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:
@@ -18,18 +18,17 @@ subject to the following restrictions:
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#include "BulletCollision/CollisionDispatch/btBox2dBox2dCollisionAlgorithm.h"
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#include "BulletCollision/CollisionDispatch/btConvex2dConvex2dAlgorithm.h"
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#include "BulletCollision/CollisionShapes/btBox2dShape.h"
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#include "BulletCollision/CollisionShapes/btConvex2dShape.h"
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#include "BulletCollision/NarrowPhaseCollision/btMinkowskiPenetrationDepthSolver.h"
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///create 125 (5x5x5) dynamic object
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#define ARRAY_SIZE_X 5
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#define ARRAY_SIZE_Y 5
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#define ARRAY_SIZE_Y 5
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#define ARRAY_SIZE_Z 1
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//maximum number of objects (and allow user to shoot additional boxes)
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#define MAX_PROXIES (ARRAY_SIZE_X*ARRAY_SIZE_Y*ARRAY_SIZE_Z + 1024)
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#define MAX_PROXIES (ARRAY_SIZE_X * ARRAY_SIZE_Y * ARRAY_SIZE_Z + 1024)
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///scaling of the objects (0.1 = 20 centimeter boxes )
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#define SCALING 1
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@@ -41,9 +40,7 @@ subject to the following restrictions:
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///btBulletDynamicsCommon.h is the main Bullet include file, contains most common include files.
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#include "btBulletDynamicsCommon.h"
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#include <stdio.h> //printf debugging
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#include <stdio.h> //printf debugging
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#include "LinearMath/btAlignedObjectArray.h"
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@@ -58,29 +55,27 @@ class GL_DialogDynamicsWorld;
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#include "../CommonInterfaces/CommonRigidBodyBase.h"
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class Planar2D : public CommonRigidBodyBase
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{
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//keep the collision shapes, for deletion/cleanup
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btAlignedObjectArray<btCollisionShape*> m_collisionShapes;
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btAlignedObjectArray<btCollisionShape*> m_collisionShapes;
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btBroadphaseInterface* m_broadphase;
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btBroadphaseInterface* m_broadphase;
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btCollisionDispatcher* m_dispatcher;
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btCollisionDispatcher* m_dispatcher;
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btConstraintSolver* m_solver;
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btConstraintSolver* m_solver;
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btDefaultCollisionConfiguration* m_collisionConfiguration;
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btConvex2dConvex2dAlgorithm::CreateFunc* m_convexAlgo2d;
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btConvex2dConvex2dAlgorithm::CreateFunc* m_convexAlgo2d;
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btVoronoiSimplexSolver* m_simplexSolver;
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btMinkowskiPenetrationDepthSolver* m_pdSolver;
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btBox2dBox2dCollisionAlgorithm::CreateFunc* m_box2dbox2dAlgo;
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public:
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public:
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Planar2D(struct GUIHelperInterface* helper)
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:CommonRigidBodyBase(helper)
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: CommonRigidBodyBase(helper)
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{
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}
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virtual ~Planar2D()
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@@ -88,29 +83,22 @@ class Planar2D : public CommonRigidBodyBase
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exitPhysics();
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}
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void initPhysics();
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void initPhysics();
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void exitPhysics();
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void exitPhysics();
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void resetCamera()
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{
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float dist = 9;
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float pitch = -11;
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float yaw = 539;
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float targetPos[3]={8.6,10.5,-20.6};
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m_guiHelper->resetCamera(dist,yaw,pitch,targetPos[0],targetPos[1],targetPos[2]);
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float targetPos[3] = {8.6, 10.5, -20.6};
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m_guiHelper->resetCamera(dist, yaw, pitch, targetPos[0], targetPos[1], targetPos[2]);
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}
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};
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void Planar2D::initPhysics()
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void Planar2D::initPhysics()
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{
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m_guiHelper->setUpAxis(1);
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///collision configuration contains default setup for memory, collision setup
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@@ -118,19 +106,18 @@ void Planar2D::initPhysics()
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//m_collisionConfiguration->setConvexConvexMultipointIterations();
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///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
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m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
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m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
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m_simplexSolver = new btVoronoiSimplexSolver();
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m_pdSolver = new btMinkowskiPenetrationDepthSolver();
