mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-15 14:10:11 +00:00
427 lines
11 KiB
C++
427 lines
11 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2015 Google Inc. http://bulletphysics.org
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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 "../CommonInterfaces/CommonExampleInterface.h"
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#include "../CommonInterfaces/CommonGUIHelperInterface.h"
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#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
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#include "BulletCollision/CollisionShapes/btCollisionShape.h"
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#include "BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h"
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#include "../ExampleBrowser/CollisionShape2TriangleMesh.h"
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#include "../OpenGLWindow/GLInstanceGraphicsShape.h"
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#include "LinearMath/btTransform.h"
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#include "LinearMath/btHashMap.h"
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#include "../TinyRenderer/TinyRenderer.h"
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#include "../OpenGLWindow/SimpleCamera.h"
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static btVector4 sMyColors[4] =
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{
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btVector4(0.3,0.3,1,1),
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btVector4(0.6,0.6,1,1),
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btVector4(0,1,0,1),
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btVector4(0,1,1,1),
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//btVector4(1,1,0,1),
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};
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struct TinyRendererTexture
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{
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const unsigned char* m_texels;
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int m_width;
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int m_height;
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};
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struct TinyRendererGUIHelper : public GUIHelperInterface
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{
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int m_upAxis;
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btHashMap<btHashInt,TinyRenderObjectData*> m_swRenderObjects;
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btHashMap<btHashInt,int> m_swInstances;
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btHashMap<btHashInt,TinyRendererTexture> m_textures;
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int m_swWidth;
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int m_swHeight;
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TGAImage m_rgbColorBuffer;
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b3AlignedObjectArray<float> m_depthBuffer;
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SimpleCamera m_camera;
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int m_colObjUniqueIndex;
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TinyRendererGUIHelper( int swWidth, int swHeight)
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: m_upAxis(1),
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m_swWidth(swWidth),
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m_swHeight(swHeight),
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m_rgbColorBuffer(swWidth,swHeight,TGAImage::RGB),
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m_colObjUniqueIndex(0)
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{
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m_depthBuffer.resize(swWidth*swHeight);
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}
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void clearBuffers(TGAColor& clearColor)
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{
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for(int y=0;y<m_swHeight;++y)
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{
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for(int x=0;x<m_swWidth;++x)
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{
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m_rgbColorBuffer.set(x,y,clearColor);
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m_depthBuffer[x+y*m_swWidth] = -1e30f;
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}
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}
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}
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const TGAImage& getFrameBuffer() const
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{
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return m_rgbColorBuffer;
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}
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virtual ~TinyRendererGUIHelper()
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{
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for (int i=0;i<m_swRenderObjects.size();i++)
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{
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TinyRenderObjectData** d = m_swRenderObjects[i];
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if (d && *d)
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{
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delete *d;
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}
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}
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}
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virtual void createRigidBodyGraphicsObject(btRigidBody* body,const btVector3& color){}
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virtual void createCollisionObjectGraphicsObject(btCollisionObject* obj,const btVector3& color)
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{
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if (obj->getUserIndex()<0)
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{
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int colIndex = m_colObjUniqueIndex++;
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obj->setUserIndex(colIndex);
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int shapeIndex = obj->getCollisionShape()->getUserIndex();
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if (colIndex>=0 && shapeIndex>=0)
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{
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m_swInstances.insert(colIndex,shapeIndex);
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}
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}
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}
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virtual void createCollisionShapeGraphicsObject(btCollisionShape* collisionShape)
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{
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//already has a graphics object?
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if (collisionShape->getUserIndex()>=0)
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return;
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btAlignedObjectArray<GLInstanceVertex> gfxVertices;
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btAlignedObjectArray<int> indices;
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btTransform startTrans;startTrans.setIdentity();
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{
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btAlignedObjectArray<btVector3> vertexPositions;
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btAlignedObjectArray<btVector3> vertexNormals;
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CollisionShape2TriangleMesh(collisionShape,startTrans,vertexPositions,vertexNormals,indices);
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gfxVertices.resize(vertexPositions.size());
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for (int i=0;i<vertexPositions.size();i++)
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{
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for (int j=0;j<4;j++)
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{
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gfxVertices[i].xyzw[j] = vertexPositions[i][j];
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}
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for (int j=0;j<3;j++)
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{
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gfxVertices[i].normal[j] = vertexNormals[i][j];
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}
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for (int j=0;j<2;j++)
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{
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gfxVertices[i].uv[j] = 0.5;//we don't have UV info...
