mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-15 22:20:12 +00:00
531af1b394
tweak/increase the b3Config values again, so it works better on the Macbook Retina GPU.
399 lines
10 KiB
C++
399 lines
10 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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///create 125 (5x5x5) dynamic object
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#define ARRAY_SIZE_X 25
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#define ARRAY_SIZE_Y 20
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#define ARRAY_SIZE_Z 25
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//maximum number of objects (and allow user to shoot additional boxes)
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#define MAX_PROXIES (ARRAY_SIZE_X*ARRAY_SIZE_Y*ARRAY_SIZE_Z + 1024)
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///scaling of the objects (0.1 = 20 centimeter boxes )
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#define SCALING 1.
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#define START_POS_X -5
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#define START_POS_Y -5
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#define START_POS_Z -3
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#include "BasicGpuDemo.h"
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#include "GlutStuff.h"
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///btBulletDynamicsCommon.h is the main Bullet include file, contains most common include files.
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#include "btBulletDynamicsCommon.h"
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#include "b3GpuDynamicsWorld.h"
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#include "Bullet3OpenCL/Initialize/b3OpenCLUtils.h"
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#include "Bullet3OpenCL/BroadphaseCollision/b3GpuSapBroadphase.h"
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#include "Bullet3OpenCL/Initialize/b3OpenCLUtils.h"
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#include "Bullet3OpenCL/ParallelPrimitives/b3LauncherCL.h"
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#include "Bullet3OpenCL/RigidBody/b3GpuRigidBodyPipeline.h"
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#include "Bullet3OpenCL/RigidBody/b3GpuNarrowPhase.h"
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#include "Bullet3OpenCL/RigidBody/b3Config.h"
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#include "Bullet3Collision/BroadPhaseCollision/b3DynamicBvhBroadphase.h"
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#include <stdio.h> //printf debugging
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#include "GLDebugDrawer.h"
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static GLDebugDrawer gDebugDraw;
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void BasicGpuDemo::clientMoveAndDisplay()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//simple dynamics world doesn't handle fixed-time-stepping
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float ms = getDeltaTimeMicroseconds();
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///step the simulation
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if (m_dynamicsWorld)
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{
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m_dynamicsWorld->stepSimulation(ms / 1000000.f);
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//optional but useful: debug drawing
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m_dynamicsWorld->debugDrawWorld();
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}
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renderme();
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glFlush();
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swapBuffers();
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}
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void BasicGpuDemo::displayCallback(void) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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renderme();
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//optional but useful: debug drawing to detect problems
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if (m_dynamicsWorld)
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m_dynamicsWorld->debugDrawWorld();
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glFlush();
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swapBuffers();
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}
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struct btInternalData
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{
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cl_context m_clContext;
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cl_device_id m_clDevice;
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cl_command_queue m_clQueue;
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const char* m_clDeviceName;
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bool m_clInitialized;
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btInternalData()
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{
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m_clContext = 0;
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m_clDevice = 0;
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m_clQueue = 0;
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m_clDeviceName = 0;
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m_clInitialized =false;
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}
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};
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void BasicGpuDemo::initCL(int preferredDeviceIndex, int preferredPlatformIndex)
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{
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void* glCtx=0;
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void* glDC = 0;
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int ciErrNum = 0;
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//#ifdef CL_PLATFORM_INTEL
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//cl_device_type deviceType = CL_DEVICE_TYPE_ALL;
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//#else
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cl_device_type deviceType = CL_DEVICE_TYPE_GPU;
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//#endif
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cl_platform_id platformId;
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// if (useInterop)
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// {
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// m_data->m_clContext = b3OpenCLUtils::createContextFromType(deviceType, &ciErrNum, glCtx, glDC);
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// } else
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{
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m_clData->m_clContext = b3OpenCLUtils::createContextFromType(deviceType, &ciErrNum, 0,0,preferredDeviceIndex, preferredPlatformIndex,&platformId);
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b3OpenCLUtils::printPlatformInfo(platformId);
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}
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oclCHECKERROR(ciErrNum, CL_SUCCESS);
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int numDev = b3OpenCLUtils::getNumDevices(m_clData->m_clContext);
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if (numDev>0)
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{
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m_clData->m_clDevice= b3OpenCLUtils::getDevice(m_clData->m_clContext,0);
