bullet3/Demos/FeatherstoneMultiBodyDemo/FeatherstoneMultiBodyDemo.h
Erwin Coumans dc491936a2 rename ObsoleteDemos back to Demos
fix some relative path issues for loading assets
2014-05-12 16:12:01 -07:00

116 lines
3.2 KiB
C++

/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2013 Erwin Coumans http://bulletphysics.org
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 support for Featherstone multi body (articulated hierarchies)
#ifndef FEATHERSTONE_MULTIBODY_DEMO_H
#define FEATHERSTONE_MULTIBODY_DEMO_H
#ifdef _WINDOWS
#include "Win32DemoApplication.h"
#define PlatformDemoApplication Win32DemoApplication
#else
#include "GlutDemoApplication.h"
#define PlatformDemoApplication GlutDemoApplication
#endif
#include "LinearMath/btAlignedObjectArray.h"
class btMultiBody;
class btBroadphaseInterface;
class btCollisionShape;
class btOverlappingPairCache;
class btCollisionDispatcher;
class btConstraintSolver;
struct btCollisionAlgorithmCreateFunc;
class btDefaultCollisionConfiguration;
///FeatherstoneMultiBodyDemo is good starting point for learning the code base and porting.
struct btMultiBodySettings
{
btMultiBodySettings()
{
m_numLinks = 0;
m_basePosition.setZero();
m_isFixedBase = true;
m_usePrismatic = false;
m_canSleep = true;
m_createConstraints = false;
m_disableParentCollision = false;
}
int m_numLinks;
btVector3 m_basePosition;
bool m_isFixedBase;
bool m_usePrismatic;
bool m_canSleep;
bool m_createConstraints;
bool m_disableParentCollision;
};
class FeatherstoneMultiBodyDemo : public PlatformDemoApplication
{
//keep the collision shapes, for deletion/cleanup
btAlignedObjectArray<btCollisionShape*> m_collisionShapes;
btBroadphaseInterface* m_broadphase;
btCollisionDispatcher* m_dispatcher;
btConstraintSolver* m_solver;
btDefaultCollisionConfiguration* m_collisionConfiguration;
virtual void mouseMotionFunc(int x,int y);
virtual void removePickingConstraint();
virtual void pickObject(const btVector3& pickPos, const class btCollisionObject* hitObj);
class btMultiBodyPoint2Point* m_pickingMultiBodyPoint2Point;
btMultiBody* createFeatherstoneMultiBody(class btMultiBodyDynamicsWorld* world, const btMultiBodySettings& settings);
public:
FeatherstoneMultiBodyDemo()
:m_pickingMultiBodyPoint2Point(0)
{
}
virtual ~FeatherstoneMultiBodyDemo()
{
exitPhysics();
}
void initPhysics();
void exitPhysics();
virtual void clientMoveAndDisplay();
virtual void displayCallback();
virtual void clientResetScene();
static DemoApplication* Create()
{
FeatherstoneMultiBodyDemo* demo = new FeatherstoneMultiBodyDemo;
demo->myinit();
demo->initPhysics();
return demo;
}
};
#endif //FEATHERSTONE_MULTIBODY_DEMO_H