Added slider constraint demo SliderConstraiintDemo
This commit is contained in:
296
Demos/SliderConstraintDemo/SliderConstraintDemo.cpp
Executable file
296
Demos/SliderConstraintDemo/SliderConstraintDemo.cpp
Executable file
@@ -0,0 +1,296 @@
|
||||
/*
|
||||
Bullet Continuous Collision Detection and Physics Library
|
||||
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
|
||||
|
||||
This software is provided 'as-is', without any express or implied warranty.
|
||||
In no event will the authors be held liable for any damages arising from the use of this software.
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it freely,
|
||||
subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/*
|
||||
Added by Roman Ponomarev (rponom@gmail.com)
|
||||
April 04, 2008
|
||||
*/
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
|
||||
#include "btBulletDynamicsCommon.h"
|
||||
#include "LinearMath/btIDebugDraw.h"
|
||||
|
||||
#include "GLDebugDrawer.h"
|
||||
|
||||
#include "BMF_Api.h"
|
||||
#include <stdio.h> //printf debugging
|
||||
|
||||
#include "SliderConstraintDemo.h"
|
||||
#include "GL_ShapeDrawer.h"
|
||||
#include "GlutStuff.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#define CUBE_HALF_EXTENTS 1.f
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// A couple of sliders
|
||||
static btSliderConstraint *spSlider1, *spSlider2;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
static void draw_axes(const btRigidBody& rb, const btTransform& frame)
|
||||
{
|
||||
glBegin(GL_LINES);
|
||||
// draw world transform
|
||||
btVector3 from = rb.getWorldTransform().getOrigin();
|
||||
btVector3 to = from + rb.getWorldTransform().getBasis() * btVector3(5,0,0);
|
||||
// X in red
|
||||
glColor3f(255.0F, 0.0F, 0.0F);
|
||||
glVertex3d(from.getX(), from.getY(), from.getZ());
|
||||
glVertex3d(to.getX(), to.getY(), to.getZ());
|
||||
to = from + rb.getWorldTransform().getBasis() * btVector3(0,5,0);
|
||||
// Y in green
|
||||
glColor3f(0.0F, 255.0F, 0.0F);
|
||||
glVertex3d(from.getX(), from.getY(), from.getZ());
|
||||
glVertex3d(to.getX(), to.getY(), to.getZ());
|
||||
to = from + rb.getWorldTransform().getBasis() * btVector3(0,0,5);
|
||||
// Z in blue
|
||||
glColor3f(0.0F, 0.0F, 255.0F);
|
||||
glVertex3d(from.getX(), from.getY(), from.getZ());
|
||||
glVertex3d(to.getX(), to.getY(), to.getZ());
|
||||
// draw slider frame
|
||||
btTransform calc_frame = rb.getWorldTransform() * frame;
|
||||
from = calc_frame.getOrigin();
|
||||
to = from + calc_frame.getBasis() * btVector3(10,0,0);
|
||||
// X in red
|
||||
glColor3f(255.0F, 0.0F, 0.0F);
|
||||
glVertex3d(from.getX(), from.getY(), from.getZ());
|
||||
glVertex3d(to.getX(), to.getY(), to.getZ());
|
||||
to = from + calc_frame.getBasis() * btVector3(0,10,0);
|
||||
// Y in green
|
||||
glColor3f(0.0F, 255.0F, 0.0F);
|
||||
glVertex3d(from.getX(), from.getY(), from.getZ());
|
||||
glVertex3d(to.getX(), to.getY(), to.getZ());
|
||||
to = from + calc_frame.getBasis() * btVector3(0,0,10);
|
||||
// Z in blue
|
||||
glColor3f(0.0F, 0.0F, 255.0F);
|
||||
glVertex3d(from.getX(), from.getY(), from.getZ());
|
||||
glVertex3d(to.getX(), to.getY(), to.getZ());
|
||||
glEnd();
|
||||
} // draw_axes()
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
static void drawSlider(btSliderConstraint* pSlider)
|
||||
{
|
||||
draw_axes(pSlider->getRigidBodyA(), pSlider->getFrameOffsetA());
|
||||
draw_axes(pSlider->getRigidBodyB(), pSlider->getFrameOffsetB());
|
||||
// draw limits in white
|
||||
btVector3 from(pSlider->getLowerLinLimit(), 0, 0);
|
||||
btVector3 to(pSlider->getUpperLinLimit(), 0, 0);
|
||||
btTransform trans;