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}
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}
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}
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if (gfxVertices.size() && indices.size())
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{
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int shapeId = registerGraphicsShape(&gfxVertices[0].xyzw[0],gfxVertices.size(),&indices[0],indices.size(),
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1,-1);
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collisionShape->setUserIndex(shapeId);
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}
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}
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virtual void syncPhysicsToGraphics(const btDiscreteDynamicsWorld* rbWorld){}
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virtual void render(const btDiscreteDynamicsWorld* rbWorld)
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{
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//clear the color buffer
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TGAColor clearColor;
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clearColor.bgra[0] = 255;
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clearColor.bgra[1] = 255;
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clearColor.bgra[2] = 255;
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clearColor.bgra[3] = 255;
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clearBuffers(clearColor);
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ATTRIBUTE_ALIGNED16(btScalar modelMat[16]);
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ATTRIBUTE_ALIGNED16(float viewMat[16]);
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ATTRIBUTE_ALIGNED16(float projMat[16]);
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m_camera.getCameraProjectionMatrix(projMat);
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m_camera.getCameraViewMatrix(viewMat);
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btVector3 lightDirWorld(-5,200,-40);
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switch (m_upAxis)
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{
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case 1:
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lightDirWorld = btVector3(-50.f,100,30);
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break;
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case 2:
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lightDirWorld = btVector3(-50.f,30,100);
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break;
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default:{}
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};
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lightDirWorld.normalize();
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for (int i=0;i<rbWorld->getNumCollisionObjects();i++)
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{
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btCollisionObject* colObj = rbWorld->getCollisionObjectArray()[i];
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int colObjIndex = colObj->getUserIndex();
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int shapeIndex = colObj->getCollisionShape()->getUserIndex();
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if (colObjIndex>=0 && shapeIndex>=0)
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{
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TinyRenderObjectData* renderObj = 0;
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int* cptr = m_swInstances[colObjIndex];
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if (cptr)
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{
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int c = *cptr;
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TinyRenderObjectData** sptr = m_swRenderObjects[c];
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if (sptr)
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{
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renderObj = *sptr;
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//sync the object transform
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const btTransform& tr = colObj->getWorldTransform();
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tr.getOpenGLMatrix(modelMat);
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for (int i=0;i<4;i++)
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{
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for (int j=0;j<4;j++)
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{
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renderObj->m_projectionMatrix[i][j] = projMat[i+4*j];
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renderObj->m_modelMatrix[i][j] = modelMat[i+4*j];
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renderObj->m_viewMatrix[i][j] = viewMat[i+4*j];
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}
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}
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renderObj->m_localScaling = colObj->getCollisionShape()->getLocalScaling();
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renderObj->m_lightDirWorld = lightDirWorld;
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renderObj->m_lightAmbientCoeff = 0.6;
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renderObj->m_lightDiffuseCoeff = 0.35;
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renderObj->m_lightSpecularCoeff = 0.05;
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TinyRenderer::renderObject(*renderObj);
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}
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}
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}
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}
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static int counter=0;
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counter++;
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if ((counter&7)==0)
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{
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char filename[1024];
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sprintf(filename,"framebuf%d.tga",counter);
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m_rgbColorBuffer.flip_vertically();
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getFrameBuffer().write_tga_file(filename,true);
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}
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float color[4] = {1,1,1,1};
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}
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virtual void createPhysicsDebugDrawer( btDiscreteDynamicsWorld* rbWorld){}
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virtual int registerTexture(const unsigned char* texels, int width, int height)
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{
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//do we need to make a copy?
