add support for compound hulls against concave triangle mesh

This commit is contained in:
erwin coumans
2013-04-05 18:29:58 -07:00
parent 358f4f97a2
commit c8fcf779bb
12 changed files with 361 additions and 82 deletions

View File

@@ -17,7 +17,7 @@
#include "gpu_rigidbody/host/btConfig.h"
#include "GpuRigidBodyDemoInternalData.h"
#include"../../ObjLoader/objLoader.h"
#include "BulletCommon/btTransform.h"
#include "OpenGLWindow/GLInstanceGraphicsShape.h"
#define CONCAVE_GAPX 16
@@ -328,6 +328,133 @@ void ConcaveCompoundScene::setupScene(const ConstructionInfo& ci)
}
void ConcaveCompoundScene::createDynamicObjects(const ConstructionInfo& ci)
{
int strideInBytes = 9*sizeof(float);
int numVertices = sizeof(cube_vertices)/strideInBytes;
int numIndices = sizeof(cube_indices)/sizeof(int);
btAlignedObjectArray<GLInstanceVertex> vertexArray;
btAlignedObjectArray<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 colIndex = 0;
GLInstanceVertex* cubeVerts = (GLInstanceVertex*)&cube_vertices[0];
int stride2 = sizeof(GLInstanceVertex);
btAssert(stride2 == strideInBytes);
{
int childColIndex = m_data->m_np->registerConvexHullShape(&cube_vertices[0],strideInBytes,numVertices, scaling);
btVector3 childPositions[3] = {
btVector3(0,-2,0),
btVector3(0,0,0),
btVector3(0,2,0)
};
btAlignedObjectArray<btGpuChildShape> childShapes;
int numChildShapes = 3;
for (int i=0;i<numChildShapes;i++)
{
//for now, only support polyhedral child shapes
btGpuChildShape child;
child.m_shapeIndex = childColIndex;
btVector3 pos = childPositions[i];
btQuaternion orn(0,0,0,1);
for (int v=0;v<4;v++)
{
child.m_childPosition[v] = pos[v];
child.m_childOrientation[v] = orn[v];
}
childShapes.push_back(child);
btTransform tr;
tr.setIdentity();
tr.setOrigin(pos);
tr.setRotation(orn);
int baseIndex = vertexArray.size();
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++)
{
GLInstanceVertex vert = cubeVerts[v];
btVector3 vertPos(vert.xyzw[0],vert.xyzw[1],vert.xyzw[2]);
btVector3 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);
}
//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());
btVector4 colors[4] =
{
btVector4(1,0,0,1),
btVector4(0,1,0,1),
btVector4(0,0,1,1),
btVector4(0,1,1,1),
};
int curColor = 0;
for (int i=0;i<ci.arraySizeX;i++)
{
for (int j=0;j<ci.arraySizeY;j++)
{
for (int k=0;k<ci.arraySizeZ;k++)
{
float mass = 1;//j==0? 0.f : 1.f;
btVector3 position(i*ci.gapX,10+j*ci.gapY,k*ci.gapZ);
//btQuaternion orn(0,0,0,1);
btQuaternion orn(btVector3(1,0,0),0.7);
btVector4 color = colors[curColor];
curColor++;
curColor&=3;
btVector4 scaling(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);
index++;
}
}
}
}
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]={1,12.5,1.5,0};
m_instancingRenderer->setCameraPitch(45);
m_instancingRenderer->setCameraTargetPosition(camPos);
m_instancingRenderer->setCameraDistance(40);
}
void ConcaveSphereScene::createDynamicObjects(const ConstructionInfo& ci)
{
btVector4 colors[4] =
{