Code-style consistency improvement:
Apply clang-format-all.sh using the _clang-format file through all the cpp/.h files. make sure not to apply it to certain serialization structures, since some parser expects the * as part of the name, instead of type. This commit contains no other changes aside from adding and applying clang-format-all.sh
This commit is contained in:
@@ -15,7 +15,7 @@
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#include "Bullet3OpenCL/RigidBody/b3GpuNarrowPhase.h"
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#include "Bullet3Collision/NarrowPhaseCollision/b3Config.h"
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#include "GpuRigidBodyDemoInternalData.h"
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#include"../../Wavefront/tiny_obj_loader.h"
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#include "../../Wavefront/tiny_obj_loader.h"
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#include "Bullet3Common/b3Transform.h"
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#include "Bullet3Collision/NarrowPhaseCollision/b3ConvexUtility.h"
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@@ -27,64 +27,59 @@
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GLInstanceGraphicsShape* createGraphicsShapeFromWavefrontObj(std::vector<tinyobj::shape_t>& shapes)
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{
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b3AlignedObjectArray<GLInstanceVertex>* vertices = new b3AlignedObjectArray<GLInstanceVertex>;
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{
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// int numVertices = obj->vertexCount;
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// int numIndices = 0;
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// int numVertices = obj->vertexCount;
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// int numIndices = 0;
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b3AlignedObjectArray<int>* indicesPtr = new b3AlignedObjectArray<int>;
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for (int s=0;s<shapes.size();s++)
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for (int s = 0; s < shapes.size(); s++)
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{
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tinyobj::shape_t& shape = shapes[s];
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int faceCount = shape.mesh.indices.size();
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for (int f=0;f<faceCount;f+=3)
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for (int f = 0; f < faceCount; f += 3)
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{
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//b3Vector3 normal(face.m_plane[0],face.m_plane[1],face.m_plane[2]);
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if (1)
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{
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b3Vector3 normal=b3MakeVector3(0,1,0);
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b3Vector3 normal = b3MakeVector3(0, 1, 0);
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int vtxBaseIndex = vertices->size();
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indicesPtr->push_back(vtxBaseIndex);
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indicesPtr->push_back(vtxBaseIndex+1);
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indicesPtr->push_back(vtxBaseIndex+2);
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indicesPtr->push_back(vtxBaseIndex + 1);
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indicesPtr->push_back(vtxBaseIndex + 2);
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GLInstanceVertex vtx0;
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vtx0.xyzw[0] = shape.mesh.positions[shape.mesh.indices[f]*3+0];
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vtx0.xyzw[1] = shape.mesh.positions[shape.mesh.indices[f]*3+1];
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vtx0.xyzw[2] = shape.mesh.positions[shape.mesh.indices[f]*3+2];
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vtx0.xyzw[0] = shape.mesh.positions[shape.mesh.indices[f] * 3 + 0];
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vtx0.xyzw[1] = shape.mesh.positions[shape.mesh.indices[f] * 3 + 1];
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vtx0.xyzw[2] = shape.mesh.positions[shape.mesh.indices[f] * 3 + 2];
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vtx0.xyzw[3] = 0.f;
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vtx0.uv[0] = 0.5f;//shape.mesh.positions[shape.mesh.indices[f]*3+2];?
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vtx0.uv[0] = 0.5f; //shape.mesh.positions[shape.mesh.indices[f]*3+2];?
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vtx0.uv[1] = 0.5f;
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GLInstanceVertex vtx1;
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vtx1.xyzw[0] = shape.mesh.positions[shape.mesh.indices[f+1]*3+0];
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vtx1.xyzw[1] = shape.mesh.positions[shape.mesh.indices[f+1]*3+1];
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vtx1.xyzw[2] = shape.mesh.positions[shape.mesh.indices[f+1]*3+2];
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vtx1.xyzw[3]= 0.f;
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vtx1.uv[0] = 0.5f;//obj->textureList[face->vertex_index[1]]->e[0];
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vtx1.uv[1] = 0.5f;//obj->textureList[face->vertex_index[1]]->e[1];
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vtx1.xyzw[0] = shape.mesh.positions[shape.mesh.indices[f + 1] * 3 + 0];
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vtx1.xyzw[1] = shape.mesh.positions[shape.mesh.indices[f + 1] * 3 + 1];
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vtx1.xyzw[2] = shape.mesh.positions[shape.mesh.indices[f + 1] * 3 + 2];
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vtx1.xyzw[3] = 0.f;
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vtx1.uv[0] = 0.5f; //obj->textureList[face->vertex_index[1]]->e[0];
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vtx1.uv[1] = 0.5f; //obj->textureList[face->vertex_index[1]]->e[1];