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int textureId = m_textures.size();
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TinyRendererTexture t;
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t.m_texels = texels;
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t.m_width = width;
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t.m_height = height;
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this->m_textures.insert(textureId,t);
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return textureId;
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}
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virtual int registerGraphicsShape(const float* vertices, int numvertices, const int* indices, int numIndices,int primitiveType, int textureId)
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{
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int shapeIndex = m_swRenderObjects.size();
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TinyRenderObjectData* swObj = new TinyRenderObjectData(m_rgbColorBuffer,m_depthBuffer);
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float rgbaColor[4] = {1,1,1,1};
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//if (textureId>=0)
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//{
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// swObj->registerMeshShape(vertices,numvertices,indices,numIndices,rgbaColor);
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//} else
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{
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swObj->registerMeshShape(vertices,numvertices,indices,numIndices,rgbaColor);
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}
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//swObj->createCube(1,1,1);//MeshShape(vertices,numvertices,indices,numIndices);
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m_swRenderObjects.insert(shapeIndex,swObj);
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return shapeIndex;
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}
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virtual void removeAllGraphicsInstances()
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{
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}
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virtual int registerGraphicsInstance(int shapeIndex, const float* position, const float* quaternion, const float* color, const float* scaling)
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{
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int colIndex = m_colObjUniqueIndex++;
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if (colIndex>=0 && shapeIndex>=0)
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{
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TinyRenderObjectData** dPtr = m_swRenderObjects[shapeIndex];
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if (dPtr && *dPtr)
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{
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TinyRenderObjectData* d= *dPtr;
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d->m_localScaling.setValue(scaling[0],scaling[1],scaling[2]);
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m_swInstances.insert(colIndex,shapeIndex);
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}
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}
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return colIndex;
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}
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virtual Common2dCanvasInterface* get2dCanvasInterface()
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{
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return 0;
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}
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virtual CommonParameterInterface* getParameterInterface()
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{
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return 0;
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}
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virtual CommonRenderInterface* getRenderInterface()
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{
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return 0;
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}
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virtual CommonGraphicsApp* getAppInterface()
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{
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return 0;
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}
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virtual void setUpAxis(int axis)
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{
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m_upAxis = axis;
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m_camera.setCameraUpAxis(axis);
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m_camera.update();
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}
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virtual void resetCamera(float camDist, float pitch, float yaw, float camPosX,float camPosY, float camPosZ)
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{
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m_camera.setCameraDistance(camDist);
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m_camera.setCameraPitch(pitch);
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m_camera.setCameraYaw(yaw);
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m_camera.setCameraTargetPosition(camPosX,camPosY,camPosZ);
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m_camera.setAspectRatio((float)m_swWidth/(float)m_swHeight);
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m_camera.update();
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}
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virtual void copyCameraImageData(const float viewMatrix[16], const float projectionMatrix[16],
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unsigned char* pixelsRGBA, int rgbaBufferSizeInPixels,
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float* depthBuffer, int depthBufferSizeInPixels,
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int* segmentationMaskBuffer, int segmentationMaskBufferSizeInPixels,
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int startPixelIndex, int destinationWidth, int destinationHeight, int* numPixelsCopied)
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{
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if (numPixelsCopied)
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*numPixelsCopied = 0;
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}
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virtual void autogenerateGraphicsObjects(btDiscreteDynamicsWorld* rbWorld)
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{
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for (int i=0;i<rbWorld->getNumCollisionObjects();i++)
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{
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btCollisionObject* colObj = rbWorld->getCollisionObjectArray()[i];
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//btRigidBody* body = btRigidBody::upcast(colObj);
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//does this also work for btMultiBody/btMultiBodyLinkCollider?
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createCollisionShapeGraphicsObject(colObj->getCollisionShape());
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int colorIndex = colObj->getBroadphaseHandle()->getUid() & 3;
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btVector3 color= sMyColors[colorIndex];
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createCollisionObjectGraphicsObject(colObj,color);
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}
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}
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virtual void drawText3D( const char* txt, float posX, float posZY, float posZ, float size)
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{
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}
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virtual int addUserDebugText3D( const char* txt, const double positionXYZ[3], const double textColorRGB[3], double size, double lifeTime)
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{
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return -1;
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}
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virtual int addUserDebugLine(const double debugLineFromXYZ[3], const double debugLineToXYZ[3], const double debugLineColorRGB[3], double lineWidth, double lifeTime )
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{
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return -1;
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}
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virtual void removeUserDebugItem( int debugItemUniqueId)
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{
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}
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virtual void removeAllUserDebugItems( )
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{
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}
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};
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int main(int argc, char* argv[])
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{
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TinyRendererGUIHelper noGfx(640,480);
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CommonExampleOptions options(&noGfx);
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CommonExampleInterface* example = StandaloneExampleCreateFunc(options);
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example->initPhysics();
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example->resetCamera();
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for (int i=0;i<1000;i++)
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{
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printf("Simulating step %d\n",i);
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example->stepSimulation(1.f/60.f);
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example->renderScene();
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}
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example->exitPhysics();
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delete example;
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return 0;
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}
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