Merge pull request #323 from erwincoumans/master

fix some btMultiBody URDF conversion issues in ImportURDFSetup, add RenderInstancingDemo, use GLInstanceVertex
This commit is contained in:
erwincoumans
2015-02-12 13:34:07 -08:00
19 changed files with 991 additions and 348 deletions

View File

@@ -326,7 +326,7 @@ btMultiBody* FeatherstoneMultiBodyDemo::createFeatherstoneMultiBody(class btMult
if (settings.m_usePrismatic)// && i==(n_links-1))
{
bod->setupPrismatic(child_link_num, mass, inertia, this_link_num,
parent_to_child, joint_axis_child_prismatic, quatRotate(parent_to_child , pos),settings.m_disableParentCollision);
parent_to_child, joint_axis_child_prismatic, quatRotate(parent_to_child , pos),btVector3(0,0,0),settings.m_disableParentCollision);
} else
{

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@@ -29,10 +29,12 @@
#include "../bullet2/CollisionDetection/SupportFuncDemo.h"
#include "../bullet2/BasicConcepts/CoordinateSystemDemo.h"
#include "../../Demos3/FiniteElementMethod/FiniteElementDemo.h"
//#include "../../Demos3/bullet2/SoftDemo/SoftDemo.h"
#include "../Geometry/SphereCreation.h"
#include "../Geometry/DistributePoints.h"
#include "../Geometry/RenderInstancingDemo.h"
#define MYCREATEFUNC(func) \
static BulletDemoInterface* func##CreateFunc(CommonGraphicsApp* app)\
@@ -105,6 +107,7 @@ static BulletDemoEntry allDemos[]=
{1,"SphereCreation", &SphereCreation::CreateFunc},
{1,"DistributePoints", &DistributePoints::CreateFunc},
{1,"Coordinate Frames", CoordinateFrameDemoPhysicsCreateFunc},
{1,"Instanced Rendering", &RenderInstancingDemo::CreateFunc},
// {0,"Soft Body", 0},
// {1,"Cloth1", SoftDemo::CreateFunc},

View File

@@ -1,12 +1,9 @@
//#include "OpenGLWindow/OpenGLInclude.h"
#include "OpenGLWindow/OpenGLInclude.h"
//#include "OpenGL/gl.h"
//#define USE_OPENGL2
#ifdef USE_OPENGL2
#include "OpenGLWindow/SimpleOpenGL2App.h"
#else
#include "OpenGLWindow/SimpleOpenGL2App.h"
#include "OpenGLWindow/SimpleOpenGL3App.h"
#endif
#include "OpenGLWindow/CommonRenderInterface.h"
#ifdef __APPLE__
@@ -36,188 +33,10 @@
#include "Bullet3AppSupport/GraphingTexture.h"
#include "OpenGLWindow/SimpleCamera.h"
#include "OpenGLWindow/SimpleOpenGL2Renderer.h"
CommonGraphicsApp* app=0;
#ifdef USE_OPENGL2
struct TestRenderer : public CommonRenderInterface
{
int m_width;
int m_height;
SimpleCamera m_camera;
TestRenderer(int width, int height)
:m_width(width),
m_height(height)
{
}
virtual void init()
{
}
virtual void updateCamera(int upAxis)
{
float projection[16];
float view[16];
m_camera.setAspectRatio((float)m_width/(float)m_height);
m_camera.update();
m_camera.getCameraProjectionMatrix(projection);
m_camera.getCameraViewMatrix(view);
GLfloat projMat[16];
GLfloat viewMat[16];
for (int i=0;i<16;i++)
{
viewMat[i] = view[i];
projMat[i] = projection[i];
}
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMultMatrixf(projMat);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMultMatrixf(viewMat);
}
virtual void removeAllInstances()
{
}
virtual void setCameraDistance(float dist)
{
m_camera.setCameraDistance(dist);
}
virtual void setCameraPitch(float pitch)
{
m_camera.setCameraPitch(pitch);
}
virtual void setCameraTargetPosition(float x, float y, float z)
{
m_camera.setCameraTargetPosition(x,y,z);
}
virtual void getCameraPosition(float cameraPos[4])
{
float pos[3];
m_camera.getCameraPosition(pos);
cameraPos[0] = pos[0];
cameraPos[1] = pos[1];
cameraPos[2] = pos[2];
}
virtual void getCameraPosition(double cameraPos[4])
{
float pos[3];
m_camera.getCameraPosition(pos);
cameraPos[0] = pos[0];
cameraPos[1] = pos[1];
cameraPos[2] = pos[2];
}
virtual void setCameraTargetPosition(float cameraPos[4])
{
m_camera.setCameraTargetPosition(cameraPos[0],cameraPos[1],cameraPos[2]);
}
virtual void getCameraTargetPosition(float cameraPos[4]) const
{
m_camera.getCameraTargetPosition(cameraPos);
}
virtual void getCameraTargetPosition(double cameraPos[4]) const
{
cameraPos[0] = 1;
cameraPos[1] = 1;
cameraPos[2] = 1;
}
virtual void renderScene()
{
}
virtual int getScreenWidth()
{
return m_width;
}
virtual int getScreenHeight()
{
return m_height;
}
virtual int registerGraphicsInstance(int shapeIndex, const double* position, const double* quaternion, const double* color, const double* scaling)
{
return 0;
}
virtual int registerGraphicsInstance(int shapeIndex, const float* position, const float* quaternion, const float* color, const float* scaling)
{
return 0;
}
virtual void drawLines(const float* positions, const float color[4], int numPoints, int pointStrideInBytes, const unsigned int* indices, int numIndices, float pointDrawSize)
{
int pointStrideInFloats = pointStrideInBytes/4;
glLineWidth(pointDrawSize);
for (int i=0;i<numIndices;i+=2)
{
int index0 = indices[i];
int index1 = indices[i+1];
btVector3 fromColor(color[0],color[1],color[2]);
btVector3 toColor(color[0],color[1],color[2]);
btVector3 from(positions[index0*pointStrideInFloats],positions[index0*pointStrideInFloats+1],positions[index0*pointStrideInFloats+2]);
btVector3 to(positions[index1*pointStrideInFloats],positions[index1*pointStrideInFloats+1],positions[index1*pointStrideInFloats+2]);
glBegin(GL_LINES);
glColor3f(fromColor.getX(), fromColor.getY(), fromColor.getZ());
glVertex3d(from.getX(), from.getY(), from.getZ());
glColor3f(toColor.getX(), toColor.getY(), toColor.getZ());
glVertex3d(to.getX(), to.getY(), to.getZ());
glEnd();
}
}
virtual void drawLine(const float from[4], const float to[4], const float color[4], float lineWidth)
{
glLineWidth(lineWidth);
glBegin(GL_LINES);
glColor3f(color[0],color[1],color[2]);
glVertex3d(from[0],from[1],from[2]);
glVertex3d(to[0],to[1],to[2]);
glEnd();
}
virtual int registerShape(const float* vertices, int numvertices, const int* indices, int numIndices,int primitiveType=B3_GL_TRIANGLES, int textureIndex=-1)
{
return 0;
}
virtual void writeSingleInstanceTransformToCPU(const float* position, const float* orientation, int srcIndex)
{
}
virtual void writeSingleInstanceTransformToCPU(const double* position, const double* orientation, int srcIndex)
{
}
virtual void writeTransforms()
{
}
virtual void drawLine(const double from[4], const double to[4], const double color[4], double lineWidth)
{
}
virtual void drawPoint(const float* position, const float color[4], float pointDrawSize)
{
}
virtual void drawPoint(const double* position, const double color[4], double pointDrawSize)
{
}
virtual void updateShape(int shapeIndex, const float* vertices)
{
}
virtual void enableBlend(bool blend)
{
}
};
#endif //USE_OPENGL2
b3gWindowInterface* s_window = 0;
CommonParameterInterface* s_parameterInterface=0;
CommonRenderInterface* s_instancingRenderer=0;
@@ -374,7 +193,9 @@ void openURDFDemo(const char* filename)
ImportUrdfSetup* physicsSetup = new ImportUrdfSetup();
physicsSetup->setFileName(filename);
sCurrentDemo = new BasicDemo(app, physicsSetup);
app->setUpAxis(2);
if (sCurrentDemo)
{
@@ -580,20 +401,24 @@ int main(int argc, char* argv[])
b3Clock clock;
//float dt = 1./120.f;
int width = 1024;
int height=768;
int width = 1024;
int height=768;
// wci.m_resizeCallback = MyResizeCallback;
#ifdef USE_OPENGL2
app = new SimpleOpenGL2App("AllBullet2Demos",width,height);
app->m_renderer = new TestRenderer(width,height);
#else
SimpleOpenGL3App* simpleApp = new SimpleOpenGL3App("AllBullet2Demos",width,height);
app = simpleApp;
#endif
s_instancingRenderer = app->m_renderer;
SimpleOpenGL3App* simpleApp=0;
bool useOpenGL2=false;
if (useOpenGL2)
{
app = new SimpleOpenGL2App("AllBullet2Demos",width,height);
app->m_renderer = new SimpleOpenGL2Renderer(width,height);
} else
{
simpleApp = new SimpleOpenGL3App("AllBullet2Demos",width,height);
app = simpleApp;
}
s_instancingRenderer = app->m_renderer;
s_window = app->m_window;
prevMouseMoveCallback = s_window->getMouseMoveCallback();
s_window->setMouseMoveCallback(MyMouseMoveCallback);
@@ -627,12 +452,16 @@ int main(int argc, char* argv[])
gui = new GwenUserInterface;
GL3TexLoader* myTexLoader = new GL3TexLoader;
#ifdef USE_OPENGL2
Gwen::Renderer::Base* gwenRenderer = new Gwen::Renderer::OpenGL_DebugFont();
#else
sth_stash* fontstash=simpleApp->getFontStash();
Gwen::Renderer::Base* gwenRenderer = new GwenOpenGL3CoreRenderer(simpleApp->m_primRenderer,fontstash,width,height,s_window->getRetinaScale(),myTexLoader);
#endif
Gwen::Renderer::Base* gwenRenderer = 0;
if (useOpenGL2)
{
gwenRenderer = new Gwen::Renderer::OpenGL_DebugFont();
} else
{
sth_stash* fontstash=simpleApp->getFontStash();
gwenRenderer = new GwenOpenGL3CoreRenderer(simpleApp->m_primRenderer,fontstash,width,height,s_window->getRetinaScale(),myTexLoader);
}
//
gui->init(width,height,gwenRenderer,s_window->getRetinaScale());
@@ -822,16 +651,16 @@ int main(int argc, char* argv[])
if (!pauseSimulation)
processProfileData(profWindow,false);
{
#ifdef USE_OPENGL2
if (useOpenGL2)
{
saveOpenGLState(width,height);
}
#endif
BT_PROFILE("Draw Gwen GUI");
gui->draw(s_instancingRenderer->getScreenWidth(),s_instancingRenderer->getScreenHeight());
#ifdef USE_OPENGL2
restoreOpenGLState();
#endif
if (useOpenGL2)
{
restoreOpenGLState();
}
}
}
toggle=1-toggle;

