reorder files, in preparation for Bullet 3 -> Bullet 2 merge
This commit is contained in:
28
Demos3/donttouch/Bullet2GpuDemo.cpp
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28
Demos3/donttouch/Bullet2GpuDemo.cpp
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#include "Bullet2GpuDemo.h"
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#include "../b3GpuDynamicsWorld.h"
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#include "GpuRigidBodyDemoInternalData.h"
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#include "BulletCollision/CollisionShapes/b3BoxShape.h"
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#include "gpu_rigidbody/host/b3RigidBody.h"
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void Bullet2GpuDemo::setupScene(const ConstructionInfo& ci)
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{
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// m_data->m_np = np;
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// m_data->m_bp = bp;
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// m_data->m_rigidBodyPipeline
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m_gpuDynamicsWorld = new b3GpuDynamicsWorld(m_data->m_bp,m_data->m_np,m_data->m_rigidBodyPipeline);
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b3Vector3 halfExtents(100,1,100);
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b3BoxShape* boxShape = new b3BoxShape(halfExtents);
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b3Vector3 localInertia;
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b3Scalar mass=1.f;
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boxShape->calculateLocalInertia(mass,localInertia);
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b3RigidBody* body = new b3RigidBody(mass,0,boxShape,localInertia);
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m_gpuDynamicsWorld->addRigidBody(body);
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}
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void Bullet2GpuDemo::destroyScene()
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{
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delete m_gpuDynamicsWorld;
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m_gpuDynamicsWorld = 0;
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}
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31
Demos3/donttouch/Bullet2GpuDemo.h
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31
Demos3/donttouch/Bullet2GpuDemo.h
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#ifndef BULLET2_GPU_DEMO_H
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#define BULLET2_GPU_DEMO_H
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#include "GpuRigidBodyDemo.h"
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class Bullet2GpuDemo : public GpuRigidBodyDemo
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{
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protected:
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class b3GpuDynamicsWorld* m_gpuDynamicsWorld;
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public:
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Bullet2GpuDemo(){}
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virtual ~Bullet2GpuDemo(){}
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virtual const char* getName()
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{
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return "Bullet2Gpu";
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}
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static GpuDemo* MyCreateFunc()
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{
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GpuDemo* demo = new Bullet2GpuDemo;
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return demo;
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}
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virtual void setupScene(const ConstructionInfo& ci);
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virtual void destroyScene();
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};
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#endif //BULLET2_GPU_DEMO_H
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611
Demos3/donttouch/GpuDemo.cpp
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611
Demos3/donttouch/GpuDemo.cpp
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/*
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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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#include "b3CpuDynamicsWorld.h"
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#include "b3GpuDynamicsWorld.h"
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#define SCALING 1.
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#define START_POS_X -5
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#define START_POS_Y 10
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#define START_POS_Z -3
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#include "LinearMath/b3Vector3.h"
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#include "GpuDemo.h"
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//#include "GlutStuff.h"
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///b3BulletDynamicsCommon.h is the main Bullet include file, contains most common include files.
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//#include "b3BulletDynamicsCommon.h"
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#include "BulletCollision/CollisionShapes/b3TriangleMesh.h"
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#include "BulletCollision/CollisionShapes/b3BvhTriangleMeshShape.h"
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#include "BulletCollision/CollisionShapes/b3SphereShape.h"
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#include "BulletCollision/CollisionShapes/b3ConvexHullShape.h"
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#include "BulletCollision/CollisionShapes/b3BoxShape.h"
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#include "BulletCollision/CollisionShapes/b3CompoundShape.h"
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#include "BulletCollision/CollisionShapes/b3StaticPlaneShape.h"
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#include "BulletDynamics/Dynamics/b3RigidBody.h"
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#include "LinearMath/b3DefaultMotionState.h"
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#include "LinearMath/b3Quickprof.h"
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#include <stdio.h> //printf debugging
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void GpuDemo::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 dt = getDeltaTimeInSeconds();
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///step the simulation
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if (m_dynamicsWorld)
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{
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static bool once = true;
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if (once)
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{
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once=false;
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b3DefaultSerializer* serializer = new b3DefaultSerializer();
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m_dynamicsWorld->serialize(serializer);
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FILE* file = fopen("testFile.bullet","wb");
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fwrite(serializer->getBufferPointer(),serializer->getCurrentBufferSize(),1, file);
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fclose(file);
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}
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m_dynamicsWorld->stepSimulation(dt);
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static int count=0;
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count++;
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if (count==25)
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{
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//b3ProfileManager::dumpAll();
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}
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}
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// renderme();
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//swapBuffers();
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}
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b3AlignedObjectArray<b3Vector3> vertices;
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void EmptyDemo::setupScene(const ConstructionInfo& ci)
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{
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//empty test
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}
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void SpheresDemo::setupScene(const ConstructionInfo& ci)
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{
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if (1)
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{
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b3SphereShape* sphere = new b3SphereShape(1);
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m_collisionShapes.push_back(sphere);
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/// Create Dynamic Objects
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b3Transform startTransform;
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startTransform.setIdentity();
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float start_x = START_POS_X - ci.gapX*ci.arraySizeX/2;
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float start_y = START_POS_Y;
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float start_z = START_POS_Z - ci.gapZ*ci.arraySizeZ/2;
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for (int k=0;k<ci.arraySizeY;k++)
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{
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int sizeX = ci.arraySizeX;
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int startX = -sizeX/2;
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float gapX = ci.gapX;
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for (int i=0;i<sizeX;i++)
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{
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int sizeZ = ci.arraySizeZ;
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int startZ = -sizeX/2;
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float gapZ =ci.gapZ;
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for(int j = 0;j<sizeZ;j++)
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{
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//b3CollisionShape* shape = k==0? boxShape : colShape;
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b3CollisionShape* shape = sphere;
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b3Scalar mass = 1;
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if (!ci.m_useConcaveMesh && k==0)
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mass = k==0? 0.f : 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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b3Vector3 localInertia(0,0,0);
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if (isDynamic)
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shape->calculateLocalInertia(mass,localInertia);
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startTransform.setOrigin(SCALING*b3Vector3(
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b3Scalar(gapX*i + start_x),
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b3Scalar(ci.gapY*k + start_y),
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b3Scalar(gapZ*j + start_z)));
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//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
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b3DefaultMotionState* myMotionState = new b3DefaultMotionState(startTransform);
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b3RigidBody::b3RigidBodyConstructionInfo rbInfo(mass,myMotionState,shape,localInertia);
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b3RigidBody* body = new b3RigidBody(rbInfo);
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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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{
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b3Vector3 planeNormal(0,1,0);
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b3Scalar planeConstant=0;
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b3CollisionShape* shape = new b3StaticPlaneShape(planeNormal,planeConstant);
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//b3BoxShape* plane = new b3BoxShape(b3Vector3(100,1,100));
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//plane->initializePolyhedralFeatures();
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//b3SphereShape* shape = new b3SphereShape(1000);
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b3Scalar 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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b3Vector3 localInertia(0,0,0);
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b3Transform groundTransform;
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groundTransform.setIdentity();
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groundTransform.setRotation(b3Quaternion(b3Vector3(1,0,0),0.3));
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groundTransform.setOrigin(b3Vector3(0,0,0));
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//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
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b3DefaultMotionState* myMotionState = new b3DefaultMotionState(groundTransform);
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b3RigidBody::b3RigidBodyConstructionInfo rbInfo(mass,myMotionState,shape,localInertia);
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b3RigidBody* body = new b3RigidBody(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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}
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void GpuCompoundDemo::setupScene(const ConstructionInfo& ci)
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{
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b3CollisionShape* groundShape =0;
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// b3CollisionShape* groundShape = new b3StaticPlaneShape(b3Vector3(0,1,0),50);
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if (ci.m_useConcaveMesh)
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{
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b3TriangleMesh* meshInterface = new b3TriangleMesh();
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b3AlignedObjectArray<b3Vector3> concaveVertices;
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concaveVertices.push_back(b3Vector3(0,-20,0));
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concaveVertices.push_back(b3Vector3(80,10,80));
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concaveVertices.push_back(b3Vector3(80,10,-80));
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concaveVertices.push_back(b3Vector3(-80,10,-80));
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concaveVertices.push_back(b3Vector3(-80,10,80));
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meshInterface->addTriangle(concaveVertices[0],concaveVertices[1],concaveVertices[2],true);
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meshInterface->addTriangle(concaveVertices[0],concaveVertices[2],concaveVertices[3],true);
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meshInterface->addTriangle(concaveVertices[0],concaveVertices[3],concaveVertices[4],true);
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meshInterface->addTriangle(concaveVertices[0],concaveVertices[4],concaveVertices[1],true);
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#if 0
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groundShape = new b3BvhTriangleMeshShape(meshInterface,true);//b3StaticPlaneShape(b3Vector3(0,1,0),50);
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#else
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b3BoxShape* shape =new b3BoxShape(b3Vector3(b3Scalar(250.),b3Scalar(10.),b3Scalar(250.)));
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shape->initializePolyhedralFeatures();
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groundShape = shape;
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#endif
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} else
