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:
erwin.coumans
2012-09-12 23:19:05 +00:00
parent 73082e995c
commit c2f9d927c2
13 changed files with 596 additions and 24 deletions

View File

@@ -12,7 +12,7 @@ IF (USE_GLUT)
SET(SharedDemoSubdirs
OpenGL AllBulletDemos ConvexDecompositionDemo
CcdPhysicsDemo ConstraintDemo SliderConstraintDemo GenericJointDemo Raytracer
RagdollDemo ForkLiftDemo BasicDemo VoronoiFractureDemo FractureDemo Box2dDemo BspDemo MovingConcaveDemo VehicleDemo
RagdollDemo ForkLiftDemo BasicDemo RaytestDemo VoronoiFractureDemo FractureDemo Box2dDemo BspDemo MovingConcaveDemo VehicleDemo
UserCollisionAlgorithm CharacterDemo SoftDemo
CollisionInterfaceDemo ConcaveConvexcastDemo SimplexDemo DynamicControlDemo
ConvexHullDistance
@@ -41,6 +41,7 @@ ELSE (USE_GLUT)
SUBDIRS(
OpenGL
BasicDemo
RaytestDemo
FractureDemo
Benchmarks
Box2dDemo

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@@ -0,0 +1,87 @@
# This is basically the overall name of the project in Visual Studio this is the name of the Solution File
# For every executable you have with a main method you should have an add_executable line below.
# For every add executable line you should list every .cpp and .h file you have associated with that executable.
# This is the variable for Windows. I use this to define the root of my directory structure.
SET(GLUT_ROOT ${BULLET_PHYSICS_SOURCE_DIR}/Glut)
# You shouldn't have to modify anything below this line
########################################################
INCLUDE_DIRECTORIES(
${BULLET_PHYSICS_SOURCE_DIR}/src ${BULLET_PHYSICS_SOURCE_DIR}/Demos/OpenGL
)
IF (USE_GLUT)
LINK_LIBRARIES(
OpenGLSupport BulletDynamics BulletCollision LinearMath ${GLUT_glut_LIBRARY} ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY}
)
IF (WIN32)
ADD_EXECUTABLE(AppRaytestDemo
main.cpp
RaytestDemo.cpp
RaytestDemo.h
${BULLET_PHYSICS_SOURCE_DIR}/build/bullet.rc
)
ELSE()
ADD_EXECUTABLE(AppBasicDemo
main.cpp
BasicDemo.cpp
BasicDemo.h
)
ENDIF()
IF (WIN32)
IF (NOT INTERNAL_CREATE_DISTRIBUTABLE_MSVC_PROJECTFILES)
IF (CMAKE_CL_64)
ADD_CUSTOM_COMMAND(
TARGET AppRaytestDemo
POST_BUILD
COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different ${BULLET_PHYSICS_SOURCE_DIR}/glut64.dll ${CMAKE_CURRENT_BINARY_DIR}
)
ELSE(CMAKE_CL_64)
ADD_CUSTOM_COMMAND(
TARGET AppRaytestDemo
POST_BUILD
# COMMAND copy /Y ${BULLET_PHYSICS_SOURCE_DIR}/GLUT32.DLL ${CMAKE_CURRENT_BINARY_DIR}
COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different ${BULLET_PHYSICS_SOURCE_DIR}/GLUT32.DLL ${CMAKE_CURRENT_BINARY_DIR}
)
ENDIF(CMAKE_CL_64)
ENDIF (NOT INTERNAL_CREATE_DISTRIBUTABLE_MSVC_PROJECTFILES)
ENDIF(WIN32)
ELSE (USE_GLUT)
LINK_LIBRARIES(
OpenGLSupport BulletDynamics BulletCollision LinearMath ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY}
)
ADD_EXECUTABLE(AppRaytestDemo
WIN32
../OpenGL/Win32AppMain.cpp
Win32BasicDemo.cpp
RaytestDemo.cpp
RaytestDemo.h
${BULLET_PHYSICS_SOURCE_DIR}/build/bullet.rc
)
ENDIF (USE_GLUT)
IF (INTERNAL_ADD_POSTFIX_EXECUTABLE_NAMES)
SET_TARGET_PROPERTIES(AppRaytestDemo PROPERTIES DEBUG_POSTFIX "_Debug")
SET_TARGET_PROPERTIES(AppRaytestDemo PROPERTIES MINSIZEREL_POSTFIX "_MinsizeRel")
SET_TARGET_PROPERTIES(AppRaytestDemo PROPERTIES RELWITHDEBINFO_POSTFIX "_RelWithDebugInfo")
ENDIF(INTERNAL_ADD_POSTFIX_EXECUTABLE_NAMES)