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GLInstanceVertex vtx2;
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vtx2.xyzw[0] = shape.mesh.positions[shape.mesh.indices[f+2]*3+0];
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vtx2.xyzw[1] = shape.mesh.positions[shape.mesh.indices[f+2]*3+1];
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vtx2.xyzw[2] = shape.mesh.positions[shape.mesh.indices[f+2]*3+2];
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vtx2.xyzw[0] = shape.mesh.positions[shape.mesh.indices[f + 2] * 3 + 0];
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vtx2.xyzw[1] = shape.mesh.positions[shape.mesh.indices[f + 2] * 3 + 1];
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vtx2.xyzw[2] = shape.mesh.positions[shape.mesh.indices[f + 2] * 3 + 2];
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vtx2.xyzw[3] = 0.f;
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vtx2.uv[0] = 0.5f;
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vtx2.uv[1] = 0.5f;
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b3Vector3 v0 = b3MakeVector3(vtx0.xyzw[0], vtx0.xyzw[1], vtx0.xyzw[2]);
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b3Vector3 v1 = b3MakeVector3(vtx1.xyzw[0], vtx1.xyzw[1], vtx1.xyzw[2]);
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b3Vector3 v2 = b3MakeVector3(vtx2.xyzw[0], vtx2.xyzw[1], vtx2.xyzw[2]);
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b3Vector3 v0=b3MakeVector3(vtx0.xyzw[0],vtx0.xyzw[1],vtx0.xyzw[2]);
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b3Vector3 v1=b3MakeVector3(vtx1.xyzw[0],vtx1.xyzw[1],vtx1.xyzw[2]);
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b3Vector3 v2=b3MakeVector3(vtx2.xyzw[0],vtx2.xyzw[1],vtx2.xyzw[2]);
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normal = (v1-v0).cross(v2-v0);
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normal = (v1 - v0).cross(v2 - v0);
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normal.normalize();
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vtx0.normal[0] = normal[0];
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vtx0.normal[1] = normal[1];
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@@ -102,37 +97,30 @@ GLInstanceGraphicsShape* createGraphicsShapeFromWavefrontObj(std::vector<tinyobj
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}
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}
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GLInstanceGraphicsShape* gfxShape = new GLInstanceGraphicsShape;
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gfxShape->m_vertices = vertices;
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gfxShape->m_numvertices = vertices->size();
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gfxShape->m_indices = indicesPtr;
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gfxShape->m_numIndices = indicesPtr->size();
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for (int i=0;i<4;i++)
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gfxShape->m_scaling[i] = 1;//bake the scaling into the vertices
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for (int i = 0; i < 4; i++)
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gfxShape->m_scaling[i] = 1; //bake the scaling into the vertices
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return gfxShape;
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}
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}
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void ConcaveScene::createConcaveMesh(const ConstructionInfo& ci, const char* fileName, const b3Vector3& shift, const b3Vector3& scaling)
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{
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char relativeFileName[1024];
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const char* prefix[]={"./data/","../data/","../../data/","../../../data/","../../../../data/"};
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int prefixIndex=-1;
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const char* prefix[] = {"./data/", "../data/", "../../data/", "../../../data/", "../../../../data/"};
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int prefixIndex = -1;
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{
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int numPrefixes = sizeof(prefix) / sizeof(char*);
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int numPrefixes = sizeof(prefix)/sizeof(char*);
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for (int i=0;i<numPrefixes;i++)
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for (int i = 0; i < numPrefixes; i++)
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{
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FILE* f = 0;
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sprintf(relativeFileName,"%s%s",prefix[i],fileName);
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f = fopen(relativeFileName,"r");
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sprintf(relativeFileName, "%s%s", prefix[i], fileName);
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f = fopen(relativeFileName, "r");
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if (f)
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{
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fclose(f);
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@@ -142,120 +130,105 @@ void ConcaveScene::createConcaveMesh(const ConstructionInfo& ci, const char* fil
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}
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}
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if (prefixIndex<0)
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if (prefixIndex < 0)
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return;
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int index=10;
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int index = 10;
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{
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std::vector<tinyobj::shape_t> shapes;
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std::string err = tinyobj::LoadObj(shapes, relativeFileName, prefix[prefixIndex]);