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{
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groundShape = new b3BoxShape(b3Vector3(b3Scalar(250.),b3Scalar(50.),b3Scalar(250.)));
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}
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m_collisionShapes.push_back(groundShape);
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b3Transform groundTransform;
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groundTransform.setIdentity();
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groundTransform.setOrigin(b3Vector3(0,0,0));
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//We can also use DemoApplication::localCreateRigidBody, but for clarity it is provided here:
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if (ci.m_useConcaveMesh)
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{
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b3Scalar 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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b3Vector3 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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b3DefaultMotionState* myMotionState = new b3DefaultMotionState(groundTransform);
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b3RigidBody::b3RigidBodyConstructionInfo rbInfo(mass,myMotionState,groundShape,localInertia);
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b3RigidBody* body = new b3RigidBody(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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{
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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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//vertices.push_back(b3Vector3(0,1,0));
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vertices.push_back(b3Vector3(1,1,1));
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vertices.push_back(b3Vector3(1,1,-1));
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vertices.push_back(b3Vector3(-1,1,-1));
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vertices.push_back(b3Vector3(-1,1,1));
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vertices.push_back(b3Vector3(1,-1,1));
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vertices.push_back(b3Vector3(1,-1,-1));
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vertices.push_back(b3Vector3(-1,-1,-1));
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vertices.push_back(b3Vector3(-1,-1,1));
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#if 0
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b3PolyhedralConvexShape* colShape = new b3ConvexHullShape(&vertices[0].getX(),vertices.size());
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colShape->initializePolyhedralFeatures();
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#else
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b3CompoundShape* compoundShape = 0;
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{
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b3PolyhedralConvexShape* colShape = new b3ConvexHullShape(&vertices[0].getX(),vertices.size());
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colShape->initializePolyhedralFeatures();
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compoundShape = new b3CompoundShape();
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b3Transform tr;
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tr.setIdentity();
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tr.setOrigin(b3Vector3(0,-1,0));
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compoundShape->addChildShape(tr,colShape);
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tr.setOrigin(b3Vector3(0,0,2));
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compoundShape->addChildShape(tr,colShape);
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tr.setOrigin(b3Vector3(2,0,0));
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compoundShape->addChildShape(tr,colShape);
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}
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b3CollisionShape* colShape = compoundShape;
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#endif
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b3PolyhedralConvexShape* boxShape = new b3BoxShape(b3Vector3(SCALING*1,SCALING*1,SCALING*1));
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boxShape->initializePolyhedralFeatures();
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//b3CollisionShape* colShape = new b3SphereShape(b3Scalar(1.));
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m_collisionShapes.push_back(colShape);
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m_collisionShapes.push_back(boxShape);
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/// Create Dynamic Objects
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b3Transform startTransform;
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startTransform.setIdentity();
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float start_x = START_POS_X - ci.arraySizeX/2;
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float start_y = START_POS_Y;
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float start_z = START_POS_Z - ci.arraySizeZ/2;
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for (int k=0;k<ci.arraySizeY;k++)
|
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{
|
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int sizeX = ci.arraySizeX;
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if (!ci.m_useConcaveMesh && k==0)
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sizeX = 50;
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int startX = !ci.m_useConcaveMesh&&k==0? -20 : 0;
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float gapX = !ci.m_useConcaveMesh&&k==0? 3.05 : ci.gapX;
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for (int i=0;i<sizeX;i++)
|
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{
|
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int sizeZ = !ci.m_useConcaveMesh&&k==0? 50 : ci.arraySizeZ;
|
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int startZ = (!ci.m_useConcaveMesh)&&k==0? -20 : 0;
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float gapZ = !ci.m_useConcaveMesh&&k==0? 3.05 : ci.gapZ;
|
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for(int j = 0;j<sizeZ;j++)
|
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{
|
||||
//b3CollisionShape* shape = k==0? boxShape : colShape;
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|
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b3CollisionShape* shape = colShape;
|
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|
||||
|
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b3Scalar mass = 1;
|
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if (!ci.m_useConcaveMesh && k==0)
|
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mass = k==0? 0.f : 1.f;
|
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|
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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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b3Vector3 localInertia(0,0,0);
|
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if (isDynamic)
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shape->calculateLocalInertia(mass,localInertia);
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startTransform.setOrigin(SCALING*b3Vector3(
|
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b3Scalar(startX+gapX*i + start_x),
|
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b3Scalar(20+ci.gapY*k + start_y),
|
||||
b3Scalar(startZ+gapZ*j + start_z)));
|
||||
|
||||
|
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//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
|
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b3DefaultMotionState* myMotionState = new b3DefaultMotionState(startTransform);
|
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b3RigidBody::b3RigidBodyConstructionInfo rbInfo(mass,myMotionState,shape,localInertia);
|
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b3RigidBody* body = new b3RigidBody(rbInfo);
|
||||
|
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|
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m_dynamicsWorld->addRigidBody(body);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
void GpuBoxDemo::setupScene(const ConstructionInfo& ci)
|
||||
{
|
||||
b3CollisionShape* groundShape =0;
|
||||
// b3CollisionShape* groundShape = new b3StaticPlaneShape(b3Vector3(0,1,0),50);
|
||||
|
||||
if (ci.m_useConcaveMesh)
|
||||
{
|
||||
b3TriangleMesh* meshInterface = new b3TriangleMesh();
|
||||
|
||||
b3AlignedObjectArray<b3Vector3> concaveVertices;
|
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concaveVertices.push_back(b3Vector3(0,-20,0));
|
||||
concaveVertices.push_back(b3Vector3(80,10,80));
|
||||
concaveVertices.push_back(b3Vector3(80,10,-80));
|
||||
concaveVertices.push_back(b3Vector3(-80,10,-80));
|
||||
concaveVertices.push_back(b3Vector3(-80,10,80));
|
||||
|
||||
meshInterface->addTriangle(concaveVertices[0],concaveVertices[1],concaveVertices[2],true);
|
||||
meshInterface->addTriangle(concaveVertices[0],concaveVertices[2],concaveVertices[3],true);
|
||||
meshInterface->addTriangle(concaveVertices[0],concaveVertices[3],concaveVertices[4],true);
|
||||
meshInterface->addTriangle(concaveVertices[0],concaveVertices[4],concaveVertices[1],true);
|
||||
|
||||
#if 0
|
||||
groundShape = new b3BvhTriangleMeshShape(meshInterface,true);//b3StaticPlaneShape(b3Vector3(0,1,0),50);
|
||||
#else
|
||||
b3BoxShape* shape =new b3BoxShape(b3Vector3(b3Scalar(250.),b3Scalar(10.),b3Scalar(250.)));
|
||||
shape->initializePolyhedralFeatures();
|
||||
groundShape = shape;
|
||||
#endif
|
||||
|
||||
} else
|
||||
{
|
||||
groundShape = new b3BoxShape(b3Vector3(b3Scalar(250.),b3Scalar(50.),b3Scalar(250.)));
|
||||
}
|
||||
|
||||
m_collisionShapes.push_back(groundShape);
|
||||
|
||||
b3Transform groundTransform;
|
||||
groundTransform.setIdentity();
|
||||
groundTransform.setOrigin(b3Vector3(0,0,0));
|
||||
|
||||
//We can also use DemoApplication::localCreateRigidBody, but for clarity it is provided here:
|
||||
if (ci.m_useConcaveMesh)
|
||||
{
|
||||
b3Scalar mass(0.);
|
||||
|
||||
//rigidbody is dynamic if and only if mass is non zero, otherwise static
|
||||
bool isDynamic = (mass != 0.f);
|
||||
|
||||
b3Vector3 localInertia(0,0,0);
|
||||
if (isDynamic)
|
||||
groundShape->calculateLocalInertia(mass,localInertia);
|
||||
|
||||
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
|
||||
b3DefaultMotionState* myMotionState = new b3DefaultMotionState(groundTransform);
|
||||
b3RigidBody::b3RigidBodyConstructionInfo rbInfo(mass,myMotionState,groundShape,localInertia);
|
||||
b3RigidBody* body = new b3RigidBody(rbInfo);
|
||||
|
||||
//add the body to the dynamics world
|
||||
m_dynamicsWorld->addRigidBody(body);
|
||||
}
|
||||
|
||||
|
||||
{
|
||||
//create a few dynamic rigidbodies
|
||||
// Re-using the same collision is better for memory usage and performance
|
||||
|
||||
//vertices.push_back(b3Vector3(0,1,0));
|
||||
vertices.push_back(b3Vector3(1,1,1));
|
||||
vertices.push_back(b3Vector3(1,1,-1));
|
||||
vertices.push_back(b3Vector3(-1,1,-1));
|
||||
vertices.push_back(b3Vector3(-1,1,1));
|
||||
vertices.push_back(b3Vector3(1,-1,1));
|
||||
vertices.push_back(b3Vector3(1,-1,-1));
|
||||
vertices.push_back(b3Vector3(-1,-1,-1));
|
||||
vertices.push_back(b3Vector3(-1,-1,1));
|
||||
|
||||
#if 1
|
||||
b3PolyhedralConvexShape* colShape = new b3ConvexHullShape(&vertices[0].getX(),vertices.size());
|
||||
colShape->initializePolyhedralFeatures();
|
||||
#else
|
||||
b3CompoundShape* compoundShape = 0;
|
||||
{
|
||||
b3PolyhedralConvexShape* colShape = new b3ConvexHullShape(&vertices[0].getX(),vertices.size());
|
||||
colShape->initializePolyhedralFeatures();
|
||||
compoundShape = new b3CompoundShape();
|
||||
b3Transform tr;
|
||||
tr.setIdentity();
|
||||
tr.setOrigin(b3Vector3(0,-1,0));
|
||||
compoundShape->addChildShape(tr,colShape);
|
||||
tr.setOrigin(b3Vector3(0,0,2));
|
||||
compoundShape->addChildShape(tr,colShape);
|
||||
tr.setOrigin(b3Vector3(2,0,0));
|
||||
compoundShape->addChildShape(tr,colShape);
|
||||
}
|
||||
b3CollisionShape* colShape = compoundShape;
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
b3PolyhedralConvexShape* boxShape = new b3BoxShape(b3Vector3(SCALING*1,SCALING*1,SCALING*1));
|
||||
boxShape->initializePolyhedralFeatures();
|
||||
|
||||
|
||||
|
||||
|
||||
//b3CollisionShape* colShape = new b3SphereShape(b3Scalar(1.));
|
||||
m_collisionShapes.push_back(colShape);
|
||||
m_collisionShapes.push_back(boxShape);
|
||||
|
||||
/// Create Dynamic Objects
|
||||
b3Transform startTransform;
|
||||
startTransform.setIdentity();
|
||||
|
||||
|
||||
|
||||
float start_x = START_POS_X - ci.arraySizeX/2;
|
||||
float start_y = START_POS_Y;
|
||||
float start_z = START_POS_Z - ci.arraySizeZ/2;
|
||||
|
||||
for (int k=0;k<ci.arraySizeY;k++)
|
||||
{
|
||||
int sizeX = ci.arraySizeX;
|
||||
if (!ci.m_useConcaveMesh && k==0)
|
||||
sizeX = 50;
|
||||
|
||||
int startX = !ci.m_useConcaveMesh&&k==0? -20 : 0;
|
||||
float gapX = !ci.m_useConcaveMesh&&k==0? 3.05 : ci.gapX;
|
||||
for (int i=0;i<sizeX;i++)
|
||||
{
|
||||
int sizeZ = !ci.m_useConcaveMesh&&k==0? 50 : ci.arraySizeZ;
|
||||
int startZ = (!ci.m_useConcaveMesh)&&k==0? -20 : 0;
|
||||
float gapZ = !ci.m_useConcaveMesh&&k==0? 3.05 : ci.gapZ;
|
||||
for(int j = 0;j<sizeZ;j++)
|
||||
{
|
||||
//b3CollisionShape* shape = k==0? boxShape : colShape;
|
||||
|
||||
b3CollisionShape* shape = colShape;
|
||||
|
||||
|
||||
b3Scalar mass = 1;
|
||||
if (!ci.m_useConcaveMesh && k==0)
|
||||
mass = k==0? 0.f : 1.f;
|
||||
|
||||
//rigidbody is dynamic if and only if mass is non zero, otherwise static
|
||||
bool isDynamic = (mass != 0.f);
|
||||
|
||||
b3Vector3 localInertia(0,0,0);
|
||||
if (isDynamic)
|
||||
shape->calculateLocalInertia(mass,localInertia);
|
||||
|
||||
startTransform.setOrigin(SCALING*b3Vector3(
|
||||
b3Scalar(startX+gapX*i + start_x),
|
||||
b3Scalar(ci.gapY*(k+0.5) + start_y),
|
||||
b3Scalar(startZ+gapZ*j + start_z)));
|
||||
|
||||
|
||||
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
|
||||
b3DefaultMotionState* myMotionState = new b3DefaultMotionState(startTransform);
|
||||
b3RigidBody::b3RigidBodyConstructionInfo rbInfo(mass,myMotionState,shape,localInertia);
|
||||
b3RigidBody* body = new b3RigidBody(rbInfo);
|
||||
|
||||
|
||||
m_dynamicsWorld->addRigidBody(body);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GpuDemo::initPhysics(const ConstructionInfo& ci)
|
||||
{
|
||||
|
||||
// setTexturing(true);
|
||||
//setShadows(false);
|
||||
|
||||
// setCameraDistance(b3Scalar(SCALING*250.));
|
||||
|
||||
///collision configuration contains default setup for memory, collision setup
|
||||
if (ci.useOpenCL)
|
||||
{
|
||||
m_dynamicsWorld = new b3GpuDynamicsWorld(ci.preferredOpenCLPlatformIndex,ci.preferredOpenCLDeviceIndex);
|
||||
} else
|
||||
{
|
||||
m_dynamicsWorld = new b3CpuDynamicsWorld();
|
||||
}
|
||||
|
||||
|
||||
m_dynamicsWorld->setGravity(b3Vector3(0,-10,0));
|
||||
|
||||
///create a few basic rigid bodies
|
||||
|
||||
setupScene(ci);
|
||||
|
||||
|
||||
}
|
||||
|
||||
/*void GpuDemo::clientResetScene()
|
||||
{
|
||||
exitPhysics();
|
||||
initPhysics();
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
void GpuDemo::exitPhysics()
|
||||
{
|
||||
|
||||
//cleanup in the reverse order of creation/initialization
|
||||
|
||||
//remove the rigidbodies from the dynamics world and delete them
|
||||
int i;
|
||||
if (m_dynamicsWorld)
|
||||
{
|
||||
for (i=m_dynamicsWorld->getNumCollisionObjects()-1; i>=0 ;i--)
|
||||
{
|
||||
b3CollisionObject* obj = m_dynamicsWorld->getCollisionObjectArray()[i];
|
||||
b3RigidBody* body = b3RigidBody::upcast(obj);
|
||||
if (body && body->getMotionState())
|
||||
{
|
||||
delete body->getMotionState();
|
||||
}
|
||||
m_dynamicsWorld->removeCollisionObject( obj );
|
||||
delete obj;
|
||||
}
|
||||
}
|
||||
|
||||
//delete collision shapes
|
||||
for (int j=0;j<m_collisionShapes.size();j++)
|
||||
{
|
||||
b3CollisionShape* shape = m_collisionShapes[j];
|
||||
delete shape;
|
||||
}
|
||||
m_collisionShapes.clear();
|
||||
|
||||
delete m_dynamicsWorld;
|
||||
m_dynamicsWorld=0;
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
184
Demos3/donttouch/GpuDemo.h
Normal file
184
Demos3/donttouch/GpuDemo.h
Normal file
@@ -0,0 +1,184 @@
|
||||
/*
|
||||
Bullet Continuous Collision Detection and Physics Library
|
||||
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
|
||||
|
||||
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.
