first step in refactoring/cleaning up demos

This commit is contained in:
ejcoumans
2006-09-11 05:31:22 +00:00
parent a27c35ecaa
commit 43370aaa4f
33 changed files with 2449 additions and 7548 deletions

View File

@@ -16,76 +16,28 @@ subject to the following restrictions:
#include "CcdPhysicsEnvironment.h"
#include "CcdPhysicsController.h"
#include "MyMotionState.h"
//#include "GL_LineSegmentShape.h"
#include "CollisionShapes/BoxShape.h"
#include "CollisionShapes/Simplex1to4Shape.h"
#include "Dynamics/RigidBody.h"
#include "BroadphaseCollision/AxisSweep3.h"
#include "ConstraintSolver/SequentialImpulseConstraintSolver.h"
//#include "ConstraintSolver/OdeConstraintSolver.h"
#include "CollisionDispatch/CollisionDispatcher.h"
#include "BroadphaseCollision/SimpleBroadphase.h"
#include "CollisionShapes/TriangleMeshShape.h"
#include "CollisionShapes/TriangleIndexVertexArray.h"
#include "CollisionShapes/BvhTriangleMeshShape.h"
#include "CollisionShapes/TriangleMesh.h"
#include "IDebugDraw.h"
#include "GLDebugDrawer.h"
#include "PHY_Pro.h"
#ifdef WIN32 //needed for glut.h
#include <windows.h>
#endif
//think different
#if defined(__APPLE__) && !defined (VMDMESA)
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
#include "ConcaveDemo.h"
#include "GL_ShapeDrawer.h"
#include "GlutStuff.h"
const int numObjects = 80;
const int maxNumObjects = 100;
MyMotionState ms[maxNumObjects];
CcdPhysicsController* physObjects[maxNumObjects] = {0,0,0,0};
int shapeIndex[maxNumObjects];
CcdPhysicsEnvironment* physicsEnvironmentPtr = 0;
TriangleMesh meshData;
StridingMeshInterface* ptr;
GLDebugDrawer debugDrawer;
//GL_LineSegmentShape shapeE(SimdPoint3(-50,0,0),
// SimdPoint3(50,0,0));
CollisionShape* shapePtr[5] =
{
new BoxShape (SimdVector3(100,10,100)),
new BoxShape (SimdVector3(2,2,2)),
new BU_Simplex1to4(SimdPoint3(-2,-2,-2),SimdPoint3(2,-2,-2),SimdPoint3(-2,2,-2),SimdPoint3(0,0,2)),
new BoxShape (SimdVector3(1,3,1)),
#ifdef DEBUG_MESH
new TriangleMeshShape(&meshData),
#else
NULL,
#endif
//(&meshData)
};
static const int NUM_VERTICES = 5;
static const int NUM_TRIANGLES=4;
@@ -155,82 +107,16 @@ int main(int argc,char** argv)
{
gContactAddedCallback = CustomMaterialCombinerCallback;
printf("BroadphaseProxy: %i\n",sizeof(BroadphaseProxy));
printf("AxisSweep3::Handle : %i\n",sizeof(AxisSweep3::Handle));
ConcaveDemo* concaveDemo = new ConcaveDemo();
concaveDemo->initPhysics();
concaveDemo->setCameraDistance(30.f);
printf("SimpleBroadphaseProxy : %i\n",sizeof(SimpleBroadphaseProxy));
return glutmain(argc, argv,640,480,"Static Concave Mesh Demo",concaveDemo);
}
printf("RigidBody : %i\n",sizeof(RigidBody));
printf("CcdPhysicsController: %i\n",sizeof(CcdPhysicsController));
printf("ManifoldPoint: %i\n",sizeof(ManifoldPoint));
setCameraDistance(30.f);
#define TRISIZE 10.f
#ifdef DEBUG_MESH
SimdVector3 vert0(-TRISIZE ,0,TRISIZE );
SimdVector3 vert1(TRISIZE ,10,TRISIZE );
SimdVector3 vert2(TRISIZE ,0,-TRISIZE );
meshData.AddTriangle(vert0,vert1,vert2);
SimdVector3 vert3(-TRISIZE ,0,TRISIZE );
SimdVector3 vert4(TRISIZE ,0,-TRISIZE );
SimdVector3 vert5(-TRISIZE ,0,-TRISIZE );
meshData.AddTriangle(vert3,vert4,vert5);
#else
#ifdef ODE_MESH
SimdVector3 Size = SimdVector3(15.f,15.f,12.5f);
gVertices[0][0] = -Size[0];
gVertices[0][1] = Size[2];
gVertices[0][2] = -Size[1];
gVertices[1][0] = Size[0];
gVertices[1][1] = Size[2];
gVertices[1][2] = -Size[1];
gVertices[2][0] = Size[0];
gVertices[2][1] = Size[2];
gVertices[2][2] = Size[1];
gVertices[3][0] = -Size[0];