View File

@@ -28,6 +28,7 @@ subject to the following restrictions:
#include <OpenTissue/core/containers/t4mesh/util/t4mesh_block_generator.h>
#include "LinearMath/btAlignedObjectArray.h"
#include "Bullet3AppSupport/CommonParameterInterface.h"
#include "OpenGLWindow/GLInstanceGraphicsShape.h"
//typedef OpenTissue::math::BasicMathTypes<float,size_t> math_types;
typedef OpenTissue::math::BasicMathTypes<double,size_t> math_types;
@@ -100,12 +101,7 @@ FiniteElementDemo::~FiniteElementDemo()
m_app->m_renderer->removeAllInstances();
}
struct MyTetVertex
{
float x,y,z,w;
float nx,ny,nz;
float u,v;
};
void FiniteElementDemo::initPhysics()
{
@@ -151,19 +147,19 @@ void FiniteElementDemo::initPhysics()
int strideInBytes = 9*sizeof(float);
int numVertices =m_data->m_mesh1.m_nodes.size();
btAlignedObjectArray<MyTetVertex> verts;
btAlignedObjectArray<GLInstanceVertex> verts;
verts.resize(numVertices);
for (int n=0;n<m_data->m_mesh1.m_nodes.size();n++)
{
verts[n].x = m_data->m_mesh1.m_nodes[n].m_coord(0);
verts[n].y = m_data->m_mesh1.m_nodes[n].m_coord(1);
verts[n].z = m_data->m_mesh1.m_nodes[n].m_coord(2);
verts[n].w = 1;
verts[n].nx = 0;
verts[n].ny = 1;
verts[n].nz = 0;
verts[n].u = 0.5;
verts[n].v = 0.4;
verts[n].xyzw[0] = m_data->m_mesh1.m_nodes[n].m_coord(0);
verts[n].xyzw[1] = m_data->m_mesh1.m_nodes[n].m_coord(1);
verts[n].xyzw[2] = m_data->m_mesh1.m_nodes[n].m_coord(2);
verts[n].xyzw[3] = 1;
verts[n].normal[0] = 0;
verts[n].normal[1] = 1;
verts[n].normal[2] = 0;
verts[n].uv[0] = 0.5;
verts[n].uv[1] = 0.4;
}
btAlignedObjectArray<int> indices;
@@ -180,7 +176,7 @@ void FiniteElementDemo::initPhysics()
}
m_data->m_tetrahedralMeshRenderIndex = m_app->m_renderer->registerShape(&verts[0].x,verts.size(),&indices[0],indices.size());
m_data->m_tetrahedralMeshRenderIndex = m_app->m_renderer->registerShape(&verts[0].xyzw[0],verts.size(),&indices[0],indices.size());
float pos[4] = {0,0,0,1};
float orn[4] = {0,0,0,1};
@@ -282,19 +278,19 @@ void FiniteElementDemo::renderScene()
int strideInBytes = 9*sizeof(float);
int numVertices =m_data->m_mesh1.m_nodes.size();
btAlignedObjectArray<MyTetVertex> verts;
btAlignedObjectArray<GLInstanceVertex> verts;
verts.resize(numVertices);
for (int n=0;n<m_data->m_mesh1.m_nodes.size();n++)
{
verts[n].x = m_data->m_mesh1.m_nodes[n].m_coord(0);
verts[n].y = m_data->m_mesh1.m_nodes[n].m_coord(1);
verts[n].z = m_data->m_mesh1.m_nodes[n].m_coord(2);
verts[n].w = 1;
verts[n].nx = 0;
verts[n].ny = 1;
verts[n].nz = 0;
verts[n].u = 0.5;
verts[n].v = 0.4;
verts[n].xyzw[0] = m_data->m_mesh1.m_nodes[n].m_coord(0);
verts[n].xyzw[1] = m_data->m_mesh1.m_nodes[n].m_coord(1);
verts[n].xyzw[2] = m_data->m_mesh1.m_nodes[n].m_coord(2);
verts[n].xyzw[3] = 1;
verts[n].normal[0] = 0;
verts[n].normal[1] = 1;
verts[n].normal[2] = 0;
verts[n].uv[0] = 0.5;
verts[n].uv[1] = 0.4;
}
btAlignedObjectArray<int> indices;
@@ -311,7 +307,7 @@ void FiniteElementDemo::renderScene()
}
m_app->m_renderer->updateShape(m_data->m_tetrahedralMeshRenderIndex,&verts[0].x);
m_app->m_renderer->updateShape(m_data->m_tetrahedralMeshRenderIndex,&verts[0].xyzw[0]);
}
m_app->m_renderer->renderScene();