|
||||
if(pSlider->getUseLinearReferenceFrameA())
|
||||
{
|
||||
trans = pSlider->getRigidBodyA().getWorldTransform() * pSlider->getFrameOffsetA();
|
||||
}
|
||||
else
|
||||
{
|
||||
trans = pSlider->getRigidBodyB().getWorldTransform() * pSlider->getFrameOffsetB();
|
||||
}
|
||||
from = trans * from;
|
||||
to = trans * to;
|
||||
glBegin(GL_LINES);
|
||||
glColor3f(255.0F, 255.0F, 255.0F);
|
||||
glVertex3d(from.getX(), from.getY(), from.getZ());
|
||||
glVertex3d(to.getX(), to.getY(), to.getZ());
|
||||
glEnd();
|
||||
} // drawSlider()
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void SliderConstraintDemo::initPhysics()
|
||||
{
|
||||
setCameraDistance(26.f);
|
||||
|
||||
// init world
|
||||
m_collisionConfiguration = new btDefaultCollisionConfiguration();
|
||||
m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
|
||||
btVector3 worldMin(-1000,-1000,-1000);
|
||||
btVector3 worldMax(1000,1000,1000);
|
||||
m_overlappingPairCache = new btAxisSweep3(worldMin,worldMax);
|
||||
m_constraintSolver = new btSequentialImpulseConstraintSolver();
|
||||
btDiscreteDynamicsWorld* wp = new btDiscreteDynamicsWorld(m_dispatcher,m_overlappingPairCache,m_constraintSolver,m_collisionConfiguration);
|
||||
// wp->getSolverInfo().m_numIterations = 20; // default is 10
|
||||
m_dynamicsWorld = wp;
|
||||
|
||||
// add floor
|
||||
btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0,1,0),50);
|
||||
m_collisionShapes.push_back(groundShape);
|
||||
btTransform groundTransform;
|
||||
groundTransform.setIdentity();
|
||||
groundTransform.setOrigin(btVector3(0,-56,0));
|
||||
btRigidBody* groundBody = localCreateRigidBody(0, groundTransform, groundShape);
|
||||
|
||||
// add box shape (will be reused for all bodies)
|
||||
btCollisionShape* shape = new btBoxShape(btVector3(CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS));
|
||||
m_collisionShapes.push_back(shape);
|
||||
// mass of dymamic bodies
|
||||
btScalar mass = btScalar(1.);
|
||||
|
||||
// add dynamic rigid body A1
|
||||
btTransform trans;
|
||||
trans.setIdentity();
|
||||
btVector3 worldPos(0,0,0);
|
||||
trans.setOrigin(worldPos);
|
||||
btRigidBody* pRbA1 = localCreateRigidBody(mass, trans, shape);
|
||||
pRbA1->setActivationState(DISABLE_DEACTIVATION);
|
||||
|
||||
// add dynamic rigid body B1
|
||||
worldPos.setValue(-10,0,0);
|
||||
trans.setOrigin(worldPos);
|
||||
btRigidBody* pRbB1 = localCreateRigidBody(mass, trans, shape);
|
||||
pRbB1->setActivationState(DISABLE_DEACTIVATION);
|
||||
|
||||
// create slider constraint between A1 and B1 and add it to world
|
||||
btTransform frameInA, frameInB;
|
||||
frameInA = btTransform::getIdentity();
|
||||
frameInB = btTransform::getIdentity();
|
||||
|
||||
spSlider1 = new btSliderConstraint(*pRbA1, *pRbB1, frameInA, frameInB, true);
|
||||
spSlider1->setLowerLinLimit(-15.0F);
|
||||
spSlider1->setUpperLinLimit(-5.0F);
|
||||
spSlider1->setLowerAngLimit(-SIMD_PI / 3.0F);
|
||||
spSlider1->setUpperAngLimit( SIMD_PI / 3.0F);
|
||||
|
||||
m_dynamicsWorld->addConstraint(spSlider1, true);
|
||||
|
||||
// add kinematic rigid body A2
|
||||
worldPos.setValue(0,2,0);
|
||||
trans.setOrigin(worldPos);
|
||||
btRigidBody* pRbA2 = localCreateRigidBody(0, trans, shape);
|
||||
pRbA2->setActivationState(DISABLE_DEACTIVATION);
|
||||
|
||||
// add dynamic rigid body B2
|
||||
worldPos.setValue(-10,2,0);
|
||||
trans.setOrigin(worldPos);
|
||||
btRigidBody* pRbB2 = localCreateRigidBody(mass, trans, shape);
|
||||
pRbB2->setActivationState(DISABLE_DEACTIVATION);
|
||||
|
||||
// create slider constraint between A2 and B2 and add it to world
|
||||
