diff --git a/Demos/UserCollisionAlgorithm/SphereSphereCollisionAlgorithm.cpp b/Demos/UserCollisionAlgorithm/SphereSphereCollisionAlgorithm.cpp new file mode 100644 index 000000000..52beffaef --- /dev/null +++ b/Demos/UserCollisionAlgorithm/SphereSphereCollisionAlgorithm.cpp @@ -0,0 +1,81 @@ +/* +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. +*/ + +#include "SphereSphereCollisionAlgorithm.h" +#include "CollisionDispatch/CollisionDispatcher.h" +#include "CollisionShapes/SphereShape.h" +#include "CollisionDispatch/CollisionObject.h" + +SphereSphereCollisionAlgorithm::SphereSphereCollisionAlgorithm(PersistentManifold* mf,const CollisionAlgorithmConstructionInfo& ci,BroadphaseProxy* proxy0,BroadphaseProxy* proxy1) +: CollisionAlgorithm(ci), +m_ownManifold(false), +m_manifoldPtr(mf) +{ + if (!m_manifoldPtr && m_dispatcher->NeedsCollision(*proxy0,*proxy1)) + { + m_manifoldPtr = m_dispatcher->GetNewManifold(proxy0->m_clientObject,proxy1->m_clientObject); + m_ownManifold = true; + } +} + +SphereSphereCollisionAlgorithm::~SphereSphereCollisionAlgorithm() +{ + if (m_ownManifold) + { + if (m_manifoldPtr) + m_dispatcher->ReleaseManifold(m_manifoldPtr); + } +} + +void SphereSphereCollisionAlgorithm::ProcessCollision (BroadphaseProxy* proxy0,BroadphaseProxy* proxy1,const DispatcherInfo& dispatchInfo) +{ + if (!m_manifoldPtr) + return; + + CollisionObject* col0 = static_cast(proxy0->m_clientObject); + CollisionObject* col1 = static_cast(proxy1->m_clientObject); + SphereShape* sphere0 = (SphereShape*)col0->m_collisionShape; + SphereShape* sphere1 = (SphereShape*)col1->m_collisionShape; + + SimdVector3 diff = col0->m_worldTransform.getOrigin()- col1->m_worldTransform.getOrigin(); + float len = diff.length(); + SimdScalar radius0 = sphere0->GetRadius(); + SimdScalar radius1 = sphere1->GetRadius(); + + ///iff distance positive, don't generate a new contact + if ( len > (radius0+radius1)) + return; + + ///distance (negative means penetration) + SimdScalar dist = len - (radius0+radius1); + + SimdVector3 normalOnSurfaceB = diff / len; + ///point on A (worldspace) + SimdVector3 pos0 = col0->m_worldTransform.getOrigin() - radius0 * normalOnSurfaceB; + ///point on B (worldspace) + SimdVector3 pos1 = col1->m_worldTransform.getOrigin() + radius1* normalOnSurfaceB; + + /// report a contact. internally this will be kept persistent, and contact reduction is done + ManifoldResult* resultOut = m_dispatcher->GetNewManifoldResult(col0,col1,m_manifoldPtr); + resultOut->AddContactPoint(normalOnSurfaceB,pos1,dist); + m_dispatcher->ReleaseManifoldResult(resultOut); + +} + +float SphereSphereCollisionAlgorithm::CalculateTimeOfImpact(BroadphaseProxy* proxy0,BroadphaseProxy* proxy1,const DispatcherInfo& dispatchInfo) +{ + //not yet + return 1.f; +} diff --git a/Demos/UserCollisionAlgorithm/SphereSphereCollisionAlgorithm.h b/Demos/UserCollisionAlgorithm/SphereSphereCollisionAlgorithm.h new file mode 100644 index 000000000..954e9c380 --- /dev/null +++ b/Demos/UserCollisionAlgorithm/SphereSphereCollisionAlgorithm.h @@ -0,0 +1,54 @@ +/* +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. +*/ + +#ifndef SPHERE_SPHERE_COLLISION_ALGORITHM_H +#define SPHERE_SPHERE_COLLISION_ALGORITHM_H + +#include "BroadphaseCollision/CollisionAlgorithm.h" +#include "BroadphaseCollision/BroadphaseProxy.h" +#include "CollisionDispatch/CollisionCreateFunc.h" +class