/* 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 "btBulletDynamicsCommon.h" #include "LinearMath/btIDebugDraw.h" #include "BulletCollision/CollisionShapes/btBoxShape.h" #include "GLDebugDrawer.h" #include "ConcaveConvexcastDemo.h" #include "GL_ShapeDrawer.h" #include "GlutStuff.h" //#define USE_PARALLEL_DISPATCHER 1 #ifdef USE_PARALLEL_DISPATCHER #include "../../Extras/BulletMultiThreaded/SpuGatheringCollisionDispatcher.h" #include "../../Extras/BulletMultiThreaded/Win32ThreadSupport.h" #include "../../Extras/BulletMultiThreaded/SpuNarrowPhaseCollisionTask/SpuGatheringCollisionTask.h" #endif//USE_PARALLEL_DISPATCHER static btVector3* gVertices=0; static int* gIndices=0; static btBvhTriangleMeshShape* trimeshShape =0; static btRigidBody* staticBody = 0; static float waveheight = 5.f; const float TRIANGLE_SIZE=8.f; /* Scrolls back and forth over terrain */ #define NUMRAYS_IN_BAR 100 class btConvexcastBatch { public: btVector3 source[NUMRAYS_IN_BAR]; btVector3 dest[NUMRAYS_IN_BAR]; btVector3 direction[NUMRAYS_IN_BAR]; btVector3 hit[NUMRAYS_IN_BAR]; btVector3 normal[NUMRAYS_IN_BAR]; int frame_counter; int ms; int sum_ms; int sum_ms_samples; int min_ms; int max_ms; btClock frame_timer; btScalar dx; btScalar min_x; btScalar max_x; btScalar min_y; btScalar max_y; btScalar sign; btVector3 boxShapeHalfExtents; btBoxShape boxShape; btConvexcastBatch () : boxShape(btVector3(0.0, 0.0, 0.0)) { ms = 0; max_ms = 0; min_ms = 9999.0; sum_ms_samples = 0; sum_ms = 0; } btConvexcastBatch (bool unused, btScalar ray_length, btScalar min_z, btScalar max_z, btScalar min_y = -10, btScalar max_y = 10) : boxShape(btVector3(0.0, 0.0, 0.0)) { boxShapeHalfExtents = btVector3(1.0, 1.0, 1.0); boxShape = btBoxShape(boxShapeHalfExtents); frame_counter = 0; ms = 0; max_ms = 0; min_ms = 9999.0; sum_ms_samples = 0; sum_ms = 0; dx = 10.0; min_x = -40; max_x = 20; this->min_y = min_y; this->max_y = max_y; sign = 1.0; btScalar dalpha = 2*SIMD_2_PI/NUMRAYS_IN_BAR; for (int i = 0; i < NUMRAYS_IN_BAR; i++) { btScalar z = (max_z-min_z)/NUMRAYS_IN_BAR * i + min_z; source[i] = btVector3(min_x, max_y, z); dest[i] = btVector3(min_x + ray_length, min_y, z); normal[i] = btVector3(1.0, 0.0, 0.0); } } btConvexcastBatch (btScalar ray_length, btScalar z, btScalar min_y = -1000, btScalar max_y = 10) : boxShape(btVector3(0.0, 0.0, 0.0)) { boxShapeHalfExtents = btVector3(1.0, 1.0, 1.0); boxShape = btBoxShape(boxShapeHalfExtents); frame_counter = 0; ms = 0; max_ms = 0; min_ms = 9999.0; sum_ms_samples = 0; sum_ms = 0; dx = 10.0; min_x = -40; max_x = 20; this->min_y = min_y; this->max_y = max_y; sign = 1.0; btScalar dalpha = 2*SIMD_2_PI/NUMRAYS_IN_BAR; for (int i = 0; i < NUMRAYS_IN_BAR; i++) { btScalar alpha = dalpha * i; // rotate around by alpha degrees y btQuaternion q(btVector3(0.0, 1.0, 0.0), alpha); direction[i] = btVector3(1.0, 0.0, 0.0); direction[i] = q * direction[i]; direction[i] = direction[i]; source[i] = btVector3(min_x, max_y, z); dest[i] = source[i] + direction[i] * ray_length; dest[i][1] = min_y; normal[i] = btVector3(1.0, 0.0, 0.0); } } void move (btScalar dt) { if (dt > (1.0/60.0)) dt = 1.0/60.0; for (int i = 0; i < NUMRAYS_IN_BAR; i++) { source[i][0] += dx * dt * sign; dest[i][0] += dx * dt * sign; } if (source[0][0] < min_x) sign = 1.0; else if (source[0][0] > max_x) sign = -1.0; } void cast (btCollisionWorld* cw) { frame_timer.reset (); for (int