fix ray test kF_FilterBackfaces and kF_KeepUnflippedNormal flags
add Demos/RaytestDemo to show/test rayTest fix premake batch files
This commit is contained in:
@@ -12,7 +12,7 @@ IF (USE_GLUT)
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SET(SharedDemoSubdirs
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SET(SharedDemoSubdirs
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OpenGL AllBulletDemos ConvexDecompositionDemo
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OpenGL AllBulletDemos ConvexDecompositionDemo
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CcdPhysicsDemo ConstraintDemo SliderConstraintDemo GenericJointDemo Raytracer
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CcdPhysicsDemo ConstraintDemo SliderConstraintDemo GenericJointDemo Raytracer
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RagdollDemo ForkLiftDemo BasicDemo VoronoiFractureDemo FractureDemo Box2dDemo BspDemo MovingConcaveDemo VehicleDemo
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RagdollDemo ForkLiftDemo BasicDemo RaytestDemo VoronoiFractureDemo FractureDemo Box2dDemo BspDemo MovingConcaveDemo VehicleDemo
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UserCollisionAlgorithm CharacterDemo SoftDemo
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UserCollisionAlgorithm CharacterDemo SoftDemo
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CollisionInterfaceDemo ConcaveConvexcastDemo SimplexDemo DynamicControlDemo
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CollisionInterfaceDemo ConcaveConvexcastDemo SimplexDemo DynamicControlDemo
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ConvexHullDistance
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ConvexHullDistance
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@@ -41,6 +41,7 @@ ELSE (USE_GLUT)
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SUBDIRS(
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SUBDIRS(
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OpenGL
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OpenGL
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BasicDemo
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BasicDemo
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RaytestDemo
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FractureDemo
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FractureDemo
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Benchmarks
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Benchmarks
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Box2dDemo
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Box2dDemo
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87
Demos/RaytestDemo/CMakeLists.txt
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87
Demos/RaytestDemo/CMakeLists.txt
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@@ -0,0 +1,87 @@
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# This is basically the overall name of the project in Visual Studio this is the name of the Solution File
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# For every executable you have with a main method you should have an add_executable line below.
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# For every add executable line you should list every .cpp and .h file you have associated with that executable.
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# This is the variable for Windows. I use this to define the root of my directory structure.
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SET(GLUT_ROOT ${BULLET_PHYSICS_SOURCE_DIR}/Glut)
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# You shouldn't have to modify anything below this line
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########################################################
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INCLUDE_DIRECTORIES(
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${BULLET_PHYSICS_SOURCE_DIR}/src ${BULLET_PHYSICS_SOURCE_DIR}/Demos/OpenGL
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)
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IF (USE_GLUT)
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LINK_LIBRARIES(
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OpenGLSupport BulletDynamics BulletCollision LinearMath ${GLUT_glut_LIBRARY} ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY}
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)
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IF (WIN32)
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ADD_EXECUTABLE(AppRaytestDemo
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main.cpp
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RaytestDemo.cpp
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RaytestDemo.h
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${BULLET_PHYSICS_SOURCE_DIR}/build/bullet.rc
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)
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ELSE()
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ADD_EXECUTABLE(AppBasicDemo
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main.cpp
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BasicDemo.cpp
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BasicDemo.h
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)
