Start re-organizing demos so the physics setup can be shared easier (explicit create graphics objects, init/exit physics etc)
Add B3G_RETURN key code, only implemented in Windows so far (todo: Mac, Linux) Fix Windows key management (use WM_CHAR event instead of WM_KEYUP Add Return (OnKeyReturn) key support TreeNode, so we can select an item using the return key.
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@@ -6,28 +6,15 @@
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#define ARRAY_SIZE_X 5
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#define ARRAY_SIZE_Z 5
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void BasicDemoPhysicsSetup::initPhysics()
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void BasicDemoPhysicsSetup::initPhysics(GraphicsPhysicsBridge& gfxBridge)
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{
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///collision configuration contains default setup for memory, collision setup
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m_collisionConfiguration = new btDefaultCollisionConfiguration();
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//m_collisionConfiguration->setConvexConvexMultipointIterations();
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createEmptyDynamicsWorld();
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///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
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m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
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m_broadphase = new btDbvtBroadphase();
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///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
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btSequentialImpulseConstraintSolver* sol = new btSequentialImpulseConstraintSolver;
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m_solver = sol;
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m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
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m_dynamicsWorld->setGravity(btVector3(0,-10,0));
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///create a few basic rigid bodies
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btBoxShape* groundShape = createBoxShape(btVector3(btScalar(50.),btScalar(50.),btScalar(50.)));
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gfxBridge.createCollisionShapeGraphicsObject(groundShape);
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//groundShape->initializePolyhedralFeatures();
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// btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0,1,0),50);
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@@ -39,7 +26,8 @@ void BasicDemoPhysicsSetup::initPhysics()
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{
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btScalar mass(0.);
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createRigidBody(mass,groundTransform,groundShape, btVector4(0,0,1,1));
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btRigidBody* body = createRigidBody(mass,groundTransform,groundShape, btVector4(0,0,1,1));
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gfxBridge.createRigidBodyGraphicsObject(body, btVector3(0, 1, 0));
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}
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@@ -48,6 +36,8 @@ void BasicDemoPhysicsSetup::initPhysics()
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// Re-using the same collision is better for memory usage and performance
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btBoxShape* colShape = createBoxShape(btVector3(1,1,1));
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gfxBridge.createCollisionShapeGraphicsObject(colShape);
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//btCollisionShape* colShape = new btSphereShape(btScalar(1.));
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m_collisionShapes.push_back(colShape);
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@@ -77,7 +67,9 @@ void BasicDemoPhysicsSetup::initPhysics()
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btScalar(2.0*j)));
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createRigidBody(mass,startTransform,colShape);
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btRigidBody* body = createRigidBody(mass,startTransform,colShape);
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gfxBridge.createRigidBodyGraphicsObject(body, btVector3(1, 1, 0));
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}
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}
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}
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@@ -88,84 +80,10 @@ void BasicDemoPhysicsSetup::initPhysics()
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void BasicDemoPhysicsSetup::stepSimulation(float deltaTime)
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{
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m_dynamicsWorld->stepSimulation(deltaTime);
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}
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btBoxShape* BasicDemoPhysicsSetup::createBoxShape(const btVector3& halfExtents)
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{
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btBoxShape* box = new btBoxShape(halfExtents);
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return box;
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}
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btRigidBody* BasicDemoPhysicsSetup::createRigidBody(float mass, const btTransform& startTransform,btCollisionShape* shape, const btVector4& color)
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{
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btAssert((!shape || shape->getShapeType() != INVALID_SHAPE_PROXYTYPE));
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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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shape->calculateLocalInertia(mass,localInertia);
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//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
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#define USE_MOTIONSTATE 1
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#ifdef USE_MOTIONSTATE
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btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
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btRigidBody::btRigidBodyConstructionInfo cInfo(mass,myMotionState,shape,localInertia);
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btRigidBody* body = new btRigidBody(cInfo);
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//body->setContactProcessingThreshold(m_defaultContactProcessingThreshold);
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#else
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btRigidBody* body = new btRigidBody(mass,0,shape,localInertia);
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body->setWorldTransform(startTransform);
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#endif//
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body->setUserIndex(-1);
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m_dynamicsWorld->addRigidBody(body);
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return body;
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}
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void BasicDemoPhysicsSetup::exitPhysics()
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{
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//cleanup in the reverse order of creation/initialization
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//remove the rigidbodies from the dynamics world and delete them
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int i;
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for (i=m_dynamicsWorld->getNumCollisionObjects()-1; i>=0 ;i--)
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{
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btCollisionObject* obj = m_dynamicsWorld->getCollisionObjectArray()[i];
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btRigidBody* body = btRigidBody::upcast(obj);
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if (body && body->getMotionState())
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{
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delete body->getMotionState();
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}
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m_dynamicsWorld->removeCollisionObject( obj );
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delete obj;
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}
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//delete collision shapes
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for (int j=0;j<m_collisionShapes.size();j++)
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{
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btCollisionShape* shape = m_collisionShapes[j];
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delete shape;
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}
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m_collisionShapes.clear();
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delete m_dynamicsWorld;
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delete m_solver;
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delete m_broadphase;
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delete m_dispatcher;
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delete m_collisionConfiguration;
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}
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