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m_clData->m_clQueue = clCreateCommandQueue(m_clData->m_clContext, m_clData->m_clDevice, 0, &ciErrNum);
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oclCHECKERROR(ciErrNum, CL_SUCCESS);
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b3OpenCLUtils::printDeviceInfo(m_clData->m_clDevice);
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b3OpenCLDeviceInfo info;
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b3OpenCLUtils::getDeviceInfo(m_clData->m_clDevice,&info);
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m_clData->m_clDeviceName = info.m_deviceName;
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m_clData->m_clInitialized = true;
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}
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}
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void BasicGpuDemo::exitCL()
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{
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}
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BasicGpuDemo::BasicGpuDemo()
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{
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m_np=0;
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m_bp=0;
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m_clData = new btInternalData;
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setCameraDistance(btScalar(SCALING*60.));
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this->setAzi(45);
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this->setEle(45);
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}
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BasicGpuDemo::~BasicGpuDemo()
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{
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exitPhysics();
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exitCL();
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delete m_clData;
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}
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void BasicGpuDemo::initPhysics()
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{
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//use the Bullet 2.x btQuickprof for profiling of Bullet 3.x
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b3SetCustomEnterProfileZoneFunc(CProfileManager::Start_Profile);
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b3SetCustomLeaveProfileZoneFunc(CProfileManager::Stop_Profile);
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setTexturing(true);
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setShadows(false);//too slow with many objects
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///collision configuration contains default setup for memory, collision setup
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m_collisionConfiguration = 0;
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//m_collisionConfiguration->setConvexConvexMultipointIterations();
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///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
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m_dispatcher = 0;
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m_broadphase = 0;
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///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
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m_solver = 0;
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initCL(-1,-1);
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if (!m_clData->m_clInitialized)
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{
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printf("Error: cannot initialize OpenCL\n");
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exit(0);
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}
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b3Config config;
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m_np = new b3GpuNarrowPhase(m_clData->m_clContext,m_clData->m_clDevice,m_clData->m_clQueue,config);
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m_bp = new b3GpuSapBroadphase(m_clData->m_clContext,m_clData->m_clDevice,m_clData->m_clQueue);
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b3DynamicBvhBroadphase* broadphaseDbvt = new b3DynamicBvhBroadphase(config.m_maxConvexBodies);
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m_rbp = new b3GpuRigidBodyPipeline(m_clData->m_clContext,m_clData->m_clDevice,m_clData->m_clQueue, m_np, m_bp,broadphaseDbvt,config);
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m_dynamicsWorld = new b3GpuDynamicsWorld(m_bp,m_np,m_rbp);
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m_dynamicsWorld->setDebugDrawer(&gDebugDraw);
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m_dynamicsWorld->setGravity(btVector3(0,-10,0));
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///create a few basic rigid bodies
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btBoxShape* groundShape = new btBoxShape(btVector3(btScalar(150.),btScalar(50.),btScalar(150.)));
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//groundShape->initializePolyhedralFeatures();
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// btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0,1,0),50);
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m_collisionShapes.push_back(groundShape);
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if (0)
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{
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btTransform tr;
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tr.setIdentity();
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btVector3 faraway(-1e30,-1e30,-1e30);
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tr.setOrigin(faraway);
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btScalar mass(0.);
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//rigidbody is dynamic if and only if mass is non zero, otherwise static
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bool isDynamic = (mass != 0.f);
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btVector3 localInertia(0,0,0);
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if (isDynamic)
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groundShape->calculateLocalInertia(mass,localInertia);
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//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
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btDefaultMotionState* myMotionState = new btDefaultMotionState(tr);
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btSphereShape* dummyShape = new btSphereShape(0.f);
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btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,dummyShape,localInertia);
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btRigidBody* body = new btRigidBody(rbInfo);
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//add the body to the dynamics world
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m_dynamicsWorld->addRigidBody(body);
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}
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btTransform groundTransform;
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groundTransform.setIdentity();
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groundTransform.setOrigin(btVector3(0,-50,0));
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//We can also use DemoApplication::localCreateRigidBody, but for clarity it is provided here:
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{