|
||||
*/
|
||||
#ifndef GPU_DEMO_H
|
||||
#define GPU_DEMO_H
|
||||
|
||||
|
||||
#include "Bullet3Common/b3AlignedObjectArray.h"
|
||||
|
||||
|
||||
class b3BroadphaseInterface;
|
||||
class b3CollisionShape;
|
||||
class b3OverlappingPairCache;
|
||||
class b3CollisionDispatcher;
|
||||
class b3ConstraintSolver;
|
||||
struct b3CollisionAlgorithmCreateFunc;
|
||||
class b3DefaultCollisionConfiguration;
|
||||
class b3DynamicsWorld;
|
||||
class GLInstancingRenderer;
|
||||
|
||||
///GpuDemo is good starting point for learning the code base and porting.
|
||||
|
||||
|
||||
|
||||
class GpuDemo
|
||||
{
|
||||
|
||||
protected:
|
||||
|
||||
b3DynamicsWorld* m_dynamicsWorld;
|
||||
|
||||
//keep the collision shapes, for deletion/cleanup
|
||||
b3AlignedObjectArray<b3CollisionShape*> m_collisionShapes;
|
||||
|
||||
float getDeltaTimeInSeconds()
|
||||
{
|
||||
return 1./60.f;
|
||||
}
|
||||
public:
|
||||
|
||||
typedef class GpuDemo* (CreateFunc)();
|
||||
|
||||
struct ConstructionInfo
|
||||
{
|
||||
bool useOpenCL;
|
||||
int preferredOpenCLPlatformIndex;
|
||||
int preferredOpenCLDeviceIndex;
|
||||
int arraySizeX;
|
||||
int arraySizeY;
|
||||
int arraySizeZ;
|
||||
bool m_useConcaveMesh;
|
||||
float gapX;
|
||||
float gapY;
|
||||
float gapZ;
|
||||
GLInstancingRenderer* m_instancingRenderer;
|
||||
ConstructionInfo()
|
||||
:useOpenCL(false),//true),
|
||||
preferredOpenCLPlatformIndex(-1),
|
||||
preferredOpenCLDeviceIndex(-1),
|
||||
arraySizeX(10),
|
||||
arraySizeY(10 ),
|
||||
arraySizeZ(10),
|
||||
m_useConcaveMesh(false),
|
||||
gapX(4.3),
|
||||
gapY(4.0),
|
||||
gapZ(4.3),
|
||||
m_instancingRenderer(0)
|
||||
{
|
||||
}
|
||||
};
|
||||
|
||||
protected:
|
||||
virtual void setupScene(const ConstructionInfo& ci)=0;
|
||||
public:
|
||||
|
||||
GpuDemo()
|
||||
{
|
||||
m_dynamicsWorld=0;
|
||||
|
||||
}
|
||||
virtual ~GpuDemo()
|
||||
{
|
||||
exitPhysics();
|
||||
}
|
||||
virtual void initPhysics(const ConstructionInfo& ci);
|
||||
|
||||
virtual const char* getName()=0;
|
||||
|
||||
virtual void exitPhysics();
|
||||
|
||||
virtual const b3DynamicsWorld* getDynamicsWorld() const
|
||||
{
|
||||
return m_dynamicsWorld;
|
||||
}
|
||||
|
||||
virtual void renderScene()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
virtual void clientMoveAndDisplay();
|
||||
|
||||
|
||||
//virtual void clientResetScene();
|
||||
|
||||
|
||||
|
||||
|
||||
};
|
||||
|
||||
class GpuCompoundDemo : public GpuDemo
|
||||
{
|
||||
public:
|
||||
virtual void setupScene(const ConstructionInfo& ci);
|
||||
virtual const char* getName()
|
||||
{
|
||||
return "GpuCompoundDemo";
|
||||
}
|
||||
static GpuDemo* CreateFunc()
|
||||
{
|
||||
GpuDemo* demo = new GpuCompoundDemo;
|
||||
return demo;
|
||||
}
|
||||
};
|
||||
|
||||
class GpuBoxDemo : public GpuDemo
|
||||
{
|
||||
public:
|
||||
virtual void setupScene(const ConstructionInfo& ci);
|
||||
virtual const char* getName()
|
||||
{
|
||||
return "GpuBoxDemo";
|
||||
}
|
||||
static GpuDemo* CreateFunc()
|
||||
{
|
||||
GpuDemo* demo = new GpuBoxDemo;
|
||||
return demo;
|
||||
}
|
||||
};
|
||||
|
||||
class EmptyDemo : public GpuDemo
|
||||
{
|
||||
public:
|
||||
virtual void setupScene(const ConstructionInfo& ci);
|
||||
virtual const char* getName()
|
||||
{
|
||||
return "EmptyDemo";
|
||||
}
|
||||
static GpuDemo* CreateFunc()
|
||||
{
|
||||
GpuDemo* demo = new EmptyDemo;
|
||||
return demo;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
class SpheresDemo : public GpuDemo
|
||||
{
|
||||
public:
|
||||
virtual void setupScene(const ConstructionInfo& ci);
|
||||
virtual const char* getName()
|
||||
{
|
||||
return "SpheresDemo";
|
||||
}
|
||||
static GpuDemo* CreateFunc()
|
||||
{
|
||||
GpuDemo* demo = new SpheresDemo;
|
||||
return demo;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
#endif //GPU_DEMO_H
|
||||
678
Demos3/donttouch/OpenGL3CoreRenderer.cpp
Normal file
678
Demos3/donttouch/OpenGL3CoreRenderer.cpp
Normal file
@@ -0,0 +1,678 @@
|
||||
|
||||
#include "OpenGL3CoreRenderer.h"
|
||||
#include "OpenGLWindow/GLInstancingRenderer.h"
|
||||
#include "OpenGLWindow/ShapeData.h"
|
||||
//#include "BulletDynamics/Dynamics/b3DiscreteDynamicsWorld.h"
|
||||
//#include "BulletCollision/CollisionDispatch/b3CollisionObject.h"
|
||||
#include "Bullet3Common/b3Quickprof.h"
|
||||
|
||||
/*#include "BulletCollision/CollisionShapes/b3BvhTriangleMeshShape.h"
|
||||
#include "BulletCollision/CollisionShapes/b3ConvexPolyhedron.h"
|
||||
#include "BulletCollision/CollisionShapes/b3ConvexHullShape.h"
|
||||
#include "BulletCollision/CollisionShapes/b3CollisionShape.h"
|
||||
#include "BulletCollision/CollisionShapes/b3BoxShape.h"
|
||||
#include "BulletCollision/CollisionShapes/b3CompoundShape.h"
|
||||
#include "BulletCollision/CollisionShapes/b3SphereShape.h"
|
||||
#include "BulletCollision/CollisionShapes/b3StaticPlaneShape.h"
|
||||
|
||||
#include "../../rendering/WavefrontObjLoader/objLoader.h"
|
||||
*/
|
||||
|
||||
OpenGL3CoreRenderer::OpenGL3CoreRenderer()
|
||||
{
|
||||
int maxNumObjects = 2*1024*1024;
|
||||
m_instancingRenderer = new GLInstancingRenderer(maxNumObjects);
|
||||
m_instancingRenderer->setCameraDistance(150);
|
||||
}
|
||||
OpenGL3CoreRenderer::~OpenGL3CoreRenderer()
|
||||
{
|
||||
delete m_instancingRenderer;
|
||||
}
|
||||
|
||||
void OpenGL3CoreRenderer::init()
|
||||
{
|
||||
m_instancingRenderer->InitShaders();
|
||||
}
|
||||
|
||||
|
||||
|
||||
void OpenGL3CoreRenderer::reshape(int w, int h)
|
||||
{
|
||||
m_instancingRenderer->resize(w,h);
|
||||
}
|
||||
void OpenGL3CoreRenderer::keyboardCallback(unsigned char key)
|
||||
{
|
||||
}
|
||||
|
||||
struct GraphicsVertex
|
||||
{
|
||||
float xyzw[4];
|
||||
float normal[3];
|
||||
float uv[2];
|
||||
};
|
||||
struct GraphicsShape
|
||||
{
|
||||
const float* m_vertices;
|
||||
int m_numvertices;
|
||||
const int* m_indices;
|
||||
int m_numIndices;
|
||||
float m_scaling[4];
|
||||
};
|
||||
|
||||
|
||||
|
||||
GraphicsShape* createGraphicsShapeFromConvexHull(const b3ConvexPolyhedron* utilPtr)
|
||||
{
|
||||
|
||||
b3AlignedObjectArray<GraphicsVertex>* vertices = new b3AlignedObjectArray<GraphicsVertex>;
|
||||
{
|
||||
int numVertices = utilPtr->m_vertices.size();
|
||||
int numIndices = 0;
|
||||
b3AlignedObjectArray<int>* indicesPtr = new b3AlignedObjectArray<int>;
|
||||
for (int f=0;f<utilPtr->m_faces.size();f++)
|
||||
{
|
||||
const b3Face& face = utilPtr->m_faces[f];
|
||||
b3Vector3 normal(face.m_plane[0],face.m_plane[1],face.m_plane[2]);
|
||||
if (face.m_indices.size()>2)
|
||||
{
|
||||
|
||||
GraphicsVertex vtx;
|
||||
const b3Vector3& orgVertex = utilPtr->m_vertices[face.m_indices[0]];
|
||||
vtx.xyzw[0] = orgVertex[0];vtx.xyzw[1] = orgVertex[1];vtx.xyzw[2] = orgVertex[2];vtx.xyzw[3] = 0.f;
|
||||
vtx.normal[0] = normal[0];vtx.normal[1] = normal[1];vtx.normal[2] = normal[2];
|
||||
vtx.uv[0] = 0.5f;vtx.uv[1] = 0.5f;
|
||||
int newvtxindex0 = vertices->size();
|
||||
vertices->push_back(vtx);
|
||||
|
||||
for (int j=1;j<face.m_indices.size()-1;j++)
|
||||
{
|
||||
indicesPtr->push_back(newvtxindex0);
|
||||
{
|
||||
GraphicsVertex vtx;
|
||||
const b3Vector3& orgVertex = utilPtr->m_vertices[face.m_indices[j]];
|
||||
vtx.xyzw[0] = orgVertex[0];vtx.xyzw[1] = orgVertex[1];vtx.xyzw[2] = orgVertex[2];vtx.xyzw[3] = 0.f;
|
||||
vtx.normal[0] = normal[0];vtx.normal[1] = normal[1];vtx.normal[2] = normal[2];
|
||||
vtx.uv[0] = 0.5f;vtx.uv[1] = 0.5f;
|
||||
int newvtxindexj = vertices->size();
|
||||
vertices->push_back(vtx);
|
||||