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@@ -0,0 +1,131 @@
#ifndef RENDER_INSTANCING_DEMO_H
#define RENDER_INSTANCING_DEMO_H
#include "Bullet3AppSupport/BulletDemoInterface.h"
#include "OpenGLWindow/CommonGraphicsApp.h"
#include "Bullet3Common/b3Quaternion.h"
///quick demo showing the right-handed coordinate system and positive rotations around each axis
class RenderInstancingDemo : public BulletDemoInterface
{
CommonGraphicsApp* m_app;
float m_x;
float m_y;
float m_z;
b3AlignedObjectArray<int> m_movingInstances;
enum
{
numCubesX = 20,
numCubesY = 20
};
public:
RenderInstancingDemo(CommonGraphicsApp* app)
:m_app(app),
m_x(0),
m_y(0),
m_z(0)
{
m_app->setUpAxis(2);
{
b3Vector3 extents=b3MakeVector3(100,100,100);
extents[m_app->getUpAxis()]=1;
int xres = 20;
int yres = 20;
b3Vector4 color0=b3MakeVector4(0.1, 0.1, 0.1,1);
b3Vector4 color1=b3MakeVector4(0.6, 0.6, 0.6,1);
m_app->registerGrid(xres, yres, color0, color1);
}
{
int boxId = m_app->registerCubeShape(0.1,0.1,0.1);
for (int i=-numCubesX/2;i<numCubesX/2;i++)
{
for (int j = -numCubesY/2;j<numCubesY/2;j++)
{
b3Vector3 pos=b3MakeVector3(i,j,j);
pos[app->getUpAxis()] = 1;
b3Quaternion orn(0,0,0,1);
b3Vector4 color=b3MakeVector4(0.3,0.3,0.3,1);
b3Vector3 scaling=b3MakeVector3(1,1,1);
int instanceId = m_app->m_renderer->registerGraphicsInstance(boxId,pos,orn,color,scaling);
m_movingInstances.push_back(instanceId);
}
}
}
m_app->m_renderer->writeTransforms();
}
virtual ~RenderInstancingDemo()
{
m_app->m_renderer->enableBlend(false);
}
static BulletDemoInterface* CreateFunc(CommonGraphicsApp* app)
{
return new RenderInstancingDemo(app);
}
virtual void physicsDebugDraw(int debugDrawMode)
{
}
virtual void initPhysics()
{
}
virtual void exitPhysics()
{
}
virtual void stepSimulation(float deltaTime)
{
m_x+=0.01f;
m_y+=0.01f;
m_z+=0.01f;
int index=0;
for (int i=-numCubesX/2;i<numCubesX/2;i++)
{
for (int j = -numCubesY/2;j<numCubesY/2;j++)
{
b3Vector3 pos=b3MakeVector3(i,j,j);
pos[m_app->getUpAxis()] = 1+1*b3Sin(m_x+i-j);
float orn[4]={0,0,0,1};
m_app->m_renderer->writeSingleInstanceTransformToCPU(pos,orn,m_movingInstances[index++]);
}
}
m_app->m_renderer->writeTransforms();
}
virtual void renderScene()
{
m_app->m_renderer->renderScene();
}
virtual void physicsDebugDraw()
{
}
virtual bool mouseMoveCallback(float x,float y)
{
return false;
}
virtual bool mouseButtonCallback(int button, int state, float x, float y)
{
return false;
}
virtual bool keyboardCallback(int key, int state)
{
return false;
}
};
#endif //RENDER_INSTANCING_DEMO_H

