example that shows how to register your own collision algorithms.
This commit is contained in:
214
Demos/UserCollisionAlgorithm/UserCollisionAlgorithm.cpp
Normal file
214
Demos/UserCollisionAlgorithm/UserCollisionAlgorithm.cpp
Normal file
@@ -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;i<NUM_VERTS_X;i++)
|
||||
{
|
||||
for (int j=0;j<NUM_VERTS_Y;j++)
|
||||
{
|
||||
gVertices[i+j*NUM_VERTS_X].setValue((i-NUM_VERTS_X*0.5f)*TRIANGLE_SIZE,2.f*sinf((float)i)*cosf((float)j),(j-NUM_VERTS_Y*0.5f)*TRIANGLE_SIZE);
|
||||
}
|
||||
}
|
||||
|
||||
int index=0;
|
||||
for ( i=0;i<NUM_VERTS_X-1;i++)
|
||||
{
|
||||
for (int j=0;j<NUM_VERTS_Y-1;j++)
|
||||
{
|
||||
gIndices[index++] = j*NUM_VERTS_X+i;
|
||||
gIndices[index++] = j*NUM_VERTS_X+i+1;
|
||||
gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
|
||||
|
||||
gIndices[index++] = j*NUM_VERTS_X+i;
|
||||
gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
|
||||
gIndices[index++] = (j+1)*NUM_VERTS_X+i;
|
||||
}
|
||||
}
|
||||
|
||||
TriangleIndexVertexArray* indexVertexArrays = new TriangleIndexVertexArray(totalTriangles,
|
||||
gIndices,
|
||||
indexStride,
|
||||
totalVerts,(float*) &gVertices[0].x(),vertStride);
|
||||
|
||||
CollisionShape* trimeshShape = new BvhTriangleMeshShape(indexVertexArrays);
|
||||
|
||||
|
||||
|
||||
ConstraintSolver* solver = new SequentialImpulseConstraintSolver;
|
||||
|
||||
CollisionDispatcher* dispatcher = new CollisionDispatcher();
|
||||
|
||||
OverlappingPairCache* broadphase = new SimpleBroadphase();
|
||||
dispatcher->RegisterCollisionCreateFunc(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;i<numObj;i++)
|
||||
{
|
||||
CcdPhysicsController* ctrl = m_physicsEnvironmentPtr->GetPhysicsController(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();
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user