mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-17 23:11:06 +00:00
c3ed55057c
- use microseconds instead of milliseconds for deltatime
237 lines
5.4 KiB
C++
237 lines
5.4 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 "btBulletDynamicsCommon.h"
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#include "LinearMath/btQuickprof.h"
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#include "LinearMath/btIDebugDraw.h"
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#include "GLDebugDrawer.h"
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//COLLADA_DOM and LibXML source code are included in Extras/ folder.
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//COLLADA_DOM should compile under all platforms, and is enabled by default.
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#include "ColladaConverter.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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#include "ColladaDemo.h"
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#include "GL_ShapeDrawer.h"
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#include "GlutStuff.h"
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///custom version of the converter, that creates physics objects/constraints
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class MyColladaConverter : public ColladaConverter
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{
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DemoApplication* m_demoApp;
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public:
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MyColladaConverter(DemoApplication* demoApp)
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:m_demoApp(demoApp)
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{
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}
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///those 2 virtuals are called for each constraint/physics object
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virtual btTypedConstraint* createUniversalD6Constraint(
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class btRigidBody* bodyRef,class btRigidBody* bodyOther,
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btTransform& localAttachmentFrameRef,
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btTransform& localAttachmentOther,
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const btVector3& linearMinLimits,
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const btVector3& linearMaxLimits,
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const btVector3& angularMinLimits,
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const btVector3& angularMaxLimits
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)
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{
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if (bodyRef && bodyOther)
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{
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btGeneric6DofConstraint* genericConstraint = new btGeneric6DofConstraint(
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*bodyRef,*bodyOther,
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localAttachmentFrameRef,localAttachmentOther);
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genericConstraint->setLinearLowerLimit(linearMinLimits);
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genericConstraint->setLinearUpperLimit(linearMaxLimits);
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genericConstraint->setAngularLowerLimit(angularMinLimits);
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genericConstraint->setAngularUpperLimit(angularMaxLimits);
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m_demoApp->getDynamicsWorld()->addConstraint( genericConstraint );
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return genericConstraint;
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}
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return 0;
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}
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virtual btRigidBody* createRigidBody(bool isDynamic,
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float mass,
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const btTransform& startTransform,
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btCollisionShape* shape)
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{
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if (!isDynamic && (mass != 0.f))
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{
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printf("Warning: non-dynamic objects needs to have zero mass!\n");
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mass = 0.f;
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}
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if (isDynamic && (mass == 0.f))
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{
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printf("Warning: dynamic rigidbodies needs nonzero mass!\n");
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mass = 1.f;
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}
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btRigidBody* body = m_demoApp->localCreateRigidBody(mass, startTransform,shape);
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return body;
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}
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virtual void setGravity(const btVector3& grav)
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{
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m_demoApp->getDynamicsWorld()->setGravity(grav);
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}
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virtual void setCameraInfo(const btVector3& camUp,int forwardAxis)
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{
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m_demoApp->setCameraUp(camUp);
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m_demoApp->setCameraForwardAxis(forwardAxis);
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}
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};
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MyColladaConverter* gColladaConverter = 0;
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////////////////////////////////////
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GLDebugDrawer debugDrawer;
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int main(int argc,char** argv)
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{
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/// Import Collada 1.4 Physics objects
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/// also can pass filename in as argument
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char* filename = "jenga.dae";
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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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}
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if (argc>1)
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{
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filename = argv[1];
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}
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ColladaDemo* colladaDemo = new ColladaDemo();
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colladaDemo->initPhysics(filename);
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colladaDemo->clientResetScene();
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colladaDemo->setCameraDistance(26.f);
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return glutmain(argc, argv,640,480,"Bullet COLLADA Physics Viewer http://bullet.sourceforge.net",colladaDemo);
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}
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void ColladaDemo::initPhysics(const char* filename)
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{
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m_cameraUp = btVector3(0,0,1);
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m_forwardAxis = 1;
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m_dynamicsWorld = new btDiscreteDynamicsWorld();
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//m_dynamicsWorld = new btSimpleDynamicsWorld();
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m_dynamicsWorld->setDebugDrawer(&debugDrawer);
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MyColladaConverter* converter = new MyColladaConverter(this);
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bool result = converter->load(filename);
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if (result)
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{
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result = converter->convert();
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}
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if (result)
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{
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gColladaConverter = converter;
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} else
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{
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gColladaConverter = 0;
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}
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}
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void ColladaDemo::clientMoveAndDisplay()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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float dt = m_clock.getTimeMicroseconds() * 0.000001f;
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m_clock.reset();
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m_dynamicsWorld->stepSimulation(dt);
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renderme();
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glFlush();
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glutSwapBuffers();
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}
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void ColladaDemo::displayCallback(void) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_dynamicsWorld->updateAabbs();
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renderme();
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glFlush();
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glutSwapBuffers();
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}
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void ColladaDemo::keyboardCallback(unsigned char key, int x, int y)
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{
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if (key =='e')
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{
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//save a COLLADA .dae physics snapshot
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if (gColladaConverter)
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gColladaConverter->saveAs();
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} else
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{
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DemoApplication::keyboardCallback(key,x,y);
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}
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}
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