Cleanup SerialChains demo
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@@ -42,8 +42,9 @@ public:
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m_guiHelper->resetCamera(dist, yaw, pitch, targetPos[0], targetPos[1], targetPos[2]);
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}
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btMultiBody* createFeatherstoneMultiBody_testMultiDof(class btMultiBodyDynamicsWorld* world, int numLinks, const btVector3& basePosition, const btVector3& baseHalfExtents, const btVector3& linkHalfExtents, bool spherical = false, bool floating = false);
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void addColliders_testMultiDof(btMultiBody* pMultiBody, btMultiBodyDynamicsWorld* pWorld, const btVector3& baseHalfExtents, const btVector3& linkHalfExtents);
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btMultiBody* createFeatherstoneMultiBody(class btMultiBodyDynamicsWorld* world, int numLinks, const btVector3& basePosition, const btVector3& baseHalfExtents, const btVector3& linkHalfExtents, bool spherical = false, bool floating = false);
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void createGround(const btVector3& halfExtents = btVector3(50, 50, 50), btScalar zOffSet = btScalar(-1.55));
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void addColliders(btMultiBody* pMultiBody, btMultiBodyDynamicsWorld* pWorld, const btVector3& baseHalfExtents, const btVector3& linkHalfExtents);
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};
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static bool g_fixedBase = true;
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@@ -94,7 +95,6 @@ void SerialChains::initPhysics()
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g_fixedBase = !g_fixedBase;
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}
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btMultiBodyConstraintSolver* sol;
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btMLCPSolverInterface* mlcp;
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switch (g_constraintSolverType++)
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{
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@@ -147,8 +147,8 @@ void SerialChains::initPhysics()
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btVector3 linkHalfExtents(0.05, 0.37, 0.1);
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btVector3 baseHalfExtents(0.05, 0.37, 0.1);
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btMultiBody* mbC1 = createFeatherstoneMultiBody_testMultiDof(world, numLinks, btVector3(-0.4f, 3.f, 0.f), linkHalfExtents, baseHalfExtents, spherical, g_fixedBase);
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btMultiBody* mbC2 = createFeatherstoneMultiBody_testMultiDof(world, numLinks, btVector3(-0.4f, 3.0f, 0.5f), linkHalfExtents, baseHalfExtents, spherical, g_fixedBase);
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btMultiBody* mbC1 = createFeatherstoneMultiBody(world, numLinks, btVector3(-0.4f, 3.f, 0.f), linkHalfExtents, baseHalfExtents, spherical, g_fixedBase);
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btMultiBody* mbC2 = createFeatherstoneMultiBody(world, numLinks, btVector3(-0.4f, 3.0f, 0.5f), linkHalfExtents, baseHalfExtents, spherical, g_fixedBase);
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mbC1->setCanSleep(canSleep);
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mbC1->setHasSelfCollision(selfCollide);
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@@ -182,7 +182,7 @@ void SerialChains::initPhysics()
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}
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}
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///
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addColliders_testMultiDof(mbC1, world, baseHalfExtents, linkHalfExtents);
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addColliders(mbC1, world, baseHalfExtents, linkHalfExtents);
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mbC2->setCanSleep(canSleep);
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mbC2->setHasSelfCollision(selfCollide);
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@@ -216,70 +216,38 @@ void SerialChains::initPhysics()
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}
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}
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///
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addColliders_testMultiDof(mbC2, world, baseHalfExtents, linkHalfExtents);
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addColliders(mbC2, world, baseHalfExtents, linkHalfExtents);
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/////////////////////////////////////////////////////////////////
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btScalar groundHeight = -51.55;
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if (!multibodyOnly)
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{
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btScalar mass(0.);
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btScalar 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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//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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btVector3 localInertia(0, 0, 0);
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if (isDynamic)
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groundShape->calculateLocalInertia(mass, localInertia);
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btVector3 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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groundTransform.setIdentity();
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groundTransform.setOrigin(btVector3(0, groundHeight, 0));
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btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
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btRigidBody::btRigidBodyConstructionInfo rbInfo(mass, myMotionState, groundShape, localInertia);
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btRigidBody* body = new btRigidBody(rbInfo);
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//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
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groundTransform.setIdentity();
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groundTransform.setOrigin(btVector3(0, groundHeight, 0));
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btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