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m_convexAlgo2d = new btConvex2dConvex2dAlgorithm::CreateFunc(m_simplexSolver,m_pdSolver);
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m_convexAlgo2d = new btConvex2dConvex2dAlgorithm::CreateFunc(m_simplexSolver, m_pdSolver);
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m_box2dbox2dAlgo = new btBox2dBox2dCollisionAlgorithm::CreateFunc();
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m_dispatcher->registerCollisionCreateFunc(CONVEX_2D_SHAPE_PROXYTYPE,CONVEX_2D_SHAPE_PROXYTYPE,m_convexAlgo2d);
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m_dispatcher->registerCollisionCreateFunc(BOX_2D_SHAPE_PROXYTYPE,CONVEX_2D_SHAPE_PROXYTYPE,m_convexAlgo2d);
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m_dispatcher->registerCollisionCreateFunc(CONVEX_2D_SHAPE_PROXYTYPE,BOX_2D_SHAPE_PROXYTYPE,m_convexAlgo2d);
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m_dispatcher->registerCollisionCreateFunc(BOX_2D_SHAPE_PROXYTYPE,BOX_2D_SHAPE_PROXYTYPE,m_box2dbox2dAlgo);
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m_dispatcher->registerCollisionCreateFunc(CONVEX_2D_SHAPE_PROXYTYPE, CONVEX_2D_SHAPE_PROXYTYPE, m_convexAlgo2d);
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m_dispatcher->registerCollisionCreateFunc(BOX_2D_SHAPE_PROXYTYPE, CONVEX_2D_SHAPE_PROXYTYPE, m_convexAlgo2d);
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m_dispatcher->registerCollisionCreateFunc(CONVEX_2D_SHAPE_PROXYTYPE, BOX_2D_SHAPE_PROXYTYPE, m_convexAlgo2d);
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m_dispatcher->registerCollisionCreateFunc(BOX_2D_SHAPE_PROXYTYPE, BOX_2D_SHAPE_PROXYTYPE, m_box2dbox2dAlgo);
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m_broadphase = new btDbvtBroadphase();
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//m_broadphase = new btSimpleBroadphase();
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@@ -139,24 +126,22 @@ void Planar2D::initPhysics()
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btSequentialImpulseConstraintSolver* sol = new btSequentialImpulseConstraintSolver;
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m_solver = sol;
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m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
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m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_solver, m_collisionConfiguration);
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//m_dynamicsWorld->getSolverInfo().m_erp = 1.f;
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//m_dynamicsWorld->getSolverInfo().m_numIterations = 4;
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m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
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m_dynamicsWorld->setGravity(btVector3(0,-10,0));
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m_dynamicsWorld->setGravity(btVector3(0, -10, 0));
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///create a few basic rigid bodies
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btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(150.),btScalar(50.),btScalar(150.)));
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// btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0,1,0),50);
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btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(150.), btScalar(50.), btScalar(150.)));
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// btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0,1,0),50);
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m_collisionShapes.push_back(groundShape);
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btTransform groundTransform;
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groundTransform.setIdentity();
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groundTransform.setOrigin(btVector3(0,-43,0));
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groundTransform.setOrigin(btVector3(0, -43, 0));
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//We can also use DemoApplication::localCreateRigidBody, but for clarity it is provided here:
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{
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@@ -165,43 +150,40 @@ void Planar2D::initPhysics()
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//rigidbody is dynamic if and only if mass is non zero, otherwise static
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bool isDynamic = (mass != 0.f);
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btVector3 localInertia(0,0,0);
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btVector3 localInertia(0, 0, 0);
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if (isDynamic)
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groundShape->calculateLocalInertia(mass,localInertia);
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groundShape->calculateLocalInertia(mass, localInertia);
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//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
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btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
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btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,groundShape,localInertia);
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btRigidBody::btRigidBodyConstructionInfo rbInfo(mass, myMotionState, groundShape, localInertia);
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btRigidBody* body = new btRigidBody(rbInfo);
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//add the body to the dynamics world
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m_dynamicsWorld->addRigidBody(body);
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}
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{
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//create a few dynamic rigidbodies
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// Re-using the same collision is better for memory usage and performance
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btScalar u= btScalar(1*SCALING-0.04);
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btVector3 points[3] = {btVector3(0,u,0),btVector3(-u,-u,0),btVector3(u,-u,0)};
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btConvexShape* childShape0 = new btBoxShape(btVector3(btScalar(SCALING*1),btScalar(SCALING*1),btScalar(0.04)));
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btConvexShape* colShape= new btConvex2dShape(childShape0);
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btScalar u = btScalar(1 * SCALING - 0.04);
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btVector3 points[3] = {btVector3(0, u, 0), btVector3(-u, -u, 0), btVector3(u, -u, 0)};
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btConvexShape* childShape0 = new btBoxShape(btVector3(btScalar(SCALING * 1), btScalar(SCALING * 1), btScalar(0.04)));
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btConvexShape* colShape = new btConvex2dShape(childShape0);
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//btCollisionShape* colShape = new btBox2dShape(btVector3(SCALING*1,SCALING*1,0.04));
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btConvexShape* childShape1 = new btConvexHullShape(&points[0].getX(),3);