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btScalar mass(0.);
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//rigidbody is dynamic if and only if mass is non zero, otherwise static
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bool isDynamic = (mass != 0.f);
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btVector3 localInertia(0,0,0);
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if (isDynamic)
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groundShape->calculateLocalInertia(mass,localInertia);
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//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
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//btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
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btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,0,groundShape,localInertia);
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btRigidBody* body = new btRigidBody(rbInfo);
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body->setWorldTransform(groundTransform);
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//add the body to the dynamics world
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m_dynamicsWorld->addRigidBody(body);
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}
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{
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//create a few dynamic rigidbodies
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// Re-using the same collision is better for memory usage and performance
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btBoxShape* colShape = new btBoxShape(btVector3(SCALING*1,SCALING*1,SCALING*1));
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//btCollisionShape* colShape = new btSphereShape(btScalar(SCALING*1.f));
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m_collisionShapes.push_back(colShape);
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/// Create Dynamic Objects
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btTransform startTransform;
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startTransform.setIdentity();
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btScalar mass(1.f);
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//rigidbody is dynamic if and only if mass is non zero, otherwise static
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bool isDynamic = (mass != 0.f);
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btVector3 localInertia(0,0,0);
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if (isDynamic)
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colShape->calculateLocalInertia(mass,localInertia);
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float start_x = START_POS_X - ARRAY_SIZE_X/2;
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float start_y = START_POS_Y;
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float start_z = START_POS_Z - ARRAY_SIZE_Z/2;
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for (int k=0;k<ARRAY_SIZE_Y;k++)
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{
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for (int i=0;i<ARRAY_SIZE_X;i++)
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{
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for(int j = 0;j<ARRAY_SIZE_Z;j++)
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{
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startTransform.setOrigin(SCALING*btVector3(
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btScalar(2.*i + start_x),
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btScalar(6+2.0*k + start_y),
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btScalar(2.*j + start_z)));
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//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
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//btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
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btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,0,colShape,localInertia);
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btRigidBody* body = new btRigidBody(rbInfo);
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body->setWorldTransform(startTransform);
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m_dynamicsWorld->addRigidBody(body);
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}
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}
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}
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}
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m_np->writeAllBodiesToGpu();
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m_bp->writeAabbsToGpu();
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m_rbp->writeAllInstancesToGpu();
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}
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void BasicGpuDemo::clientResetScene()
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{
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exitPhysics();
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initPhysics();
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}
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void BasicGpuDemo::exitPhysics()
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{
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//cleanup in the reverse order of creation/initialization
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//remove the rigidbodies from the dynamics world and delete them
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int i;
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for (i=m_dynamicsWorld->getNumCollisionObjects()-1; i>=0 ;i--)
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{
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btCollisionObject* obj = m_dynamicsWorld->getCollisionObjectArray()[i];
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btRigidBody* body = btRigidBody::upcast(obj);
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if (body && body->getMotionState())
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{
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delete body->getMotionState();
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}
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m_dynamicsWorld->removeCollisionObject( obj );
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delete obj;
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}
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//delete collision shapes
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for (int j=0;j<m_collisionShapes.size();j++)
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{
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btCollisionShape* shape = m_collisionShapes[j];
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delete shape;
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}
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m_collisionShapes.clear();
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delete m_dynamicsWorld;
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delete m_solver;
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delete m_broadphase;
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delete m_dispatcher;
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delete m_collisionConfiguration;
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delete m_np;
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delete m_bp;
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delete m_rbp;
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}
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