View File

@@ -6,6 +6,7 @@
#include "../ImportColladaDemo/LoadMeshFromCollada.h"
#include "BulletDynamics/Featherstone/btMultiBodyLinkCollider.h"
#include "Bullet3Common/b3FileUtils.h"
#include "BulletCollision/CollisionShapes/btShapeHull.h"//to create a tesselation of a generic btConvexShape
static int bodyCollisionFilterGroup=btBroadphaseProxy::CharacterFilter;
static int bodyCollisionFilterMask=btBroadphaseProxy::AllFilter&(~btBroadphaseProxy::CharacterFilter);
@@ -154,8 +155,295 @@ enum MyFileType
FILE_COLLADA=2
};
template <typename T>
btCollisionShape* convertURDFToCollisionShape(const T* visual, const char* pathPrefix)
void convertURDFToVisualShape(const Visual* visual, const char* pathPrefix, const btTransform& visualTransform, btAlignedObjectArray<GLInstanceVertex>& verticesOut, btAlignedObjectArray<int>& indicesOut)
{
GLInstanceGraphicsShape* glmesh = 0;
btConvexShape* convexColShape = 0;
switch (visual->geometry->type)
{
case Geometry::CYLINDER:
{
printf("processing a cylinder\n");
urdf::Cylinder* cyl = (urdf::Cylinder*)visual->geometry.get();
btAlignedObjectArray<btVector3> vertices;
//int numVerts = sizeof(barrel_vertices)/(9*sizeof(float));
int numSteps = 32;
for (int i = 0; i<numSteps; i++)
{
btVector3 vert(cyl->radius*btSin(SIMD_2_PI*(float(i) / numSteps)), cyl->radius*btCos(SIMD_2_PI*(float(i) / numSteps)), cyl->length / 2.);
vertices.push_back(vert);
vert[2] = -cyl->length / 2.;
vertices.push_back(vert);
}
btConvexHullShape* cylZShape = new btConvexHullShape(&vertices[0].x(), vertices.size(), sizeof(btVector3));
cylZShape->setMargin(0.001);
convexColShape = cylZShape;
break;
}
case Geometry::BOX:
{
printf("processing a box\n");
urdf::Box* box = (urdf::Box*)visual->geometry.get();
btVector3 extents(box->dim.x, box->dim.y, box->dim.z);
btBoxShape* boxShape = new btBoxShape(extents*0.5f);
//btConvexShape* boxShape = new btConeShapeX(extents[2]*0.5,extents[0]*0.5);
convexColShape = boxShape;
convexColShape->setMargin(0.001);
break;
}
case Geometry::SPHERE:
{
printf("processing a sphere\n");
urdf::Sphere* sphere = (urdf::Sphere*)visual->geometry.get();
btScalar radius = sphere->radius;
btSphereShape* sphereShape = new btSphereShape(radius);
convexColShape = sphereShape;
convexColShape->setMargin(0.001);
break;
break;
}
case Geometry::MESH:
{
if (visual->name.length())
{
printf("visual->name=%s\n", visual->name.c_str());
}
if (visual->geometry)
{
const urdf::Mesh* mesh = (const urdf::Mesh*) visual->geometry.get();
if (mesh->filename.length())
{
const char* filename = mesh->filename.c_str();
printf("mesh->filename=%s\n", filename);
char fullPath[1024];
int fileType = 0;
sprintf(fullPath, "%s%s", pathPrefix, filename);
b3FileUtils::toLower(fullPath);
if (strstr(fullPath, ".dae"))
{
fileType = FILE_COLLADA;
}
if (strstr(fullPath, ".stl"))
{
fileType = FILE_STL;
}
sprintf(fullPath, "%s%s", pathPrefix, filename);
FILE* f = fopen(fullPath, "rb");
if (f)
{
fclose(f);
switch (fileType)
{
case FILE_STL:
{
glmesh = LoadMeshFromSTL(fullPath);
break;
}
case FILE_COLLADA:
{
btAlignedObjectArray<GLInstanceGraphicsShape> visualShapes;
btAlignedObjectArray<ColladaGraphicsInstance> visualShapeInstances;
btTransform upAxisTrans; upAxisTrans.setIdentity();
float unitMeterScaling = 1;
LoadMeshFromCollada(fullPath,
visualShapes,
visualShapeInstances,
upAxisTrans,
unitMeterScaling);
glmesh = new GLInstanceGraphicsShape;
int index = 0;
glmesh->m_indices = new b3AlignedObjectArray<int>();
glmesh->m_vertices = new b3AlignedObjectArray<GLInstanceVertex>();
for (int i = 0; i<visualShapeInstances.size(); i++)
{
ColladaGraphicsInstance* instance = &visualShapeInstances[i];
GLInstanceGraphicsShape* gfxShape = &visualShapes[instance->m_shapeIndex];
b3AlignedObjectArray<GLInstanceVertex> verts;
verts.resize(gfxShape->m_vertices->size());
int baseIndex = glmesh->m_vertices->size();
for (int i = 0; i<gfxShape->m_vertices->size(); i++)
{
verts[i].normal[0] = gfxShape->m_vertices->at(i).normal[0];
verts[i].normal[1] = gfxShape->m_vertices->at(i).normal[1];
verts[i].normal[2] = gfxShape->m_vertices->at(i).normal[2];
verts[i].uv[0] = gfxShape->m_vertices->at(i).uv[0];
verts[i].uv[1] = gfxShape->m_vertices->at(i).uv[1];
verts[i].xyzw[0] = gfxShape->m_vertices->at(i).xyzw[0];
verts[i].xyzw[1] = gfxShape->m_vertices->at(i).xyzw[1];
verts[i].xyzw[2] = gfxShape->m_vertices->at(i).xyzw[2];
verts[i].xyzw[3] = gfxShape->m_vertices->at(i).xyzw[3];
}
int curNumIndices = glmesh->m_indices->size();
int additionalIndices = gfxShape->m_indices->size();
glmesh->m_indices->resize(curNumIndices + additionalIndices);
for (int k = 0; k<additionalIndices; k++)
{
glmesh->m_indices->at(curNumIndices + k) = gfxShape->m_indices->at(k) + baseIndex;
}
//compensate upAxisTrans and unitMeterScaling here
btMatrix4x4 upAxisMat;
upAxisMat.setPureRotation(upAxisTrans.getRotation());
btMatrix4x4 unitMeterScalingMat;
unitMeterScalingMat.setPureScaling(btVector3(unitMeterScaling, unitMeterScaling, unitMeterScaling));
btMatrix4x4 worldMat = unitMeterScalingMat*upAxisMat*instance->m_worldTransform;
//btMatrix4x4 worldMat = instance->m_worldTransform;
int curNumVertices = glmesh->m_vertices->size();
int additionalVertices = verts.size();
glmesh->m_vertices->reserve(curNumVertices + additionalVertices);
for (int v = 0; v<verts.size(); v++)
{
btVector3 pos(verts[v].xyzw[0], verts[v].xyzw[1], verts[v].xyzw[2]);
pos = worldMat*pos;
verts[v].xyzw[0] = float(pos[0]);
verts[v].xyzw[1] = float(pos[1]);
verts[v].xyzw[2] = float(pos[2]);
glmesh->m_vertices->push_back(verts[v]);
}
}
glmesh->m_numIndices = glmesh->m_indices->size();
glmesh->m_numvertices = glmesh->m_vertices->size();
//glmesh = LoadMeshFromCollada(fullPath);
break;
}
default:
{
}
}
if (glmesh && (glmesh->m_numvertices>0))
{
}
else
{
printf("issue extracting mesh from COLLADA/STL file %s\n", fullPath);
}
}
else
{
printf("mesh geometry not found %s\n", fullPath);
}
}
}
break;
}
default:
{
printf("Error: unknown visual geometry type\n");
}
}
//if we have a convex, tesselate into localVertices/localIndices
if (convexColShape)
{
btShapeHull* hull = new btShapeHull(convexColShape);
hull->buildHull(0.0);
{
// int strideInBytes = 9*sizeof(float);
int numVertices = hull->numVertices();
int numIndices = hull->numIndices();
glmesh = new GLInstanceGraphicsShape;
int index = 0;
glmesh->m_indices = new b3AlignedObjectArray<int>();
glmesh->m_vertices = new b3AlignedObjectArray<GLInstanceVertex>();
for (int i = 0; i < numVertices; i++)
{
GLInstanceVertex vtx;
btVector3 pos = hull->getVertexPointer()[i];
vtx.xyzw[0] = pos.x();
vtx.xyzw[1] = pos.y();
vtx.xyzw[2] = pos.z();
vtx.xyzw[3] = 1.f;
pos.normalize();
vtx.normal[0] = pos.x();
vtx.normal[1] = pos.y();
vtx.normal[2] = pos.z();
vtx.uv[0] = 0.5f;
vtx.uv[1] = 0.5f;
glmesh->m_vertices->push_back(vtx);
}
btAlignedObjectArray<int> indices;
for (int i = 0; i < numIndices; i++)
{
glmesh->m_indices->push_back(hull->getIndexPointer()[i]);
}
glmesh->m_numvertices = glmesh->m_vertices->size();
glmesh->m_numIndices = glmesh->m_indices->size();
}
delete convexColShape;
convexColShape = 0;
}
if (glmesh && glmesh->m_numIndices>0 && glmesh->m_numvertices >0)
{
int baseIndex = verticesOut.size();
for (int i = 0; i < glmesh->m_indices->size(); i++)
{
indicesOut.push_back(glmesh->m_indices->at(i) + baseIndex);
}
for (int i = 0; i < glmesh->m_vertices->size(); i++)
{
GLInstanceVertex& v = glmesh->m_vertices->at(i);
btVector3 vert(v.xyzw[0],v.xyzw[1],v.xyzw[2]);
btVector3 vt = visualTransform*vert;
v.xyzw[0] = vt[0];
v.xyzw[1] = vt[1];
v.xyzw[2] = vt[2];
btVector3 triNormal(v.normal[0],v.normal[1],v.normal[2]);
triNormal = visualTransform.getBasis()*triNormal;
v.normal[0] = triNormal[0];
v.normal[1] = triNormal[1];
v.normal[2] = triNormal[2];
verticesOut.push_back(v);
}
}
}
btCollisionShape* convertURDFToCollisionShape(const Collision* visual, const char* pathPrefix)
{
btCollisionShape* shape = 0;
@@ -179,12 +467,13 @@ btCollisionShape* convertURDFToCollisionShape(const T* visual, const char* pathP
}
btConvexHullShape* cylZShape = new btConvexHullShape(&vertices[0].x(), vertices.size(), sizeof(btVector3));
cylZShape->initializePolyhedralFeatures();
cylZShape->setMargin(0.001);
cylZShape->initializePolyhedralFeatures();
//btConvexShape* cylZShape = new btConeShapeZ(cyl->radius,cyl->length);//(vexHullShape(&vertices[0].x(), vertices.size(), sizeof(btVector3));
//btVector3 halfExtents(cyl->radius,cyl->radius,cyl->length/2.);
//btCylinderShapeZ* cylZShape = new btCylinderShapeZ(halfExtents);
cylZShape->setMargin(0.001);
shape = cylZShape;
break;
@@ -447,37 +736,45 @@ void URDFvisual2BulletCollisionShape(my_shared_ptr<const Link> link, GraphicsPhy
{
printf("converting visuals of link %s",link->name.c_str());
printf("converting visuals of link %s", link->name.c_str());
{
{
btCompoundShape* tmpGfxShape = new btCompoundShape();
for (int v=0;v<(int)link->visual_array.size();v++)
btAlignedObjectArray<GLInstanceVertex> vertices;
btAlignedObjectArray<int> indices;
btTransform startTrans; startTrans.setIdentity();
int graphicsIndex = -1;
for (int v = 0; v < (int)link->visual_array.size(); v++)
{
const Visual* vis = link->visual_array[v].get();
btCollisionShape* childShape = convertURDFToCollisionShape(vis,pathPrefix);
