/* 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. */ /// September 2006: CharacterDemo is work in progress, this file is mostly just a placeholder /// This CharacterDemo file is very early in development, please check it later /// One todo is a basic engine model: /// A function that maps user input (throttle) into torque/force applied on the wheels /// with gears etc. #include "btBulletDynamicsCommon.h" #include "BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h" #include "GLDebugDrawer.h" #include //printf debugging #include "GL_ShapeDrawer.h" #include "GlutStuff.h" #include "CharacterDemo.h" #include "CharacterController.h" const int maxProxies = 32766; const int maxOverlap = 65535; static int gForward = 0; static int gBackward = 0; static int gLeft = 0; static int gRight = 0; static int gJump = 0; CharacterDemo::CharacterDemo() : m_cameraHeight(4.f), m_minCameraDistance(3.f), m_maxCameraDistance(10.f), m_indexVertexArrays(0), m_vertices(0) { m_character = 0; m_cameraPosition = btVector3(30,30,30); } CharacterDemo::~CharacterDemo() { //cleanup in the reverse order of creation/initialization if (m_character) m_character->destroy (m_dynamicsWorld); //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;jsetGravity(btVector3(0,0,0)); btTransform tr; tr.setIdentity(); //either use heightfield or triangle mesh #define USE_TRIMESH_GROUND 1 #ifdef USE_TRIMESH_GROUND int i; const float TRIANGLE_SIZE=20.f; //create a triangle-mesh ground int vertStride = sizeof(btVector3); int indexStride = 3*sizeof(int); const int NUM_VERTS_X = 20; const int NUM_VERTS_Y = 20; const int totalVerts = NUM_VERTS_X*NUM_VERTS_Y; const int totalTriangles = 2*(NUM_VERTS_X-1)*(NUM_VERTS_Y-1); m_vertices = new btVector3[totalVerts]; int* gIndices = new int[totalTriangles*3]; for ( i=0;isetUseDiamondSubdivision(true); btVector3 localScaling(20,20,20); localScaling[upIndex]=1.f; groundShape->setLocalScaling(localScaling); tr.setOrigin(btVector3(0,-64.5f,0)); #endif // m_collisionShapes.push_back(groundShape); //create ground object localCreateRigidBody(0,tr,groundShape); m_character = new CharacterController (); m_character->setup (m_dynamicsWorld); #define CUBE_HALF_EXTENTS 0.5 #define EXTRA_HEIGHT 10.0 btBoxShape* boxShape = new btBoxShape (btVector3(1.0, 1.0, 1.0)); m_collisionShapes.push_back (boxShape); #define DO_WALL #ifdef DO_WALL for (i=0;i<50;i++) { btCollisionShape* shape = boxShape; //shape->setMargin(gCollisionMargin); bool isDyna = i>0; btTransform trans; trans.setIdentity(); if (i>0) { //stack them int colsize = 10; int row = (i*CUBE_HALF_EXTENTS*2)/(colsize*2*CUBE_HALF_EXTENTS); int row2 = row; int col = (i)%(colsize)-colsize/2; if (col>3) { col=11; row2 |=1; } btVector3 pos(col*2*CUBE_HALF_EXTENTS + (row2%2)*CUBE_HALF_EXTENTS, row*2*CUBE_HALF_EXTENTS+CUBE_HALF_EXTENTS+EXTRA_HEIGHT,0); trans.setOrigin(pos); } else { trans.setOrigin(btVector3(0,EXTRA_HEIGHT-CUBE_HALF_EXTENTS,0)); } float mass = 1.f; if (!isDyna) mass = 0.f; btRigidBody* body = localCreateRigidBody(mass,trans,shape); #ifdef USE_KINEMATIC_GROUND if (mass == 0.f) { body->setCollisionFlags( body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT); body->setActivationState(DISABLE_DEACTIVATION); } #endif //USE_KINEMATIC_GROUND } #endif clientResetScene(); setCameraDistance(26.f); } //to be implemented by the demo void