#include "CoordinateFrameDemoPhysicsSetup.h" #include "btBulletDynamicsCommon.h" #define ARRAY_SIZE_Y 5 #define ARRAY_SIZE_X 5 #define ARRAY_SIZE_Z 5 bool showRigidBodyCenterOfMass = true; void CoordinateFrameDemoPhysicsSetup::debugDraw() { /* for (int i=0;igetCollisionObjectArray().size();i++) { const btCollisionObject* colObj = m_dynamicsWorld->getCollisionObjectArray()[i]; if (showRigidBodyCenterOfMass) { m_dynamicsWorld->getDebugDrawer()->drawTransform(colObj->getWorldTransform(),1); } } */ m_dynamicsWorld->debugDrawWorld(); } void CoordinateFrameDemoPhysicsSetup::initPhysics(GraphicsPhysicsBridge& gfxBridge) { createEmptyDynamicsWorld(); m_dynamicsWorld->setGravity(btVector3(0,0,0)); gfxBridge.createPhysicsDebugDrawer(m_dynamicsWorld); m_dynamicsWorld->getDebugDrawer()->setDebugMode(btIDebugDraw::DBG_DrawWireframe+btIDebugDraw::DBG_DrawContactPoints); m_dynamicsWorld->getDebugDrawer()->setDebugMode(m_dynamicsWorld->getDebugDrawer()->getDebugMode() + btIDebugDraw::DBG_DrawFrames); btScalar sqr2 = btSqrt(2); btVector3 tetraVerts[] = { btVector3(1.f, 0.f, -1/sqr2), btVector3(-1.f, 0.f, -1/sqr2), btVector3(0, 1.f, 1/sqr2), btVector3(0, -1.f, 1/sqr2), }; { //create a few dynamic rigidbodies // Re-using the same collision is better for memory usage and performance btCompoundShape* hull = new btCompoundShape(); btConvexHullShape* childHull = new btConvexHullShape(&tetraVerts[0].getX(),sizeof(tetraVerts)/sizeof(btVector3),sizeof(btVector3)); childHull->initializePolyhedralFeatures(); btTransform childTrans; childTrans.setIdentity(); childTrans.setOrigin(btVector3(2,0,0)); hull->addChildShape(childTrans,childHull); gfxBridge.createCollisionShapeGraphicsObject(hull); m_collisionShapes.push_back(hull); /// Create Dynamic Objects btTransform startTransform; startTransform.setIdentity(); btScalar mass(1.f); //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) hull->calculateLocalInertia(mass,localInertia); startTransform.setOrigin(btVector3(0,0,0)); btRigidBody* body = createRigidBody(mass,startTransform,hull); gfxBridge.createRigidBodyGraphicsObject(body, btVector3(1, 1, 0)); } }