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ENDIF()
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IF (WIN32)
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IF (NOT INTERNAL_CREATE_DISTRIBUTABLE_MSVC_PROJECTFILES)
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IF (CMAKE_CL_64)
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ADD_CUSTOM_COMMAND(
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TARGET AppRaytestDemo
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POST_BUILD
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COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different ${BULLET_PHYSICS_SOURCE_DIR}/glut64.dll ${CMAKE_CURRENT_BINARY_DIR}
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)
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ELSE(CMAKE_CL_64)
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ADD_CUSTOM_COMMAND(
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TARGET AppRaytestDemo
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POST_BUILD
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# COMMAND copy /Y ${BULLET_PHYSICS_SOURCE_DIR}/GLUT32.DLL ${CMAKE_CURRENT_BINARY_DIR}
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COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different ${BULLET_PHYSICS_SOURCE_DIR}/GLUT32.DLL ${CMAKE_CURRENT_BINARY_DIR}
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)
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ENDIF(CMAKE_CL_64)
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ENDIF (NOT INTERNAL_CREATE_DISTRIBUTABLE_MSVC_PROJECTFILES)
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ENDIF(WIN32)
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ELSE (USE_GLUT)
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LINK_LIBRARIES(
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OpenGLSupport BulletDynamics BulletCollision LinearMath ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY}
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)
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ADD_EXECUTABLE(AppRaytestDemo
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WIN32
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../OpenGL/Win32AppMain.cpp
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Win32BasicDemo.cpp
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RaytestDemo.cpp
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RaytestDemo.h
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${BULLET_PHYSICS_SOURCE_DIR}/build/bullet.rc
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)
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ENDIF (USE_GLUT)
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IF (INTERNAL_ADD_POSTFIX_EXECUTABLE_NAMES)
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SET_TARGET_PROPERTIES(AppRaytestDemo PROPERTIES DEBUG_POSTFIX "_Debug")
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SET_TARGET_PROPERTIES(AppRaytestDemo PROPERTIES MINSIZEREL_POSTFIX "_MinsizeRel")
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SET_TARGET_PROPERTIES(AppRaytestDemo PROPERTIES RELWITHDEBINFO_POSTFIX "_RelWithDebugInfo")
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ENDIF(INTERNAL_ADD_POSTFIX_EXECUTABLE_NAMES)
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5
Demos/RaytestDemo/Makefile.am
Normal file
5
Demos/RaytestDemo/Makefile.am
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@@ -0,0 +1,5 @@
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noinst_PROGRAMS=BasicDemo
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BasicDemo_SOURCES=BasicDemo.cpp BasicDemo.h main.cpp
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BasicDemo_CXXFLAGS=-I@top_builddir@/src -I@top_builddir@/Demos/OpenGL $(CXXFLAGS)
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BasicDemo_LDADD=-L../OpenGL -lbulletopenglsupport -L../../src -lBulletDynamics -lBulletCollision -lLinearMath @opengl_LIBS@
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322
Demos/RaytestDemo/RaytestDemo.cpp
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322
Demos/RaytestDemo/RaytestDemo.cpp
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@@ -0,0 +1,322 @@
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "RaytestDemo.h"
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#include "GlutStuff.h"
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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 "BulletCollision/NarrowPhaseCollision/btRaycastCallback.h"
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#include <stdio.h> //printf debugging
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#include "GLDebugDrawer.h"
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static GLDebugDrawer sDebugDraw;
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void RaytestDemo::castRays()
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{
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static float up = 0.f;
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static float dir = 1.f;
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//add some simple animation
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if (!m_idle)
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{
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up+=0.01*dir;