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@@ -0,0 +1,5 @@
noinst_PROGRAMS=BasicDemo
BasicDemo_SOURCES=BasicDemo.cpp BasicDemo.h main.cpp
BasicDemo_CXXFLAGS=-I@top_builddir@/src -I@top_builddir@/Demos/OpenGL $(CXXFLAGS)
BasicDemo_LDADD=-L../OpenGL -lbulletopenglsupport -L../../src -lBulletDynamics -lBulletCollision -lLinearMath @opengl_LIBS@

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@@ -0,0 +1,322 @@
/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "RaytestDemo.h"
#include "GlutStuff.h"
///btBulletDynamicsCommon.h is the main Bullet include file, contains most common include files.
#include "btBulletDynamicsCommon.h"
#include "BulletCollision/NarrowPhaseCollision/btRaycastCallback.h"
#include <stdio.h> //printf debugging
#include "GLDebugDrawer.h"
static GLDebugDrawer sDebugDraw;
void RaytestDemo::castRays()
{
static float up = 0.f;
static float dir = 1.f;
//add some simple animation
if (!m_idle)
{
up+=0.01*dir;
if (btFabs(up)>2)
{
dir*=-1.f;
}
btTransform tr = m_dynamicsWorld->getCollisionObjectArray()[1]->getWorldTransform();
static float angle = 0.f;
angle+=0.01f;
tr.setRotation(btQuaternion(btVector3(0,1,0),angle));
m_dynamicsWorld->getCollisionObjectArray()[1]->setWorldTransform(tr);
}
///step the simulation
if (m_dynamicsWorld)
{
m_dynamicsWorld->updateAabbs();
m_dynamicsWorld->computeOverlappingPairs();
btVector3 red(1,0,0);
btVector3 blue(0,0,1);
///all hits
{
btVector3 from(-30,1+up,0);
btVector3 to(30,1,0);
sDebugDraw.drawLine(from,to,btVector4(0,0,0,1));
btCollisionWorld::AllHitsRayResultCallback allResults(from,to);
allResults.m_flags |= btTriangleRaycastCallback::kF_KeepUnflippedNormal;
m_dynamicsWorld->rayTest(from,to,allResults);
for (int i=0;i<allResults.m_hitFractions.size();i++)
{
btVector3 p = from.lerp(to,allResults.m_hitFractions[i]);
sDebugDraw.drawSphere(p,0.1,red);
}
}
///first hit
{
btVector3 from(-30,1.2,0);
btVector3 to(30,1.2,0);
sDebugDraw.drawLine(from,to,btVector4(0,0,1,1));
btCollisionWorld::ClosestRayResultCallback closestResults(from,to);
closestResults.m_flags |= btTriangleRaycastCallback::kF_FilterBackfaces;
m_dynamicsWorld->rayTest(from,to,closestResults);
if (closestResults.hasHit())
{
btVector3 p = from.lerp(to,closestResults.m_closestHitFraction);
sDebugDraw.drawSphere(p,0.1,blue);
sDebugDraw.drawLine(p,p+closestResults.m_hitNormalWorld,blue);
}
}
}
}
void RaytestDemo::clientMoveAndDisplay()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
castRays();
if (m_dynamicsWorld)
{
float ms = getDeltaTimeMicroseconds();
m_dynamicsWorld->stepSimulation(ms / 1000000.f);
m_dynamicsWorld->debugDrawWorld();
}
renderme();
glFlush();
swapBuffers();
}
void RaytestDemo::displayCallback(void) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
castRays();
renderme();
//optional but useful: debug drawing to detect problems
if (m_dynamicsWorld)
m_dynamicsWorld->debugDrawWorld();
glFlush();
swapBuffers();
}
void RaytestDemo::initPhysics()
{
m_ele = 10;
m_azi = 75;
setTexturing(true);
setShadows(true);
setCameraDistance(btScalar(20.));
///collision configuration contains default setup for memory, collision setup
m_collisionConfiguration = new btDefaultCollisionConfiguration();
//m_collisionConfiguration->setConvexConvexMultipointIterations();
///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
m_broadphase = new btDbvtBroadphase();
///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
btSequentialImpulseConstraintSolver* sol = new btSequentialImpulseConstraintSolver;
m_solver = sol;
m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
m_dynamicsWorld ->setDebugDrawer(&sDebugDraw);
m_dynamicsWorld->setGravity(btVector3(0,-10,0));
///create a few basic rigid bodies
btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(50.),btScalar(50.),btScalar(50.)));
// btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0,1,0),50);
m_collisionShapes.push_back(groundShape);
btTransform groundTransform;
groundTransform.setIdentity();
groundTransform.setOrigin(btVector3(0,-50,0));
//We can also use DemoApplication::localCreateRigidBody, but for clarity it is provided here:
{
btScalar mass(0.);
//rigidbody is dynamic if and only if mass is non zero, otherwise static
bool isDynamic = (mass != 0.f);
btVector3 localInertia(0,0,0);
if (isDynamic)
groundShape->calculateLocalInertia(mass,localInertia);
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,groundShape,localInertia);
btRigidBody* body = new btRigidBody(rbInfo);
//add the body to the dynamics world
m_dynamicsWorld->addRigidBody(body);
}
{
btVector3 convexPoints[]={ btVector3(-1,-1,-1),btVector3(-1,-1,1),btVector3(-1,1,1),btVector3(-1,1,-1),
btVector3(2,0,0)};
btVector3 quad[] = {
btVector3(0,1,-1),
btVector3(0,1,1),
btVector3(0,-1,1),
btVector3(0,-1,-1)};
btTriangleMesh* mesh = new btTriangleMesh();
mesh->addTriangle(quad[0],quad[1],quad[2],true);
mesh->addTriangle(quad[0],quad[2],quad[3],true);
btBvhTriangleMeshShape* trimesh = new btBvhTriangleMeshShape(mesh,true,true);
#define NUM_SHAPES 6
btCollisionShape* colShapes[NUM_SHAPES] = {
trimesh,
new btConvexHullShape(&convexPoints[0].getX(),sizeof(convexPoints)/sizeof(btVector3),sizeof(btVector3)),
new btSphereShape(1),
new btCapsuleShape(0.2,1),
new btCylinderShape(btVector3(0.2,1,0.2)),
new btBoxShape(btVector3(1,1,1))
};
for (int i=0;i<NUM_SHAPES;i++)
m_collisionShapes.push_back(colShapes[i]);
for (int i=0;i<6;i++)
{
//create a few dynamic rigidbodies
// Re-using the same collision is better for memory usage and performance
/// Create Dynamic Objects
btTransform startTransform;
startTransform.setIdentity();
startTransform.setOrigin(btVector3((i-3)*5,1,0));
btScalar mass(1.f);
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;
}

