bullet3/Demos3/bullet2/BasicDemo/main.cpp

218 lines
5.6 KiB
C++

#define ARRAY_SIZE_X 5
#define ARRAY_SIZE_Y 5
#define ARRAY_SIZE_Z 5
#include "OpenGLWindow/SimpleOpenGL3App.h"
#include "Bullet3Common/b3Vector3.h"
#include "assert.h"
#include <stdio.h>
#include "btBulletDynamicsCommon.h"
class Bullet2RigidBodyDemo
{
protected:
btDiscreteDynamicsWorld* m_dynamicsWorld;
btCollisionDispatcher* m_dispatcher;
btBroadphaseInterface* m_bp;
btCollisionConfiguration* m_config;
btConstraintSolver* m_solver;
public:
Bullet2RigidBodyDemo()
{
m_config = 0;
m_dispatcher = 0;
m_bp = 0;
m_solver = 0;
m_dynamicsWorld = 0;
}
virtual void initPhysics()
{
m_config = new btDefaultCollisionConfiguration;
m_dispatcher = new btCollisionDispatcher(m_config);
m_bp = new btDbvtBroadphase();
m_solver = new btSequentialImpulseConstraintSolver();
m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_bp,m_solver,m_config);
}
virtual void exitPhysics()
{
delete m_dynamicsWorld;
m_dynamicsWorld=0;
delete m_solver;
m_solver=0;
delete m_bp;
m_bp=0;
delete m_dispatcher;
m_dispatcher=0;
delete m_config;
m_config=0;
}
virtual ~Bullet2RigidBodyDemo()
{
btAssert(m_config == 0);
btAssert(m_dispatcher == 0);
btAssert(m_bp == 0);
btAssert(m_solver == 0);
btAssert(m_dynamicsWorld == 0);
}
};
class BasicDemo : public Bullet2RigidBodyDemo
{
SimpleOpenGL3App* m_glApp;
public:
BasicDemo(SimpleOpenGL3App* app)
:m_glApp(app)
{
}
virtual ~BasicDemo()
{
}
void initPhysics()
{
Bullet2RigidBodyDemo::initPhysics();
//create ground
int cubeShapeId = m_glApp->registerCubeShape();
float pos[]={0,0,0};
float orn[]={0,0,0,1};
{
float color[]={0.3,0.3,1,1};
float halfExtents[]={50,50,50,1};
btTransform groundTransform;
groundTransform.setIdentity();
groundTransform.setOrigin(btVector3(0,-50,0));
m_glApp->m_instancingRenderer->registerGraphicsInstance(cubeShapeId,groundTransform.getOrigin(),groundTransform.getRotation(),color,halfExtents);
btBoxShape* groundShape = new btBoxShape(btVector3(btScalar(halfExtents[0]),btScalar(halfExtents[1]),btScalar(halfExtents[2])));
//We can also use DemoApplication::localCreateRigidBody, but for clarity it is provided here:
{
btScalar mass(0.);
//rigidbody is dynamic if and only if mass is non zero, otherwise static
bool isDynamic = (mass != 0.f);
btVector3 localInertia(0,0,0);
if (isDynamic)
groundShape->calculateLocalInertia(mass,localInertia);
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,groundShape,localInertia);
btRigidBody* body = new btRigidBody(rbInfo);
//add the body to the dynamics world
m_dynamicsWorld->addRigidBody(body);
}
}
{
float halfExtents[]={1,1,1,1};
float color[]={0,1,0,1};
btTransform startTransform;
startTransform.setIdentity();
btScalar mass = 1.f;
btVector3 localInertia;
btBoxShape* colShape = new btBoxShape(btVector3(halfExtents[0],halfExtents[1],halfExtents[2]));
colShape ->calculateLocalInertia(mass,localInertia);
for (int k=0;k<ARRAY_SIZE_Y;k++)
{
for (int i=0;i<ARRAY_SIZE_X;i++)
{
for(int j = 0;j<ARRAY_SIZE_Z;j++)
{
startTransform.setOrigin(btVector3(
btScalar(2.0*i),
btScalar(20+2.0*k),
btScalar(2.0*j)));
m_glApp->m_instancingRenderer->registerGraphicsInstance(cubeShapeId,startTransform.getOrigin(),startTransform.getRotation(),color,halfExtents);
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,colShape,localInertia);
btRigidBody* body = new btRigidBody(rbInfo);
m_dynamicsWorld->addRigidBody(body);
}
}
}
}
m_glApp->m_instancingRenderer->writeTransforms();
}
void exitPhysics()
{
Bullet2RigidBodyDemo::exitPhysics();
}
void drawObjects()
{
//sync graphics -> physics world transforms
{
for (int i=0;i<m_dynamicsWorld->getNumCollisionObjects();i++)
{
btVector3 pos = m_dynamicsWorld->getCollisionObjectArray()[i]->getWorldTransform().getOrigin();
btQuaternion orn = m_dynamicsWorld->getCollisionObjectArray()[i]->getWorldTransform().getRotation();
m_glApp->m_instancingRenderer->writeSingleInstanceTransformToCPU(pos,orn,i);
}
m_glApp->m_instancingRenderer->writeTransforms();
}
m_glApp->m_instancingRenderer->renderScene();
}
void stepSimulation()
{
m_dynamicsWorld->stepSimulation(1./60,0);
}
};
int main(int argc, char* argv[])
{
float dt = 1./120.f;
SimpleOpenGL3App* app = new SimpleOpenGL3App("Bullet 2 CPU BasicDemo",1024,768);
app->m_instancingRenderer->setCameraDistance(40);
app->m_instancingRenderer->setCameraPitch(0);
app->m_instancingRenderer->setCameraTargetPosition(b3MakeVector3(0,0,0));
BasicDemo* demo = new BasicDemo(app);
demo->initPhysics();
GLint err = glGetError();
assert(err==GL_NO_ERROR);
do
{
GLint err = glGetError();
assert(err==GL_NO_ERROR);
app->m_instancingRenderer->init();
app->m_instancingRenderer->updateCamera();
demo->stepSimulation();
demo->drawObjects();
app->drawGrid(10,0.01);
char bla[1024];
static int frameCount = 0;
frameCount++;
sprintf(bla,"Simulation frame %d", frameCount);
app->drawText(bla,10,10);
app->swapBuffer();
} while (!app->m_window->requestedExit());
demo->exitPhysics();
delete demo;
delete app;
return 0;
}