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if (btFabs(up)>2)
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{
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dir*=-1.f;
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}
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btTransform tr = m_dynamicsWorld->getCollisionObjectArray()[1]->getWorldTransform();
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static float angle = 0.f;
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angle+=0.01f;
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tr.setRotation(btQuaternion(btVector3(0,1,0),angle));
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m_dynamicsWorld->getCollisionObjectArray()[1]->setWorldTransform(tr);
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}
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///step the simulation
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if (m_dynamicsWorld)
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{
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m_dynamicsWorld->updateAabbs();
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m_dynamicsWorld->computeOverlappingPairs();
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btVector3 red(1,0,0);
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btVector3 blue(0,0,1);
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///all hits
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{
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btVector3 from(-30,1+up,0);
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btVector3 to(30,1,0);
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sDebugDraw.drawLine(from,to,btVector4(0,0,0,1));
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btCollisionWorld::AllHitsRayResultCallback allResults(from,to);
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allResults.m_flags |= btTriangleRaycastCallback::kF_KeepUnflippedNormal;
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m_dynamicsWorld->rayTest(from,to,allResults);
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for (int i=0;i<allResults.m_hitFractions.size();i++)
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{
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btVector3 p = from.lerp(to,allResults.m_hitFractions[i]);
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sDebugDraw.drawSphere(p,0.1,red);
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}
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}
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///first hit
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{
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btVector3 from(-30,1.2,0);
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btVector3 to(30,1.2,0);
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sDebugDraw.drawLine(from,to,btVector4(0,0,1,1));
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btCollisionWorld::ClosestRayResultCallback closestResults(from,to);
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closestResults.m_flags |= btTriangleRaycastCallback::kF_FilterBackfaces;
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m_dynamicsWorld->rayTest(from,to,closestResults);
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if (closestResults.hasHit())
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{
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btVector3 p = from.lerp(to,closestResults.m_closestHitFraction);
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sDebugDraw.drawSphere(p,0.1,blue);
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sDebugDraw.drawLine(p,p+closestResults.m_hitNormalWorld,blue);
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}
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}
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}
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}
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void RaytestDemo::clientMoveAndDisplay()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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castRays();
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if (m_dynamicsWorld)
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{
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float ms = getDeltaTimeMicroseconds();
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m_dynamicsWorld->stepSimulation(ms / 1000000.f);
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m_dynamicsWorld->debugDrawWorld();
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}
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renderme();
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glFlush();
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swapBuffers();
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}
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void RaytestDemo::displayCallback(void) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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castRays();
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renderme();
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//optional but useful: debug drawing to detect problems
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if (m_dynamicsWorld)
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m_dynamicsWorld->debugDrawWorld();