if (childShape)
btVector3 childPos(vis->origin.position.x, vis->origin.position.y, vis->origin.position.z);
btQuaternion childOrn(vis->origin.rotation.x, vis->origin.rotation.y, vis->origin.rotation.z, vis->origin.rotation.w);
btTransform childTrans;
childTrans.setOrigin(childPos);
childTrans.setRotation(childOrn);
if (1)//!mappings.m_createMultiBody)
{
btVector3 childPos(vis->origin.position.x, vis->origin.position.y, vis->origin.position.z);
btQuaternion childOrn(vis->origin.rotation.x, vis->origin.rotation.y, vis->origin.rotation.z, vis->origin.rotation.w);
btTransform childTrans;
childTrans.setOrigin(childPos);
childTrans.setRotation(childOrn);
if (!mappings.m_createMultiBody)
{
tmpGfxShape->addChildShape(childTrans*inertialFrame.inverse(),childShape);
} else
{
tmpGfxShape->addChildShape(childTrans,childShape);
}
convertURDFToVisualShape(vis, pathPrefix, childTrans*inertialFrame.inverse(), vertices, indices);
}
else
{
convertURDFToVisualShape(vis, pathPrefix, childTrans, vertices, indices);
}
}
if (vertices.size() && indices.size())
{
graphicsIndex = gfxBridge.registerGraphicsShape(&vertices[0].xyzw[0], vertices.size(), &indices[0], indices.size());
}
btCompoundShape* compoundShape = new btCompoundShape();
compoundShape->setMargin(0.001);
for (int v=0;v<(int)link->collision_array.size();v++)
{
const Collision* col = link->collision_array[v].get();
@@ -489,7 +786,7 @@ void URDFvisual2BulletCollisionShape(my_shared_ptr<const Link> link, GraphicsPhy
btTransform childTrans;
childTrans.setOrigin(childPos);
childTrans.setRotation(childOrn);
if (!mappings.m_createMultiBody)
if (1)//!mappings.m_createMultiBody)
{
compoundShape->addChildShape(childTrans*inertialFrame.inverse(),childShape);
} else
@@ -533,9 +830,8 @@ void URDFvisual2BulletCollisionShape(my_shared_ptr<const Link> link, GraphicsPhy
//rbci.m_startWorldTransform = inertialFrameInWorldSpace;//linkCenterOfMass;
btRigidBody* body = new btRigidBody(rbci);
world1->addRigidBody(body, bodyCollisionFilterGroup, bodyCollisionFilterMask);
gfxBridge.createCollisionShapeGraphicsObject(tmpGfxShape);
//hack-> transfer user inder from visual to collision shape
compoundShape->setUserIndex(tmpGfxShape->getUserIndex());
compoundShape->setUserIndex(graphicsIndex);
gfxBridge.createRigidBodyGraphicsObject(body, color);
linkInfo->m_bulletRigidBody = body;
@@ -596,10 +892,20 @@ void URDFvisual2BulletCollisionShape(my_shared_ptr<const Link> link, GraphicsPhy
printf("Fixed joint (btMultiBody)\n");
//btVector3 dVec = quatRotate(parentComToThisCom.getRotation(),offsetInB.inverse().getOrigin());
btQuaternion rot = parent2joint.inverse().getRotation();
btQuaternion rot = offsetInA.inverse().getRotation();//parent2joint.inverse().getRotation();
//toggle=!toggle;
//mappings.m_bulletMultiBody->setupFixed(linkIndex - 1, mass, localInertiaDiagonal, parentIndex - 1,
// rot, parent2joint.getOrigin(), btVector3(0,0,0),disableParentCollision);
mappings.m_bulletMultiBody->setupFixed(linkIndex - 1, mass, localInertiaDiagonal, parentIndex - 1,
rot, parent2joint.getOrigin(), btVector3(0,0,0),disableParentCollision);
rot*offsetInB.getRotation(), offsetInA.getOrigin(),-offsetInB.getOrigin(),disableParentCollision);
/*
mappings.m_bulletMultiBody->setupRevolute(linkIndex - 1, mass, localInertiaDiagonal, parentIndex - 1,
parent2joint.inverse().getRotation(), jointAxis, offsetInA.getOrigin(),//parent2joint.getOrigin(),
-offsetInB.getOrigin(),
disableParentCollision);
*/
btMatrix3x3 rm(rot);
btScalar y,p,r;
rm.getEulerZYX(y,p,r);
@@ -642,19 +948,23 @@ void URDFvisual2BulletCollisionShape(my_shared_ptr<const Link> link, GraphicsPhy
if (mappings.m_createMultiBody)
{
//todo: adjust the center of mass transform and pivot axis properly
mappings.m_bulletMultiBody->setupRevolute(linkIndex - 1, mass, localInertiaDiagonal, parentIndex - 1,
/*mappings.m_bulletMultiBody->setupRevolute(
linkIndex - 1, mass, localInertiaDiagonal, parentIndex - 1,
parent2joint.inverse().getRotation(), jointAxis, parent2joint.getOrigin(),
btVector3(0,0,0),//offsetInB.getOrigin(),
disableParentCollision);
/*
*/
mappings.m_bulletMultiBody->setupRevolute(linkIndex - 1, mass, localInertiaDiagonal, parentIndex - 1,
parent2joint.inverse().getRotation(), jointAxis, offsetInA.getOrigin(),//parent2joint.getOrigin(),
//parent2joint.inverse().getRotation(), jointAxis, offsetInA.getOrigin(),//parent2joint.getOrigin(),
offsetInA.inverse().getRotation()*offsetInB.getRotation(), quatRotate(offsetInB.inverse().getRotation(),jointAxis), offsetInA.getOrigin(),//parent2joint.getOrigin(),
-offsetInB.getOrigin(),
disableParentCollision);
linkInfo->m_localVisualFrame.setIdentity();
*/
//linkInfo->m_localVisualFrame.setIdentity();
} else
{
//only handle principle axis at the moment,
@@ -711,24 +1021,50 @@ void URDFvisual2BulletCollisionShape(my_shared_ptr<const Link> link, GraphicsPhy
{
if (mappings.m_createMultiBody)
{
mappings.m_bulletMultiBody->setupPrismatic(linkIndex - 1, mass, localInertiaDiagonal, parentIndex - 1,
parent2joint.inverse().getRotation(),jointAxis,parent2joint.getOrigin(),disableParentCollision);
//mappings.m_bulletMultiBody->setupPrismatic(linkIndex - 1, mass, localInertiaDiagonal, parentIndex - 1,
// parent2joint.inverse().getRotation(),jointAxis,parent2joint.getOrigin(),disableParentCollision);
//mappings.m_bulletMultiBody->setupRevolute(linkIndex - 1, mass, localInertiaDiagonal, parentIndex - 1,
// parent2joint.getRotation(), jointAxis, parent2joint.getOrigin(),
// offsetInB.getOrigin(),
// disableParentCollision);
//mappings.m_bulletMultiBody->setupPrismatic(linkIndex - 1, mass, localInertiaDiagonal, parentIndex - 1,
// parent2joint.inverse().getRotation(),jointAxis,parent2joint.getOrigin(),disableParentCollision);
mappings.m_bulletMultiBody->setupPrismatic(linkIndex - 1, mass, localInertiaDiagonal, parentIndex - 1,
offsetInA.inverse().getRotation()*offsetInB.getRotation(), quatRotate(offsetInB.inverse().getRotation(),jointAxis), offsetInA.getOrigin(),//parent2joint.getOrigin(),
-offsetInB.getOrigin(),
disableParentCollision);
} else
{
btGeneric6DofSpring2Constraint* dof6 = new btGeneric6DofSpring2Constraint(*pp->m_bulletRigidBody, *linkInfo->m_bulletRigidBody, offsetInA, offsetInB);
dof6->setLinearLowerLimit(btVector3(pj->limits->lower,0,0));
dof6->setLinearUpperLimit(btVector3(pj->limits->upper,0,0));
//todo(erwincoumans) for now, we only support principle axis along X, Y or Z
btVector3 axis(pj->axis.x,pj->axis.y,pj->axis.z);
int principleAxis = axis.closestAxis();
switch (principleAxis)
{
case 0:
{
dof6->setLinearLowerLimit(btVector3(pj->limits->lower,0,0));
dof6->setLinearUpperLimit(btVector3(pj->limits->upper,0,0));
break;
}
case 1:
{
dof6->setLinearLowerLimit(btVector3(0,pj->limits->lower,0));
dof6->setLinearUpperLimit(btVector3(0,pj->limits->upper,0));
break;
}
case 2:
default:
{
dof6->setLinearLowerLimit(btVector3(0,0,pj->limits->lower));
dof6->setLinearUpperLimit(btVector3(0,0,pj->limits->upper));
}
};
dof6->setAngularLowerLimit(btVector3(0,0,0));
dof6->setAngularUpperLimit(btVector3(0,0,0));
if (enableConstraints)
world1->addConstraint(dof6,true);
@@ -752,9 +1088,9 @@ void URDFvisual2BulletCollisionShape(my_shared_ptr<const Link> link, GraphicsPhy
//btCompoundShape* comp = new btCompoundShape();
//comp->addChildShape(linkInfo->m_localVisualFrame,shape);
gfxBridge.createCollisionShapeGraphicsObject(tmpGfxShape);
compoundShape->setUserIndex(tmpGfxShape->getUserIndex());
compoundShape->setUserIndex(graphicsIndex);
col->setCollisionShape(compoundShape);
btTransform tr;
@@ -826,6 +1162,7 @@ void ImportUrdfSetup::initPhysics(GraphicsPhysicsBridge& gfxBridge)
gfxBridge.setUpAxis(2);
this->createEmptyDynamicsWorld();
//m_dynamicsWorld->getSolverInfo().m_numIterations = 100;
gfxBridge.createPhysicsDebugDrawer(m_dynamicsWorld);
m_dynamicsWorld->getDebugDrawer()->setDebugMode(
btIDebugDraw::DBG_DrawConstraints
@@ -833,8 +1170,7 @@ void ImportUrdfSetup::initPhysics(GraphicsPhysicsBridge& gfxBridge)
+btIDebugDraw::DBG_DrawAabb
);//+btIDebugDraw::DBG_DrawConstraintLimits);
btVector3 gravity(0,0,0);
gravity[upAxis]=-9.8;
@@ -915,23 +1251,9 @@ void ImportUrdfSetup::initPhysics(GraphicsPhysicsBridge& gfxBridge)
useFeatherstone = !useFeatherstone;
printf("numJoints/DOFS = %d\n", numJoints);
if (0)
bool createGround=true;
if (createGround)
{
btVector3 halfExtents(1,1,1);
btBoxShape* box = new btBoxShape(halfExtents);
box->initializePolyhedralFeatures();
gfxBridge.createCollisionShapeGraphicsObject(box);
btTransform start; start.setIdentity();
btVector3 origin(0,0,0);
origin[upAxis]=5;
start.setOrigin(origin);
btRigidBody* body = createRigidBody(1,start,box);
btVector3 color(0.5,0.5,0.5);
gfxBridge.createRigidBodyGraphicsObject(body,color);
}
{
btVector3 groundHalfExtents(20,20,20);
groundHalfExtents[upAxis]=1.f;
btBoxShape* box = new btBoxShape(groundHalfExtents);
@@ -949,6 +1271,7 @@ void ImportUrdfSetup::initPhysics(GraphicsPhysicsBridge& gfxBridge)
gfxBridge.createRigidBodyGraphicsObject(body,color);
}
///this extra stepSimulation call makes sure that all the btMultibody transforms are properly propagates.
m_dynamicsWorld->stepSimulation(1. / 240., 0);// 1., 10, 1. / 240.);
}