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GLInstanceGraphicsShape* shape = createGraphicsShapeFromWavefrontObj(shapes);
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b3AlignedObjectArray<b3Vector3> verts;
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for (int i=0;i<shape->m_numvertices;i++)
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for (int i = 0; i < shape->m_numvertices; i++)
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{
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for (int j=0;j<3;j++)
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for (int j = 0; j < 3; j++)
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shape->m_vertices->at(i).xyzw[j] += shift[j];
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b3Vector3 vtx=b3MakeVector3(shape->m_vertices->at(i).xyzw[0],
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shape->m_vertices->at(i).xyzw[1],
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shape->m_vertices->at(i).xyzw[2]);
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verts.push_back(vtx*scaling);
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b3Vector3 vtx = b3MakeVector3(shape->m_vertices->at(i).xyzw[0],
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shape->m_vertices->at(i).xyzw[1],
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shape->m_vertices->at(i).xyzw[2]);
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verts.push_back(vtx * scaling);
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}
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int colIndex = m_data->m_np->registerConcaveMesh(&verts,shape->m_indices,b3MakeVector3(1,1,1));
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int colIndex = m_data->m_np->registerConcaveMesh(&verts, shape->m_indices, b3MakeVector3(1, 1, 1));
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{
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int strideInBytes = 9*sizeof(float);
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int numVertices = sizeof(cube_vertices)/strideInBytes;
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int numIndices = sizeof(cube_indices)/sizeof(int);
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int strideInBytes = 9 * sizeof(float);
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int numVertices = sizeof(cube_vertices) / strideInBytes;
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int numIndices = sizeof(cube_indices) / sizeof(int);
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//int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices);
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//int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices);
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int shapeId = ci.m_instancingRenderer->registerShape(&shape->m_vertices->at(0).xyzw[0], shape->m_numvertices, &shape->m_indices->at(0), shape->m_numIndices);
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b3Quaternion orn(0,0,0,1);
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b3Vector4 color=b3MakeVector4(0.3,0.3,1,1.f);//0.5);//1.f
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b3Quaternion orn(0, 0, 0, 1);
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b3Vector4 color = b3MakeVector4(0.3, 0.3, 1, 1.f); //0.5);//1.f
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{
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float mass = 0.f;
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b3Vector3 position=b3MakeVector3(0,0,0);
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int id = ci.m_instancingRenderer->registerGraphicsInstance(shapeId,position,orn,color,scaling);
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int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(mass,position,orn,colIndex,index,false);
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b3Vector3 position = b3MakeVector3(0, 0, 0);
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int id = ci.m_instancingRenderer->registerGraphicsInstance(shapeId, position, orn, color, scaling);
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int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(mass, position, orn, colIndex, index, false);
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index++;
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}
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delete shape->m_indices;
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delete shape->m_vertices;
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delete shape;
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}
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}
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}
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void ConcaveScene::setupScene(const ConstructionInfo& ci)
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{
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if (1)
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{
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//char* fileName = "slopedPlane100.obj";
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//char* fileName = "plane100.obj";
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// char* fileName = "plane100.obj";
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//char* fileName = "plane100.obj";
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// char* fileName = "plane100.obj";
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//char* fileName = "teddy.obj";//"plane.obj";
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// char* fileName = "sponza_closed.obj";//"plane.obj";
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//char* fileName = "leoTest1.obj";
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const char* fileName = "samurai_monastry.obj";
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// char* fileName = "teddy2_VHACD_CHs.obj";
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//char* fileName = "teddy.obj";//"plane.obj";
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// char* fileName = "sponza_closed.obj";//"plane.obj";
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//char* fileName = "leoTest1.obj";
