Implemented support for softbodies in OpenGL renderer
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@@ -6,12 +6,11 @@
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#include "../CommonInterfaces/CommonRenderInterface.h"
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#include "Bullet3Common/b3Scalar.h"
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#include "CollisionShape2TriangleMesh.h"
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#include "BulletSoftBody/btSoftBodyHelpers.h"
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#include "../OpenGLWindow/ShapeData.h"
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#include "../OpenGLWindow/SimpleCamera.h"
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#include "../OpenGLWindow/GLInstanceGraphicsShape.h"
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#define BT_LINE_BATCH_SIZE 512
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@@ -422,6 +421,14 @@ void OpenGLGuiHelper::createCollisionShapeGraphicsObject(btCollisionShape* colli
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//if (collisionShape->getShapeType()==BOX_SHAPE_PROXYTYPE)
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{
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}
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if (collisionShape->getShapeType() == SOFTBODY_SHAPE_PROXYTYPE)
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{
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computeSoftBodyVertices(collisionShape, gfxVertices, indices);
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int shapeId = registerGraphicsShape(&gfxVertices[0].xyzw[0], gfxVertices.size(), &indices[0], indices.size(), B3_GL_TRIANGLES,
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m_data->m_checkedTexture);
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b3Assert(shapeId >= 0);
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collisionShape->setUserIndex(shapeId);
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}
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if (collisionShape->getShapeType()==MULTI_SPHERE_SHAPE_PROXYTYPE)
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{
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btMultiSphereShape* ms = (btMultiSphereShape*) collisionShape;
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@@ -916,6 +923,14 @@ void OpenGLGuiHelper::syncPhysicsToGraphics(const btDiscreteDynamicsWorld* rbWor
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{
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//B3_PROFILE("writeSingleInstanceTransformToCPU");
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btCollisionObject* colObj = rbWorld->getCollisionObjectArray()[i];
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btCollisionShape* collisionShape = colObj->getCollisionShape();
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if (collisionShape->getShapeType()==SOFTBODY_SHAPE_PROXYTYPE && collisionShape->getUserIndex() >=0) {
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btAlignedObjectArray<GLInstanceVertex> gfxVertices;
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btAlignedObjectArray<int> indices;
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computeSoftBodyVertices(collisionShape, gfxVertices, indices);
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m_data->m_glApp->m_renderer->updateShape(collisionShape->getUserIndex(), &gfxVertices[0].xyzw[0]);
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continue;
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}
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btVector3 pos = colObj->getWorldTransform().getOrigin();
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btQuaternion orn = colObj->getWorldTransform().getRotation();
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int index = colObj->getUserIndex();
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@@ -1271,3 +1286,33 @@ void OpenGLGuiHelper::dumpFramesToVideo(const char* mp4FileName)
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m_data->m_glApp->dumpFramesToVideo(mp4FileName);
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}
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}
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void OpenGLGuiHelper::computeSoftBodyVertices(btCollisionShape* collisionShape,
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btAlignedObjectArray<GLInstanceVertex>& gfxVertices,
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btAlignedObjectArray<int>& indices)
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{
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b3Assert(collisionShape->getUserPointer());
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btSoftBody* psb = (btSoftBody*)collisionShape->getUserPointer();
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gfxVertices.resize(psb->m_faces.size() * 3);
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int i, j, k;
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for (i = 0; i < psb->m_faces.size(); i++) // Foreach face
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{
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for (k = 0; k < 3; k++) // Foreach vertex on a face
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{
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int currentIndex = i * 3 + k;
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for (int j = 0; j < 3; j++)
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{
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gfxVertices[currentIndex].xyzw[j] = psb->m_faces[i].m_n[k]->m_x[j];
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}
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for (int j = 0; j < 3; j++)
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{
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gfxVertices[currentIndex].normal[j] = psb->m_faces[i].m_n[k]->m_n[j];
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}
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for (int j = 0; j < 2; j++)
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{
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gfxVertices[currentIndex].uv[j] = 0.5; //we don't have UV info...
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}
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indices.push_back(currentIndex);
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}
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}
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}
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