indicesPtr->push_back(newvtxindexj);
|
||||
}
|
||||
|
||||
{
|
||||
GraphicsVertex vtx;
|
||||
const b3Vector3& orgVertex = utilPtr->m_vertices[face.m_indices[j+1]];
|
||||
vtx.xyzw[0] = orgVertex[0];vtx.xyzw[1] = orgVertex[1];vtx.xyzw[2] = orgVertex[2];vtx.xyzw[3] = 0.f;
|
||||
vtx.normal[0] = normal[0];vtx.normal[1] = normal[1];vtx.normal[2] = normal[2];
|
||||
vtx.uv[0] = 0.5f;vtx.uv[1] = 0.5f;
|
||||
int newvtxindexj1 = vertices->size();
|
||||
vertices->push_back(vtx);
|
||||
indicesPtr->push_back(newvtxindexj1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
GraphicsShape* gfxShape = new GraphicsShape;
|
||||
gfxShape->m_vertices = &vertices->at(0).xyzw[0];
|
||||
gfxShape->m_numvertices = vertices->size();
|
||||
gfxShape->m_indices = &indicesPtr->at(0);
|
||||
gfxShape->m_numIndices = indicesPtr->size();
|
||||
for (int i=0;i<4;i++)
|
||||
gfxShape->m_scaling[i] = 1;//bake the scaling into the vertices
|
||||
return gfxShape;
|
||||
}
|
||||
}
|
||||
|
||||
GraphicsShape* createGraphicsShapeFromCompoundShape(b3CompoundShape* compound)
|
||||
{
|
||||
GraphicsShape* gfxShape = new GraphicsShape();
|
||||
b3AlignedObjectArray<GraphicsVertex>* vertexArray = new b3AlignedObjectArray<GraphicsVertex>;
|
||||
b3AlignedObjectArray<int>* indexArray = new b3AlignedObjectArray<int>;
|
||||
|
||||
|
||||
|
||||
//create a graphics shape for each child, combine them into a single graphics shape using their child transforms
|
||||
for (int i=0;i<compound->getNumChildShapes();i++)
|
||||
{
|
||||
b3Assert(compound->getChildShape(i)->isPolyhedral());
|
||||
if (compound->getChildShape(i)->isPolyhedral())
|
||||
{
|
||||
b3PolyhedralConvexShape* convexHull = (b3PolyhedralConvexShape*) compound->getChildShape(i);
|
||||
b3Transform tr = compound->getChildTransform(i);
|
||||
|
||||
const b3ConvexPolyhedron* polyhedron = convexHull->getConvexPolyhedron();
|
||||
GraphicsShape* childGfxShape = createGraphicsShapeFromConvexHull(polyhedron);
|
||||
int baseIndex = vertexArray->size();
|
||||
|
||||
for (int j=0;j<childGfxShape->m_numIndices;j++)
|
||||
indexArray->push_back(childGfxShape->m_indices[j]+baseIndex);
|
||||
|
||||
GraphicsVertex* orgVerts = (GraphicsVertex*)childGfxShape->m_vertices;
|
||||
|
||||
for (int j=0;j<childGfxShape->m_numvertices;j++)
|
||||
{
|
||||
GraphicsVertex vtx;
|
||||
b3Vector3 pos(orgVerts[j].xyzw[0],orgVerts[j].xyzw[1],orgVerts[j].xyzw[2]);
|
||||
pos = tr*pos;
|
||||
vtx.xyzw[0] = childGfxShape->m_scaling[0]*pos.getX();
|
||||
vtx.xyzw[1] = childGfxShape->m_scaling[1]*pos.getY();
|
||||
vtx.xyzw[2] = childGfxShape->m_scaling[2]*pos.getZ();
|
||||
vtx.xyzw[3] = 10.f;
|
||||
|
||||
vtx.uv[0] = 0.5f;
|
||||
vtx.uv[1] = 0.5f;
|
||||
|
||||
b3Vector3 normal(orgVerts[j].normal[0],orgVerts[j].normal[1],orgVerts[j].normal[2]);
|
||||
normal = tr.getBasis()*normal;
|
||||
vtx.normal[0] = normal.getX();
|
||||
vtx.normal[1] = normal.getY();
|
||||
vtx.normal[2] = normal.getZ();
|
||||
vertexArray->push_back(vtx);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
b3PolyhedralConvexShape* convexHull = (b3PolyhedralConvexShape*) compound->getChildShape(0);
|
||||
const b3ConvexPolyhedron* polyhedron = convexHull->getConvexPolyhedron();
|
||||
GraphicsShape* childGfxShape = createGraphicsShapeFromConvexHull(polyhedron);
|
||||
|
||||
gfxShape->m_indices = &indexArray->at(0);
|
||||
gfxShape->m_numIndices = indexArray->size();
|
||||
gfxShape->m_vertices = &vertexArray->at(0).xyzw[0];
|
||||
gfxShape->m_numvertices = vertexArray->size();
|
||||
gfxShape->m_scaling[0] = 1;
|
||||
gfxShape->m_scaling[1] = 1;
|
||||
gfxShape->m_scaling[2] = 1;
|
||||
gfxShape->m_scaling[3] = 1;
|
||||
|
||||
return gfxShape;
|
||||
}
|
||||
|
||||
GraphicsShape* createGraphicsShapeFromConcaveMesh(const b3BvhTriangleMeshShape* trimesh)
|
||||
{
|
||||
|
||||
b3AlignedObjectArray<GraphicsVertex>* vertices = new b3AlignedObjectArray<GraphicsVertex>;
|
||||
b3AlignedObjectArray<int>* indicesPtr = new b3AlignedObjectArray<int>;
|
||||
|
||||
const b3StridingMeshInterface* meshInterface = trimesh->getMeshInterface();
|
||||
|
||||
b3Vector3 trimeshScaling(1,1,1);
|
||||
for (int partId=0;partId<meshInterface->getNumSubParts();partId++)
|
||||
{
|
||||
|
||||
const unsigned char *vertexbase = 0;
|
||||
int numverts = 0;
|
||||
PHY_ScalarType type = PHY_INTEGER;
|
||||
int stride = 0;
|
||||
const unsigned char *indexbase = 0;
|
||||
int indexstride = 0;
|
||||
int numfaces = 0;
|
||||
PHY_ScalarType indicestype = PHY_INTEGER;
|
||||
//PHY_ScalarType indexType=0;
|
||||
|
||||
b3Vector3 triangleVerts[3];
|
||||
meshInterface->getLockedReadOnlyVertexIndexBase(&vertexbase,numverts, type,stride,&indexbase,indexstride,numfaces,indicestype,partId);
|
||||
b3Vector3 aabbMin,aabbMax;
|
||||
|
||||
for (int triangleIndex = 0 ; triangleIndex < numfaces;triangleIndex++)
|
||||
{
|
||||
unsigned int* gfxbase = (unsigned int*)(indexbase+triangleIndex*indexstride);
|
||||
|
||||
for (int j=2;j>=0;j--)
|
||||
{
|
||||
|
||||
int graphicsindex = indicestype==PHY_SHORT?((unsigned short*)gfxbase)[j]:gfxbase[j];
|
||||
if (type == PHY_FLOAT)
|
||||
{
|
||||
float* graphicsbase = (float*)(vertexbase+graphicsindex*stride);
|
||||
triangleVerts[j] = b3Vector3(
|
||||
graphicsbase[0]*trimeshScaling.getX(),
|
||||
graphicsbase[1]*trimeshScaling.getY(),
|
||||
graphicsbase[2]*trimeshScaling.getZ());
|
||||
}
|
||||
else
|
||||
{
|
||||
double* graphicsbase = (double*)(vertexbase+graphicsindex*stride);
|
||||
triangleVerts[j] = b3Vector3( b3Scalar(graphicsbase[0]*trimeshScaling.getX()),
|
||||
b3Scalar(graphicsbase[1]*trimeshScaling.getY()),
|
||||
b3Scalar(graphicsbase[2]*trimeshScaling.getZ()));
|
||||
}
|
||||
}
|
||||
b3Vector3 normal = (triangleVerts[2]-triangleVerts[0]).cross(triangleVerts[1]-triangleVerts[0]);
|
||||
normal.normalize();
|
||||
|
||||
GraphicsVertex vtx0,vtx1,vtx2;
|
||||
vtx0.xyzw[0] = triangleVerts[0].getX();
|
||||
vtx0.xyzw[1] = triangleVerts[0].getY();
|
||||
vtx0.xyzw[2] = triangleVerts[0].getZ();
|
||||
vtx0.xyzw[3] = 0;
|
||||
vtx0.uv[0] = 0.5f;
|
||||
vtx0.uv[1] = 0.5f;
|
||||
vtx0.normal[0] = normal[0];
|
||||
vtx0.normal[1] = normal[1];
|
||||
vtx0.normal[2] = normal[2];
|
||||
|
||||
vtx1.xyzw[0] = triangleVerts[1].getX();
|
||||
vtx1.xyzw[1] = triangleVerts[1].getY();
|
||||
vtx1.xyzw[2] = triangleVerts[1].getZ();
|
||||
vtx1.xyzw[3] = 0;
|
||||
vtx1.uv[0] = 0.5f;
|
||||
vtx1.uv[1] = 0.5f;
|
||||
vtx1.normal[0] = normal[0];
|
||||
vtx1.normal[1] = normal[1];
|
||||
vtx1.normal[2] = normal[2];
|
||||
|
||||
vtx2.xyzw[0] = triangleVerts[2].getX();
|
||||
vtx2.xyzw[1] = triangleVerts[2].getY();
|
||||
vtx2.xyzw[2] = triangleVerts[2].getZ();
|
||||
vtx2.xyzw[3] = 0;
|
||||
vtx2.uv[0] = 0.5f;
|
||||
vtx2.uv[1] = 0.5f;
|
||||
vtx2.normal[0] = normal[0];
|
||||
vtx2.normal[1] = normal[1];
|
||||
vtx2.normal[2] = normal[2];
|
||||
|
||||
// triangleVerts[1]
|
||||
// triangleVerts[1]
|
||||
// triangleVerts[2]
|
||||
vertices->push_back(vtx0);
|
||||
vertices->push_back(vtx1);
|
||||
vertices->push_back(vtx2);
|
||||
indicesPtr->push_back(indicesPtr->size());
|
||||
indicesPtr->push_back(indicesPtr->size());
|
||||
indicesPtr->push_back(indicesPtr->size());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
GraphicsShape* gfxShape = new GraphicsShape;
|
||||
gfxShape->m_vertices = &vertices->at(0).xyzw[0];
|
||||
gfxShape->m_numvertices = vertices->size();
|
||||
gfxShape->m_indices = &indicesPtr->at(0);
|
||||
gfxShape->m_numIndices = indicesPtr->size();
|
||||
for (int i=0;i<4;i++)
|
||||
gfxShape->m_scaling[i] = 1;//bake the scaling into the vertices