gVertices[3][1] = Size[2];
gVertices[3][2] = Size[1];
gVertices[4][0] = 0;
gVertices[4][1] = 0;
gVertices[4][2] = 0;
gIndices[0] = 0;
gIndices[1] = 1;
gIndices[2] = 4;
gIndices[3] = 1;
gIndices[4] = 2;
gIndices[5] = 4;
gIndices[6] = 2;
gIndices[7] = 3;
gIndices[8] = 4;
gIndices[9] = 3;
gIndices[10] = 0;
gIndices[11] = 4;
int vertStride = sizeof(SimdVector3);
int indexStride = 3*sizeof(int);
TriangleIndexVertexArray* indexVertexArrays = new TriangleIndexVertexArray(NUM_TRIANGLES,
gIndices,
indexStride,
NUM_VERTICES,(float*) &gVertices[0].x(),vertStride);
//shapePtr[4] = new TriangleMeshShape(indexVertexArrays);
shapePtr[4] = new BvhTriangleMeshShape(indexVertexArrays);
#else
void ConcaveDemo::initPhysics()
{
#define TRISIZE 10.f
int vertStride = sizeof(SimdVector3);
int indexStride = 3*sizeof(int);
@@ -274,190 +160,49 @@ int main(int argc,char** argv)
indexStride,
totalVerts,(float*) &gVertices[0].x(),vertStride);
//shapePtr[4] = new TriangleMeshShape(indexVertexArrays);
shapePtr[4] = new BvhTriangleMeshShape(indexVertexArrays);
#endif
CollisionShape* trimeshShape = new BvhTriangleMeshShape(indexVertexArrays);
#endif//DEBUG_MESH
ConstraintSolver* solver = new SequentialImpulseConstraintSolver;
//ConstraintSolver* solver = new OdeConstraintSolver;
CollisionDispatcher* dispatcher = new CollisionDispatcher();
OverlappingPairCache* broadphase = new SimpleBroadphase();
physicsEnvironmentPtr = new CcdPhysicsEnvironment(dispatcher,broadphase);
m_physicsEnvironmentPtr = new CcdPhysicsEnvironment(dispatcher,broadphase);
bool isDynamic = false;
float mass = 0.f;
SimdTransform startTransform;
startTransform.setIdentity();
startTransform.setOrigin(SimdVector3(0,-2,0));
physicsEnvironmentPtr->setGravity(-1,-10,1);
PHY_ShapeProps shapeProps;
shapeProps.m_do_anisotropic = false;
shapeProps.m_do_fh = false;
shapeProps.m_do_rot_fh = false;
shapeProps.m_friction_scaling[0] = 1.;
shapeProps.m_friction_scaling[1] = 1.;
shapeProps.m_friction_scaling[2] = 1.;
CcdPhysicsController* staticTrimesh = LocalCreatePhysicsObject(isDynamic, mass, startTransform,trimeshShape);
//enable custom material callback
staticTrimesh->GetRigidBody()->m_collisionFlags |= CollisionObject::customMaterialCallback;
shapeProps.m_inertia = 1.f;
shapeProps.m_lin_drag = 0.95999998f;
shapeProps.m_ang_drag = 0.89999998f;
shapeProps.m_mass = 1.0f;
PHY_MaterialProps materialProps;
materialProps.m_friction = 0.f;// 50.5f;
materialProps.m_restitution = 0.1f;
CcdConstructionInfo ccdObjectCi;
ccdObjectCi.m_friction = 0.f;//50.5f;
ccdObjectCi.m_linearDamping = shapeProps.m_lin_drag;
ccdObjectCi.m_angularDamping = shapeProps.m_ang_drag;
SimdTransform tr;
tr.setIdentity();
for (i=0;i<numObjects;i++)
{
if (i>0)
shapeIndex[i] = 1;//2 = tetrahedron
else
shapeIndex[i] = 4;
for (int i=0;i<10;i++)
{
CollisionShape* boxShape = new BoxShape(SimdVector3(1,1,1));
startTransform.setOrigin(SimdVector3(2*i,1,1));
CcdPhysicsController* boxRigidBody = LocalCreatePhysicsObject(true, 1, startTransform,boxShape);
}
}
for (i=0;i<numObjects;i++)
{
shapeProps.m_shape = shapePtr[shapeIndex[i]];
bool isDyna = i>0;
if (!i)
{
ccdObjectCi.m_friction = 0.0f;
//SimdQuaternion orn(0,0,0.1*SIMD_HALF_PI);
//ms[i].setWorldOrientation(orn.x(),orn.y(),orn.z(),orn[3]);
//ms[i].setWorldPosition(0,-10,0);
} else
{
ccdObjectCi.m_friction = 0.5f;
ms[i].setWorldPosition(10,i*15-10,0);
}
//either create a few stacks, to show several islands, or create 1 large stack, showing stability
//ms[i].setWorldPosition((i*5) % 30,i*15-10,0);