PersistentManifold; + +/// SphereSphereCollisionAlgorithm provides sphere-sphere collision detection. +/// Other features are frame-coherency (persistent data) and collision response. +/// Also provides the most basic sample for custom/user CollisionAlgorithm +class SphereSphereCollisionAlgorithm : public CollisionAlgorithm +{ + bool m_ownManifold; + PersistentManifold* m_manifoldPtr; + +public: + SphereSphereCollisionAlgorithm(const CollisionAlgorithmConstructionInfo& ci) + : CollisionAlgorithm(ci) {} + + virtual void ProcessCollision (BroadphaseProxy* proxy0,BroadphaseProxy* proxy1,const DispatcherInfo& dispatchInfo); + + virtual float CalculateTimeOfImpact(BroadphaseProxy* proxy0,BroadphaseProxy* proxy1,const DispatcherInfo& dispatchInfo); + + SphereSphereCollisionAlgorithm(PersistentManifold* mf,const CollisionAlgorithmConstructionInfo& ci,BroadphaseProxy* proxy0,BroadphaseProxy* proxy1); + + virtual ~SphereSphereCollisionAlgorithm(); + + struct CreateFunc :public CollisionAlgorithmCreateFunc + { + virtual CollisionAlgorithm* CreateCollisionAlgorithm(CollisionAlgorithmConstructionInfo& ci, BroadphaseProxy* proxy0,BroadphaseProxy* proxy1) + { + return new SphereSphereCollisionAlgorithm(0,ci,proxy0,proxy1); + } + }; + +}; + +#endif //SPHERE_SPHERE_COLLISION_ALGORITHM_H \ No newline at end of file diff --git a/Demos/UserCollisionAlgorithm/UserCollisionAlgorithm.cpp b/Demos/UserCollisionAlgorithm/UserCollisionAlgorithm.cpp new file mode 100644 index 000000000..06985eae6 --- /dev/null +++ b/Demos/UserCollisionAlgorithm/UserCollisionAlgorithm.cpp @@ -0,0 +1,214 @@ +/* +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. +*/ + +#include "CcdPhysicsEnvironment.h" +#include "CcdPhysicsController.h" + +#include "CollisionShapes/BoxShape.h" +#include "CollisionShapes/SphereShape.h" + + +#include "CollisionShapes/Simplex1to4Shape.h" +#include "Dynamics/RigidBody.h" +#include "BroadphaseCollision/AxisSweep3.h" + +#include "ConstraintSolver/SequentialImpulseConstraintSolver.h" +#include "CollisionDispatch/CollisionDispatcher.h" +#include "BroadphaseCollision/SimpleBroadphase.h" +#include "CollisionShapes/TriangleMeshShape.h" +#include "CollisionShapes/TriangleIndexVertexArray.h" +#include "CollisionShapes/BvhTriangleMeshShape.h" +#include "CollisionShapes/TriangleMesh.h" +#include "IDebugDraw.h" +#include "GLDebugDrawer.h" +#include "PHY_Pro.h" +#include "UserCollisionAlgorithm.h" +#include "GL_ShapeDrawer.h" +#include "GlutStuff.h" + +//The user defined collision algorithm +#include "SphereSphereCollisionAlgorithm.h" + +GLDebugDrawer debugDrawer; + +static const int NUM_VERTICES = 5; +static const int NUM_TRIANGLES=4; + +SimdVector3 gVertices[NUM_VERTICES]; +int gIndices[NUM_TRIANGLES*3]; +const float TRIANGLE_SIZE=80.f; + + +///User can override this material combiner by implementing gContactAddedCallback and setting body0->m_collisionFlags |= CollisionObject::customMaterialCallback; +inline SimdScalar calculateCombinedFriction(float friction0,float friction1) +{ + SimdScalar friction = friction0 * friction1; + + const SimdScalar MAX_FRICTION = 10.f; + if (friction < -MAX_FRICTION) + friction = -MAX_FRICTION; + if (friction > MAX_FRICTION) + friction = MAX_FRICTION; + return friction; + +} + +inline SimdScalar calculateCombinedRestitution(float restitution0,float restitution1) +{ + return