i = 0; i < NUMRAYS_IN_BAR; i++) { btCollisionWorld::ClosestConvexResultCallback cb(source[i], dest[i]); cw->convexTest (&boxShape, source[i], dest[i], cb); if (cb.HasHit ()) { hit[i] = cb.m_hitPointWorld; normal[i] = cb.m_hitNormalWorld; normal[i].normalize (); } else { hit[i] = dest[i]; normal[i] = btVector3(1.0, 0.0, 0.0); } } ms += frame_timer.getTimeMilliseconds (); frame_counter++; if (frame_counter > 50) { min_ms = ms < min_ms ? ms : min_ms; max_ms = ms > max_ms ? ms : max_ms; sum_ms += ms; sum_ms_samples++; btScalar mean_ms = (btScalar)sum_ms/(btScalar)sum_ms_samples; printf("%d rays in %d ms %d %d %f\n", NUMRAYS_IN_BAR * frame_counter, ms, min_ms, max_ms, mean_ms); ms = 0; frame_counter = 0; } } void drawCube (const btVector3& com) { glPushMatrix (); glTranslatef (com[0], com[1], com[2]); glScalef (2.0 * boxShapeHalfExtents[0], 2.0 * boxShapeHalfExtents[1], 2.0 * boxShapeHalfExtents[2]); glutSolidCube (1.0); glPopMatrix (); } void draw () { glDisable (GL_LIGHTING); glColor3f (0.0, 1.0, 0.0); glBegin (GL_LINES); for (int i = 0; i < NUMRAYS_IN_BAR; i++) { glVertex3f (source[i][0], source[i][1], source[i][2]); glVertex3f (hit[i][0], hit[i][1], hit[i][2]); } glColor3f (1.0, 1.0, 1.0); glBegin (GL_LINES); for (int i = 0; i < NUMRAYS_IN_BAR; i++) { glVertex3f (hit[i][0], hit[i][1], hit[i][2]); glVertex3f (hit[i][0] + normal[i][0], hit[i][1] + normal[i][1], hit[i][2] + normal[i][2]); } glEnd (); glColor3f (0.0, 1.0, 1.0); for (int i = 0; i < NUMRAYS_IN_BAR; i++) { drawCube (hit[i]); } glEnable (GL_LIGHTING); } }; static btConvexcastBatch convexcastBatch; ///User can override this material combiner by implementing gContactAddedCallback and setting body0->m_collisionFlags |= btCollisionObject::customMaterialCallback; inline btScalar calculateCombinedFriction(float friction0,float friction1) { btScalar friction = friction0 * friction1; const btScalar MAX_FRICTION = 10.f; if (friction < -MAX_FRICTION) friction = -MAX_FRICTION; if (friction > MAX_FRICTION) friction = MAX_FRICTION; return friction; } inline btScalar calculateCombinedRestitution(float restitution0,float restitution1) { return restitution0 * restitution1; } static bool CustomMaterialCombinerCallback(btManifoldPoint& cp, const btCollisionObject* colObj0,int partId0,int index0,const btCollisionObject* colObj1,int partId1,int index1) { float friction0 = colObj0->getFriction(); float friction1 = colObj1->getFriction(); float restitution0 = colObj0->getRestitution(); float restitution1 = colObj1->getRestitution(); if (colObj0->getCollisionFlags() & btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK) { friction0 = 1.0;//partId0,index0 restitution0 = 0.f; } if (colObj1->getCollisionFlags() & btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK) { if (index1&1) { friction1 = 1.0f;//partId1,index1 } else { friction1 = 0.f; } restitution1 = 0.f; } cp.m_combinedFriction = calculateCombinedFriction(friction0,friction1); cp.m_combinedRestitution = calculateCombinedRestitution(restitution0,restitution1); //this return value is currently ignored, but to be on the safe side: return false if you don't calculate friction return true; } extern ContactAddedCallback gContactAddedCallback; const int NUM_VERTS_X = 30; const int NUM_VERTS_Y = 30; const int totalVerts = NUM_VERTS_X*NUM_VERTS_Y; void ConcaveConvexcastDemo::setVertexPositions(float waveheight, float