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btConvexShape* colShape2= new btConvex2dShape(childShape1);
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btConvexShape* childShape2 = new btCylinderShapeZ(btVector3(btScalar(SCALING*1),btScalar(SCALING*1),btScalar(0.04)));
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btConvexShape* colShape3= new btConvex2dShape(childShape2);
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btConvexShape* childShape1 = new btConvexHullShape(&points[0].getX(), 3);
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btConvexShape* colShape2 = new btConvex2dShape(childShape1);
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btConvexShape* childShape2 = new btCylinderShapeZ(btVector3(btScalar(SCALING * 1), btScalar(SCALING * 1), btScalar(0.04)));
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btConvexShape* colShape3 = new btConvex2dShape(childShape2);
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m_collisionShapes.push_back(colShape);
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m_collisionShapes.push_back(colShape);
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m_collisionShapes.push_back(colShape2);
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m_collisionShapes.push_back(colShape3);
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m_collisionShapes.push_back(childShape0);
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m_collisionShapes.push_back(childShape1);
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m_collisionShapes.push_back(childShape2);
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m_collisionShapes.push_back(childShape0);
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m_collisionShapes.push_back(childShape1);
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m_collisionShapes.push_back(childShape2);
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//btUniformScalingShape* colShape = new btUniformScalingShape(convexColShape,1.f);
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colShape->setMargin(btScalar(0.03));
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@@ -211,95 +193,89 @@ void Planar2D::initPhysics()
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btTransform startTransform;
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startTransform.setIdentity();
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btScalar mass(1.f);
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btScalar mass(1.f);
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//rigidbody is dynamic if and only if mass is non zero, otherwise static
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bool isDynamic = (mass != 0.f);
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btVector3 localInertia(0,0,0);
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btVector3 localInertia(0, 0, 0);
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if (isDynamic)
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colShape->calculateLocalInertia(mass,localInertia);
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colShape->calculateLocalInertia(mass, localInertia);
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// float start_x = START_POS_X - ARRAY_SIZE_X/2;
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// float start_y = START_POS_Y;
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// float start_z = START_POS_Z - ARRAY_SIZE_Z/2;
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// float start_x = START_POS_X - ARRAY_SIZE_X/2;
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// float start_y = START_POS_Y;
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// float start_z = START_POS_Z - ARRAY_SIZE_Z/2;
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btVector3 x(-ARRAY_SIZE_X, 8.0f,-20.f);
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btVector3 x(-ARRAY_SIZE_X, 8.0f, -20.f);
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btVector3 y;
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btVector3 deltaX(SCALING*1, SCALING*2,0.f);
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btVector3 deltaY(SCALING*2, 0.0f,0.f);
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btVector3 deltaX(SCALING * 1, SCALING * 2, 0.f);
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btVector3 deltaY(SCALING * 2, 0.0f, 0.f);
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for (int i = 0; i < ARRAY_SIZE_X; ++i)
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{
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y = x;
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for (int j = i; j < ARRAY_SIZE_Y; ++j)
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for (int j = i; j < ARRAY_SIZE_Y; ++j)
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{
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startTransform.setOrigin(y-btVector3(-10,0,0));
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startTransform.setOrigin(y - btVector3(-10, 0, 0));
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//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
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btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
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btRigidBody::btRigidBodyConstructionInfo rbInfo(0,0,0);
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switch (j%3)
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{
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//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
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btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
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btRigidBody::btRigidBodyConstructionInfo rbInfo(0, 0, 0);
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switch (j % 3)
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{
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#if 1
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case 0:
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rbInfo = btRigidBody::btRigidBodyConstructionInfo(mass,myMotionState,colShape,localInertia);
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rbInfo = btRigidBody::btRigidBodyConstructionInfo(mass, myMotionState, colShape, localInertia);
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break;
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case 1:
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rbInfo = btRigidBody::btRigidBodyConstructionInfo(mass,myMotionState,colShape3,localInertia);
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rbInfo = btRigidBody::btRigidBodyConstructionInfo(mass, myMotionState, colShape3, localInertia);
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break;
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#endif
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default:
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rbInfo = btRigidBody::btRigidBodyConstructionInfo(mass,myMotionState,colShape2,localInertia);
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}
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btRigidBody* body = new btRigidBody(rbInfo);
