enabled the vehicle demo again (still needs lots of tuning before it drives well)
fixed some warnings
This commit is contained in:
@@ -13,33 +13,16 @@ subject to the following restrictions:
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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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//Ignore this USE_PARALLEL_DISPATCHER define, it is for future optimizations
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//#define USE_PARALLEL_DISPATCHER 1
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/// September 2006: VehicleDemo is work in progress, this file is mostly just a placeholder
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/// This VehicleDemo file is very early in development, please check it later
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#include "CcdPhysicsEnvironment.h"
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#include "ParallelPhysicsEnvironment.h"
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#include "CcdPhysicsController.h"
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#include "btBulletDynamicsCommon.h"
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#include "PHY_IVehicle.h"
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#include "ParallelIslandDispatcher.h"
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#include "LinearMath/btQuickprof.h"
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#include "LinearMath/btIDebugDraw.h"
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#include "GLDebugDrawer.h"
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#include "PHY_Pro.h"
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#include "BMF_Api.h"
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#include <stdio.h> //printf debugging
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float deltaTime = 1.f/60.f;
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#include "GL_ShapeDrawer.h"
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#include "GlutStuff.h"
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@@ -49,14 +32,14 @@ const int maxProxies = 32766;
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const int maxOverlap = 65535;
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DefaultMotionState wheelMotionState[4];
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btDefaultMotionState wheelMotionState[4];
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///PHY_IVehicle is the interface behind the constraint that implements the raycast vehicle (WrapperVehicle which holds a btRaycastVehicle)
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///notice that for higher-quality slow-moving vehicles, another approach might be better
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///implementing explicit hinged-wheel constraints with cylinder collision, rather then raycasts
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PHY_IVehicle* gVehicleConstraint=0;
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//PHY_IVehicle* gVehicleConstraint=0;
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float gEngineForce = 0.f;
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float maxEngineForce = 1000.f;
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float maxEngineForce = 100.f;
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float gVehicleSteering = 0.f;
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float steeringIncrement = 0.1f;
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float steeringClamp = 0.3f;
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@@ -104,32 +87,15 @@ m_maxCameraDistance(10.f)
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void VehicleDemo::setupPhysics()
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{
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btCollisionDispatcher* dispatcher = new btCollisionDispatcher();
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ParallelIslandDispatcher* dispatcher2 = new ParallelIslandDispatcher();
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btVector3 worldAabbMin(-30000,-30000,-30000);
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btVector3 worldAabbMax(30000,30000,30000);
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btOverlappingPairCache* broadphase = new btAxisSweep3(worldAabbMin,worldAabbMax,maxProxies);
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//OverlappingPairCache* broadphase = new btSimpleBroadphase(maxProxies,maxOverlap);
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#ifdef USE_PARALLEL_DISPATCHER
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m_physicsEnvironmentPtr = new ParallelPhysicsEnvironment(dispatcher2,broadphase);
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#else
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m_physicsEnvironmentPtr = new CcdPhysicsEnvironment(dispatcher,broadphase);
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#endif
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m_physicsEnvironmentPtr->setDeactivationTime(2.f);
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m_physicsEnvironmentPtr->setDebugDrawer(&debugDrawer);
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m_physicsEnvironmentPtr->setGravity(0,-10,0);//0,0);//-10,0);
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int i;
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btCollisionShape* groundShape = new btBoxShape(btVector3(50,3,50));
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m_dynamicsWorld = new btDiscreteDynamicsWorld();
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#define USE_TRIMESH_GROUND 1
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#ifdef USE_TRIMESH_GROUND
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int i;
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const float TRIANGLE_SIZE=20.f;
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@@ -152,7 +118,7 @@ const float TRIANGLE_SIZE=20.f;
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{
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for (int j=0;j<NUM_VERTS_Y;j++)
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{
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gVertices[i+j*NUM_VERTS_X].setValue((i-NUM_VERTS_X*0.5f)*TRIANGLE_SIZE,2.f*sinf((float)i)*cosf((float)j)+10.f,(j-NUM_VERTS_Y*0.5f)*TRIANGLE_SIZE);
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gVertices[i+j*NUM_VERTS_X].setValue((i-NUM_VERTS_X*0.5f)*TRIANGLE_SIZE,2.f*sinf((float)i)*cosf((float)j),(j-NUM_VERTS_Y*0.5f)*TRIANGLE_SIZE);
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}
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}
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@@ -183,67 +149,48 @@ const float TRIANGLE_SIZE=20.f;
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btTransform tr;
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tr.setIdentity();
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tr.setOrigin(btVector3(0,-20.f,0));
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tr.setOrigin(btVector3(0,-4.5f,0));
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//create ground object
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localCreatePhysicsObject(false,0,tr,groundShape);
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localCreateRigidBody(0,tr,groundShape);
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btCollisionShape* chassisShape = new btBoxShape(btVector3(1.f,0.5f,2.f));
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tr.setOrigin(btVector3(0,0.f,0));
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m_carChassis = localCreatePhysicsObject(true,800,tr,chassisShape);
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m_carChassis = localCreateRigidBody(800,tr,chassisShape);