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const char* fileName = "samurai_monastry.obj";
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// char* fileName = "teddy2_VHACD_CHs.obj";
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b3Vector3 shift1=b3MakeVector3(0,0,0);//0,230,80);//150,-100,-120);
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b3Vector3 shift1 = b3MakeVector3(0, 0, 0); //0,230,80);//150,-100,-120);
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b3Vector4 scaling=b3MakeVector4(10,10,10,1);
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b3Vector4 scaling = b3MakeVector4(10, 10, 10, 1);
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// createConcaveMesh(ci,"plane100.obj",shift1,scaling);
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// createConcaveMesh(ci,"plane100.obj",shift1,scaling);
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//createConcaveMesh(ci,"plane100.obj",shift,scaling);
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// b3Vector3 shift2(0,0,0);//0,230,80);//150,-100,-120);
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// createConcaveMesh(ci,"teddy.obj",shift2,scaling);
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// b3Vector3 shift2(0,0,0);//0,230,80);//150,-100,-120);
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// createConcaveMesh(ci,"teddy.obj",shift2,scaling);
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// b3Vector3 shift3(130,-150,-75);//0,230,80);//150,-100,-120);
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// createConcaveMesh(ci,"leoTest1.obj",shift3,scaling);
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createConcaveMesh(ci,fileName,shift1,scaling);
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} else
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// b3Vector3 shift3(130,-150,-75);//0,230,80);//150,-100,-120);
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// createConcaveMesh(ci,"leoTest1.obj",shift3,scaling);
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createConcaveMesh(ci, fileName, shift1, scaling);
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}
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else
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{
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int strideInBytes = 9*sizeof(float);
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int numVertices = sizeof(cube_vertices)/strideInBytes;
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int numIndices = sizeof(cube_indices)/sizeof(int);
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int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices);
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int group=1;
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int mask=1;
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int index=0;
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int strideInBytes = 9 * sizeof(float);
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int numVertices = sizeof(cube_vertices) / strideInBytes;
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int numIndices = sizeof(cube_indices) / sizeof(int);
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int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0], numVertices, cube_indices, numIndices);
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int group = 1;
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int mask = 1;
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int index = 0;
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{
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b3Vector4 scaling=b3MakeVector4(400,1.,400,1);
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int colIndex = m_data->m_np->registerConvexHullShape(&cube_vertices[0],strideInBytes,numVertices, scaling);
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b3Vector3 position=b3MakeVector3(0,-2,0);
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b3Quaternion orn(0,0,0,1);
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b3Vector4 scaling = b3MakeVector4(400, 1., 400, 1);
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int colIndex = m_data->m_np->registerConvexHullShape(&cube_vertices[0], strideInBytes, numVertices, scaling);
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b3Vector3 position = b3MakeVector3(0, -2, 0);
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b3Quaternion orn(0, 0, 0, 1);
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b3Vector4 color=b3MakeVector4(0,0,1,1);
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int id = ci.m_instancingRenderer->registerGraphicsInstance(shapeId,position,orn,color,scaling);
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int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(0.f,position,orn,colIndex,index,false);
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b3Vector4 color = b3MakeVector4(0, 0, 1, 1);
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int id = ci.m_instancingRenderer->registerGraphicsInstance(shapeId, position, orn, color, scaling);
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int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(0.f, position, orn, colIndex, index, false);
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}
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}
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@@ -263,77 +236,72 @@ void ConcaveScene::setupScene(const ConstructionInfo& ci)
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m_data->m_rigidBodyPipeline->writeAllInstancesToGpu();
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float camPos[4]={0,0,0,0};//65.5,4.5,65.5,0};
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float camPos[4] = {0, 0, 0, 0}; //65.5,4.5,65.5,0};
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//float camPos[4]={1,12.5,1.5,0};
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m_instancingRenderer->setCameraPitch(45);
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m_instancingRenderer->setCameraTargetPosition(camPos);
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m_instancingRenderer->setCameraDistance(355);