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glFlush();
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swapBuffers();
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}
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void RaytestDemo::initPhysics()
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{
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m_ele = 10;
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m_azi = 75;
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setTexturing(true);
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setShadows(true);
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setCameraDistance(btScalar(20.));
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///collision configuration contains default setup for memory, collision setup
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m_collisionConfiguration = new btDefaultCollisionConfiguration();
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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_broadphase = new btDbvtBroadphase();
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///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
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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 ->setDebugDrawer(&sDebugDraw);
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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(50.),btScalar(50.),btScalar(50.)));
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||||||
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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,-50,0));
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||||||
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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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btScalar mass(0.);
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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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||||||
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btVector3 localInertia(0,0,0);
|
||||||
|
if (isDynamic)
|
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groundShape->calculateLocalInertia(mass,localInertia);
|
||||||
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||||||
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//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
|
||||||
|
btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
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btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,groundShape,localInertia);
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||||||
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btRigidBody* body = new btRigidBody(rbInfo);
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||||||
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||||||
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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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|
btVector3 convexPoints[]={ btVector3(-1,-1,-1),btVector3(-1,-1,1),btVector3(-1,1,1),btVector3(-1,1,-1),
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||||||
|
btVector3(2,0,0)};
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||||||
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||||||
|
btVector3 quad[] = {
|
||||||
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btVector3(0,1,-1),
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||||||
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btVector3(0,1,1),
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||||||
|
btVector3(0,-1,1),
|
||||||
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btVector3(0,-1,-1)};
|
||||||
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||||||
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btTriangleMesh* mesh = new btTriangleMesh();
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||||||
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mesh->addTriangle(quad[0],quad[1],quad[2],true);
|
||||||
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mesh->addTriangle(quad[0],quad[2],quad[3],true);
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||||||
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||||||
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btBvhTriangleMeshShape* trimesh = new btBvhTriangleMeshShape(mesh,true,true);
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||||||
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||||||
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#define NUM_SHAPES 6
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||||||
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btCollisionShape* colShapes[NUM_SHAPES] = {
|
||||||
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trimesh,
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||||||
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new btConvexHullShape(&convexPoints[0].getX(),sizeof(convexPoints)/sizeof(btVector3),sizeof(btVector3)),
|
||||||
|
new btSphereShape(1),
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new btCapsuleShape(0.2,1),
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|
new btCylinderShape(btVector3(0.2,1,0.2)),