View File

@@ -27,16 +27,11 @@ static float friction = 1.;
#include "OpenGLWindow/GLInstancingRenderer.h"
#include "BulletCollision/CollisionShapes/btShapeHull.h"
#include "OpenGLWindow/GLInstanceGraphicsShape.h"
#define CONSTRAINT_DEBUG_SIZE 0.2f
static bool prevCanSleep = false;
struct GraphicsVertex
{
float pos[4];
float normal[3];
float texcoord[2];
};
static btVector4 colors[4] =
{
@@ -378,7 +373,7 @@ btMultiBody* FeatherstoneDemo1::createFeatherstoneMultiBody(class btMultiBodyDyn
if (settings.m_usePrismatic)// && i==(n_links-1))
{
bod->setupPrismatic(child_link_num, mass, inertia, this_link_num,
parent_to_child, joint_axis_child_prismatic, quatRotate(parent_to_child , pos),settings.m_disableParentCollision);
parent_to_child, joint_axis_child_prismatic, quatRotate(parent_to_child , pos),btVector3(0,0,0),settings.m_disableParentCollision);
} else
{
@@ -735,22 +730,22 @@ class RagDoll2
int numVertices = hull->numVertices();
int numIndices =hull->numIndices();
btAlignedObjectArray<GraphicsVertex> gvertices;
btAlignedObjectArray<GLInstanceVertex> gvertices;
for (int i=0;i<numVertices;i++)
{
GraphicsVertex vtx;
GLInstanceVertex vtx;
btVector3 pos =hull->getVertexPointer()[i];
vtx.pos[0] = pos.x();
vtx.pos[1] = pos.y();
vtx.pos[2] = pos.z();
vtx.pos[3] = 1.f;
vtx.xyzw[0] = pos.x();
vtx.xyzw[1] = pos.y();
vtx.xyzw[2] = pos.z();
vtx.xyzw[3] = 1.f;
pos.normalize();
vtx.normal[0] =pos.x();
vtx.normal[1] =pos.y();
vtx.normal[2] =pos.z();
vtx.texcoord[0] = 0.5f;
vtx.texcoord[1] = 0.5f;
vtx.uv[0] = 0.5f;
vtx.uv[1] = 0.5f;
gvertices.push_back(vtx);
}
@@ -758,7 +753,7 @@ class RagDoll2
for (int i=0;i<numIndices;i++)
indices.push_back(hull->getIndexPointer()[i]);
int shapeId = m_app->m_instancingRenderer->registerShape(&gvertices[0].pos[0],numVertices,&indices[0],numIndices);
int shapeId = m_app->m_instancingRenderer->registerShape(&gvertices[0].xyzw[0],numVertices,&indices[0],numIndices);
int index = m_app->m_instancingRenderer->registerGraphicsInstance(shapeId,body->getWorldTransform().getOrigin(),body->getWorldTransform().getRotation(),color,scaling);
body ->setUserIndex(index);

View File

@@ -7,12 +7,7 @@
#include "BulletCollision/CollisionShapes/btShapeHull.h"//to create a tesselation of a generic btConvexShape
#include "MyDebugDrawer.h"
struct GraphicsVertex
{
float pos[4];
float normal[3];
float texcoord[2];
};
#include "OpenGLWindow/GLInstanceGraphicsShape.h"
struct MyGraphicsPhysicsBridge : public GraphicsPhysicsBridge
@@ -42,7 +37,18 @@ struct MyGraphicsPhysicsBridge : public GraphicsPhysicsBridge
}
}
virtual void createCollisionShapeGraphicsObject(btCollisionShape* collisionShape, const btTransform& parentTransform, btAlignedObjectArray<GraphicsVertex>& verticesOut, btAlignedObjectArray<int>& indicesOut)
virtual int registerGraphicsShape(const float* vertices, int numvertices, const int* indices, int numIndices)
{
int shapeId = m_glApp->m_renderer->registerShape(vertices, numvertices,indices,numIndices);
return shapeId;
}
virtual int registerGraphicsInstance(int shapeIndex, const float* position, const float* quaternion, const float* color, const float* scaling)
{
return m_glApp->m_renderer->registerGraphicsInstance(shapeIndex,position,quaternion,color,scaling);
}
virtual void createCollisionShapeGraphicsObject(btCollisionShape* collisionShape, const btTransform& parentTransform, btAlignedObjectArray<GLInstanceVertex>& verticesOut, btAlignedObjectArray<int>& indicesOut)
{
//todo: support all collision shape types
switch (collisionShape->getShapeType())
@@ -82,19 +88,19 @@ struct MyGraphicsPhysicsBridge : public GraphicsPhysicsBridge
for (int v=0;v<3;v++)
{
int index = hull->getIndexPointer()[t*3+v];
GraphicsVertex vtx;
GLInstanceVertex vtx;
btVector3 pos =parentTransform*hull->getVertexPointer()[index];
vtx.pos[0] = pos.x();
vtx.pos[1] = pos.y();
vtx.pos[2] = pos.z();
vtx.pos[3] = 0.f;
vtx.xyzw[0] = pos.x();
vtx.xyzw[1] = pos.y();
vtx.xyzw[2] = pos.z();
vtx.xyzw[3] = 0.f;
vtx.normal[0] =triNormal.x();
vtx.normal[1] =triNormal.y();
vtx.normal[2] =triNormal.z();
vtx.texcoord[0] = 0.5f;
vtx.texcoord[1] = 0.5f;
vtx.uv[0] = 0.5f;
vtx.uv[1] = 0.5f;
indicesOut.push_back(verticesOut.size());
verticesOut.push_back(vtx);
@@ -129,7 +135,7 @@ struct MyGraphicsPhysicsBridge : public GraphicsPhysicsBridge
if (collisionShape->getUserIndex()>=0)
return;
btAlignedObjectArray<GraphicsVertex> vertices;
btAlignedObjectArray<GLInstanceVertex> vertices;
btAlignedObjectArray<int> indices;
btTransform startTrans;startTrans.setIdentity();
@@ -137,7 +143,7 @@ struct MyGraphicsPhysicsBridge : public GraphicsPhysicsBridge
if (vertices.size() && indices.size())
{
int shapeId = m_glApp->m_renderer->registerShape(&vertices[0].pos[0],vertices.size(),&indices[0],indices.size());
int shapeId = m_glApp->m_renderer->registerShape(&vertices[0].xyzw[0],vertices.size(),&indices[0],indices.size());
collisionShape->setUserIndex(shapeId);
}