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char msg[1024];
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int numInstances = m_data->m_rigidBodyPipeline->getNumBodies();
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sprintf(msg,"Num objects = %d",numInstances);
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sprintf(msg, "Num objects = %d", numInstances);
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if (ci.m_gui)
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ci.m_gui->setStatusBarMessage(msg,true);
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ci.m_gui->setStatusBarMessage(msg, true);
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}
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void ConcaveScene::createDynamicObjects(const ConstructionInfo& ci)
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{
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int strideInBytes = 9*sizeof(float);
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int numVertices = sizeof(cube_vertices)/strideInBytes;
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int numIndices = sizeof(cube_indices)/sizeof(int);
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int strideInBytes = 9 * sizeof(float);
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int numVertices = sizeof(cube_vertices) / strideInBytes;
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int numIndices = sizeof(cube_indices) / sizeof(int);
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//int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices);
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int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices);
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int group=1;
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int mask=1;
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int index=0;
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int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0], numVertices, cube_indices, numIndices);
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int group = 1;
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int mask = 1;
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int index = 0;
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if (1)
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{
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int curColor = 0;
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b3Vector4 colors[4] =
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{
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b3MakeVector4(1,1,1,1),
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b3MakeVector4(1,1,0.3,1),
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b3MakeVector4(0.3,1,1,1),
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b3MakeVector4(0.3,0.3,1,1),
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};
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{
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b3MakeVector4(1, 1, 1, 1),
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b3MakeVector4(1, 1, 0.3, 1),
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b3MakeVector4(0.3, 1, 1, 1),
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b3MakeVector4(0.3, 0.3, 1, 1),
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};
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|
||||
b3ConvexUtility* utilPtr = new b3ConvexUtility();
|
||||
b3Vector4 scaling=b3MakeVector4(1,1,1,1);
|
||||
b3Vector4 scaling = b3MakeVector4(1, 1, 1, 1);
|
||||
|
||||
{
|
||||
b3AlignedObjectArray<b3Vector3> verts;
|
||||
|
||||
unsigned char* vts = (unsigned char*) cube_vertices;
|
||||
for (int i=0;i<numVertices;i++)
|
||||
unsigned char* vts = (unsigned char*)cube_vertices;
|
||||
for (int i = 0; i < numVertices; i++)
|
||||
{
|
||||
float* vertex = (float*) &vts[i*strideInBytes];
|
||||
verts.push_back(b3MakeVector3(vertex[0]*scaling[0],vertex[1]*scaling[1],vertex[2]*scaling[2]));
|
||||
float* vertex = (float*)&vts[i * strideInBytes];
|
||||
verts.push_back(b3MakeVector3(vertex[0] * scaling[0], vertex[1] * scaling[1], vertex[2] * scaling[2]));
|
||||
}
|
||||
|
||||
bool merge = true;
|
||||
if (numVertices)
|
||||
{
|
||||
utilPtr->initializePolyhedralFeatures(&verts[0],verts.size(),merge);
|
||||
utilPtr->initializePolyhedralFeatures(&verts[0], verts.size(), merge);
|
||||
}
|
||||
}
|
||||
|
||||
// int colIndex = m_data->m_np->registerConvexHullShape(&cube_vertices[0],strideInBytes,numVertices, scaling);
|
||||
// int colIndex = m_data->m_np->registerConvexHullShape(&cube_vertices[0],strideInBytes,numVertices, scaling);
|
||||
|
||||
int colIndex=-1;
|
||||
int colIndex = -1;
|
||||
if (ci.m_useInstancedCollisionShapes)
|
||||
colIndex = m_data->m_np->registerConvexHullShape(utilPtr);
|
||||
|
||||
for (int i=0;i<ci.arraySizeX;i++)
|
||||
for (int i = 0; i < ci.arraySizeX; i++)
|
||||
{
|
||||
|
||||
for (int j=0;j<ci.arraySizeY;j++)
|
||||
for (int j = 0; j < ci.arraySizeY; j++)
|
||||
{
|
||||
for (int k=0;k<ci.arraySizeZ;k++)
|
||||
for (int k = 0; k < ci.arraySizeZ; k++)
|
||||
{
|
||||
if (!ci.m_useInstancedCollisionShapes)
|
||||
colIndex = m_data->m_np->registerConvexHullShape(utilPtr);
|
||||
@@ -341,62 +309,55 @@ void ConcaveScene::createDynamicObjects(const ConstructionInfo& ci)
|
||||
float mass = 1;
|
||||
|
||||
//b3Vector3 position(-2*ci.gapX+i*ci.gapX,25+j*ci.gapY,-2*ci.gapZ+k*ci.gapZ);
|
||||
b3Vector3 position=b3MakeVector3(-(ci.arraySizeX/2)*CONCAVE_GAPX+i*CONCAVE_GAPX,
|
||||
23+j*CONCAVE_GAPY,
|
||||
-(ci.arraySizeZ/2)*CONCAVE_GAPZ+k*CONCAVE_GAPZ);
|
||||
b3Quaternion orn(0,0,0,1);
|
||||
b3Vector3 position = b3MakeVector3(-(ci.arraySizeX / 2) * CONCAVE_GAPX + i * CONCAVE_GAPX,
|
||||
23 + j * CONCAVE_GAPY,
|
||||
-(ci.arraySizeZ / 2) * CONCAVE_GAPZ + k * CONCAVE_GAPZ);
|
||||
b3Quaternion orn(0, 0, 0, 1);
|
||||
|
||||
b3Vector4 color = colors[curColor];
|
||||
curColor++;
|
||||
curColor&=3;
|
||||
curColor &= 3;
|
||||
|
||||
int id = ci.m_instancingRenderer->registerGraphicsInstance(shapeId,position,orn,color,scaling);
|
||||
int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(mass,position,orn,colIndex,index,false);
|