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||||||
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new btBoxShape(btVector3(1,1,1))
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||||||
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};
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for (int i=0;i<NUM_SHAPES;i++)
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m_collisionShapes.push_back(colShapes[i]);
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for (int i=0;i<6;i++)
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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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|
||||||
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|
||||||
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|
||||||
|
/// Create Dynamic Objects
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||||||
|
btTransform startTransform;
|
||||||
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startTransform.setIdentity();
|
||||||
|
startTransform.setOrigin(btVector3((i-3)*5,1,0));
|
||||||
|
|
||||||
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||||||
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btScalar mass(1.f);
|
||||||
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|
||||||
|
if (!i)
|
||||||
|
mass=0.f;
|
||||||
|
|
||||||
|
//rigidbody is dynamic if and only if mass is non zero, otherwise static
|
||||||
|
bool isDynamic = (mass != 0.f);
|
||||||
|
|
||||||
|
btVector3 localInertia(0,0,0);
|
||||||
|
btCollisionShape* colShape = colShapes[i%NUM_SHAPES];
|
||||||
|
if (isDynamic)
|
||||||
|
colShape->calculateLocalInertia(mass,localInertia);
|
||||||
|
|
||||||
|
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,0,colShape,localInertia);
|
||||||
|
rbInfo.m_startWorldTransform = startTransform;
|
||||||
|
btRigidBody* body = new btRigidBody(rbInfo);
|
||||||
|
|
||||||
|
m_dynamicsWorld->addRigidBody(body);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
void RaytestDemo::clientResetScene()
|
||||||
|
{
|
||||||
|
exitPhysics();
|
||||||
|
initPhysics();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void RaytestDemo::exitPhysics()
|
||||||
|
{
|
||||||
|
|
||||||
|
//cleanup in the reverse order of creation/initialization
|
||||||
|
|
||||||
|
//remove the rigidbodies from the dynamics world and delete them
|
||||||
|
int i;
|
||||||
|
for (i=m_dynamicsWorld->getNumCollisionObjects()-1; i>=0 ;i--)
|
||||||
|
{
|
||||||
|
btCollisionObject* obj = m_dynamicsWorld->getCollisionObjectArray()[i];
|
||||||
|
btRigidBody* body = btRigidBody::upcast(obj);
|
||||||
|
if (body && body->getMotionState())
|
||||||
|
{
|
||||||
|
delete body->getMotionState();
|
||||||
|
}
|
||||||
|
m_dynamicsWorld->removeCollisionObject( obj );
|
||||||
|
delete obj;
|
||||||
|
}
|
||||||
|
|
||||||
|
//delete collision shapes
|
||||||
|
for (int j=0;j<m_collisionShapes.size();j++)
|
||||||
|
{
|
||||||
|
btCollisionShape* shape = m_collisionShapes[j];
|
||||||
|
delete shape;
|
||||||
|
}
|
||||||
|
m_collisionShapes.clear();
|
||||||
|
|
||||||
|
delete m_dynamicsWorld;
|
||||||
|
|
||||||
|
delete m_solver;
|
||||||
|
|
||||||
|
delete m_broadphase;
|
||||||
|
|
||||||
|
delete m_dispatcher;
|
||||||
|
|
||||||
|
delete m_collisionConfiguration;
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
82
Demos/RaytestDemo/RaytestDemo.h
Normal file
82
Demos/RaytestDemo/RaytestDemo.h
Normal file
@@ -0,0 +1,82 @@
|
|||||||
|
/*
|
||||||
|
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 BT_RAYTEST_DEMO_H
|
||||||
|
#define BT_RAYTEST_DEMO_H
|
||||||
|
|
||||||
|
#ifdef _WINDOWS
|
||||||
|
#include "Win32DemoApplication.h"
|
||||||
|
#define PlatformDemoApplication Win32DemoApplication
|
||||||
|
#else
|
||||||
|
#include "GlutDemoApplication.h"
|
||||||
|
#define PlatformDemoApplication GlutDemoApplication
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#include "LinearMath/btAlignedObjectArray.h"
|
||||||
|
|
||||||
|
class btBroadphaseInterface;
|
||||||
|
class btCollisionShape;
|
||||||
|
class btOverlappingPairCache;
|
||||||
|
class btCollisionDispatcher;
|
||||||
|
class btConstraintSolver;
|
||||||
|
struct btCollisionAlgorithmCreateFunc;
|
||||||
|
class btDefaultCollisionConfiguration;
|
||||||
|
|
||||||
|
///RaytestDemo shows how to use the btCollisionWorld::rayTest feature
|
||||||
|
|
||||||
|
class RaytestDemo : public PlatformDemoApplication
|
||||||
|
{
|
||||||
|
|
||||||
|
//keep the collision shapes, for deletion/cleanup
|
||||||
|
btAlignedObjectArray<btCollisionShape*> m_collisionShapes;
|
||||||
|
|
||||||
|
btBroadphaseInterface* m_broadphase;
|
||||||
|
|
||||||
|
btCollisionDispatcher* m_dispatcher;
|
||||||
|
|
||||||
|
btConstraintSolver* m_solver;
|
||||||
|
|
||||||
|
btDefaultCollisionConfiguration* m_collisionConfiguration;
|
||||||
|
|
||||||
|
public:
|
||||||
|
|
||||||
|
RaytestDemo()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
virtual ~RaytestDemo()
|
||||||
|
{
|
||||||
|
exitPhysics();
|
||||||
|
}
|
||||||
|
void initPhysics();
|
||||||
|
|
||||||
|
void exitPhysics();
|
||||||
|
|
||||||
|
virtual void clientMoveAndDisplay();
|
||||||
|
void castRays();
|
||||||
|
virtual void displayCallback();
|
||||||
|
virtual void clientResetScene();
|
||||||
|
|
||||||
|
static DemoApplication* Create()
|
||||||
|
{
|
||||||
|