View File

@@ -12,7 +12,7 @@ class btCollisionShape;
class btDiscreteDynamicsWorld;
///The GraphicsPhysicsBridge let's the graphics engine create graphics representation and synchronize
///The Bullet 2 GraphicsPhysicsBridge let's the graphics engine create graphics representation and synchronize
struct GraphicsPhysicsBridge
{
virtual ~GraphicsPhysicsBridge() {}
@@ -34,6 +34,11 @@ struct GraphicsPhysicsBridge
{
}
virtual int registerGraphicsShape(const float* vertices, int numvertices, const int* indices, int numIndices) { return -1; }//, int primitiveType = B3_GL_TRIANGLES, int textureIndex = -1);
virtual int registerGraphicsInstance(int shapeIndex, const float* position, const float* quaternion, const float* color, const float* scaling) { return -1;}
virtual CommonParameterInterface* getParameterInterface()
{
return 0;
@@ -45,6 +50,7 @@ struct GraphicsPhysicsBridge
};
///Bullet 2 specific physics setup, that allows to share code between old and new demo frameworks
struct CommonPhysicsSetup
{
public:

View File

@@ -54,6 +54,7 @@ struct CommonRenderInterface
virtual void writeSingleInstanceTransformToCPU(const double* position, const double* orientation, int srcIndex)=0;
virtual void writeSingleInstanceColorToCPU(float* color, int srcIndex)=0;
virtual void writeSingleInstanceColorToCPU(double* color, int srcIndex)=0;
virtual void writeTransforms()=0;
virtual void enableBlend(bool blend)=0;
};

View File

@@ -0,0 +1,55 @@
/*
Copyright (c) 2012 Advanced Micro Devices, Inc.
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.
*/
//Originally written by Erwin Coumans
#ifndef __OPENGL_INCLUDE_H
#define __OPENGL_INCLUDE_H
//think different
#if defined(__APPLE__) && !defined (VMDMESA)
#include <OpenGL/OpenGL.h>
#include <OpenGL/gl.h>
#else
#include "GlewWindows/GL/glew.h"
#ifdef _WINDOWS
#include <windows.h>
//#include <GL/gl.h>
//#include <GL/glu.h>
#else
//#include <GL/gl.h>
//#include <GL/glu.h>
#endif //_WINDOWS
#endif //APPLE
//disable glGetError
//#undef glGetError
//#define glGetError MyGetError
//
//GLenum inline MyGetError()
//{
// return 0;
//}
///on Linux only glDrawElementsInstancedARB is defined?!?
//#ifdef __linux
//#define glDrawElementsInstanced glDrawElementsInstancedARB
//
//#endif //__linux
#endif //__OPENGL_INCLUDE_H

View File

@@ -194,3 +194,14 @@ void SimpleOpenGL2App::drawText( const char* txt, int posX, int posY)
{
}
void SimpleOpenGL2App::drawText3D( const char* txt, float posX, float posZY, float posZ, float size)
{
}
void SimpleOpenGL2App::registerGrid(int xres, int yres, float color0[4], float color1[4])
{
}

View File

@@ -27,5 +27,9 @@ public:
{
return 0;
}
virtual void drawText3D( const char* txt, float posX, float posZY, float posZ, float size);
virtual void registerGrid(int xres, int yres, float color0[4], float color1[4]);
};
#endif //SIMPLE_OPENGL2_APP_H

View File

@@ -0,0 +1,199 @@
#include "SimpleOpenGL2Renderer.h"
#include "OpenGL2Include.h"
#include "Bullet3Common/b3Vector3.h"
SimpleOpenGL2Renderer::SimpleOpenGL2Renderer(int width, int height)
:m_width(width),
m_height(height)
{
}
void SimpleOpenGL2Renderer::init()
{
}
void SimpleOpenGL2Renderer::updateCamera(int upAxis)
{
float projection[16];
float view[16];
m_camera.setAspectRatio((float)m_width/(float)m_height);
m_camera.update();
m_camera.getCameraProjectionMatrix(projection);
m_camera.getCameraViewMatrix(view);
GLfloat projMat[16];
GLfloat viewMat[16];
for (int i=0;i<16;i++)
{
viewMat[i] = view[i];
projMat[i] = projection[i];
}
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMultMatrixf(projMat);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMultMatrixf(viewMat);
}
void SimpleOpenGL2Renderer::removeAllInstances()
{
}
void SimpleOpenGL2Renderer::setCameraDistance(float dist)
{
m_camera.setCameraDistance(dist);
}
void SimpleOpenGL2Renderer::setCameraPitch(float pitch)
{
m_camera.setCameraPitch(pitch);
}
void SimpleOpenGL2Renderer::setCameraTargetPosition(float x, float y, float z)
{
m_camera.setCameraTargetPosition(x,y,z);
}
void SimpleOpenGL2Renderer::getCameraPosition(float cameraPos[4])
{
float pos[3];
m_camera.getCameraPosition(pos);
cameraPos[0] = pos[0];
cameraPos[1] = pos[1];
cameraPos[2] = pos[2];
}
void SimpleOpenGL2Renderer::getCameraPosition(double cameraPos[4])
{
float pos[3];
m_camera.getCameraPosition(pos);
cameraPos[0] = pos[0];
cameraPos[1] = pos[1];
cameraPos[2] = pos[2];
}
void SimpleOpenGL2Renderer::setCameraTargetPosition(float cameraPos[4])
{
m_camera.setCameraTargetPosition(cameraPos[0],cameraPos[1],cameraPos[2]);
}
void SimpleOpenGL2Renderer::getCameraTargetPosition(float cameraPos[4]) const
{
m_camera.getCameraTargetPosition(cameraPos);
}
void SimpleOpenGL2Renderer::getCameraTargetPosition(double cameraPos[4]) const
{
cameraPos[0] = 1;
cameraPos[1] = 1;
cameraPos[2] = 1;
}
void SimpleOpenGL2Renderer::writeSingleInstanceColorToCPU(float* color, int srcIndex)
{
}
void SimpleOpenGL2Renderer::writeSingleInstanceColorToCPU(double* color, int srcIndex)
{
}
void SimpleOpenGL2Renderer::getCameraViewMatrix(float viewMat[16]) const
{
b3Assert(0);
}
void SimpleOpenGL2Renderer::getCameraProjectionMatrix(float projMat[16]) const
{
b3Assert(0);
}
void SimpleOpenGL2Renderer::renderScene()
{
}
int SimpleOpenGL2Renderer::registerGraphicsInstance(int shapeIndex, const double* position, const double* quaternion, const double* color, const double* scaling)
{
return 0;
}
int SimpleOpenGL2Renderer::registerGraphicsInstance(int shapeIndex, const float* position, const float* quaternion, const float* color, const float* scaling)
{
return 0;
}
void SimpleOpenGL2Renderer::drawLines(const float* positions, const float color[4], int numPoints, int pointStrideInBytes, const unsigned int* indices, int numIndices, float pointDrawSize)
{
int pointStrideInFloats = pointStrideInBytes/4;
glLineWidth(pointDrawSize);
for (int i=0;i<numIndices;i+=2)
{
int index0 = indices[i];
int index1 = indices[i+1];
b3Vector3 fromColor = b3MakeVector3(color[0],color[1],color[2]);
b3Vector3 toColor = b3MakeVector3(color[0],color[1],color[2]);
b3Vector3 from= b3MakeVector3(positions[index0*pointStrideInFloats],positions[index0*pointStrideInFloats+1],positions[index0*pointStrideInFloats+2]);
b3Vector3 to= b3MakeVector3(positions[index1*pointStrideInFloats],positions[index1*pointStrideInFloats+1],positions[index1*pointStrideInFloats+2]);
glBegin(GL_LINES);
glColor3f(fromColor.getX(), fromColor.getY(), fromColor.getZ());
glVertex3d(from.getX(), from.getY(), from.getZ());
glColor3f(toColor.getX(), toColor.getY(), toColor.getZ());
glVertex3d(to.getX(), to.getY(), to.getZ());
glEnd();
}
}
void SimpleOpenGL2Renderer::drawLine(const float from[4], const float to[4], const float color[4], float lineWidth)
{
glLineWidth(lineWidth);
glBegin(GL_LINES);
glColor3f(color[0],color[1],color[2]);
glVertex3d(from[0],from[1],from[2]);
glVertex3d(to[0],to[1],to[2]);
glEnd();
}
int SimpleOpenGL2Renderer::registerShape(const float* vertices, int numvertices, const int* indices, int numIndices,int primitiveType, int textureIndex)
{
return 0;
}
void SimpleOpenGL2Renderer::writeSingleInstanceTransformToCPU(const float* position, const float* orientation, int srcIndex)
{
}
void SimpleOpenGL2Renderer::writeSingleInstanceTransformToCPU(const double* position, const double* orientation, int srcIndex)
{
}
void SimpleOpenGL2Renderer::writeTransforms()
{
}
void SimpleOpenGL2Renderer::drawLine(const double from[4], const double to[4], const double color[4], double lineWidth)
{
}
void SimpleOpenGL2Renderer::drawPoint(const float* position, const float color[4], float pointDrawSize)
{
}
void SimpleOpenGL2Renderer::drawPoint(const double* position, const double color[4], double pointDrawSize)
{
}
void SimpleOpenGL2Renderer::updateShape(int shapeIndex, const float* vertices)
{
}
void SimpleOpenGL2Renderer::enableBlend(bool blend)
{
}

