4] = {0, 0, 0, 1};
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m_app->m_renderer->writeSingleInstanceTransformToCPU(pos, orn, m_movingInstances[index++]);
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}
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}
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m_app->m_renderer->writeTransforms();
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}
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virtual void renderScene()
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{
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m_app->m_renderer->renderScene();
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}
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virtual void physicsDebugDraw()
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{
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}
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virtual bool mouseMoveCallback(float x, float y)
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{
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return false;
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}
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virtual bool mouseButtonCallback(int button, int state, float x, float y)
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{
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return false;
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}
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virtual bool keyboardCallback(int key, int state)
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{
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return false;
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}
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virtual void resetCamera()
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{
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float dist = 13;
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float pitch = -13;
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float yaw = 50;
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float targetPos[3] = {-1, 0, -0.3};
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if (m_app->m_renderer && m_app->m_renderer->getActiveCamera())
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{
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m_app->m_renderer->getActiveCamera()->setCameraDistance(dist);
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m_app->m_renderer->getActiveCamera()->setCameraPitch(pitch);
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m_app->m_renderer->getActiveCamera()->setCameraYaw(yaw);
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m_app->m_renderer->getActiveCamera()->setCameraTargetPosition(targetPos[0], targetPos[1], targetPos[2]);
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}
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}
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};
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class CommonExampleInterface* RenderInstancingCreateFunc(struct CommonExampleOptions& options)
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{
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return new RenderInstancingDemo(options.m_guiHelper->getAppInterface());
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}
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#endif //RENDER_INSTANCING_DEMO_H
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