enable mouse picking for BasicDemo (will move it to a shared code part soon)

This commit is contained in:
erwin coumans
2013-12-07 11:19:57 -08:00
parent 30a6fe705f
commit 9379c7fb8c

View File

@@ -66,9 +66,19 @@ class BasicDemo : public Bullet2RigidBodyDemo
{ {
SimpleOpenGL3App* m_glApp; SimpleOpenGL3App* m_glApp;
btRigidBody* m_pickedBody;
btTypedConstraint* m_pickedConstraint;
btVector3 m_oldPickingPos;
btVector3 m_hitPos;
btScalar m_oldPickingDist;
public: public:
BasicDemo(SimpleOpenGL3App* app) BasicDemo(SimpleOpenGL3App* app)
:m_glApp(app) :m_glApp(app),
m_pickedBody(0),
m_pickedConstraint(0)
{ {
} }
virtual ~BasicDemo() virtual ~BasicDemo()
@@ -141,7 +151,7 @@ public:
curColor&=3; curColor&=3;
startTransform.setOrigin(btVector3( startTransform.setOrigin(btVector3(
btScalar(2.0*i), btScalar(2.0*i),
btScalar(1+2.0*k), btScalar(20+2.0*k),
btScalar(2.0*j))); btScalar(2.0*j)));
m_glApp->m_instancingRenderer->registerGraphicsInstance(cubeShapeId,startTransform.getOrigin(),startTransform.getRotation(),color,halfExtents); m_glApp->m_instancingRenderer->registerGraphicsInstance(cubeShapeId,startTransform.getOrigin(),startTransform.getRotation(),color,halfExtents);
@@ -179,12 +189,193 @@ public:
m_glApp->m_instancingRenderer->renderScene(); m_glApp->m_instancingRenderer->renderScene();
} }
btVector3 getRayTo(int x,int y)
{
if (!m_glApp->m_instancingRenderer)
{
btAssert(0);
return btVector3(0,0,0);
}
float top = 1.f;
float bottom = -1.f;
float nearPlane = 1.f;
float tanFov = (top-bottom)*0.5f / nearPlane;
float fov = b3Scalar(2.0) * b3Atan(tanFov);
btVector3 camPos,camTarget;
m_glApp->m_instancingRenderer->getCameraPosition(camPos);
m_glApp->m_instancingRenderer->getCameraTargetPosition(camTarget);
btVector3 rayFrom = camPos;
btVector3 rayForward = (camTarget-camPos);
rayForward.normalize();
float farPlane = 10000.f;
rayForward*= farPlane;
btVector3 rightOffset;
btVector3 m_cameraUp=btVector3(0,1,0);
btVector3 vertical = m_cameraUp;
btVector3 hor;
hor = rayForward.cross(vertical);
hor.normalize();
vertical = hor.cross(rayForward);
vertical.normalize();
float tanfov = tanf(0.5f*fov);
hor *= 2.f * farPlane * tanfov;
vertical *= 2.f * farPlane * tanfov;
b3Scalar aspect;
float width = m_glApp->m_instancingRenderer->getScreenWidth();
float height = m_glApp->m_instancingRenderer->getScreenHeight();
aspect = width / height;
hor*=aspect;
btVector3 rayToCenter = rayFrom + rayForward;
btVector3 dHor = hor * 1.f/width;
btVector3 dVert = vertical * 1.f/height;
btVector3 rayTo = rayToCenter - 0.5f * hor + 0.5f * vertical;
rayTo += btScalar(x) * dHor;
rayTo -= btScalar(y) * dVert;
return rayTo;
}
bool mouseMoveCallback(float x,float y)
{
// if (m_data->m_altPressed!=0 || m_data->m_controlPressed!=0)
// return false;
if (m_pickedBody && m_pickedConstraint)
{
btPoint2PointConstraint* pickCon = static_cast<btPoint2PointConstraint*>(m_pickedConstraint);
if (pickCon)
{
//keep it at the same picking distance
btVector3 newRayTo = getRayTo(x,y);
btVector3 rayFrom;
btVector3 oldPivotInB = pickCon->getPivotInB();
btVector3 newPivotB;
m_glApp->m_instancingRenderer->getCameraPosition(rayFrom);
