Added Height Field Fluid Demo to Bullet. All code stored in the Demos/HeightFieldFluidDemo directory for now.

Please see HfFluidDemo.cpp for examples of how to use the height field fluid along with buoyant collision shapes.

The implementation is still lacking in my ways:
1) Need to complete more collision algorithms for buoyant collision shapes
2) Support compound buoyant shapes
3) The buoyancy model isn't that great
4) Fluid volume can be lost over time
This commit is contained in:
john.mccutchan
2009-01-08 22:53:23 +00:00
parent 9b57ba57f7
commit a8ec916af0
44 changed files with 5976 additions and 1183 deletions

View File

@@ -82,7 +82,8 @@ m_sundirection(btVector3(1,-2,1)*1000)
m_profileIterator = CProfileManager::Get_Iterator();
#endif //BT_NO_PROFILE
m_shapeDrawer.enableTexture(true);
m_shapeDrawer = new GL_ShapeDrawer ();
m_shapeDrawer->enableTexture(true);
m_enableshadows = false;
}
@@ -97,9 +98,18 @@ DemoApplication::~DemoApplication()
if (m_shootBoxShape)
delete m_shootBoxShape;
if (m_shapeDrawer)
delete m_shapeDrawer;
}
void DemoApplication::overrideGLShapeDrawer (GL_ShapeDrawer* shapeDrawer)
{
shapeDrawer->enableTexture (m_shapeDrawer->hasTextureEnabled());
delete m_shapeDrawer;
m_shapeDrawer = shapeDrawer;
}
void DemoApplication::myinit(void)
{
@@ -298,7 +308,7 @@ void DemoApplication::keyboardCallback(unsigned char key, int x, int y)
case 'x' : zoomOut(); break;
case 'i' : toggleIdle(); break;
case 'g' : m_enableshadows=!m_enableshadows;break;
case 'u' : m_shapeDrawer.enableTexture(!m_shapeDrawer.enableTexture(false));break;
case 'u' : m_shapeDrawer->enableTexture(!m_shapeDrawer->enableTexture(false));break;
case 'h':
if (m_debugMode & btIDebugDraw::DBG_NoHelpText)
m_debugMode = m_debugMode & (~btIDebugDraw::DBG_NoHelpText);
@@ -510,7 +520,19 @@ void DemoApplication::displayCallback()
}
void DemoApplication::setShootBoxShape ()
{
if (!m_shootBoxShape)
{
//#define TEST_UNIFORM_SCALING_SHAPE 1
#ifdef TEST_UNIFORM_SCALING_SHAPE
btConvexShape* childShape = new btBoxShape(btVector3(1.f,1.f,1.f));
m_shootBoxShape = new btUniformScalingShape(childShape,0.5f);
#else
m_shootBoxShape = new btSphereShape(1.f);//BoxShape(btVector3(1.f,1.f,1.f));
#endif//
}
}
void DemoApplication::shootBox(const btVector3& destination)
{
@@ -523,16 +545,7 @@ void DemoApplication::shootBox(const btVector3& destination)
btVector3 camPos = getCameraPosition();
startTransform.setOrigin(camPos);
if (!m_shootBoxShape)
{
//#define TEST_UNIFORM_SCALING_SHAPE 1
#ifdef TEST_UNIFORM_SCALING_SHAPE
btConvexShape* childShape = new btBoxShape(btVector3(1.f,1.f,1.f));
m_shootBoxShape = new btUniformScalingShape(childShape,0.5f);
#else
m_shootBoxShape = new btSphereShape(1.f);//BoxShape(btVector3(1.f,1.f,1.f));
#endif//
}
setShootBoxShape ();
btRigidBody* body = this->localCreateRigidBody(mass, startTransform,m_shootBoxShape);
@@ -981,9 +994,9 @@ void DemoApplication::renderscene(int pass)
switch(pass)
{
case 0: m_shapeDrawer.drawOpenGL(m,colObj->getCollisionShape(),wireColor,getDebugMode(),aabbMin,aabbMax);break;
case 1: m_shapeDrawer.drawShadow(m,m_sundirection*rot,colObj->getCollisionShape(),aabbMin,aabbMax);break;
case 2: m_shapeDrawer.drawOpenGL(m,colObj->getCollisionShape(),wireColor*0.3,0,aabbMin,aabbMax);break;
case 0: m_shapeDrawer->drawOpenGL(m,colObj->getCollisionShape(),wireColor,getDebugMode(),aabbMin,aabbMax);break;
case 1: m_shapeDrawer->drawShadow(m,m_sundirection*rot,colObj->getCollisionShape(),aabbMin,aabbMax);break;
case 2: m_shapeDrawer->drawOpenGL(m,colObj->getCollisionShape(),wireColor*0.3,0,aabbMin,aabbMax);break;
}
}
}