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btRigidBody::btRigidBodyConstructionInfo rbInfo(mass, myMotionState, groundShape, localInertia);
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btRigidBody* body = new btRigidBody(rbInfo);
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//add the body to the dynamics world
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m_dynamicsWorld->addRigidBody(body, 1, 1 + 2); //,1,1+2);
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}
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//add the body to the dynamics world
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m_dynamicsWorld->addRigidBody(body, 1, 1 + 2); //,1,1+2);
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/////////////////////////////////////////////////////////////////
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if (!multibodyOnly)
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{
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btVector3 halfExtents(.5, .5, .5);
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btBoxShape* colShape = new btBoxShape(halfExtents);
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m_collisionShapes.push_back(colShape);
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/// Create Dynamic Objects
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btTransform startTransform;
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startTransform.setIdentity();
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btScalar mass(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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btVector3 localInertia(0, 0, 0);
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if (isDynamic)
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colShape->calculateLocalInertia(mass, localInertia);
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startTransform.setOrigin(btVector3(
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btScalar(0.0),
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0.0,
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btScalar(0.0)));
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//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
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btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
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btRigidBody::btRigidBodyConstructionInfo rbInfo(mass, myMotionState, colShape, localInertia);
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btRigidBody* body = new btRigidBody(rbInfo);
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m_dynamicsWorld->addRigidBody(body); //,1,1+2);
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}
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createGround();
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m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
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/////////////////////////////////////////////////////////////////
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}
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btMultiBody* SerialChains::createFeatherstoneMultiBody_testMultiDof(btMultiBodyDynamicsWorld* pWorld, int numLinks, const btVector3& basePosition, const btVector3& baseHalfExtents, const btVector3& linkHalfExtents, bool spherical, bool fixedBase)
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btMultiBody* SerialChains::createFeatherstoneMultiBody(btMultiBodyDynamicsWorld* pWorld, int numLinks, const btVector3& basePosition, const btVector3& baseHalfExtents, const btVector3& linkHalfExtents, bool spherical, bool fixedBase)
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{
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//init the base
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btVector3 baseInertiaDiag(0.f, 0.f, 0.f);
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@@ -338,7 +306,32 @@ btMultiBody* SerialChains::createFeatherstoneMultiBody_testMultiDof(btMultiBodyD
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return pMultiBody;
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}
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void SerialChains::addColliders_testMultiDof(btMultiBody* pMultiBody, btMultiBodyDynamicsWorld* pWorld, const btVector3& baseHalfExtents, const btVector3& linkHalfExtents)
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void SerialChains::createGround(const btVector3& halfExtents, btScalar zOffSet)
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{
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btCollisionShape* groundShape = new btBoxShape(halfExtents);
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m_collisionShapes.push_back(groundShape);
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// rigidbody is dynamic if and only if mass is non zero, otherwise static
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btScalar mass(0.);
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const bool isDynamic = (mass != 0.f);
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btVector3 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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btTransform groundTransform;
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groundTransform.setIdentity();
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groundTransform.setOrigin(btVector3(0, -halfExtents.z() + zOffSet, 0));
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btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
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btRigidBody::btRigidBodyConstructionInfo rbInfo(mass, myMotionState, groundShape, localInertia);
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btRigidBody* body = new btRigidBody(rbInfo);
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// add the body to the dynamics world
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m_dynamicsWorld->addRigidBody(body, 1, 1 + 2);
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}
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void SerialChains::addColliders(btMultiBody* pMultiBody, btMultiBodyDynamicsWorld* pWorld, const btVector3& baseHalfExtents, const btVector3& linkHalfExtents)
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{
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btAlignedObjectArray<btQuaternion> world_to_local;
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world_to_local.resize(pMultiBody->getNumLinks() + 1);
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