||||
int id = ci.m_instancingRenderer->registerGraphicsInstance(shapeId, position, orn, color, scaling);
|
||||
int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(mass, position, orn, colIndex, index, false);
|
||||
|
||||
index++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void ConcaveCompoundScene::setupScene(const ConstructionInfo& ci)
|
||||
{
|
||||
ConcaveScene::setupScene(ci);
|
||||
|
||||
float camPos[4]={0,50,0,0};//65.5,4.5,65.5,0};
|
||||
float camPos[4] = {0, 50, 0, 0}; //65.5,4.5,65.5,0};
|
||||
//float camPos[4]={1,12.5,1.5,0};
|
||||
m_instancingRenderer->setCameraPitch(45);
|
||||
m_instancingRenderer->setCameraTargetPosition(camPos);
|
||||
m_instancingRenderer->setCameraDistance(40);
|
||||
|
||||
|
||||
}
|
||||
|
||||
void ConcaveCompound2Scene::createDynamicObjects(const ConstructionInfo& ci)
|
||||
{
|
||||
|
||||
const char* fileName = "teddy2_VHACD_CHs.obj";
|
||||
//char* fileName = "cube_offset.obj";
|
||||
|
||||
|
||||
b3Vector3 shift=b3MakeVector3(0,0,0);//0,230,80);//150,-100,-120);
|
||||
b3Vector4 scaling=b3MakeVector4(1,1,1,1);
|
||||
const char* prefix[]={"./data/","../data/","../../data/","../../../data/","../../../../data/"};
|
||||
int prefixIndex=-1;
|
||||
b3Vector3 shift = b3MakeVector3(0, 0, 0); //0,230,80);//150,-100,-120);
|
||||
b3Vector4 scaling = b3MakeVector4(1, 1, 1, 1);
|
||||
const char* prefix[] = {"./data/", "../data/", "../../data/", "../../../data/", "../../../../data/"};
|
||||
int prefixIndex = -1;
|
||||
|
||||
char relativeFileName[1024];
|
||||
{
|
||||
int numPrefixes = sizeof(prefix) / sizeof(char*);
|
||||
|
||||
int numPrefixes = sizeof(prefix)/sizeof(char*);
|
||||
|
||||
for (int i=0;i<numPrefixes;i++)
|
||||
for (int i = 0; i < numPrefixes; i++)
|
||||
{
|
||||
|
||||
sprintf(relativeFileName,"%s%s",prefix[i],fileName);
|
||||
sprintf(relativeFileName, "%s%s", prefix[i], fileName);
|
||||
FILE* f = 0;
|
||||
f = fopen(relativeFileName,"r");
|
||||
f = fopen(relativeFileName, "r");
|
||||
if (f)
|
||||
{
|
||||
prefixIndex = i;
|
||||
@@ -406,29 +367,23 @@ void ConcaveCompound2Scene::createDynamicObjects(const ConstructionInfo& ci)
|
||||
}
|
||||
}
|
||||
|
||||
if (prefixIndex<0)
|
||||
if (prefixIndex < 0)
|
||||
return;
|
||||
|
||||
std::vector<tinyobj::shape_t> shapes;
|
||||
std::string err = tinyobj::LoadObj(shapes, relativeFileName, prefix[prefixIndex]);
|
||||
|
||||
|
||||
if (shapes.size()>0)
|
||||
if (shapes.size() > 0)
|
||||
{
|
||||
|
||||
|
||||
int strideInBytes = 9*sizeof(float);
|
||||
int strideInBytes = 9 * sizeof(float);
|
||||
|
||||
b3AlignedObjectArray<GLInstanceVertex> vertexArray;
|
||||
b3AlignedObjectArray<int> indexArray;
|
||||
|
||||
|
||||
|
||||
|
||||
//int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices);
|
||||
int group=1;
|
||||
int mask=1;
|
||||
int index=0;
|
||||
int group = 1;
|
||||
int mask = 1;
|
||||
int index = 0;
|
||||
int colIndex = 0;
|
||||
|
||||
b3AlignedObjectArray<GLInstanceVertex> vertices;
|
||||
@@ -436,29 +391,24 @@ void ConcaveCompound2Scene::createDynamicObjects(const ConstructionInfo& ci)
|
||||
b3Assert(stride2 == strideInBytes);
|
||||
|
||||
{
|
||||
|
||||
|
||||
b3AlignedObjectArray<b3GpuChildShape> childShapes;
|
||||
|
||||
int numChildShapes = shapes.size();
|
||||
|
||||
for (int i=0;i<numChildShapes;i++)
|
||||
// int i=4;
|
||||
for (int i = 0; i < numChildShapes; i++)
|
||||
// int i=4;
|
||||
{
|
||||
tinyobj::shape_t& shape = shapes[i];
|
||||
|
||||
int numVertices = shape.mesh.positions.size()/3;
|
||||
int numFaces = shape.mesh.indices.size()/3;
|
||||
|
||||
|
||||
|
||||
int numVertices = shape.mesh.positions.size() / 3;
|
||||
int numFaces = shape.mesh.indices.size() / 3;
|
||||
|
||||
//for now, only support polyhedral child shapes
|
||||
b3GpuChildShape child;
|
||||
|
||||
b3Vector3 pos=b3MakeVector3(0,0,0);
|
||||
b3Quaternion orn(0,0,0,1);
|
||||
for (int v=0;v<4;v++)
|
||||
b3Vector3 pos = b3MakeVector3(0, 0, 0);
|
||||
b3Quaternion orn(0, 0, 0, 1);
|
||||
for (int v = 0; v < 4; v++)
|
||||
{
|
||||
child.m_childPosition[v] = pos[v];
|
||||
child.m_childOrientation[v] = orn[v];
|
||||
@@ -471,61 +421,58 @@ void ConcaveCompound2Scene::createDynamicObjects(const ConstructionInfo& ci)
|
||||
|
||||
int baseIndex = vertexArray.size();
|
||||
|
||||
for (int f=0;f<numFaces;f++)
|
||||
for (int f = 0; f < numFaces; f++)
|
||||
{
|
||||
for (int i=0;i<3;i++)
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
indexArray.push_back(baseIndex+shape.mesh.indices[f*3+i]);
|
||||
indexArray.push_back(baseIndex + shape.mesh.indices[f * 3 + i]);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
b3Vector3 center=b3MakeVector3(0,0,0);
|
||||
b3Vector3 center = b3MakeVector3(0, 0, 0);
|
||||
|
||||
b3AlignedObjectArray<GLInstanceVertex> tmpVertices;
|
||||
//add transformed graphics vertices and indices
|
||||
b3Vector3 myScaling=b3MakeVector3(50,50,50);//300,300,300);
|
||||
for (int v=0;v<numVertices;v++)
|
||||
b3Vector3 myScaling = b3MakeVector3(50, 50, 50); //300,300,300);
|
||||
for (int v = 0; v < numVertices; v++)
|
||||
{
|
||||
GLInstanceVertex vert;
|
||||
|
||||
|
||||
|
||||
vert.uv[0] = 0.5f;
|
||||
vert.uv[1] = 0.5f;
|
||||
vert.normal[0]=0.f;
|
||||
vert.normal[1]=1.f;
|
||||
vert.normal[2]=0.f;
|
||||
vert.normal[0] = 0.f;
|
||||
vert.normal[1] = 1.f;
|
||||
vert.normal[2] = 0.f;
|
||||
b3Vector3 vertPos;
|
||||
vertPos[0] = shape.mesh.positions[v*3+0]*myScaling[0];
|
||||
vertPos[1] = shape.mesh.positions[v*3+1]*myScaling[1];
|
||||
vertPos[2] = shape.mesh.positions[v*3+2]*myScaling[2];
|
||||
vertPos[3] =0.f;
|
||||
center+=vertPos;
|
||||
vertPos[0] = shape.mesh.positions[v * 3 + 0] * myScaling[0];
|
||||
vertPos[1] = shape.mesh.positions[v * 3 + 1] * myScaling[1];
|
||||
vertPos[2] = shape.mesh.positions[v * 3 + 2] * myScaling[2];
|
||||
vertPos[3] = 0.f;
|
||||
center += vertPos;
|
||||
}
|
||||
|
||||
center/=numVertices;
|
||||
center /= numVertices;
|
||||
|
||||
for (int v=0;v<numVertices;v++)
|
||||
for (int v = 0; v < numVertices; v++)
|
||||
{
|
||||
GLInstanceVertex vert;
|
||||
vert.uv[0] = 0.5f;
|
||||
vert.uv[1] = 0.5f;
|
||||
vert.normal[0]=0.f;
|
||||
vert.normal[1]=1.f;
|
||||
vert.normal[2]=0.f;
|
||||
vert.normal[0] = 0.f;
|
||||
vert.normal[1] = 1.f;
|
||||