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//body->setContactProcessingThreshold(colShape->getContactBreakingThreshold());
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body->setActivationState(ISLAND_SLEEPING);
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body->setLinearFactor(btVector3(1,1,0));
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body->setAngularFactor(btVector3(0,0,1));
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rbInfo = btRigidBody::btRigidBodyConstructionInfo(mass, myMotionState, colShape2, localInertia);
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}
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btRigidBody* body = new btRigidBody(rbInfo);
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//body->setContactProcessingThreshold(colShape->getContactBreakingThreshold());
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body->setActivationState(ISLAND_SLEEPING);
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body->setLinearFactor(btVector3(1, 1, 0));
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body->setAngularFactor(btVector3(0, 0, 1));
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m_dynamicsWorld->addRigidBody(body);
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body->setActivationState(ISLAND_SLEEPING);
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m_dynamicsWorld->addRigidBody(body);
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body->setActivationState(ISLAND_SLEEPING);
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// y += -0.8*deltaY;
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// y += -0.8*deltaY;
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y += deltaY;
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}
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x += deltaX;
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}
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}
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m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
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}
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void Planar2D::exitPhysics()
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void Planar2D::exitPhysics()
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{
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//cleanup in the reverse order of creation/initialization
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//remove the rigidbodies from the dynamics world and delete them
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int i;
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if (m_dynamicsWorld)
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for (i=m_dynamicsWorld->getNumCollisionObjects()-1; i>=0 ;i--)
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{
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btCollisionObject* obj = m_dynamicsWorld->getCollisionObjectArray()[i];
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btRigidBody* body = btRigidBody::upcast(obj);
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if (body && body->getMotionState())
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for (i = m_dynamicsWorld->getNumCollisionObjects() - 1; i >= 0; i--)
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{
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delete body->getMotionState();
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btCollisionObject* obj = m_dynamicsWorld->getCollisionObjectArray()[i];
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btRigidBody* body = btRigidBody::upcast(obj);
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if (body && body->getMotionState())
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{
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delete body->getMotionState();
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}
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m_dynamicsWorld->removeCollisionObject(obj);
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delete obj;
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}
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m_dynamicsWorld->removeCollisionObject( obj );
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delete obj;
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}
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//delete collision shapes
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for (int j=0;j<m_collisionShapes.size();j++)
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for (int j = 0; j < m_collisionShapes.size(); j++)
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{
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btCollisionShape* shape = m_collisionShapes[j];
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delete shape;
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@@ -307,11 +283,11 @@ void Planar2D::exitPhysics()
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m_collisionShapes.clear();
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delete m_dynamicsWorld;
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delete m_solver;
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delete m_broadphase;
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delete m_dispatcher;
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delete m_collisionConfiguration;
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@@ -326,13 +302,13 @@ void Planar2D::exitPhysics()
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m_broadphase = 0;
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m_dispatcher = 0;
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m_collisionConfiguration = 0;
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m_convexAlgo2d=0;
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m_convexAlgo2d = 0;
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m_pdSolver = 0;
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m_simplexSolver = 0;
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m_box2dbox2dAlgo = 0;
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}
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CommonExampleInterface* Planar2DCreateFunc(struct CommonExampleOptions& options)
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CommonExampleInterface* Planar2DCreateFunc(struct CommonExampleOptions& options)
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{
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return new Planar2D(options.m_guiHelper);
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}
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@@ -15,7 +15,6 @@ subject to the following restrictions:
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#ifndef PLANAR2D_H
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#define PLANAR2D_H
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class CommonExampleInterface* Planar2DCreateFunc(struct CommonExampleOptions& options);
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#endif //BOX2D_DEMO_H
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class CommonExampleInterface* Planar2DCreateFunc(struct CommonExampleOptions& options);
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#endif //BOX2D_DEMO_H
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