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https://github.com/bulletphysics/bullet3
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1452cae641
1) allow to render deformables in 'getCameraImage', for TinyRenderer (tested OK) and EGL (untested) 2) allow to have textures for deformables. See deformable_ball.py, deformable_anchor.py and deformable_torus.py for examples 3) deformables: allow to request simulation mesh data (even if there is a render mesh) See deformable_anchor.py for an example usage data = p.getMeshData(clothId, -1, flags=p.MESH_DATA_SIMULATION_MESH) 4) fix deletion of deformables, thanks to Fychuyan, https://github.com/bulletphysics/bullet3/pull/3048 5) allow to enable and disable double-sided rendering, p.changeVisualShape(objectUid, linkIndex, flags=p.VISUAL_SHAPE_DOUBLE_SIDED) 6) fix GripperGraspExample, model not found 7) Fix deformable anchor not attaching to multibody with object unique id of 0 8) Fix issue with assignment of unique ids in TinyRenderer/EGL renderer (always use broadphase uid) 9) Avoid crash/issue of simulation with pinned vertices (mass 0) in btDeformableBackwardEulerObjective::applyExplicitForce 10) Store uv/normal in btSoftBody::RenderNode to allow textured meshes 11) (uncomment in btSoftBodyHelpers.cpp): dump vertices and indices in obj wavefront format, when loading a VTK file, for quicker creation of a (textured) surface mesh 12) allow interpolateRenderMesh also for old position-based soft bodies (not only the shiny new FEM deformables) 13) fix a few premake targets 14) update build_visual_studio_vr_pybullet_double_cmake.bat so it suits c:\python37 and installs locally for local install of Bullet, see also this example https://github.com/erwincoumans/hello_bullet_cmake
94 lines
4.0 KiB
C++
94 lines
4.0 KiB
C++
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#ifndef SIMPLE_OPENGL2_RENDERER_H
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#define SIMPLE_OPENGL2_RENDERER_H
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#include "../CommonInterfaces/CommonRenderInterface.h"
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#include "SimpleCamera.h"
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class SimpleOpenGL2Renderer : public CommonRenderInterface
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{
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struct SimpleOpenGL2RendererInternalData* m_data;
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void drawSceneInternal(int pass, int cameraUpAxis);
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void drawOpenGL(int instanceIndex);
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public:
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SimpleOpenGL2Renderer(int width, int height);
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virtual ~SimpleOpenGL2Renderer();
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virtual void init();
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virtual void updateCamera(int upAxis);
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virtual const CommonCameraInterface* getActiveCamera() const;
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virtual CommonCameraInterface* getActiveCamera();
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virtual void setActiveCamera(CommonCameraInterface* cam);
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virtual void setLightPosition(const float lightPos[3]);
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virtual void setLightPosition(const double lightPos[3]);
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virtual void setShadowMapResolution(int shadowMapResolution) {}
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virtual void setShadowMapIntensity(double shadowMapIntensity) {}
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virtual void setShadowMapWorldSize(float worldSize) {}
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virtual void resize(int width, int height);
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virtual void removeAllInstances();
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virtual void removeGraphicsInstance(int instanceUid);
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virtual bool readSingleInstanceTransformToCPU(float* position, float* orientation, int srcIndex);
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virtual void writeSingleInstanceColorToCPU(const float* color, int srcIndex);
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virtual void writeSingleInstanceColorToCPU(const double* color, int srcIndex);
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virtual void writeSingleInstanceScaleToCPU(const float* scale, int srcIndex);
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virtual void writeSingleInstanceScaleToCPU(const double* scale, int srcIndex);
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virtual void writeSingleInstanceSpecularColorToCPU(const double* specular, int srcIndex) {}
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virtual void writeSingleInstanceSpecularColorToCPU(const float* specular, int srcIndex) {}
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virtual void writeSingleInstanceFlagsToCPU(int flags, int srcIndex) {}
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virtual void getCameraViewMatrix(float viewMat[16]) const;
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virtual void getCameraProjectionMatrix(float projMat[16]) const;
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virtual void drawTexturedTriangleMesh(float worldPosition[3], float worldOrientation[4], const float* vertices, int numvertices, const unsigned int* indices, int numIndices, float color[4], int textureIndex = -1, int vertexLayout = 0)
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{
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}
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virtual void renderScene();
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virtual int getScreenWidth();
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virtual int getScreenHeight();
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virtual int registerTexture(const unsigned char* texels, int width, int height, bool flipTexelsY);
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virtual void updateTexture(int textureIndex, const unsigned char* texels, bool flipTexelsY);
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virtual void activateTexture(int textureIndex);
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virtual void removeTexture(int textureIndex);
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virtual int registerGraphicsInstance(int shapeIndex, const double* position, const double* quaternion, const double* color, const double* scaling);
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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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virtual void drawLines(const float* positions, const float color[4], int numPoints, int pointStrideInBytes, const unsigned int* indices, int numIndices, float pointDrawSize);
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virtual void drawLine(const float from[4], const float to[4], const float color[4], float lineWidth);
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virtual int registerShape(const float* vertices, int numvertices, const int* indices, int numIndices, int primitiveType = B3_GL_TRIANGLES, int textureIndex = -1);
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virtual void writeSingleInstanceTransformToCPU(const float* position, const float* orientation, int srcIndex);
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virtual void writeSingleInstanceTransformToCPU(const double* position, const double* orientation, int srcIndex);
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virtual int getTotalNumInstances() const;
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virtual void writeTransforms();
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virtual void drawLine(const double from[4], const double to[4], const double color[4], double lineWidth);
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virtual void drawPoint(const float* position, const float color[4], float pointDrawSize);
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virtual void drawPoint(const double* position, const double color[4], double pointDrawSize);
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virtual void updateShape(int shapeIndex, const float* vertices, int numVertices);
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virtual void clearZBuffer();
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virtual struct GLInstanceRendererInternalData* getInternalData()
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{
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return 0;
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}
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};
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#endif //SIMPLE_OPENGL2_RENDERER_H
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