btVector3 dir = newRayTo-rayFrom;
dir.normalize();
dir *= m_oldPickingDist;
newPivotB = rayFrom + dir;
pickCon->setPivotB(newPivotB);
}
}
return false;
}
bool mouseButtonCallback(int button, int state, float x, float y)
{
if (state==1)
{
if(button==0)// && (m_data->m_altPressed==0 && m_data->m_controlPressed==0))
{
btVector3 camPos;
m_glApp->m_instancingRenderer->getCameraPosition(camPos);
btVector3 rayFrom = camPos;
btVector3 rayTo = getRayTo(x,y);
btCollisionWorld::ClosestRayResultCallback rayCallback(rayFrom,rayTo);
m_dynamicsWorld->rayTest(rayFrom,rayTo,rayCallback);
if (rayCallback.hasHit())
{
btVector3 pickPos = rayCallback.m_hitPointWorld;
btRigidBody* body = (btRigidBody*)btRigidBody::upcast(rayCallback.m_collisionObject);
if (body)
{
//other exclusions?
if (!(body->isStaticObject() || body->isKinematicObject()))
{
m_pickedBody = body;
m_pickedBody->setActivationState(DISABLE_DEACTIVATION);
//printf("pickPos=%f,%f,%f\n",pickPos.getX(),pickPos.getY(),pickPos.getZ());
btVector3 localPivot = body->getCenterOfMassTransform().inverse() * pickPos;
btPoint2PointConstraint* p2p = new btPoint2PointConstraint(*body,localPivot);
m_dynamicsWorld->addConstraint(p2p,true);
m_pickedConstraint = p2p;
btScalar mousePickClamping = 30.f;
p2p->m_setting.m_impulseClamp = mousePickClamping;
//very weak constraint for picking
p2p->m_setting.m_tau = 0.001f;
}
}
// pickObject(pickPos, rayCallback.m_collisionObject);
m_oldPickingPos = rayTo;
m_hitPos = pickPos;
m_oldPickingDist = (pickPos-rayFrom).length();
// printf("hit !\n");
//add p2p
}
}
} else
{
if (button==0)
{
if (m_pickedConstraint)
{
m_dynamicsWorld->removeConstraint(m_pickedConstraint);
delete m_pickedConstraint;
m_pickedConstraint=0;
m_pickedBody = 0;
}
//remove p2p
}
}
//printf("button=%d, state=%d\n",button,state);
return false;
}
void stepSimulation() void stepSimulation()
{ {
m_dynamicsWorld->stepSimulation(1./60,0); m_dynamicsWorld->stepSimulation(1./60,0);
} }
}; };
BasicDemo* sDemo = 0;
static void MyMouseMoveCallback( float x, float y)
{
bool handled = false;
if (sDemo)
handled = sDemo->mouseMoveCallback(x,y);
if (!handled)
b3DefaultMouseMoveCallback(x,y);
}
static void MyMouseButtonCallback(int button, int state, float x, float y)
{
bool handled = false;
//try picking first
if (sDemo)
handled = sDemo->mouseButtonCallback(button,state,x,y);
if (!handled)
b3DefaultMouseButtonCallback(button,state,x,y);
}
int main(int argc, char* argv[]) int main(int argc, char* argv[])
{ {
@@ -201,8 +392,12 @@ int main(int argc, char* argv[])
app->m_instancingRenderer->setCameraPitch(0); app->m_instancingRenderer->setCameraPitch(0);
app->m_instancingRenderer->setCameraTargetPosition(b3MakeVector3(0,0,0)); app->m_instancingRenderer->setCameraTargetPosition(b3MakeVector3(0,0,0));
app->m_window->setMouseMoveCallback(MyMouseMoveCallback);
app->m_window->setMouseButtonCallback(MyMouseButtonCallback);
BasicDemo* demo = new BasicDemo(app); BasicDemo* demo = new BasicDemo(app);
demo->initPhysics(); demo->initPhysics();
sDemo = demo;
GLint err = glGetError(); GLint err = glGetError();
assert(err==GL_NO_ERROR); assert(err==GL_NO_ERROR);