mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-15 22:20:12 +00:00
c3ed55057c
- use microseconds instead of milliseconds for deltatime
201 lines
5.5 KiB
C++
201 lines
5.5 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/btIDebugDraw.h"
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#include "GLDebugDrawer.h"
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#include "BMF_Api.h"
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#include <stdio.h> //printf debugging
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#include "ConstraintDemo.h"
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#include "GL_ShapeDrawer.h"
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#include "GlutStuff.h"
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const int numObjects = 3;
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#define CUBE_HALF_EXTENTS 1.f
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GLDebugDrawer debugDrawer;
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int main(int argc,char** argv)
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{
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ConstraintDemo* constraintDemo = new ConstraintDemo();
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constraintDemo->initPhysics();
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constraintDemo->setCameraDistance(46.f);
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return glutmain(argc, argv,640,480,"Constraint Demo. http://www.continuousphysics.com/Bullet/phpBB2/",constraintDemo);
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}
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btTransform sliderTransform;
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btVector3 lowerSliderLimit = btVector3(-20,0,0);
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btVector3 hiSliderLimit = btVector3(10,0,0);
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void drawLimit()
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{
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btVector3 from = sliderTransform*lowerSliderLimit;
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btVector3 to = sliderTransform*hiSliderLimit;
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btVector3 color(255,0,0);
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glBegin(GL_LINES);
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glColor3f(color.getX(), color.getY(), color.getZ());
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glVertex3d(from.getX(), from.getY(), from.getZ());
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glVertex3d(to.getX(), to.getY(), to.getZ());
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glEnd();
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}
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void ConstraintDemo::initPhysics()
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{
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//ConstraintSolver* solver = new btSequentialImpulseConstraintSolver;
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//ConstraintSolver* solver = new OdeConstraintSolver;
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//btCollisionDispatcher* dispatcher = new btCollisionDispatcher();
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//btOverlappingPairCache* broadphase = new btSimpleBroadphase();
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m_dynamicsWorld = new btDiscreteDynamicsWorld();
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m_dynamicsWorld->setDebugDrawer(&debugDrawer);
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btCollisionShape* shape = new btBoxShape(btVector3(CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS));
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btTransform trans;
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trans.setIdentity();
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trans.setOrigin(btVector3(0,20,0));
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float mass = 0.f;
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//point to point constraint (ball socket)
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{
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btRigidBody* body0 = localCreateRigidBody( mass,trans,shape);
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trans.setOrigin(btVector3(2*CUBE_HALF_EXTENTS,20,0));
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mass = 1.f;
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btRigidBody* body1 = localCreateRigidBody( mass,trans,shape);
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body1->setActivationState(DISABLE_DEACTIVATION);
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body1->setDamping(0.3,0.3);
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btVector3 pivotInA(CUBE_HALF_EXTENTS,-CUBE_HALF_EXTENTS,-CUBE_HALF_EXTENTS);
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btVector3 axisInA(0,0,1);
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btVector3 pivotInB = body1 ? body1->getCenterOfMassTransform().inverse()(body0->getCenterOfMassTransform()(pivotInA)) : pivotInA;
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btVector3 axisInB = body1?
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(body1->getCenterOfMassTransform().getBasis().inverse()*(body1->getCenterOfMassTransform().getBasis() * axisInA)) :
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body0->getCenterOfMassTransform().getBasis() * axisInA;
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btTypedConstraint* p2p = new btPoint2PointConstraint(*body0,*body1,pivotInA,pivotInB);
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m_dynamicsWorld->addConstraint(p2p);
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}
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//create a slider, using the generic D6 constraint
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{
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mass = 1.f;
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btVector3 sliderWorldPos(0,10,0);
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btVector3 sliderAxis(0,0,1);
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btScalar angle=SIMD_RADS_PER_DEG * 10.f;
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btMatrix3x3 sliderOrientation(btQuaternion(sliderAxis ,angle));
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trans.setOrigin(sliderWorldPos);
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trans.setBasis(sliderOrientation);
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sliderTransform = trans;
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btRigidBody* body0 = localCreateRigidBody( mass,trans,shape);
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body0->setActivationState(DISABLE_DEACTIVATION);
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btRigidBody* fixedBody1 = localCreateRigidBody(0,trans,0);
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btTransform frameInA, frameInB;
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frameInA = btTransform::getIdentity();
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frameInB = btTransform::getIdentity();
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btGeneric6DofConstraint* slider = new btGeneric6DofConstraint(*body0,*fixedBody1,frameInA,frameInB);
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slider->setLinearLowerLimit(lowerSliderLimit);
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slider->setLinearUpperLimit(hiSliderLimit);
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slider->setAngularLowerLimit(btVector3(1e30,0,0));
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slider->setAngularUpperLimit(btVector3(-1e30,0,0));
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m_dynamicsWorld->addConstraint(slider);
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}
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}
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void ConstraintDemo::clientMoveAndDisplay()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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float dt = float(m_clock.getTimeMicroseconds()) * 0.000001f;
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m_clock.reset();
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//printf("dt = %f: ",dt);
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{
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//during idle mode, just run 1 simulation step maximum
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int maxSimSubSteps = m_idle ? 1 : 1;
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if (m_idle)
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dt = 1.0/420.f;
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int numSimSteps = m_dynamicsWorld->stepSimulation(dt,maxSimSubSteps);
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bool verbose = false;
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if (verbose)
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{
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if (!numSimSteps)
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printf("Interpolated transforms\n");
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else
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{
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if (numSimSteps > maxSimSubSteps)
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{
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//detect dropping frames
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printf("Dropped (%i) simulation steps out of %i\n",numSimSteps - maxSimSubSteps,numSimSteps);
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} else
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{
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printf("Simulated (%i) steps\n",numSimSteps);
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}
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}
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}
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}
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renderme();
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drawLimit();
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glFlush();
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glutSwapBuffers();
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}
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void ConstraintDemo::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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drawLimit();
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renderme();
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glFlush();
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glutSwapBuffers();
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}
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