vert.normal[2] = 0.f;
|
||||
b3Vector3 vertPos;
|
||||
vertPos[0] = shape.mesh.positions[v*3+0]*myScaling[0];
|
||||
vertPos[1] = shape.mesh.positions[v*3+1]*myScaling[1];
|
||||
vertPos[2] = shape.mesh.positions[v*3+2]*myScaling[2];
|
||||
vertPos[3] =0.f;
|
||||
// vertPos-=center;
|
||||
vertPos[0] = shape.mesh.positions[v * 3 + 0] * myScaling[0];
|
||||
vertPos[1] = shape.mesh.positions[v * 3 + 1] * myScaling[1];
|
||||
vertPos[2] = shape.mesh.positions[v * 3 + 2] * myScaling[2];
|
||||
vertPos[3] = 0.f;
|
||||
// vertPos-=center;
|
||||
vert.xyzw[0] = vertPos[0];
|
||||
vert.xyzw[1] = vertPos[1];
|
||||
vert.xyzw[2] = vertPos[2];
|
||||
|
||||
tmpVertices.push_back(vert);
|
||||
b3Vector3 newPos = tr*vertPos;
|
||||
b3Vector3 newPos = tr * vertPos;
|
||||
vert.xyzw[0] = newPos[0];
|
||||
vert.xyzw[1] = newPos[1];
|
||||
vert.xyzw[2] = newPos[2];
|
||||
@@ -533,75 +480,69 @@ void ConcaveCompound2Scene::createDynamicObjects(const ConstructionInfo& ci)
|
||||
vertexArray.push_back(vert);
|
||||
}
|
||||
|
||||
|
||||
int childColIndex = m_data->m_np->registerConvexHullShape(&tmpVertices[0].xyzw[0],strideInBytes,numVertices, scaling);
|
||||
int childColIndex = m_data->m_np->registerConvexHullShape(&tmpVertices[0].xyzw[0], strideInBytes, numVertices, scaling);
|
||||
child.m_shapeIndex = childColIndex;
|
||||
childShapes.push_back(child);
|
||||
colIndex = childColIndex;
|
||||
}
|
||||
colIndex= m_data->m_np->registerCompoundShape(&childShapes);
|
||||
|
||||
colIndex = m_data->m_np->registerCompoundShape(&childShapes);
|
||||
}
|
||||
|
||||
//int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices);
|
||||
int shapeId = ci.m_instancingRenderer->registerShape(&vertexArray[0].xyzw[0],vertexArray.size(),&indexArray[0],indexArray.size());
|
||||
int shapeId = ci.m_instancingRenderer->registerShape(&vertexArray[0].xyzw[0], vertexArray.size(), &indexArray[0], indexArray.size());
|
||||
|
||||
b3Vector4 colors[4] =
|
||||
{
|
||||
b3MakeVector4(1,0,0,1),
|
||||
b3MakeVector4(0,1,0,1),
|
||||
b3MakeVector4(0,0,1,1),
|
||||
b3MakeVector4(0,1,1,1),
|
||||
};
|
||||
{
|
||||
b3MakeVector4(1, 0, 0, 1),
|
||||
b3MakeVector4(0, 1, 0, 1),
|
||||
b3MakeVector4(0, 0, 1, 1),
|
||||
b3MakeVector4(0, 1, 1, 1),
|
||||
};
|
||||
|
||||
int curColor = 0;
|
||||
for (int i=0;i<1;i++)//ci.arraySizeX;i++)
|
||||
for (int i = 0; i < 1; i++) //ci.arraySizeX;i++)
|
||||
{
|
||||
for (int j=0;j<4;j++)
|
||||
for (int j = 0; j < 4; j++)
|
||||
{
|
||||
// for (int k=0;k<ci.arraySizeZ;k++)
|
||||
int k=0;
|
||||
// for (int k=0;k<ci.arraySizeZ;k++)
|
||||
int k = 0;
|
||||
{
|
||||
float mass = 1;//j==0? 0.f : 1.f;
|
||||
float mass = 1; //j==0? 0.f : 1.f;
|
||||
|
||||
//b3Vector3 position(i*10*ci.gapX,j*ci.gapY,k*10*ci.gapZ);
|
||||
b3Vector3 position=b3MakeVector3(i*10*ci.gapX,10+j*10*ci.gapY,k*10*ci.gapZ);
|
||||
b3Vector3 position = b3MakeVector3(i * 10 * ci.gapX, 10 + j * 10 * ci.gapY, k * 10 * ci.gapZ);
|
||||
|
||||
// b3Quaternion orn(0,0,0,1);
|
||||
b3Quaternion orn(b3MakeVector3(0,0,1),1.8);
|
||||
// b3Quaternion orn(0,0,0,1);
|
||||
b3Quaternion orn(b3MakeVector3(0, 0, 1), 1.8);
|
||||
|
||||
b3Vector4 color = colors[curColor];
|
||||
curColor++;
|
||||
curColor&=3;
|
||||
b3Vector4 scaling=b3MakeVector4(1,1,1,1);
|
||||
int id = ci.m_instancingRenderer->registerGraphicsInstance(shapeId,position,orn,color,scaling);
|
||||
int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(mass,position,orn,colIndex,index,false);
|
||||
curColor &= 3;
|
||||
b3Vector4 scaling = b3MakeVector4(1, 1, 1, 1);
|
||||
int id = ci.m_instancingRenderer->registerGraphicsInstance(shapeId, position, orn, color, scaling);
|
||||
int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(mass, position, orn, colIndex, index, false);
|
||||
|
||||
index++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void ConcaveCompoundScene::createDynamicObjects(const ConstructionInfo& ci)
|
||||
{
|
||||
|
||||
int strideInBytes = 9*sizeof(float);
|
||||
int numVertices = sizeof(cube_vertices)/strideInBytes;
|
||||
int numIndices = sizeof(cube_indices)/sizeof(int);
|
||||
int strideInBytes = 9 * sizeof(float);
|
||||
int numVertices = sizeof(cube_vertices) / strideInBytes;
|
||||
int numIndices = sizeof(cube_indices) / sizeof(int);
|
||||
|
||||
b3AlignedObjectArray<GLInstanceVertex> vertexArray;
|
||||
b3AlignedObjectArray<int> indexArray;
|
||||
|
||||
|
||||
//int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices);
|
||||
int group=1;
|
||||
int mask=1;
|
||||
int index=0;
|
||||
float scaling[4] = {1,1,1,1};
|
||||
int group = 1;
|
||||
int mask = 1;
|
||||
int index = 0;
|
||||
float scaling[4] = {1, 1, 1, 1};
|
||||
int colIndex = 0;
|
||||
|
||||
GLInstanceVertex* cubeVerts = (GLInstanceVertex*)&cube_vertices[0];
|
||||
@@ -609,25 +550,23 @@ void ConcaveCompoundScene::createDynamicObjects(const ConstructionInfo& ci)
|
||||
b3Assert(stride2 == strideInBytes);
|
||||
|
||||
{
|
||||
int childColIndex = m_data->m_np->registerConvexHullShape(&cube_vertices[0],strideInBytes,numVertices, scaling);
|
||||
int childColIndex = m_data->m_np->registerConvexHullShape(&cube_vertices[0], strideInBytes, numVertices, scaling);
|
||||
|
||||
|
||||
b3Vector3 childPositions[3] = {
|
||||
b3MakeVector3(0,-2,0),
|
||||
b3MakeVector3(0,0,0),
|
||||
b3MakeVector3(0,0,2)
|
||||
};
|
||||
b3Vector3 childPositions[3] = {
|
||||
b3MakeVector3(0, -2, 0),
|
||||
b3MakeVector3(0, 0, 0),
|
||||
b3MakeVector3(0, 0, 2)};
|
||||
|
||||
b3AlignedObjectArray<b3GpuChildShape> childShapes;
|
||||
int numChildShapes = 3;
|
||||
for (int i=0;i<numChildShapes;i++)
|
||||
for (int i = 0; i < numChildShapes; i++)
|
||||
{
|
||||
//for now, only support polyhedral child shapes
|
||||
b3GpuChildShape child;
|
||||
child.m_shapeIndex = childColIndex;
|
||||
b3Vector3 pos = childPositions[i];
|
||||
b3Quaternion orn(0,0,0,1);
|
||||
for (int v=0;v<4;v++)
|
||||
b3Quaternion orn(0, 0, 0, 1);
|
||||
for (int v = 0; v < 4; v++)
|
||||
{
|
||||
child.m_childPosition[v] = pos[v];
|
||||
child.m_childOrientation[v] = orn[v];
|
||||
@@ -639,58 +578,56 @@ b3Vector3 childPositions[3] = {
|
||||
tr.setRotation(orn);
|
||||
|
||||
int baseIndex = vertexArray.size();
|
||||
for (int j=0;j<numIndices;j++)
|
||||
indexArray.push_back(cube_indices[j]+baseIndex);