RaytestDemo* demo = new RaytestDemo;
|
||||||
|
demo->myinit();
|
||||||
|
demo->initPhysics();
|
||||||
|
return demo;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif //BT_RAYTEST_DEMO_H
|
||||||
|
|
||||||
25
Demos/RaytestDemo/Win32RaytestDemo.cpp
Normal file
25
Demos/RaytestDemo/Win32RaytestDemo.cpp
Normal file
@@ -0,0 +1,25 @@
|
|||||||
|
#ifdef _WINDOWS
|
||||||
|
/*
|
||||||
|
Bullet Continuous Collision Detection and Physics Library
|
||||||
|
Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
|
||||||
|
|
||||||
|
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 "BasicDemo.h"
|
||||||
|
|
||||||
|
///The 'createDemo' function is called from Bullet/Demos/OpenGL/Win32AppMain.cpp to instantiate this particular demo
|
||||||
|
DemoApplication* createDemo()
|
||||||
|
{
|
||||||
|
return new BasicDemo();
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
41
Demos/RaytestDemo/main.cpp
Normal file
41
Demos/RaytestDemo/main.cpp
Normal file
@@ -0,0 +1,41 @@
|
|||||||
|
/*
|
||||||
|
Bullet Continuous Collision Detection and Physics Library
|
||||||
|
Copyright (c) 2003-2007 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 "RaytestDemo.h"
|
||||||
|
#include "GlutStuff.h"
|
||||||
|
#include "btBulletDynamicsCommon.h"
|
||||||
|
#include "LinearMath/btHashMap.h"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
int main(int argc,char** argv)
|
||||||
|
{
|
||||||
|
|
||||||
|
RaytestDemo ccdDemo;
|
||||||
|
ccdDemo.initPhysics();
|
||||||
|
|
||||||
|
|
||||||
|
#ifdef CHECK_MEMORY_LEAKS
|
||||||
|
ccdDemo.exitPhysics();
|
||||||
|
#else
|
||||||
|
return glutmain(argc, argv,1024,600,"Bullet Physics Demo. http://bulletphysics.org",&ccdDemo);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
//default glut doesn't return from mainloop
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
@@ -70,6 +70,7 @@ end
|
|||||||
"MultiMaterialDemo",
|
"MultiMaterialDemo",
|
||||||
"RagdollDemo",
|
"RagdollDemo",
|
||||||
"Raytracer",
|
"Raytracer",
|
||||||
|
"RaytestDemo",
|
||||||
"SimplexDemo",
|
"SimplexDemo",
|
||||||
"SliderConstraintDemo",
|
"SliderConstraintDemo",
|
||||||
"TerrainDemo",
|
"TerrainDemo",
|
||||||
|
|||||||
@@ -4,7 +4,7 @@ rem premake4 --no-pedemos vs2008
|
|||||||
rem premake4 --no-bulletlibs --no-pelibs vs2008
|
rem premake4 --no-bulletlibs --no-pelibs vs2008
|
||||||
rem premake4 --with-nacl vs2008
|
rem premake4 --with-nacl vs2008
|
||||||
|
|
||||||
premake4 --with-demos vs2008
|
premake4 vs2008
|
||||||
|
|
||||||
|
|
||||||
pause
|
pause
|
||||||
@@ -1,4 +1,4 @@
|
|||||||
|
|
||||||
premake4 --with-demos vs2010
|
premake4 vs2010
|
||||||
|
|
||||||
pause
|
pause
|
||||||
@@ -208,6 +208,11 @@ void btCollisionWorld::updateAabbs()
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void btCollisionWorld::computeOverlappingPairs()
|
||||||
|
{
|
||||||
|
BT_PROFILE("calculateOverlappingPairs");
|
||||||
|
m_broadphasePairCache->calculateOverlappingPairs(m_dispatcher1);
|
||||||
|
}
|
||||||
|
|
||||||
void btCollisionWorld::performDiscreteCollisionDetection()
|
void btCollisionWorld::performDiscreteCollisionDetection()
|
||||||
{
|
{
|
||||||
@@ -217,11 +222,7 @@ void btCollisionWorld::performDiscreteCollisionDetection()
|
|||||||
|
|
||||||
updateAabbs();
|
updateAabbs();
|
||||||
|
|
||||||
{
|
computeOverlappingPairs();
|
||||||
BT_PROFILE("calculateOverlappingPairs");
|
|
||||||
m_broadphasePairCache->calculateOverlappingPairs(m_dispatcher1);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
btDispatcher* dispatcher = getDispatcher();
|
btDispatcher* dispatcher = getDispatcher();
|
||||||
{
|
{
|
||||||
@@ -456,6 +457,7 @@ void btCollisionWorld::rayTestSingleInternal(const btTransform& rayFromTrans,con
|
|||||||
: m_userCallback(user), m_i(i)
|
: m_userCallback(user), m_i(i)
|
||||||
{
|
{
|
||||||
m_closestHitFraction = m_userCallback->m_closestHitFraction;
|
m_closestHitFraction = m_userCallback->m_closestHitFraction;
|
||||||
|
m_flags = m_userCallback->m_flags;
|
||||||
}
|
}
|
||||||
virtual bool needsCollision(btBroadphaseProxy* p) const
|
virtual bool needsCollision(btBroadphaseProxy* p) const
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -145,6 +145,11 @@ public:
|
|||||||
|
|
||||||
virtual void updateAabbs();
|
virtual void updateAabbs();
|
||||||
|
|
||||||
|
///the computeOverlappingPairs is usually already called by performDiscreteCollisionDetection (or stepSimulation)
|
||||||
|
///it can be useful to use if you perform ray tests without collision detection/simulation
|
||||||
|
virtual void computeOverlappingPairs();
|
||||||
|
|
||||||
|
|
||||||
virtual void setDebugDrawer(btIDebugDraw* debugDrawer)
|
virtual void setDebugDrawer(btIDebugDraw* debugDrawer)
|
||||||
{
|
{
|
||||||
m_debugDrawer = debugDrawer;
|
m_debugDrawer = debugDrawer;
|
||||||
@@ -198,8 +203,8 @@ public:
|
|||||||
const btCollisionObject* m_collisionObject;
|
const btCollisionObject* m_collisionObject;
|
||||||
short int m_collisionFilterGroup;
|
short int m_collisionFilterGroup;
|
||||||
short int m_collisionFilterMask;
|
short int m_collisionFilterMask;
|
||||||
//@BP Mod - Custom flags, currently used to enable backface culling on tri-meshes, see btRaycastCallback
|
//@BP Mod - Custom flags, currently used to enable backface culling on tri-meshes, see btRaycastCallback.h. Apply any of the EFlags defined there on m_flags here to invoke.