|
||||
return gfxShape;
|
||||
}
|
||||
|
||||
|
||||
GraphicsShape* createGraphicsShapeFromWavefrontObj(objLoader* obj)
|
||||
{
|
||||
b3AlignedObjectArray<GraphicsVertex>* vertices = new b3AlignedObjectArray<GraphicsVertex>;
|
||||
{
|
||||
// int numVertices = obj->vertexCount;
|
||||
// int numIndices = 0;
|
||||
b3AlignedObjectArray<int>* indicesPtr = new b3AlignedObjectArray<int>;
|
||||
/*
|
||||
for (int v=0;v<obj->vertexCount;v++)
|
||||
{
|
||||
vtx.xyzw[0] = obj->vertexList[v]->e[0];
|
||||
vtx.xyzw[1] = obj->vertexList[v]->e[1];
|
||||
vtx.xyzw[2] = obj->vertexList[v]->e[2];
|
||||
b3Vector3 n(vtx.xyzw[0],vtx.xyzw[1],vtx.xyzw[2]);
|
||||
if (n.length2()>B3_EPSILON)
|
||||
{
|
||||
n.normalize();
|
||||
vtx.normal[0] = n[0];
|
||||
vtx.normal[1] = n[1];
|
||||
vtx.normal[2] = n[2];
|
||||
|
||||
} else
|
||||
{
|
||||
vtx.normal[0] = 0; //todo
|
||||
vtx.normal[1] = 1;
|
||||
vtx.normal[2] = 0;
|
||||
}
|
||||
vtx.uv[0] = 0.5f;vtx.uv[1] = 0.5f; //todo
|
||||
vertices->push_back(vtx);
|
||||
}
|
||||
*/
|
||||
|
||||
for (int f=0;f<obj->faceCount;f++)
|
||||
{
|
||||
obj_face* face = obj->faceList[f];
|
||||
//b3Vector3 normal(face.m_plane[0],face.m_plane[1],face.m_plane[2]);
|
||||
if (face->vertex_count>=3)
|
||||
{
|
||||
b3Vector3 normal(0,1,0);
|
||||
int vtxBaseIndex = vertices->size();
|
||||
|
||||
if (face->vertex_count<=4)
|
||||
{
|
||||
indicesPtr->push_back(vtxBaseIndex);
|
||||
indicesPtr->push_back(vtxBaseIndex+1);
|
||||
indicesPtr->push_back(vtxBaseIndex+2);
|
||||
|
||||
GraphicsVertex vtx0;
|
||||
vtx0.xyzw[0] = obj->vertexList[face->vertex_index[0]]->e[0];
|
||||
vtx0.xyzw[1] = obj->vertexList[face->vertex_index[0]]->e[1];
|
||||
vtx0.xyzw[2] = obj->vertexList[face->vertex_index[0]]->e[2];
|
||||
vtx0.uv[0] = obj->textureList[face->vertex_index[0]]->e[0];
|
||||
vtx0.uv[1] = obj->textureList[face->vertex_index[0]]->e[1];
|
||||
|
||||
GraphicsVertex vtx1;
|
||||
vtx1.xyzw[0] = obj->vertexList[face->vertex_index[1]]->e[0];
|
||||
vtx1.xyzw[1] = obj->vertexList[face->vertex_index[1]]->e[1];
|
||||
vtx1.xyzw[2] = obj->vertexList[face->vertex_index[1]]->e[2];
|
||||
vtx1.uv[0] = obj->textureList[face->vertex_index[1]]->e[0];
|
||||
vtx1.uv[1] = obj->textureList[face->vertex_index[1]]->e[1];
|
||||
|
||||
GraphicsVertex vtx2;
|
||||
vtx2.xyzw[0] = obj->vertexList[face->vertex_index[2]]->e[0];
|
||||
vtx2.xyzw[1] = obj->vertexList[face->vertex_index[2]]->e[1];
|
||||
vtx2.xyzw[2] = obj->vertexList[face->vertex_index[2]]->e[2];
|
||||
vtx2.uv[0] = obj->textureList[face->vertex_index[2]]->e[0];
|
||||
vtx2.uv[1] = obj->textureList[face->vertex_index[2]]->e[1];
|
||||
|
||||
|
||||
b3Vector3 v0(vtx0.xyzw[0],vtx0.xyzw[1],vtx0.xyzw[2]);
|
||||
b3Vector3 v1(vtx1.xyzw[0],vtx1.xyzw[1],vtx1.xyzw[2]);
|
||||
b3Vector3 v2(vtx2.xyzw[0],vtx2.xyzw[1],vtx2.xyzw[2]);
|
||||
|
||||
normal = (v1-v0).cross(v2-v0);
|
||||
normal.normalize();
|
||||
vtx0.normal[0] = normal[0];
|
||||
vtx0.normal[1] = normal[1];
|
||||
vtx0.normal[2] = normal[2];
|
||||
vtx1.normal[0] = normal[0];
|
||||
vtx1.normal[1] = normal[1];
|
||||
vtx1.normal[2] = normal[2];
|
||||
vtx2.normal[0] = normal[0];
|
||||
vtx2.normal[1] = normal[1];
|
||||
vtx2.normal[2] = normal[2];
|
||||
vertices->push_back(vtx0);
|
||||
vertices->push_back(vtx1);
|
||||
vertices->push_back(vtx2);
|
||||
}
|
||||
if (face->vertex_count==4)
|
||||
{
|
||||
|
||||
indicesPtr->push_back(vtxBaseIndex);
|
||||
indicesPtr->push_back(vtxBaseIndex+1);
|
||||
indicesPtr->push_back(vtxBaseIndex+2);
|
||||
indicesPtr->push_back(vtxBaseIndex+3);
|
||||
//
|
||||
GraphicsVertex vtx3;
|
||||
vtx3.xyzw[0] = obj->vertexList[face->vertex_index[3]]->e[0];
|
||||
vtx3.xyzw[1] = obj->vertexList[face->vertex_index[3]]->e[1];
|
||||
vtx3.xyzw[2] = obj->vertexList[face->vertex_index[3]]->e[2];
|
||||
vtx3.uv[0] = 0.5;
|
||||
vtx3.uv[1] = 0.5;
|
||||
|
||||
vtx3.normal[0] = normal[0];
|
||||
vtx3.normal[1] = normal[1];
|
||||
vtx3.normal[2] = normal[2];
|
||||
|
||||
vertices->push_back(vtx3);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
GraphicsShape* gfxShape = new GraphicsShape;
|
||||
gfxShape->m_vertices = &vertices->at(0).xyzw[0];
|
||||
gfxShape->m_numvertices = vertices->size();
|
||||
gfxShape->m_indices = &indicesPtr->at(0);
|
||||
gfxShape->m_numIndices = indicesPtr->size();
|
||||
for (int i=0;i<4;i++)
|
||||
gfxShape->m_scaling[i] = 1;//bake the scaling into the vertices
|
||||
return gfxShape;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
//very incomplete conversion from physics to graphics
|
||||
void graphics_from_physics(GLInstancingRenderer& renderer, bool syncTransformsOnly, int numObjects, b3CollisionObject** colObjArray)
|
||||
{
|
||||
///@todo: we need to sort the objects based on collision shape type, so we can share instances
|
||||
B3_PROFILE("graphics_from_physics");
|
||||
|
||||
int strideInBytes = sizeof(float)*9;
|
||||
|
||||
int prevGraphicsShapeIndex = -1;
|
||||
b3CollisionShape* prevShape = 0;
|
||||
|
||||
|
||||
int numColObj = numObjects;
|
||||
int curGraphicsIndex = 0;
|
||||
|
||||
float localScaling[4] = {1,1,1,1};
|
||||
|
||||
|
||||
for (int i=0;i<numColObj;i++)
|
||||
{
|
||||
b3CollisionObject* colObj = colObjArray[i];
|
||||
|
||||
b3Vector3 pos = colObj->getWorldTransform().getOrigin();
|
||||
b3Quaternion orn = colObj->getWorldTransform().getRotation();
|
||||
|
||||
float position[4] = {pos.getX(),pos.getY(),pos.getZ(),0.f};
|
||||
float orientation[4] = {orn.getX(),orn.getY(),orn.getZ(),orn.getW()};
|
||||
float color[4] = {0,0,0,1};
|
||||
b3Vector3 localScaling = colObj->getCollisionShape()->getLocalScaling();
|
||||
|
||||
|
||||
if (colObj->isStaticOrKinematicObject())
|
||||
{
|
||||
color[0]=1.f;
|
||||
}else
|
||||
{
|
||||
color[1]=1.f;
|
||||
}
|
||||
|
||||
if (!syncTransformsOnly)
|
||||
{
|
||||
|
||||
if (prevShape != colObj->getCollisionShape())
|
||||
{
|
||||
if (colObj->getCollisionShape()->isPolyhedral())
|
||||
{
|
||||
b3PolyhedralConvexShape* polyShape = (b3PolyhedralConvexShape*)colObj->getCollisionShape();
|
||||
const b3ConvexPolyhedron* pol = polyShape->getConvexPolyhedron();
|
||||
GraphicsShape* gfxShape = createGraphicsShapeFromConvexHull(pol);
|
||||
|
||||
prevGraphicsShapeIndex = renderer.registerShape(&gfxShape->m_vertices[0],gfxShape->m_numvertices,gfxShape->m_indices,gfxShape->m_numIndices);
|
||||
prevShape = colObj->getCollisionShape();
|
||||
const b3Vector3& scaling = prevShape->getLocalScaling();
|
||||
localScaling[0] = scaling.getX();localScaling[1] = scaling.getY();localScaling[2] = scaling.getZ();
|
||||
} else
|
||||
{
|
||||
if (colObj->getCollisionShape()->getShapeType()==TRIANGLE_MESH_SHAPE_PROXYTYPE)
|
||||
{
|
||||
b3BvhTriangleMeshShape* trimesh = (b3BvhTriangleMeshShape*) colObj->getCollisionShape();
|
||||
GraphicsShape* gfxShape = createGraphicsShapeFromConcaveMesh(trimesh);
|
||||
prevGraphicsShapeIndex = renderer.registerShape(&gfxShape->m_vertices[0],gfxShape->m_numvertices,gfxShape->m_indices,gfxShape->m_numIndices);
|
||||
prevShape = colObj->getCollisionShape();
|
||||
const b3Vector3& scaling = prevShape->getLocalScaling();
|
||||
localScaling[0] = scaling.getX();localScaling[1] = scaling.getY();localScaling[2] = scaling.getZ();
|
||||
} else
|
||||
{
|
||||
if (colObj->getCollisionShape()->getShapeType()==COMPOUND_SHAPE_PROXYTYPE)
|
||||
{
|
||||
b3CompoundShape* compound = (b3CompoundShape*) colObj->getCollisionShape();
|
||||
GraphicsShape* gfxShape = createGraphicsShapeFromCompoundShape(compound);
|
||||
if (gfxShape)
|
||||
{
|
||||