ccdObjectCi.m_MotionState = &ms[i];
ccdObjectCi.m_gravity = SimdVector3(0,0,0);
ccdObjectCi.m_localInertiaTensor =SimdVector3(0,0,0);
if (!isDyna)
{
shapeProps.m_mass = 0.f;
ccdObjectCi.m_mass = shapeProps.m_mass;
ccdObjectCi.m_collisionFlags = CollisionObject::customMaterialCallback;
}
else
{
shapeProps.m_mass = 1.f;
ccdObjectCi.m_mass = shapeProps.m_mass;
ccdObjectCi.m_collisionFlags =0;
}
SimdVector3 localInertia;
if (shapeProps.m_mass>0.f)
{
shapePtr[shapeIndex[i]]->CalculateLocalInertia(shapeProps.m_mass,localInertia);
} else
{
localInertia.setValue(0.f,0.f,0.f);
m_physicsEnvironmentPtr->setGravity(-1,-10,1);
}
ccdObjectCi.m_localInertiaTensor = localInertia;
ccdObjectCi.m_collisionShape = shapePtr[shapeIndex[i]];
physObjects[i]= new CcdPhysicsController( ccdObjectCi);
physicsEnvironmentPtr->addCcdPhysicsController( physObjects[i]);
/* if (i==0)
{
physObjects[i]->SetAngularVelocity(0,0,-2,true);
physObjects[i]->GetRigidBody()->setDamping(0,0);
}
*/
//for the line that represents the AABB extents
physicsEnvironmentPtr->setDebugDrawer(&debugDrawer);
}
return glutmain(argc, argv,640,480,"Static Concave Mesh Demo");
m_physicsEnvironmentPtr->setDebugDrawer(&debugDrawer);
}
void renderme()
{
float m[16];
int i;
debugDrawer.SetDebugMode(getDebugMode());
for (i=0;i<numObjects;i++)
{
SimdTransform transA;
transA.setIdentity();
float pos[3];
float rot[4];
ms[i].getWorldPosition(pos[0],pos[1],pos[2]);
ms[i].getWorldOrientation(rot[0],rot[1],rot[2],rot[3]);
SimdQuaternion q(rot[0],rot[1],rot[2],rot[3]);
transA.setRotation(q);
SimdPoint3 dpos;
dpos.setValue(pos[0],pos[1],pos[2]);
transA.setOrigin( dpos );
transA.getOpenGLMatrix( m );
SimdVector3 wireColor(0.f,0.f,1.f); //wants deactivation
///color differently for active, sleeping, wantsdeactivation states
if (physObjects[i]->GetRigidBody()->GetActivationState() == 1) //active
{
wireColor = SimdVector3 (1.f,0.f,0.f);
}
if (physObjects[i]->GetRigidBody()->GetActivationState() == 2) //ISLAND_SLEEPING
{
wireColor = SimdVector3 (0.f,1.f,0.f);
}
char extraDebug[125];
//sprintf(extraDebug,"islId, Body=%i , %i",physObjects[i]->GetRigidBody()->m_islandTag1,physObjects[i]->GetRigidBody()->m_debugBodyId);
shapePtr[shapeIndex[i]]->SetExtraDebugInfo(extraDebug);
GL_ShapeDrawer::DrawOpenGL(m,shapePtr[shapeIndex[i]],wireColor,getDebugMode());
}
}
void clientMoveAndDisplay()
void ConcaveDemo::clientMoveAndDisplay()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
float deltaTime = 1.f/60.f;
physicsEnvironmentPtr->proceedDeltaTime(0.f,deltaTime);
m_physicsEnvironmentPtr->proceedDeltaTime(0.f,deltaTime);
renderme();
@@ -466,10 +211,25 @@ void clientMoveAndDisplay()
}
void ConcaveDemo::clientResetScene()
{
int numObj = m_physicsEnvironmentPtr->GetNumControllers();
//skip ground
for (int i=1;i<numObj;i++)
{
CcdPhysicsController* ctrl = m_physicsEnvironmentPtr->GetPhysicsController(i);
ctrl->setPosition(2*i,1,1);
ctrl->setOrientation(0,0,0,1);
ctrl->SetLinearVelocity(0,0,0,0);
ctrl->SetAngularVelocity(0,0,0,0);
}
}
void clientDisplay(void) {
void ConcaveDemo::displayCallback(void) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@@ -480,26 +240,3 @@ void clientDisplay(void) {
}
void clientResetScene()
{
}
void clientSpecialKeyboard(int key, int x, int y)
{
defaultSpecialKeyboard(key,x,y);
}
void clientKeyboard(unsigned char key, int x, int y)
{
defaultKeyboard(key, x, y);
}
void clientMouseFunc(int button, int state, int x, int y)
{
}
void clientMotionFunc(int x,int y)
{
}