bullet3/Demos/HeightFieldFluidDemo/HfFluidDemo.h
erwin.coumans 33029ad996 updated demos -> ALT + mouse uses Maya-style controls, replaced BMF_Fonts by GLDebugFont
fix debug drawing of btMultiSphereShape
added box2d demo
added experimental gpu 2d demo
2009-05-09 19:27:14 +00:00

153 lines
4.0 KiB
C++

/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.com
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
Experimental Buoyancy fluid demo written by John McCutchan
*/
#ifndef HFFLUID_DEMO_H
#define HFFLUID_DEMO_H
#include "GlutDemoApplication.h"
#include "LinearMath/btAlignedObjectArray.h"
#include "BulletHfFluid/btHfFluid.h"
class btBroadphaseInterface;
class btCollisionShape;
class btOverlappingPairCache;
class btCollisionDispatcher;
class btConstraintSolver;
struct btCollisionAlgorithmCreateFunc;
class btDefaultCollisionConfiguration;
class btHfFluidRigidDynamicsWorld;
///collisions between a btSoftBody and a btRigidBody
class btFluidRididCollisionAlgorithm;
///experimental buyancy fluid demo
///CcdPhysicsDemo shows basic stacking using Bullet physics, and allows toggle of Ccd (using key '1')
class HfFluidDemo : public GlutDemoApplication
{
public:
btAlignedObjectArray<btFluidRididCollisionAlgorithm*> m_FluidRigidCollisionAlgorithms;
bool m_autocam;
bool m_cutting;
bool m_raycast;
btScalar m_animtime;
btClock m_clock;
int m_lastmousepos[2];
btVector3 m_impact;
btVector3 m_goal;
bool m_drag;
//keep the collision shapes, for deletion/cleanup
btAlignedObjectArray<btCollisionShape*> m_collisionShapes;
btBroadphaseInterface* m_broadphase;
btCollisionDispatcher* m_dispatcher;
btConstraintSolver* m_solver;
btCollisionAlgorithmCreateFunc* m_boxBoxCF;
btDefaultCollisionConfiguration* m_collisionConfiguration;
public:
void initPhysics();
void exitPhysics();
HfFluidDemo ();
virtual ~HfFluidDemo()
{
exitPhysics();
}
virtual void setDrawClusters(bool drawClusters)
{
}
virtual void setShootBoxShape ();
virtual void clientMoveAndDisplay();
virtual void displayCallback();
void createStack( btCollisionShape* boxShape, float halfCubeSize, int size, float zPos );
static DemoApplication* Create()
{
HfFluidDemo* demo = new HfFluidDemo;
demo->myinit();
demo->initPhysics();
return demo;
}
virtual const btHfFluidRigidDynamicsWorld* getHfFluidDynamicsWorld() const
{
///just make it a btSoftRigidDynamicsWorld please
///or we will add type checking
return (btHfFluidRigidDynamicsWorld*) m_dynamicsWorld;
}
virtual btHfFluidRigidDynamicsWorld* getHfFluidDynamicsWorld()
{
///just make it a btSoftRigidDynamicsWorld please
///or we will add type checking
return (btHfFluidRigidDynamicsWorld*) m_dynamicsWorld;
}
//
void clientResetScene();
void renderme();
void keyboardCallback(unsigned char key, int x, int y);
void mouseFunc(int button, int state, int x, int y);
void mouseMotionFunc(int x,int y);
};
#define MACRO_SOFT_DEMO(a) class HfFluidDemo##a : public HfFluidDemo\
{\
public:\
static DemoApplication* Create()\
{\
HfFluidDemo* demo = new HfFluidDemo##a;\
extern unsigned int current_demo;\
current_demo=a;\
demo->myinit();\
demo->initPhysics();\
return demo;\
}\
};
MACRO_SOFT_DEMO(0) //Init_Drops
MACRO_SOFT_DEMO(1) //Init_Wave
MACRO_SOFT_DEMO(2) //Init_RandomDrops
MACRO_SOFT_DEMO(3)
#endif //CCD_PHYSICS_DEMO_H