prevGraphicsShapeIndex = renderer.registerShape(&gfxShape->m_vertices[0],gfxShape->m_numvertices,gfxShape->m_indices,gfxShape->m_numIndices);
|
||||
prevShape = colObj->getCollisionShape();
|
||||
const b3Vector3& scaling = prevShape->getLocalScaling();
|
||||
localScaling[0] = scaling.getX();localScaling[1] = scaling.getY();localScaling[2] = scaling.getZ();
|
||||
} else
|
||||
{
|
||||
prevGraphicsShapeIndex = -1;
|
||||
}
|
||||
} else
|
||||
{
|
||||
if (colObj->getCollisionShape()->getShapeType()==SPHERE_SHAPE_PROXYTYPE)
|
||||
{
|
||||
b3SphereShape* sphere = (b3SphereShape*) colObj->getCollisionShape();
|
||||
b3Scalar radius = sphere->getRadius();
|
||||
|
||||
//b3ConvexHullShape* spherePoly = new b3ConvexHullShape(
|
||||
//const b3ConvexPolyhedron* pol = polyShape->getConvexPolyhedron();
|
||||
|
||||
/*
|
||||
objLoader loader;
|
||||
|
||||
int result = loader.load("../../bin/wavefront/sphere_low.obj");
|
||||
|
||||
|
||||
GraphicsShape* gfxShape = createGraphicsShapeFromWavefrontObj(&loader);
|
||||
|
||||
|
||||
int vertexStrideInBytes = 9*sizeof(float);
|
||||
|
||||
|
||||
printf("vertices (%d):\n",gfxShape->m_numvertices);
|
||||
for (int i=0;i<gfxShape->m_numvertices;i++)
|
||||
{
|
||||
gfxShape->m_vertices[i*9+4] = gfxShape->m_vertices[i*9];
|
||||
gfxShape->m_vertices[i*9+5] = gfxShape->m_vertices[i*9+1];
|
||||
gfxShape->m_vertices[i*9+6] = gfxShape->m_vertices[i*9+2];
|
||||
|
||||
printf("%f,%f,%f,%f,%f,%f,%f,%f,%f,\n",
|
||||
gfxShape->m_vertices[i*9],
|
||||
gfxShape->m_vertices[i*9+1],
|
||||
gfxShape->m_vertices[i*9+2],
|
||||
0.f,//gfxShape->m_vertices[i*9+3],
|
||||
//gfxShape->m_vertices[i*9+4],//face normals
|
||||
//gfxShape->m_vertices[i*9+5],
|
||||
//gfxShape->m_vertices[i*9+6],
|
||||
|
||||
gfxShape->m_vertices[i*9+0],
|
||||
gfxShape->m_vertices[i*9+1],
|
||||
gfxShape->m_vertices[i*9+2],
|
||||
|
||||
gfxShape->m_vertices[i*9+7],
|
||||
gfxShape->m_vertices[i*9+8]);
|
||||
}
|
||||
printf("indices (%d):\n",gfxShape->m_numIndices);
|
||||
for (int i=0;i<gfxShape->m_numIndices/3;i++)
|
||||
{
|
||||
printf("%d,%d,%d,\n",gfxShape->m_indices[i*3],
|
||||
gfxShape->m_indices[i*3+1],
|
||||
gfxShape->m_indices[i*3+2]);
|
||||
}
|
||||
|
||||
prevGraphicsShapeIndex = renderer.registerShape(&gfxShape->m_vertices[0],gfxShape->m_numvertices,gfxShape->m_indices,gfxShape->m_numIndices);
|
||||
*/
|
||||
|
||||
if (radius>=100)
|
||||
{
|
||||
int numVertices = sizeof(detailed_sphere_vertices)/strideInBytes;
|
||||
int numIndices = sizeof(detailed_sphere_indices)/sizeof(int);
|
||||
prevGraphicsShapeIndex = renderer.registerShape(&detailed_sphere_vertices[0],numVertices,detailed_sphere_indices,numIndices);
|
||||
} else
|
||||
{
|
||||
bool usePointSprites = true;
|
||||
if (usePointSprites)
|
||||
{
|
||||
int numVertices = sizeof(point_sphere_vertices)/strideInBytes;
|
||||
int numIndices = sizeof(point_sphere_indices)/sizeof(int);
|
||||
prevGraphicsShapeIndex = renderer.registerShape(&point_sphere_vertices[0],numVertices,point_sphere_indices,numIndices,B3_GL_POINTS);
|
||||
} else
|
||||
{
|
||||
if (radius>=10)
|
||||
{
|
||||
int numVertices = sizeof(medium_sphere_vertices)/strideInBytes;
|
||||
int numIndices = sizeof(medium_sphere_indices)/sizeof(int);
|
||||
prevGraphicsShapeIndex = renderer.registerShape(&medium_sphere_vertices[0],numVertices,medium_sphere_indices,numIndices);
|
||||
} else
|
||||
{
|
||||
int numVertices = sizeof(low_sphere_vertices)/strideInBytes;
|
||||
int numIndices = sizeof(low_sphere_indices)/sizeof(int);
|
||||
prevGraphicsShapeIndex = renderer.registerShape(&low_sphere_vertices[0],numVertices,low_sphere_indices,numIndices);
|
||||
}
|
||||
}
|
||||
}
|
||||
prevShape = sphere;
|
||||
const b3Vector3& scaling = prevShape->getLocalScaling();
|
||||
//assume uniform scaling, using X component
|
||||
float sphereScale = radius*scaling.getX();
|
||||
localScaling[0] = sphereScale;
|
||||
localScaling[1] = sphereScale;
|
||||
localScaling[2] = sphereScale;
|
||||
} else
|
||||
{
|
||||
if (colObj->getCollisionShape()->getShapeType()==STATIC_PLANE_PROXYTYPE)
|
||||
{
|
||||
b3StaticPlaneShape* plane= (b3StaticPlaneShape*) colObj->getCollisionShape();
|
||||
prevShape = colObj->getCollisionShape();
|
||||
|
||||
//plane->getPlaneNormal()
|
||||
//plane->getPlaneConstant()
|
||||
if (1)
|
||||
{
|
||||
int numVertices = sizeof(quad_vertices)/strideInBytes;
|
||||
int numIndices = sizeof(quad_indices)/sizeof(int);
|
||||
|
||||
prevGraphicsShapeIndex = renderer.registerShape(&quad_vertices[0],numVertices,quad_indices,numIndices);
|
||||
} else
|
||||
{
|
||||
int numVertices = sizeof(detailed_sphere_vertices)/strideInBytes;
|
||||
int numIndices = sizeof(detailed_sphere_indices)/sizeof(int);
|
||||
prevGraphicsShapeIndex = renderer.registerShape(&detailed_sphere_vertices[0],numVertices,detailed_sphere_indices,numIndices);
|
||||
}
|
||||
|
||||
localScaling[0] = 100;
|
||||
localScaling[1] = 1;
|
||||
localScaling[2] = 100;
|
||||
} else
|
||||
{
|
||||
printf("Error: unsupported collision shape type in %s %d\n", __FILE__, __LINE__);
|
||||
prevGraphicsShapeIndex = -1;
|
||||
b3Assert(0);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
{
|
||||
if (!syncTransformsOnly)
|
||||
{
|
||||
if (prevShape && prevGraphicsShapeIndex>=0)
|
||||
{
|
||||
|
||||
renderer.registerGraphicsInstance(prevGraphicsShapeIndex,position,orientation,color,localScaling);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
renderer.writeSingleInstanceTransformToCPU(position,orientation,curGraphicsIndex);
|
||||
|
||||
}
|
||||
curGraphicsIndex++;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
void OpenGL3CoreRenderer::renderPhysicsWorld(int numObjects, b3CollisionObject** colObjArray, bool syncOnly)
|
||||
{
|
||||
//sync changes from physics world to render world
|
||||
//for now, we don't deal with adding/removing objects to the world during the simulation, to keep the rendererer simpler
|
||||
|
||||
|
||||
m_instancingRenderer->writeTransforms();
|
||||
|
||||
graphics_from_physics(*m_instancingRenderer,syncOnly,numObjects, colObjArray);
|
||||
|
||||
|
||||
//render
|
||||
|
||||
m_instancingRenderer->RenderScene();
|
||||
}
|
||||
|
||||
26
Demos3/donttouch/OpenGL3CoreRenderer.h
Normal file
26
Demos3/donttouch/OpenGL3CoreRenderer.h
Normal file
@@ -0,0 +1,26 @@
|
||||
#ifndef OPENGL3_CORE_RENDERER_H
|
||||
#define OPENGL3_CORE_RENDERER_H
|
||||
|
||||
class b3CollisionObject;
|
||||
class GLInstancingRenderer;
|
||||
|
||||
class OpenGL3CoreRenderer
|
||||
{
|
||||
|
||||
GLInstancingRenderer* m_instancingRenderer;
|
||||
public:
|
||||
OpenGL3CoreRenderer();
|
||||
virtual ~OpenGL3CoreRenderer();
|
||||
void init();
|
||||
void reshape(int w, int h);
|
||||
void keyboardCallback(unsigned char key);
|
||||
void renderPhysicsWorld(int numObjects, b3CollisionObject** colObjArray, bool syncOnly);
|
||||
|
||||
GLInstancingRenderer* getInstancingRenderer()
|
||||
{
|
||||
return m_instancingRenderer;
|
||||
}
|
||||
};
|
||||
|
||||
#endif //OPENGL3_CORE_RENDERER_H
|
||||
|
||||
17
Demos3/donttouch/b3CpuDynamicsWorld.cpp
Normal file
17
Demos3/donttouch/b3CpuDynamicsWorld.cpp
Normal file
@@ -0,0 +1,17 @@
|
||||
#include "b3CpuDynamicsWorld.h"
|
||||
|
||||
#include "b3BulletDynamicsCommon.h"
|
||||
|
||||
b3CpuDynamicsWorld::b3CpuDynamicsWorld()
|
||||
:b3DiscreteDynamicsWorld(
|
||||
new b3CollisionDispatcher(new b3DefaultCollisionConfiguration()),
|
||||
new b3DynamicBvhBroadphase(),new b3SequentialImpulseConstraintSolver(),
|
||||
new b3DefaultCollisionConfiguration()//todo: remove this!