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@@ -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

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@@ -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

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@@ -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;
}

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@@ -70,6 +70,7 @@ end
"MultiMaterialDemo",
"RagdollDemo",
"Raytracer",
"RaytestDemo",
"SimplexDemo",
"SliderConstraintDemo",
"TerrainDemo",

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@@ -4,7 +4,7 @@ rem premake4 --no-pedemos vs2008
rem premake4 --no-bulletlibs --no-pelibs vs2008
rem premake4 --with-nacl vs2008
premake4 --with-demos vs2008
premake4 vs2008
pause

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@@ -1,4 +1,4 @@
premake4 --with-demos vs2010
premake4 vs2010
pause

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@@ -208,6 +208,11 @@ void btCollisionWorld::updateAabbs()
}
void btCollisionWorld::computeOverlappingPairs()
{
BT_PROFILE("calculateOverlappingPairs");
m_broadphasePairCache->calculateOverlappingPairs(m_dispatcher1);
}
void btCollisionWorld::performDiscreteCollisionDetection()
{
@@ -217,11 +222,7 @@ void btCollisionWorld::performDiscreteCollisionDetection()
updateAabbs();
{
BT_PROFILE("calculateOverlappingPairs");
m_broadphasePairCache->calculateOverlappingPairs(m_dispatcher1);
}
computeOverlappingPairs();
btDispatcher* dispatcher = getDispatcher();
{
@@ -456,6 +457,7 @@ void btCollisionWorld::rayTestSingleInternal(const btTransform& rayFromTrans,con
: m_userCallback(user), m_i(i)
{
m_closestHitFraction = m_userCallback->m_closestHitFraction;
m_flags = m_userCallback->m_flags;
}
virtual bool needsCollision(btBroadphaseProxy* p) const
{

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@@ -145,6 +145,11 @@ public:
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)
{
m_debugDrawer = debugDrawer;
@@ -198,7 +203,7 @@ public:
const btCollisionObject* m_collisionObject;
short int m_collisionFilterGroup;
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;
virtual ~RayResultCallback()

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@@ -57,13 +57,14 @@ void btTriangleRaycastCallback::processTriangle(btVector3* triangle,int partId,
{
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
return;
}
const btScalar proj_length=dist_a-dist_b;
const btScalar distance = (dist_a)/(proj_length);
// Now we have the intersection point on the plane, we'll see if it's inside the triangle
@@ -102,7 +103,7 @@ void btTriangleRaycastCallback::processTriangle(btVector3* triangle,int partId,
triangleNormal.normalize();
//@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);
}