spSlider2 = new btSliderConstraint(*pRbA2, *pRbB2, frameInA, frameInB, true);
|
||||
spSlider2->setLowerLinLimit(-15.0F);
|
||||
spSlider2->setUpperLinLimit(-5.0F);
|
||||
spSlider2->setLowerAngLimit(-SIMD_PI / 3.0F);
|
||||
spSlider2->setUpperAngLimit( SIMD_PI / 3.0F);
|
||||
// change default damping and restitution
|
||||
spSlider2->setDampingDirLin(0.005F);
|
||||
spSlider2->setRestitutionLimLin(1.1F);
|
||||
|
||||
m_dynamicsWorld->addConstraint(spSlider2, true);
|
||||
|
||||
} // SliderConstraintDemo::initPhysics()
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
SliderConstraintDemo::~SliderConstraintDemo()
|
||||
{
|
||||
//cleanup in the reverse order of creation/initialization
|
||||
int i;
|
||||
//removed/delete constraints
|
||||
for (i=m_dynamicsWorld->getNumConstraints()-1; i>=0 ;i--)
|
||||
{
|
||||
btTypedConstraint* constraint = m_dynamicsWorld->getConstraint(i);
|
||||
m_dynamicsWorld->removeConstraint(constraint);
|
||||
delete constraint;
|
||||
}
|
||||
//remove the rigidbodies from the dynamics world and delete them
|
||||
for (i=m_dynamicsWorld->getNumCollisionObjects()-1; i>=0 ;i--)
|
||||
{
|
||||
btCollisionObject* obj = m_dynamicsWorld->getCollisionObjectArray()[i];
|
||||
btRigidBody* body = btRigidBody::upcast(obj);
|
||||
if (body && body->getMotionState())
|
||||
{
|
||||
delete body->getMotionState();
|
||||
}
|
||||
m_dynamicsWorld->removeCollisionObject( obj );
|
||||
delete obj;
|
||||
}
|
||||
//delete collision shapes
|
||||
for (int j=0;j<m_collisionShapes.size();j++)
|
||||
{
|
||||
btCollisionShape* shape = m_collisionShapes[j];
|
||||
delete shape;
|
||||
}
|
||||
//delete dynamics world
|
||||
delete m_dynamicsWorld;
|
||||
//delete solver
|
||||
delete m_constraintSolver;
|
||||
//delete broadphase
|
||||
delete m_overlappingPairCache;
|
||||
//delete dispatcher
|
||||
delete m_dispatcher;
|
||||
delete m_collisionConfiguration;
|
||||
} // SliderConstraintDemo::~SliderConstraintDemo()
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void SliderConstraintDemo::clientMoveAndDisplay()
|
||||
{
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
float dt = float(getDeltaTimeMicroseconds()) * 0.000001f;
|
||||
//during idle mode, just run 1 simulation step maximum
|
||||
int maxSimSubSteps = m_idle ? 1 : 1;
|
||||
if(m_idle)
|
||||
{
|
||||
dt = 1.0/420.f;
|
||||
}
|
||||
int numSimSteps = m_dynamicsWorld->stepSimulation(dt,maxSimSubSteps);
|
||||
//optional but useful: debug drawing
|
||||
m_dynamicsWorld->debugDrawWorld();
|
||||
bool verbose = false;
|
||||
if (verbose)
|
||||
{
|
||||
if (!numSimSteps)
|
||||
printf("Interpolated transforms\n");
|
||||
else
|
||||
{
|
||||
if (numSimSteps > maxSimSubSteps)
|
||||
{
|
||||
//detect dropping frames
|
||||
printf("Dropped (%i) simulation steps out of %i\n",numSimSteps - maxSimSubSteps,numSimSteps);
|
||||
} else
|
||||
{
|
||||
printf("Simulated (%i) steps\n",numSimSteps);
|
||||
}
|
||||
}
|
||||
}
|
||||
renderme();
|
||||
drawSlider(spSlider1);
|
||||
drawSlider(spSlider2);
|
||||
glFlush();
|
||||
glutSwapBuffers();
|
||||
} // SliderConstraintDemo::clientMoveAndDisplay()
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void SliderConstraintDemo::displayCallback(void)
|
||||
{
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
if(m_dynamicsWorld)
|
||||
{
|
||||
m_dynamicsWorld->debugDrawWorld();
|
||||
}
|
||||
drawSlider(spSlider1);
|
||||
drawSlider(spSlider2);
|
||||
renderme();
|
||||
glFlush();
|
||||
glutSwapBuffers();
|
||||
} // SliderConstraintDemo::displayCallback()
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
Reference in New Issue
Block a user