|
||||||
unsigned int m_flags;
|
unsigned int m_flags;
|
||||||
|
|
||||||
virtual ~RayResultCallback()
|
virtual ~RayResultCallback()
|
||||||
{
|
{
|
||||||
@@ -214,8 +219,8 @@ public:
|
|||||||
m_collisionObject(0),
|
m_collisionObject(0),
|
||||||
m_collisionFilterGroup(btBroadphaseProxy::DefaultFilter),
|
m_collisionFilterGroup(btBroadphaseProxy::DefaultFilter),
|
||||||
m_collisionFilterMask(btBroadphaseProxy::AllFilter),
|
m_collisionFilterMask(btBroadphaseProxy::AllFilter),
|
||||||
//@BP Mod
|
//@BP Mod
|
||||||
m_flags(0)
|
m_flags(0)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -57,12 +57,13 @@ void btTriangleRaycastCallback::processTriangle(btVector3* triangle,int partId,
|
|||||||
{
|
{
|
||||||
return ; // same sign
|
return ; // same sign
|
||||||
}
|
}
|
||||||
//@BP Mod - Backface filtering
|
|
||||||
if (((m_flags & kF_FilterBackfaces) != 0) && (dist_a > btScalar(0.0)))
|
if (((m_flags & kF_FilterBackfaces) != 0) && (dist_a <= btScalar(0.0)))
|
||||||
{
|
{
|
||||||
// Backface, skip check
|
// Backface, skip check
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
const btScalar proj_length=dist_a-dist_b;
|
const btScalar proj_length=dist_a-dist_b;
|
||||||
const btScalar distance = (dist_a)/(proj_length);
|
const btScalar distance = (dist_a)/(proj_length);
|
||||||
@@ -97,18 +98,18 @@ void btTriangleRaycastCallback::processTriangle(btVector3* triangle,int partId,
|
|||||||
|
|
||||||
if ( (btScalar)(cp2.dot(triangleNormal)) >=edge_tolerance)
|
if ( (btScalar)(cp2.dot(triangleNormal)) >=edge_tolerance)
|
||||||
{
|
{
|
||||||
//@BP Mod
|
//@BP Mod
|
||||||
// Triangle normal isn't normalized
|
// Triangle normal isn't normalized
|
||||||
triangleNormal.normalize();
|
triangleNormal.normalize();
|
||||||
|
|
||||||
//@BP Mod - Allow for unflipped normal when raycasting against backfaces
|
//@BP Mod - Allow for unflipped normal when raycasting against backfaces
|
||||||
if (((m_flags & kF_KeepUnflippedNormal) != 0) || (dist_a <= btScalar(0.0)))
|
if (((m_flags & kF_KeepUnflippedNormal) == 0) && (dist_a <= btScalar(0.0)))
|
||||||
{
|
{
|
||||||
m_hitFraction = reportHit(-triangleNormal,distance,partId,triangleIndex);
|
m_hitFraction = reportHit(-triangleNormal,distance,partId,triangleIndex);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
m_hitFraction = reportHit(triangleNormal,distance,partId,triangleIndex);
|
m_hitFraction = reportHit(triangleNormal,distance,partId,triangleIndex);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user