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clientResetScene();
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m_physicsEnvironmentPtr->SyncMotionStates(0.f);
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/// create vehicle
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{
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int constraintId;
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constraintId =m_physicsEnvironmentPtr->createConstraint(
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m_carChassis,0,
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PHY_VEHICLE_CONSTRAINT,
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0,0,0,
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0,0,0);
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///never deactivate the vehicle
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m_carChassis->getRigidBody()->SetActivationState(DISABLE_DEACTIVATION);
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gVehicleConstraint = m_physicsEnvironmentPtr->getVehicleConstraint(constraintId);
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m_vehicleRayCaster = new btDefaultVehicleRaycaster(m_dynamicsWorld);
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m_vehicle = new btRaycastVehicle(m_tuning,m_carChassis,m_vehicleRayCaster);
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///never deactivate the vehicle
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m_carChassis->SetActivationState(DISABLE_DEACTIVATION);
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m_dynamicsWorld->addVehicle(m_vehicle);
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btVector3 connectionPointCS0(CUBE_HALF_EXTENTS-(0.3*wheelWidth),0,2*CUBE_HALF_EXTENTS-wheelRadius);
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btRaycastVehicle::btVehicleTuning tuning;
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bool isFrontWheel=true;
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int rightIndex = 0;
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int upIndex = 1;
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int forwardIndex = 2;
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gVehicleConstraint->setCoordinateSystem(rightIndex,upIndex,forwardIndex);
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gVehicleConstraint->addWheel(&wheelMotionState[0],
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(PHY__Vector3&)connectionPointCS0,
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(PHY__Vector3&)wheelDirectionCS0,(PHY__Vector3&)wheelAxleCS,suspensionRestLength,wheelRadius,isFrontWheel);
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m_vehicle->setCoordinateSystem(rightIndex,upIndex,forwardIndex);
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m_vehicle->addWheel(connectionPointCS0,wheelDirectionCS0,wheelAxleCS,suspensionRestLength,wheelRadius,m_tuning,isFrontWheel);
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connectionPointCS0 = btVector3(-CUBE_HALF_EXTENTS+(0.3*wheelWidth),0,2*CUBE_HALF_EXTENTS-wheelRadius);
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gVehicleConstraint->addWheel(&wheelMotionState[1],
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(PHY__Vector3&)connectionPointCS0,
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(PHY__Vector3&)wheelDirectionCS0,(PHY__Vector3&)wheelAxleCS,suspensionRestLength,wheelRadius,isFrontWheel);
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m_vehicle->addWheel(connectionPointCS0,wheelDirectionCS0,wheelAxleCS,suspensionRestLength,wheelRadius,m_tuning,isFrontWheel);
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connectionPointCS0 = btVector3(-CUBE_HALF_EXTENTS+(0.3*wheelWidth),0,-2*CUBE_HALF_EXTENTS+wheelRadius);
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isFrontWheel = false;
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gVehicleConstraint->addWheel(&wheelMotionState[2],
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(PHY__Vector3&)connectionPointCS0,
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(PHY__Vector3&)wheelDirectionCS0,(PHY__Vector3&)wheelAxleCS,suspensionRestLength,wheelRadius,isFrontWheel);
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m_vehicle->addWheel(connectionPointCS0,wheelDirectionCS0,wheelAxleCS,suspensionRestLength,wheelRadius,m_tuning,isFrontWheel);
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connectionPointCS0 = btVector3(CUBE_HALF_EXTENTS-(0.3*wheelWidth),0,-2*CUBE_HALF_EXTENTS+wheelRadius);
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gVehicleConstraint->addWheel(&wheelMotionState[3],
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(PHY__Vector3&)connectionPointCS0,
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(PHY__Vector3&)wheelDirectionCS0,(PHY__Vector3&)wheelAxleCS,suspensionRestLength,wheelRadius,isFrontWheel);
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m_vehicle->addWheel(connectionPointCS0,wheelDirectionCS0,wheelAxleCS,suspensionRestLength,wheelRadius,m_tuning,isFrontWheel);
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gVehicleConstraint->SetSuspensionStiffness(suspensionStiffness,0);
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/* gVehicleConstraint->SetSuspensionStiffness(suspensionStiffness,0);
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gVehicleConstraint->SetSuspensionStiffness(suspensionStiffness,1);
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gVehicleConstraint->SetSuspensionStiffness(suspensionStiffness,2);
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gVehicleConstraint->SetSuspensionStiffness(suspensionStiffness,3);
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@@ -262,6 +209,7 @@ const float TRIANGLE_SIZE=20.f;
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gVehicleConstraint->SetWheelFriction(wheelFriction,1);
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gVehicleConstraint->SetWheelFriction(wheelFriction,2);
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gVehicleConstraint->SetWheelFriction(wheelFriction,3);
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*/
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}
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@@ -275,6 +223,7 @@ const float TRIANGLE_SIZE=20.f;
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//to be implemented by the demo
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void VehicleDemo::renderme()
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{
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updateCamera();
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debugDrawer.setDebugMode(getDebugMode());
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@@ -284,38 +233,69 @@ void VehicleDemo::renderme()
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btCylinderShapeX wheelShape(btVector3(wheelWidth,wheelRadius,wheelRadius));
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btVector3 wheelColor(1,0,0);
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for (i=0;i<4;i++)
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for (i=0;i<m_vehicle->getNumWheels();i++)
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{
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//synchronize the wheels with the (interpolated) chassis worldtransform
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m_vehicle->updateWheelTransform(i);
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//draw wheels (cylinders)
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wheelMotionState[i].m_worldTransform.getOpenGLMatrix(m);
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m_vehicle->getWheelInfo(i).m_worldTransform.getOpenGLMatrix(m);