CharacterDemo::renderme() { updateCamera(); btScalar m[16]; int i; DemoApplication::renderme(); } void CharacterDemo::clientMoveAndDisplay() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); float dt = getDeltaTimeMicroseconds() * 0.000001f; /* Character stuff &*/ if (m_character) { m_character->preStep (m_dynamicsWorld); m_character->playerStep (dt, gForward, gBackward, gLeft, gRight); if (gJump) { gJump = 0; m_character->jump (); } } if (m_dynamicsWorld) { //during idle mode, just run 1 simulation step maximum int maxSimSubSteps = m_idle ? 1 : 2; if (m_idle) dt = 1.0/420.f; int numSimSteps = m_dynamicsWorld->stepSimulation(dt,maxSimSubSteps); //optional but useful: debug drawing m_dynamicsWorld->debugDrawWorld(); //#define VERBOSE_FEEDBACK #ifdef VERBOSE_FEEDBACK if (!numSimSteps) printf("Interpolated transforms\n"); else { if (numSimSteps > maxSimSubSteps) { //detect dropping frames printf("Dropped (%i) simulation steps out of %i\n",numSimSteps - maxSimSubSteps,numSimSteps); } else { printf("Simulated (%i) steps\n",numSimSteps); } } #endif //VERBOSE_FEEDBACK } #ifdef USE_QUICKPROF btProfiler::beginBlock("render"); #endif //USE_QUICKPROF renderme(); #ifdef USE_QUICKPROF btProfiler::endBlock("render"); #endif glFlush(); glutSwapBuffers(); } void CharacterDemo::displayCallback(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); renderme(); glFlush(); glutSwapBuffers(); } void CharacterDemo::clientResetScene() { m_dynamicsWorld->getBroadphase()->getOverlappingPairCache()->cleanProxyFromPairs(m_character->getRigidBody()->getBroadphaseHandle(),getDynamicsWorld()->getDispatcher()); } void CharacterDemo::specialKeyboardUp(int key, int x, int y) { switch (key) { case GLUT_KEY_UP: { gForward = 0; } break; case GLUT_KEY_DOWN: { gBackward = 0; } break; case GLUT_KEY_LEFT: { gLeft = 0; } break; case GLUT_KEY_RIGHT: { gRight = 0; } break; default: DemoApplication::specialKeyboardUp(key,x,y); break; } } void CharacterDemo::specialKeyboard(int key, int x, int y) { // printf("key = %i x=%i y=%i\n",key,x,y); switch (key) { case GLUT_KEY_UP: { gForward = 1; } break; case GLUT_KEY_DOWN: { gBackward = 1; } break; case GLUT_KEY_LEFT: { gLeft = 1; } break; case GLUT_KEY_RIGHT: { gRight = 1; } break; case GLUT_KEY_END: { if (m_character && m_character->canJump()) gJump = 1; } break; default: DemoApplication::specialKeyboard(key,x,y); break; } // glutPostRedisplay(); } void CharacterDemo::updateCamera() { //#define DISABLE_CAMERA 1 #ifdef DISABLE_CAMERA DemoApplication::updateCamera(); return; #endif //DISABLE_CAMERA glMatrixMode(GL_PROJECTION); glLoadIdentity(); btTransform characterWorldTrans; //look at the vehicle m_character->getRigidBody()->getMotionState()->getWorldTransform(characterWorldTrans); btVector3 up = characterWorldTrans.getBasis()[1]; btVector3 backward = -characterWorldTrans.getBasis()[2]; up.normalize (); backward.normalize (); m_cameraTargetPosition = characterWorldTrans.getOrigin(); m_cameraPosition = m_cameraTargetPosition + up * 5.0 + backward * 5.0; //update OpenGL camera settings glFrustum(-1.0, 1.0, -1.0, 1.0, 1.0, 10000.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(m_cameraPosition[0],m_cameraPosition[1],m_cameraPosition[2], m_cameraTargetPosition[0],m_cameraTargetPosition[1], m_cameraTargetPosition[2], m_cameraUp.getX(),m_cameraUp.getY(),m_cameraUp.getZ()); }