|
||||
for (int j = 0; j < numIndices; j++)
|
||||
indexArray.push_back(cube_indices[j] + baseIndex);
|
||||
|
||||
//add transformed graphics vertices and indices
|
||||
for (int v=0;v<numVertices;v++)
|
||||
for (int v = 0; v < numVertices; v++)
|
||||
{
|
||||
GLInstanceVertex vert = cubeVerts[v];
|
||||
b3Vector3 vertPos=b3MakeVector3(vert.xyzw[0],vert.xyzw[1],vert.xyzw[2]);
|
||||
b3Vector3 newPos = tr*vertPos;
|
||||
b3Vector3 vertPos = b3MakeVector3(vert.xyzw[0], vert.xyzw[1], vert.xyzw[2]);
|
||||
b3Vector3 newPos = tr * vertPos;
|
||||
vert.xyzw[0] = newPos[0];
|
||||
vert.xyzw[1] = newPos[1];
|
||||
vert.xyzw[2] = newPos[2];
|
||||
vert.xyzw[3] = 0.f;
|
||||
vertexArray.push_back(vert);
|
||||
}
|
||||
|
||||
}
|
||||
colIndex= m_data->m_np->registerCompoundShape(&childShapes);
|
||||
|
||||
colIndex = m_data->m_np->registerCompoundShape(&childShapes);
|
||||
}
|
||||
|
||||
//int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices);
|
||||
int shapeId = ci.m_instancingRenderer->registerShape(&vertexArray[0].xyzw[0],vertexArray.size(),&indexArray[0],indexArray.size());
|
||||
int shapeId = ci.m_instancingRenderer->registerShape(&vertexArray[0].xyzw[0], vertexArray.size(), &indexArray[0], indexArray.size());
|
||||
|
||||
b3Vector4 colors[4] =
|
||||
{
|
||||
b3MakeVector4(1,0,0,1),
|
||||
b3MakeVector4(0,1,0,1),
|
||||
b3MakeVector4(0,0,1,1),
|
||||
b3MakeVector4(0,1,1,1),
|
||||
};
|
||||
{
|
||||
b3MakeVector4(1, 0, 0, 1),
|
||||
b3MakeVector4(0, 1, 0, 1),
|
||||
b3MakeVector4(0, 0, 1, 1),
|
||||
b3MakeVector4(0, 1, 1, 1),
|
||||
};
|
||||
|
||||
int curColor = 0;
|
||||
for (int i=0;i<ci.arraySizeX;i++)
|
||||
for (int i = 0; i < ci.arraySizeX; i++)
|
||||
{
|
||||
for (int j=0;j<ci.arraySizeY;j++)
|
||||
for (int j = 0; j < ci.arraySizeY; j++)
|
||||
{
|
||||
for (int k=0;k<ci.arraySizeZ;k++)
|
||||
for (int k = 0; k < ci.arraySizeZ; k++)
|
||||
|
||||
{
|
||||
float mass = 1;//j==0? 0.f : 1.f;
|
||||
float mass = 1; //j==0? 0.f : 1.f;
|
||||
|
||||
b3Vector3 position=b3MakeVector3((-ci.arraySizeX/2+i)*ci.gapX,50+j*ci.gapY,(-ci.arraySizeZ/2+k)*ci.gapZ);
|
||||
b3Vector3 position = b3MakeVector3((-ci.arraySizeX / 2 + i) * ci.gapX, 50 + j * ci.gapY, (-ci.arraySizeZ / 2 + k) * ci.gapZ);
|
||||
//b3Quaternion orn(0,0,0,1);
|
||||
b3Quaternion orn(b3MakeVector3(1,0,0),0.7);
|
||||
b3Quaternion orn(b3MakeVector3(1, 0, 0), 0.7);
|
||||
|
||||
b3Vector4 color = colors[curColor];
|
||||
curColor++;
|
||||
curColor&=3;
|
||||
b3Vector4 scaling=b3MakeVector4(1,1,1,1);
|
||||
int id = ci.m_instancingRenderer->registerGraphicsInstance(shapeId,position,orn,color,scaling);
|
||||
int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(mass,position,orn,colIndex,index,false);
|
||||
curColor &= 3;
|
||||
b3Vector4 scaling = b3MakeVector4(1, 1, 1, 1);
|
||||
int id = ci.m_instancingRenderer->registerGraphicsInstance(shapeId, position, orn, color, scaling);
|
||||
int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(mass, position, orn, colIndex, index, false);
|
||||
|
||||
index++;
|
||||
}
|
||||
@@ -698,58 +635,54 @@ b3Vector3 childPositions[3] = {
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void ConcaveSphereScene::setupScene(const ConstructionInfo& ci)
|
||||
{
|
||||
ConcaveScene::setupScene(ci);
|
||||
|
||||
float camPos[4]={0,50,0,0};//65.5,4.5,65.5,0};
|
||||
float camPos[4] = {0, 50, 0, 0}; //65.5,4.5,65.5,0};
|
||||
//float camPos[4]={1,12.5,1.5,0};
|
||||
m_instancingRenderer->setCameraPitch(45);
|
||||
m_instancingRenderer->setCameraTargetPosition(camPos);
|
||||
m_instancingRenderer->setCameraDistance(40);
|
||||
|
||||
|
||||
}
|
||||
|
||||
void ConcaveSphereScene::createDynamicObjects(const ConstructionInfo& ci)
|
||||
{
|
||||
b3Vector4 colors[4] =
|
||||
{
|
||||
b3MakeVector4(1,0,0,1),
|
||||
b3MakeVector4(0,1,0,1),
|
||||
b3MakeVector4(0,1,1,1),
|
||||
b3MakeVector4(1,1,0,1),
|
||||
};
|
||||
b3Vector4 colors[4] =
|
||||
{
|
||||
b3MakeVector4(1, 0, 0, 1),
|
||||
b3MakeVector4(0, 1, 0, 1),
|
||||
b3MakeVector4(0, 1, 1, 1),
|
||||
b3MakeVector4(1, 1, 0, 1),
|
||||
};
|
||||
|
||||
int index=0;
|
||||
int index = 0;
|
||||
int curColor = 0;
|
||||
float radius = 1;
|
||||
//int colIndex = m_data->m_np->registerConvexHullShape(&cube_vertices[0],strideInBytes,numVertices, scaling);
|
||||
int colIndex = m_data->m_np->registerSphereShape(radius);//>registerConvexHullShape(&cube_vertices[0],strideInBytes,numVertices, scaling);
|
||||
int prevGraphicsShapeIndex = registerGraphicsSphereShape(ci,radius,false);
|
||||
int colIndex = m_data->m_np->registerSphereShape(radius); //>registerConvexHullShape(&cube_vertices[0],strideInBytes,numVertices, scaling);
|
||||
int prevGraphicsShapeIndex = registerGraphicsSphereShape(ci, radius, false);
|
||||
|
||||
for (int i=0;i<ci.arraySizeX;i++)
|
||||
for (int i = 0; i < ci.arraySizeX; i++)
|
||||
{
|
||||
for (int j=0;j<ci.arraySizeY;j++)
|
||||
for (int j = 0; j < ci.arraySizeY; j++)
|
||||
{
|
||||
for (int k=0;k<ci.arraySizeZ;k++)
|
||||
for (int k = 0; k < ci.arraySizeZ; k++)
|
||||
{
|
||||
float mass = 1.f;
|
||||
|
||||
|
||||
b3Vector3 position=b3MakeVector3(-(ci.arraySizeX/2)*8+i*8,50+j*8,-(ci.arraySizeZ/2)*8+k*8);
|
||||
b3Vector3 position = b3MakeVector3(-(ci.arraySizeX / 2) * 8 + i * 8, 50 + j * 8, -(ci.arraySizeZ / 2) * 8 + k * 8);
|
||||
|
||||
//b3Vector3 position(0,-41,0);//0,0,0);//i*radius*3,-41+j*radius*3,k*radius*3);
|
||||
|
||||
b3Quaternion orn(0,0,0,1);
|
||||
b3Quaternion orn(0, 0, 0, 1);
|
||||
|
||||
b3Vector4 color = colors[curColor];
|
||||
curColor++;
|
||||
curColor&=3;
|
||||
b3Vector4 scaling=b3MakeVector4(radius,radius,radius,1);
|
||||
int id = ci.m_instancingRenderer->registerGraphicsInstance(prevGraphicsShapeIndex,position,orn,color,scaling);
|
||||
int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(mass,position,orn,colIndex,index,false);
|
||||
curColor &= 3;
|
||||
b3Vector4 scaling = b3MakeVector4(radius, radius, radius, 1);
|
||||
int id = ci.m_instancingRenderer->registerGraphicsInstance(prevGraphicsShapeIndex, position, orn, color, scaling);
|
||||
int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(mass, position, orn, colIndex, index, false);
|
||||
|
||||
index++;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user