|
||||
)
|
||||
{
|
||||
}
|
||||
|
||||
b3CpuDynamicsWorld::~b3CpuDynamicsWorld()
|
||||
{
|
||||
|
||||
}
|
||||
24
Demos3/donttouch/b3CpuDynamicsWorld.h
Normal file
24
Demos3/donttouch/b3CpuDynamicsWorld.h
Normal file
@@ -0,0 +1,24 @@
|
||||
|
||||
#ifndef B3_CPU_DYNAMICS_WORLD_H
|
||||
#define B3_CPU_DYNAMICS_WORLD_H
|
||||
|
||||
class b3DefaultCollisionConfiguration;
|
||||
class b3CollisionDispatcher;
|
||||
struct b3DynamicBvhBroadphase;
|
||||
class b3SequentialImpulseConstraintSolver;
|
||||
|
||||
#include "BulletDynamics/Dynamics/b3DiscreteDynamicsWorld.h"
|
||||
|
||||
class b3CpuDynamicsWorld : public b3DiscreteDynamicsWorld
|
||||
{
|
||||
|
||||
public:
|
||||
|
||||
b3CpuDynamicsWorld();
|
||||
|
||||
virtual ~b3CpuDynamicsWorld();
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif //B3_CPU_DYNAMICS_WORLD_H
|
||||
300
Demos3/donttouch/b3GpuDynamicsWorld.cpp
Normal file
300
Demos3/donttouch/b3GpuDynamicsWorld.cpp
Normal file
@@ -0,0 +1,300 @@
|
||||
#include "b3GpuDynamicsWorld.h"
|
||||
#include "BulletDynamics/Dynamics/b3RigidBody.h"
|
||||
|
||||
#include "../../../opencl/gpu_rigidbody_pipeline2/CLPhysicsDemo.h"
|
||||
#include "../../../opencl/gpu_rigidbody_pipeline/b3GpuNarrowPhaseAndSolver.h"
|
||||
#include "BulletCollision/CollisionShapes/b3PolyhedralConvexShape.h"
|
||||
#include "BulletCollision/CollisionShapes/b3BvhTriangleMeshShape.h"
|
||||
#include "BulletCollision/CollisionShapes/b3CompoundShape.h"
|
||||
#include "BulletCollision/CollisionShapes/b3SphereShape.h"
|
||||
#include "BulletCollision/CollisionShapes/b3StaticPlaneShape.h"
|
||||
|
||||
#include "LinearMath/b3Quickprof.h"
|
||||
|
||||
|
||||
#ifdef _WIN32
|
||||
#include <wiNdOws.h>
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
b3GpuDynamicsWorld::b3GpuDynamicsWorld(int preferredOpenCLPlatformIndex,int preferredOpenCLDeviceIndex)
|
||||
:b3DynamicsWorld(0,0,0),
|
||||
m_gravity(0,-10,0),
|
||||
m_once(true)
|
||||
{
|
||||
m_gpuPhysics = new CLPhysicsDemo(512*1024, MAX_CONVEX_BODIES_CL);
|
||||
bool useInterop = false;
|
||||
///platform and device are swapped, todo: fix this and make it consistent
|
||||
m_gpuPhysics->init(preferredOpenCLDeviceIndex,preferredOpenCLPlatformIndex,useInterop);
|
||||
}
|
||||
|
||||
b3GpuDynamicsWorld::~b3GpuDynamicsWorld()
|
||||
{
|
||||
delete m_gpuPhysics;
|
||||
}
|
||||
|
||||
void b3GpuDynamicsWorld::exitOpenCL()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
int b3GpuDynamicsWorld::stepSimulation( b3Scalar timeStep,int maxSubSteps, b3Scalar fixedTimeStep)
|
||||
{
|
||||
#ifndef B3_NO_PROFILE
|
||||
// b3ProfileManager::Reset();
|
||||
#endif //B3_NO_PROFILE
|
||||
|
||||
B3_PROFILE("stepSimulation");
|
||||
|
||||
//convert all shapes now, and if any change, reset all (todo)
|
||||
|
||||
if (m_once)
|
||||
{
|
||||
m_once = false;
|
||||
m_gpuPhysics->writeBodiesToGpu();
|
||||
}
|
||||
|
||||
m_gpuPhysics->stepSimulation();
|
||||
|
||||
{
|
||||
{
|
||||
B3_PROFILE("readbackBodiesToCpu");
|
||||
//now copy info back to rigid bodies....
|
||||
m_gpuPhysics->readbackBodiesToCpu();
|
||||
}
|
||||
|
||||
|
||||
{
|
||||
B3_PROFILE("scatter transforms into rigidbody (CPU)");
|
||||
for (int i=0;i<this->m_collisionObjects.size();i++)
|
||||
{
|
||||
b3Vector3 pos;
|
||||
b3Quaternion orn;
|
||||
m_gpuPhysics->getObjectTransformFromCpu(&pos[0],&orn[0],i);
|
||||
b3Transform newTrans;
|
||||
newTrans.setOrigin(pos);
|
||||
newTrans.setRotation(orn);
|
||||
this->m_collisionObjects[i]->setWorldTransform(newTrans);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#ifndef B3_NO_PROFILE
|
||||
//b3ProfileManager::Increment_Frame_Counter();
|
||||
#endif //B3_NO_PROFILE
|
||||
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
void b3GpuDynamicsWorld::setGravity(const b3Vector3& gravity)
|
||||
{
|
||||
}
|
||||
|
||||
int b3GpuDynamicsWorld::findOrRegisterCollisionShape(const b3CollisionShape* colShape)
|
||||
{
|
||||
int index = m_uniqueShapes.findLinearSearch(colShape);
|
||||
if (index==m_uniqueShapes.size())
|
||||
{
|
||||
if (colShape->isPolyhedral())
|
||||
{
|
||||
m_uniqueShapes.push_back(colShape);
|
||||
|
||||
b3PolyhedralConvexShape* convex = (b3PolyhedralConvexShape*)colShape;
|
||||
int numVertices=convex->getNumVertices();
|
||||
|
||||
int strideInBytes=sizeof(b3Vector3);
|
||||
b3AlignedObjectArray<b3Vector3> tmpVertices;
|
||||
tmpVertices.resize(numVertices);
|
||||
for (int i=0;i<numVertices;i++)
|
||||
convex->getVertex(i,tmpVertices[i]);
|
||||
const float scaling[4]={1,1,1,1};
|
||||
bool noHeightField=true;
|
||||
|
||||
int gpuShapeIndex = m_gpuPhysics->registerConvexPolyhedron(&tmpVertices[0].getX(), strideInBytes, numVertices, scaling, noHeightField);
|
||||
m_uniqueShapeMapping.push_back(gpuShapeIndex);
|
||||
} else
|
||||
{
|
||||
if (colShape->getShapeType()==TRIANGLE_MESH_SHAPE_PROXYTYPE)
|
||||
{
|
||||
m_uniqueShapes.push_back(colShape);
|
||||
|
||||
b3BvhTriangleMeshShape* trimesh = (b3BvhTriangleMeshShape*) colShape;
|
||||
b3StridingMeshInterface* meshInterface = trimesh->getMeshInterface();
|
||||
b3AlignedObjectArray<b3Vector3> vertices;
|
||||
b3AlignedObjectArray<int> indices;
|
||||
|
||||
b3Vector3 trimeshScaling(1,1,1);
|
||||
for (int partId=0;partId<meshInterface->getNumSubParts();partId++)
|
||||
{
|
||||
|
||||
const unsigned char *vertexbase = 0;
|
||||
int numverts = 0;
|
||||
PHY_ScalarType type = PHY_INTEGER;
|
||||
int stride = 0;
|
||||
const unsigned char *indexbase = 0;
|
||||
int indexstride = 0;
|
||||
int numfaces = 0;
|
||||
PHY_ScalarType indicestype = PHY_INTEGER;
|
||||
//PHY_ScalarType indexType=0;
|
||||
|
||||
b3Vector3 triangleVerts[3];
|
||||
meshInterface->getLockedReadOnlyVertexIndexBase(&vertexbase,numverts, type,stride,&indexbase,indexstride,numfaces,indicestype,partId);
|
||||
b3Vector3 aabbMin,aabbMax;
|
||||
|
||||
for (int triangleIndex = 0 ; triangleIndex < numfaces;triangleIndex++)
|
||||
{
|
||||
unsigned int* gfxbase = (unsigned int*)(indexbase+triangleIndex*indexstride);
|
||||
|
||||
for (int j=2;j>=0;j--)
|
||||
{
|
||||
|
||||
int graphicsindex = indicestype==PHY_SHORT?((unsigned short*)gfxbase)[j]:gfxbase[j];
|
||||
if (type == PHY_FLOAT)
|
||||
{
|
||||
float* graphicsbase = (float*)(vertexbase+graphicsindex*stride);
|
||||
triangleVerts[j] = b3Vector3(
|
||||
graphicsbase[0]*trimeshScaling.getX(),
|
||||
graphicsbase[1]*trimeshScaling.getY(),
|
||||
graphicsbase[2]*trimeshScaling.getZ());
|
||||
}
|
||||
else
|
||||
{
|
||||
double* graphicsbase = (double*)(vertexbase+graphicsindex*stride);
|
||||
triangleVerts[j] = b3Vector3( b3Scalar(graphicsbase[0]*trimeshScaling.getX()),
|
||||
b3Scalar(graphicsbase[1]*trimeshScaling.getY()),
|
||||
b3Scalar(graphicsbase[2]*trimeshScaling.getZ()));
|
||||
}
|
||||
}
|
||||
vertices.push_back(triangleVerts[0]);
|
||||
vertices.push_back(triangleVerts[1]);
|
||||
vertices.push_back(triangleVerts[2]);
|
||||
indices.push_back(indices.size());
|
||||
indices.push_back(indices.size());
|
||||
indices.push_back(indices.size());
|
||||
