/* 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 "cd_wavefront.h" #include "ConvexBuilder.h" #include "CcdPhysicsEnvironment.h" #include "CcdPhysicsController.h" //#include "GL_LineSegmentShape.h" #include "CollisionShapes/BoxShape.h" #include "CollisionShapes/SphereShape.h" #include "CollisionShapes/ConeShape.h" #include "CollisionShapes/ConvexTriangleMeshShape.h" #include "CollisionShapes/TriangleMesh.h" #include "CollisionShapes/Simplex1to4Shape.h" #include "CollisionShapes/EmptyShape.h" #include "Dynamics/RigidBody.h" #include "CollisionDispatch/CollisionDispatcher.h" #include "BroadphaseCollision/SimpleBroadphase.h" #include "BroadphaseCollision/AxisSweep3.h" #include "ConstraintSolver/Point2PointConstraint.h" #include "ConstraintSolver/HingeConstraint.h" #include "quickprof.h" #include "IDebugDraw.h" #include "GLDebugDrawer.h" #include "PHY_Pro.h" #include "BMF_Api.h" #include //printf debugging float deltaTime = 1.f/60.f; #include "ConvexDecompositionDemo.h" #include "GL_ShapeDrawer.h" #include "GlutStuff.h" const int maxNumObjects = 450; int shapeIndex[maxNumObjects]; SimdVector3 centroid; #define CUBE_HALF_EXTENTS 4 CollisionShape* shapePtr[maxNumObjects]; //////////////////////////////////// unsigned int tcount = 0; GLDebugDrawer debugDrawer; int main(int argc,char** argv) { int i; char* filename = "file.obj"; ConvexDecompositionDemo* convexDecompDemo = new ConvexDecompositionDemo(); convexDecompDemo->initPhysics(filename); convexDecompDemo->clientResetScene(); convexDecompDemo->setCameraDistance(26.f); return glutmain(argc, argv,640,480,"Bullet Physics Demo. http://www.continuousphysics.com/Bullet/phpBB2/",convexDecompDemo); } void ConvexDecompositionDemo::initPhysics(const char* filename) { ConvexDecomposition::WavefrontObj wo; tcount = wo.loadObj(filename); CollisionDispatcher* dispatcher = new CollisionDispatcher(); SimdVector3 worldAabbMin(-10000,-10000,-10000); SimdVector3 worldAabbMax(10000,10000,10000); OverlappingPairCache* broadphase = new AxisSweep3(worldAabbMin,worldAabbMax); //OverlappingPairCache* broadphase = new SimpleBroadphase(); m_physicsEnvironmentPtr = new CcdPhysicsEnvironment(dispatcher,broadphase); m_physicsEnvironmentPtr->setDeactivationTime(2.f); m_physicsEnvironmentPtr->setGravity(0,-10,0); SimdTransform startTransform; startTransform.setIdentity(); startTransform.setOrigin(SimdVector3(0,-4,0)); LocalCreatePhysicsObject(false,0,startTransform,new BoxShape(SimdVector3(30,2,30))); class MyConvexDecomposition : public ConvexDecomposition::ConvexDecompInterface { ConvexDecompositionDemo* m_convexDemo; public: MyConvexDecomposition (FILE* outputFile,ConvexDecompositionDemo* demo) :m_convexDemo(demo), mBaseCount(0), mHullCount(0), mOutputFile(outputFile) { } virtual void ConvexDecompResult(ConvexDecomposition::ConvexResult &result) { TriangleMesh* trimesh = new TriangleMesh(); SimdVector3 localScaling(6.f,6.f,6.f); //export data to .obj printf("ConvexResult\n"); if (mOutputFile) { fprintf(mOutputFile,"## Hull Piece %d with %d vertices and %d triangles.\r\n", mHullCount, result.mHullVcount, result.mHullTcount ); fprintf(mOutputFile,"usemtl Material%i\r\n",mBaseCount); fprintf(mOutputFile,"o Object%i\r\n",mBaseCount); for (unsigned int i=0; iAddTriangle(vertex0,vertex1,vertex2); index0+=mBaseCount; index1+=mBaseCount; index2+=mBaseCount; fprintf(mOutputFile,"f %d %d %d\r\n", index0+1, index1+1, index2+1 ); } } bool isDynamic = true; float mass = 1.f; CollisionShape* convexShape = new ConvexTriangleMeshShape(trimesh); SimdTransform trans; trans.setIdentity(); trans.setOrigin(centroid); m_convexDemo->LocalCreatePhysicsObject(isDynamic, mass, trans,convexShape); mBaseCount+=result.mHullVcount; // advance the 'base index' counter. } } int mBaseCount; int mHullCount; FILE* mOutputFile; }; if (tcount) { TriangleMesh* trimesh = new TriangleMesh(); SimdVector3 localScaling(6.f,6.f,6.f); for (int i=0;iAddTriangle(vertex0,vertex1,vertex2); } CollisionShape* convexShape = new ConvexTriangleMeshShape(trimesh); bool isDynamic = true; float mass = 1.f; SimdTransform startTransform; startTransform.setIdentity(); startTransform.setOrigin(SimdVector3(20,2,0)); LocalCreatePhysicsObject(isDynamic, mass, startTransform,convexShape); } if (tcount) { char outputFileName[512]; strcpy(outputFileName,filename); char *dot = strstr(outputFileName,"."); if ( dot ) *dot = 0; strcat(outputFileName,"_convex.obj"); FILE* outputFile = fopen(outputFileName,"wb"); unsigned int depth = 7; float cpercent = 5; float ppercent = 15; unsigned int maxv = 16; float skinWidth = 0.01; printf("WavefrontObj num triangles read %i",tcount); ConvexDecomposition::DecompDesc desc; desc.mVcount = wo.mVertexCount; desc.mVertices = wo.mVertices; desc.mTcount = wo.mTriCount; desc.mIndices = (unsigned int *)wo.mIndices; desc.mDepth = depth; desc.mCpercent = cpercent; desc.mPpercent = ppercent; desc.mMaxVertices = maxv; desc.mSkinWidth = skinWidth; MyConvexDecomposition convexDecomposition(outputFile,this); desc.mCallback = &convexDecomposition; //convexDecomposition.performConvexDecomposition(desc); ConvexBuilder cb(desc.mCallback); int ret = cb.process(desc); if (outputFile) fclose(outputFile); } m_physicsEnvironmentPtr->setDebugDrawer(&debugDrawer); } void ConvexDecompositionDemo::clientMoveAndDisplay() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); m_physicsEnvironmentPtr->proceedDeltaTime(0.f,deltaTime); renderme(); glFlush(); glutSwapBuffers(); } void ConvexDecompositionDemo::displayCallback(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); m_physicsEnvironmentPtr->UpdateAabbs(deltaTime); renderme(); glFlush(); glutSwapBuffers(); }