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GL_ShapeDrawer::drawOpenGL(m,&wheelShape,wheelColor,getDebugMode());
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}
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DemoApplication::renderme();
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}
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void VehicleDemo::clientMoveAndDisplay()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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float dt = m_clock.getTimeMilliseconds() * 0.001f;
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m_clock.reset();
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if (m_dynamicsWorld)
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{
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//during idle mode, just run 1 simulation step maximum
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int maxSimSubSteps = m_idle ? 1 : 1;
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if (m_idle)
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dt = 1.0/420.f;
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{
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int steerWheelIndex = 2;
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gVehicleConstraint->applyEngineForce(gEngineForce,steerWheelIndex);
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steerWheelIndex = 3;
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gVehicleConstraint->applyEngineForce(gEngineForce,steerWheelIndex);
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steerWheelIndex = 0;
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gVehicleConstraint->setSteeringValue(gVehicleSteering,steerWheelIndex);
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steerWheelIndex = 1;
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gVehicleConstraint->setSteeringValue(gVehicleSteering,steerWheelIndex);
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int numSimSteps = m_dynamicsWorld->stepSimulation(dt,maxSimSubSteps);
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if (!numSimSteps)
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printf("Interpolated transforms\n");
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else
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{
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if (numSimSteps > maxSimSubSteps)
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{
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//detect dropping frames
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printf("Dropped (%i) simulation steps out of %i\n",numSimSteps - maxSimSubSteps,numSimSteps);
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} else
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{
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printf("Simulated (%i) steps\n",numSimSteps);
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}
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}
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}
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m_physicsEnvironmentPtr->proceedDeltaTime(0.f,deltaTime);
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{
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int steerWheelIndex = 2;
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m_vehicle->applyEngineForce(gEngineForce,steerWheelIndex);
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steerWheelIndex = 3;
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m_vehicle->applyEngineForce(gEngineForce,steerWheelIndex);
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steerWheelIndex = 0;
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m_vehicle->setSteeringValue(gVehicleSteering,steerWheelIndex);
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steerWheelIndex = 1;
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m_vehicle->setSteeringValue(gVehicleSteering,steerWheelIndex);
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}
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#ifdef USE_QUICKPROF
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@@ -328,6 +308,8 @@ void VehicleDemo::clientMoveAndDisplay()
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#ifdef USE_QUICKPROF
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btProfiler::endBlock("render");
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#endif
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glFlush();
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glutSwapBuffers();
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@@ -341,9 +323,10 @@ void VehicleDemo::displayCallback(void)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_physicsEnvironmentPtr->UpdateAabbs(deltaTime);
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m_dynamicsWorld->updateAabbs();
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//draw contactpoints
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m_physicsEnvironmentPtr->CallbackTriggers();
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//m_physicsEnvironmentPtr->CallbackTriggers();
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renderme();
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@@ -359,14 +342,14 @@ void VehicleDemo::clientResetScene()
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{
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gEngineForce = 0.f;
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gVehicleSteering = 0.f;
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m_carChassis->setPosition(0,0,0);
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m_carChassis->setOrientation(0,0,0,1);
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m_carChassis->setCenterOfMassTransform(btTransform::getIdentity());
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}
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void VehicleDemo::specialKeyboard(int key, int x, int y)
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{
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printf("key = %i x=%i y=%i\n",key,x,y);
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switch (key)
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@@ -404,6 +387,7 @@ void VehicleDemo::specialKeyboard(int key, int x, int y)
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// glutPostRedisplay();
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}
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@@ -414,8 +398,11 @@ void VehicleDemo::updateCamera()
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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btTransform chassisWorldTrans;
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//look at the vehicle
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m_cameraTargetPosition = m_carChassis->getRigidBody()->m_worldTransform.getOrigin();
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m_carChassis->getMotionState()->getWorldTransform(chassisWorldTrans);
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m_cameraTargetPosition = chassisWorldTrans.getOrigin();
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//interpolate the camera height
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m_cameraPosition[1] = (15.0*m_cameraPosition[1] + m_cameraTargetPosition[1] + m_cameraHeight)/16.0;
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@@ -443,5 +430,6 @@ void VehicleDemo::updateCamera()
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m_cameraUp.getX(),m_cameraUp.getY(),m_cameraUp.getZ());
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glMatrixMode(GL_MODELVIEW);
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}
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Reference in New Issue
Block a user