}
|
||||
}
|
||||
//GraphicsShape* gfxShape = 0;//b3BulletDataExtractor::createGraphicsShapeFromWavefrontObj(objData);
|
||||
|
||||
//GraphicsShape* gfxShape = b3BulletDataExtractor::createGraphicsShapeFromConvexHull(&sUnitSpherePoints[0],MY_UNITSPHERE_POINTS);
|
||||
float meshScaling[4] = {1,1,1,1};
|
||||
//int shapeIndex = renderer.registerShape(gfxShape->m_vertices,gfxShape->m_numvertices,gfxShape->m_indices,gfxShape->m_numIndices);
|
||||
float groundPos[4] = {0,0,0,0};
|
||||
|
||||
//renderer.registerGraphicsInstance(shapeIndex,groundPos,rotOrn,color,meshScaling);
|
||||
if (vertices.size() && indices.size())
|
||||
{
|
||||
int gpuShapeIndex = m_gpuPhysics->registerConcaveMesh(&vertices,&indices, meshScaling);
|
||||
m_uniqueShapeMapping.push_back(gpuShapeIndex);
|
||||
} else
|
||||
{
|
||||
printf("Error: no vertices in mesh in b3GpuDynamicsWorld::addRigidBody\n");
|
||||
index = -1;
|
||||
b3Assert(0);
|
||||
}
|
||||
|
||||
|
||||
} else
|
||||
{
|
||||
if (colShape->getShapeType()==COMPOUND_SHAPE_PROXYTYPE)
|
||||
{
|
||||
|
||||
b3CompoundShape* compound = (b3CompoundShape*) colShape;
|
||||
b3AlignedObjectArray<b3GpuChildShape> childShapes;
|
||||
|
||||
for (int i=0;i<compound->getNumChildShapes();i++)
|
||||
{
|
||||
//for now, only support polyhedral child shapes
|
||||
b3Assert(compound->getChildShape(i)->isPolyhedral());
|
||||
b3GpuChildShape child;
|
||||
child.m_shapeIndex = findOrRegisterCollisionShape(compound->getChildShape(i));
|
||||
b3Vector3 pos = compound->getChildTransform(i).getOrigin();
|
||||
b3Quaternion orn = compound->getChildTransform(i).getRotation();
|
||||
for (int v=0;v<4;v++)
|
||||
{
|
||||
child.m_childPosition[v] = pos[v];
|
||||
child.m_childOrientation[v] = orn[v];
|
||||
}
|
||||
childShapes.push_back(child);
|
||||
}
|
||||
index = m_uniqueShapes.size();
|
||||
m_uniqueShapes.push_back(colShape);
|
||||
|
||||
int gpuShapeIndex = m_gpuPhysics->registerCompoundShape(&childShapes);
|
||||
m_uniqueShapeMapping.push_back(gpuShapeIndex);
|
||||
|
||||
|
||||
|
||||
|
||||
/*printf("Error: unsupported compound type (%d) in b3GpuDynamicsWorld::addRigidBody\n",colShape->getShapeType());
|
||||
index = -1;
|
||||
b3Assert(0);
|
||||
*/
|
||||
} else
|
||||
{
|
||||
if (colShape->getShapeType()==SPHERE_SHAPE_PROXYTYPE)
|
||||
{
|
||||
m_uniqueShapes.push_back(colShape);
|
||||
b3SphereShape* sphere = (b3SphereShape*)colShape;
|
||||
|
||||
int gpuShapeIndex = m_gpuPhysics->registerSphereShape(sphere->getRadius());
|
||||
m_uniqueShapeMapping.push_back(gpuShapeIndex);
|
||||
} else
|
||||
{
|
||||
if (colShape->getShapeType()==STATIC_PLANE_PROXYTYPE)
|
||||
{
|
||||
m_uniqueShapes.push_back(colShape);
|
||||
b3StaticPlaneShape* plane = (b3StaticPlaneShape*)colShape;
|
||||
|
||||
int gpuShapeIndex = m_gpuPhysics->registerPlaneShape(plane->getPlaneNormal(),plane->getPlaneConstant());
|
||||
m_uniqueShapeMapping.push_back(gpuShapeIndex);
|
||||
} else
|
||||
{
|
||||
printf("Error: unsupported shape type (%d) in b3GpuDynamicsWorld::addRigidBody\n",colShape->getShapeType());
|
||||
index = -1;
|
||||
b3Assert(0);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return index;
|
||||
}
|
||||
|
||||
void b3GpuDynamicsWorld::addRigidBody(b3RigidBody* body)
|
||||
{
|
||||
|
||||
body->setMotionState(0);
|
||||
|
||||
|
||||
int index = findOrRegisterCollisionShape(body->getCollisionShape());
|
||||
|
||||
if (index>=0)
|
||||
{
|
||||
int gpuShapeIndex= m_uniqueShapeMapping[index];
|
||||
float mass = body->getInvMass() ? 1.f/body->getInvMass() : 0.f;
|
||||
b3Vector3 pos = body->getWorldTransform().getOrigin();
|
||||
b3Quaternion orn = body->getWorldTransform().getRotation();
|
||||
|
||||
m_gpuPhysics->registerPhysicsInstance(mass,&pos.getX(),&orn.getX(),gpuShapeIndex,m_collisionObjects.size());
|
||||
|
||||
m_collisionObjects.push_back(body);
|
||||
}
|
||||
}
|
||||
|
||||
void b3GpuDynamicsWorld::removeCollisionObject(b3CollisionObject* colObj)
|
||||
{
|
||||
b3DynamicsWorld::removeCollisionObject(colObj);
|
||||
}
|
||||
|
||||
|
||||
109
Demos3/donttouch/b3GpuDynamicsWorld.h
Normal file
109
Demos3/donttouch/b3GpuDynamicsWorld.h
Normal file
@@ -0,0 +1,109 @@
|
||||
#ifndef B3_GPU_DYNAMICS_WORLD_H
|
||||
#define B3_GPU_DYNAMICS_WORLD_H
|
||||
|
||||
class b3Vector3;
|
||||
class b3RigidBody;
|
||||
class b3CollisionObject;
|
||||
struct b3GpuInternalData;//use this struct to avoid 'leaking' all OpenCL headers into clients code base
|
||||
class CLPhysicsDemo;
|
||||
|
||||
#include "Bullet3Common/b3AlignedObjectArray.h"
|
||||
//#include "BulletDynamics/Dynamics/b3DynamicsWorld.h"
|
||||
|
||||
|
||||
class b3GpuDynamicsWorld //: public b3DynamicsWorld
|
||||
{
|
||||
|
||||
b3AlignedObjectArray<const class b3CollisionShape*> m_uniqueShapes;
|
||||
b3AlignedObjectArray<int> m_uniqueShapeMapping;
|
||||
|
||||
|
||||
CLPhysicsDemo* m_gpuPhysics;
|
||||
b3Vector3 m_gravity;
|
||||
bool m_once;
|
||||
|
||||
bool initOpenCL(int preferredDeviceIndex, int preferredPlatformIndex, bool useInterop);
|
||||
void exitOpenCL();
|
||||
|
||||
int findOrRegisterCollisionShape(const b3CollisionShape* colShape);
|
||||
|
||||
|
||||
public:
|
||||
b3GpuDynamicsWorld(int preferredOpenCLPlatformIndex,int preferredOpenCLDeviceIndex);
|
||||
|
||||
virtual ~b3GpuDynamicsWorld();
|
||||
|
||||
virtual int stepSimulation( b3Scalar timeStep,int maxSubSteps=1, b3Scalar fixedTimeStep=b3Scalar(1.)/b3Scalar(60.));
|
||||
|
||||
virtual void synchronizeMotionStates()
|
||||
{
|
||||
b3Assert(0);
|
||||
}
|
||||
|
||||
void debugDrawWorld() {}
|
||||
|
||||
void setGravity(const b3Vector3& gravity);
|
||||
|
||||
void addRigidBody(b3RigidBody* body);
|
||||
|
||||
void removeCollisionObject(b3CollisionObject* colObj);
|
||||
|
||||
|
||||
|
||||
b3AlignedObjectArray<class b3CollisionObject*>& getCollisionObjectArray();
|
||||
|
||||
const b3AlignedObjectArray<class b3CollisionObject*>& getCollisionObjectArray() const;
|
||||
|
||||
virtual void addAction(b3ActionInterface* action)
|
||||
{
|
||||
b3Assert(0);
|
||||
}
|
||||
|
||||
virtual void removeAction(b3ActionInterface* action)
|
||||
{
|
||||
b3Assert(0);
|
||||
}
|
||||
|
||||
|
||||
b3Vector3 getGravity () const
|
||||
{
|
||||
return m_gravity;
|
||||
}
|
||||
|
||||
virtual void addRigidBody(b3RigidBody* body, short group, short mask)
|
||||
{
|
||||
addRigidBody(body);
|
||||
}
|
||||
|
||||
virtual void removeRigidBody(b3RigidBody* body)
|
||||
{
|
||||
b3Assert(0);
|
||||
}
|
||||
|
||||
virtual void setConstraintSolver(b3ConstraintSolver* solver)
|
||||
{
|
||||
b3Assert(0);
|
||||
}
|
||||
|
||||
virtual b3ConstraintSolver* getConstraintSolver()
|
||||
{
|
||||
b3Assert(0);
|
||||
return 0;
|
||||
}
|
||||
|
||||
virtual b3DynamicsWorldType getWorldType() const
|
||||
{
|
||||
return B3_GPU_PHYSICS_WORLD;
|
||||
}
|
||||
|
||||
virtual void clearForces()
|
||||
{
|
||||
b3Assert(0);
|
||||
}
|
||||
|
||||
|
||||
|
||||
};
|
||||
|
||||
|
||||
#endif //B3_GPU_DYNAMICS_WORLD_H
|
||||
Reference in New Issue
Block a user