restitution0 * restitution1; +} + + + + + + +int main(int argc,char** argv) +{ + + UserCollisionAlgorithm* userCollisionAlgorithm = new UserCollisionAlgorithm; + userCollisionAlgorithm->initPhysics(); + userCollisionAlgorithm->setCameraDistance(30.f); + + return glutmain(argc, argv,640,480,"Static Concave Mesh Demo",userCollisionAlgorithm); +} + +void UserCollisionAlgorithm::initPhysics() +{ + #define TRISIZE 10.f + + int vertStride = sizeof(SimdVector3); + int indexStride = 3*sizeof(int); + + const int NUM_VERTS_X = 50; + const int NUM_VERTS_Y = 50; + const int totalVerts = NUM_VERTS_X*NUM_VERTS_Y; + + const int totalTriangles = 2*(NUM_VERTS_X-1)*(NUM_VERTS_Y-1); + + SimdVector3* gVertices = new SimdVector3[totalVerts]; + int* gIndices = new int[totalTriangles*3]; + + int i; + + for ( i=0;iRegisterCollisionCreateFunc(SPHERE_SHAPE_PROXYTYPE,SPHERE_SHAPE_PROXYTYPE,new SphereSphereCollisionAlgorithm::CreateFunc); + + + m_physicsEnvironmentPtr = new CcdPhysicsEnvironment(dispatcher,broadphase); + + bool isDynamic = false; + float mass = 0.f; + SimdTransform startTransform; + startTransform.setIdentity(); + startTransform.setOrigin(SimdVector3(0,-2,0)); + + CcdPhysicsController* staticTrimesh = LocalCreatePhysicsObject(isDynamic, mass, startTransform,trimeshShape); + //enable custom material callback + staticTrimesh->GetRigidBody()->m_collisionFlags |= CollisionObject::customMaterialCallback; + + { + for (int i=0;i<10;i++) + { + CollisionShape* sphereShape = new SphereShape(1); + startTransform.setOrigin(SimdVector3(1,2*i,1)); + CcdPhysicsController* boxRigidBody = LocalCreatePhysicsObject(true, 1, startTransform,sphereShape); + } + } + m_physicsEnvironmentPtr->setGravity(-1,-10,1); + + m_physicsEnvironmentPtr->setDebugDrawer(&debugDrawer); +} + +void UserCollisionAlgorithm::clientMoveAndDisplay() +{ + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + float deltaTime = 1.f/60.f; + + m_physicsEnvironmentPtr->proceedDeltaTime(0.f,deltaTime); + + renderme(); + + glFlush(); + glutSwapBuffers(); + +} + +void UserCollisionAlgorithm::clientResetScene() +{ + int numObj = m_physicsEnvironmentPtr->GetNumControllers(); + + //skip ground + for (int i=1;iGetPhysicsController(i); + ctrl->setPosition(1,2*i,1); + ctrl->setOrientation(0,0,0,1); + ctrl->SetLinearVelocity(0,0,0,0); + ctrl->SetAngularVelocity(0,0,0,0); + } +} + + + + +void UserCollisionAlgorithm::displayCallback(void) { + + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + renderme(); + + glFlush(); + glutSwapBuffers(); +} + + diff --git a/Demos/UserCollisionAlgorithm/UserCollisionAlgorithm.h b/Demos/UserCollisionAlgorithm/UserCollisionAlgorithm.h new file mode 100644 index 000000000..7730a98e6 --- /dev/null +++ b/Demos/UserCollisionAlgorithm/UserCollisionAlgorithm.h @@ -0,0 +1,35 @@ +/* +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. +*/ +#ifndef USER_COLLISION_ALGORITHM_DEMO_H +#define USER_COLLISION_ALGORITHM_DEMO_H + +#include "DemoApplication.h" + +///UserCollisionAlgorithmDemo shows how to register and use your own collision algorithm for a certain shape pair type +class UserCollisionAlgorithm : public DemoApplication +{ + public: + + void initPhysics(); + + virtual void clientMoveAndDisplay(); + + virtual void displayCallback(); + + virtual void clientResetScene(); + +}; + +#endif //USER_COLLISION_ALGORITHM_DEMO_H \ No newline at end of file