View File

@@ -0,0 +1,81 @@
#ifndef SIMPLE_OPENGL2_RENDERER_H
#define SIMPLE_OPENGL2_RENDERER_H
#include "CommonRenderInterface.h"
#include "SimpleCamera.h"
struct SimpleOpenGL2Renderer : public CommonRenderInterface
{
int m_width;
int m_height;
SimpleCamera m_camera;
SimpleOpenGL2Renderer(int width, int height);
virtual void init();
virtual void updateCamera(int upAxis);
virtual void removeAllInstances();
virtual void setCameraDistance(float dist);
virtual void setCameraPitch(float pitch);
virtual void setCameraTargetPosition(float x, float y, float z);
virtual void getCameraPosition(float cameraPos[4]);
virtual void getCameraPosition(double cameraPos[4]);
virtual void setCameraTargetPosition(float cameraPos[4]);
virtual void getCameraTargetPosition(float cameraPos[4]) const;
virtual void getCameraTargetPosition(double cameraPos[4]) const;
virtual void writeSingleInstanceColorToCPU(float* color, int srcIndex);
virtual void writeSingleInstanceColorToCPU(double* color, int srcIndex);
virtual void getCameraViewMatrix(float viewMat[16]) const;
virtual void getCameraProjectionMatrix(float projMat[16]) const;
virtual void renderScene();
virtual int getScreenWidth()
{
return m_width;
}
virtual int getScreenHeight()
{
return m_height;
}
virtual int registerGraphicsInstance(int shapeIndex, const double* position, const double* quaternion, const double* color, const double* scaling);
virtual int registerGraphicsInstance(int shapeIndex, const float* position, const float* quaternion, const float* color, const float* scaling);
virtual void drawLines(const float* positions, const float color[4], int numPoints, int pointStrideInBytes, const unsigned int* indices, int numIndices, float pointDrawSize);
virtual void drawLine(const float from[4], const float to[4], const float color[4], float lineWidth);
virtual int registerShape(const float* vertices, int numvertices, const int* indices, int numIndices,int primitiveType=B3_GL_TRIANGLES, int textureIndex=-1);
virtual void writeSingleInstanceTransformToCPU(const float* position, const float* orientation, int srcIndex);
virtual void writeSingleInstanceTransformToCPU(const double* position, const double* orientation, int srcIndex);
virtual void writeTransforms();
virtual void drawLine(const double from[4], const double to[4], const double color[4], double lineWidth);
virtual void drawPoint(const float* position, const float color[4], float pointDrawSize);
virtual void drawPoint(const double* position, const double color[4], double pointDrawSize);
virtual void updateShape(int shapeIndex, const float* vertices);
virtual void enableBlend(bool blend);
};
#endif //SIMPLE_OPENGL2_RENDERER_H

View File

@@ -143,7 +143,7 @@ SimpleOpenGL3App::SimpleOpenGL3App( const char* title, int width,int height)
b3Assert(glGetError() ==GL_NO_ERROR);
m_instancingRenderer = new GLInstancingRenderer(128*1024,32*1024*1024);
m_instancingRenderer = new GLInstancingRenderer(128*1024,64*1024*1024);
m_renderer = m_instancingRenderer ;
m_instancingRenderer->init();
m_instancingRenderer->resize(width,height);

View File

@@ -167,13 +167,15 @@ void btMultiBody::setupFixed(int i,
}
void btMultiBody::setupPrismatic(int i,
btScalar mass,
const btVector3 &inertia,
int parent,
const btQuaternion &rotParentToThis,
const btVector3 &jointAxis,
const btVector3 &parentComToThisComOffset,
const btVector3 &parentComToThisComOffset,
const btVector3 &thisPivotToThisComOffset,
bool disableParentCollision)
{
if(m_isMultiDof)
@@ -189,6 +191,7 @@ void btMultiBody::setupPrismatic(int i,
m_links[i].setAxisTop(0, 0., 0., 0.);
m_links[i].setAxisBottom(0, jointAxis);
m_links[i].m_eVector = parentComToThisComOffset;
m_links[i].m_dVector = thisPivotToThisComOffset;
m_links[i].m_cachedRotParentToThis = rotParentToThis;
m_links[i].m_jointType = btMultibodyLink::ePrismatic;

View File

@@ -65,16 +65,16 @@ public:
const btVector3 &thisPivotToThisComOffset,
bool disableParentCollision);
void setupPrismatic(int linkIndex, // 0 to num_links-1
btScalar mass,
const btVector3 &inertia, // in my frame; assumed diagonal
int parent,
const btQuaternion &rotParentToThis, // rotate points in parent frame to my frame.
const btVector3 &jointAxis, // in my frame
const btVector3 &parentComToThisComOffset, // vector from parent COM to my COM, in my frame, when q = 0.
bool disableParentCollision=false
);
void setupPrismatic(int i,
btScalar mass,
const btVector3 &inertia,
int parent,
const btQuaternion &rotParentToThis,
const btVector3 &jointAxis,
const btVector3 &parentComToThisComOffset,
const btVector3 &thisPivotToThisComOffset,
bool disableParentCollision);
void setupRevolute(int linkIndex, // 0 to num_links-1
btScalar mass,

View File

@@ -493,7 +493,7 @@ struct btMultibodyLink
case ePrismatic:
{
// m_cachedRotParentToThis never changes, so no need to update
m_cachedRVector = quatRotate(m_cachedRotParentToThis,m_eVector) + pJointPos[0] * getAxisBottom(0);
m_cachedRVector = m_dVector + quatRotate(m_cachedRotParentToThis,m_eVector) + pJointPos[0] * getAxisBottom(0);
break;
}