offset) { int i; int j; for ( i=0;isetCollisionFlags( staticBody->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT); staticBody->setActivationState(DISABLE_DEACTIVATION); } else { staticBody->setCollisionFlags( staticBody->getCollisionFlags() & ~btCollisionObject::CF_KINEMATIC_OBJECT); staticBody->forceActivationState(ACTIVE_TAG); } } DemoApplication::keyboardCallback(key,x,y); } void ConcaveConvexcastDemo::initPhysics() { #define TRISIZE 10.f gContactAddedCallback = CustomMaterialCombinerCallback; #define USE_TRIMESH_SHAPE 1 #ifdef USE_TRIMESH_SHAPE int vertStride = sizeof(btVector3); int indexStride = 3*sizeof(int); const int totalTriangles = 2*(NUM_VERTS_X-1)*(NUM_VERTS_Y-1); gVertices = new btVector3[totalVerts]; gIndices = new int[totalTriangles*3]; int i; setVertexPositions(waveheight,0.f); int index=0; for ( i=0;igetOptimizedBvh()->calculateSerializeBufferSize(); buffer = btAlignedAlloc(numBytes,16); bool swapEndian = false; trimeshShape->getOptimizedBvh()->serialize(buffer,numBytes,swapEndian); FILE* file = fopen("bvh.bin","wb"); fwrite(buffer,1,numBytes,file); fclose(file); btAlignedFree(buffer); #else trimeshShape = new btBvhTriangleMeshShape(m_indexVertexArrays,useQuantizedAabbCompression,false); char* fileName = "bvh.bin"; FILE* file = fopen(fileName,"rb"); int size=0; btOptimizedBvh* bvh = 0; if (fseek(file, 0, SEEK_END) || (size = ftell(file)) == EOF || fseek(file, 0, SEEK_SET)) { /* File operations denied? ok, just close and return failure */ printf("Error: cannot get filesize from %s\n", fileName); exit(0); } else { fseek(file, 0, SEEK_SET); int buffersize = size+btOptimizedBvh::getAlignmentSerializationPadding(); void* buffer = btAlignedAlloc(buffersize,16); int read = fread(buffer,1,size,file); fclose(file); bool swapEndian = false; bvh = btOptimizedBvh::deSerializeInPlace(buffer,buffersize,swapEndian); } trimeshShape->setOptimizedBvh(bvh); #endif btCollisionShape* groundShape = trimeshShape; #else btCollisionShape* groundShape = new btBoxShape(btVector3(50,3,50)); m_collisionShapes.push_back(groundShape); #endif //USE_TRIMESH_SHAPE m_collisionConfiguration = new btDefaultCollisionConfiguration(); #ifdef USE_PARALLEL_DISPATCHER #ifdef USE_WIN32_THREADING int maxNumOutstandingTasks = 4;//number of maximum outstanding tasks Win32ThreadSupport* threadSupport = new Win32ThreadSupport(Win32ThreadSupport::Win32ThreadConstructionInfo( "collision", processCollisionTask, createCollisionLocalStoreMemory, maxNumOutstandingTasks)); #else ///todo other platform threading ///Playstation 3 SPU (SPURS) version is available through PS3 Devnet ///Libspe2 SPU support will be available soon ///pthreads version ///you can hook it up to your custom task scheduler by deriving from btThreadSupportInterface #endif m_dispatcher = new SpuGatheringCollisionDispatcher(threadSupport,maxNumOutstandingTasks,m_collisionConfiguration); #else m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration); #endif//USE_PARALLEL_DISPATCHER btVector3 worldMin(-1000,-1000,-1000); btVector3 worldMax(1000,1000,1000); m_broadphase = new btAxisSweep3(worldMin,worldMax); m_solver = new btSequentialImpulseConstraintSolver(); m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration); #ifdef USE_PARALLEL_DISPATCHER m_dynamicsWorld->getDispatchInfo().m_enableSPU=true; #endif //USE_PARALLEL_DISPATCHER float mass = 0.f; btTransform startTransform; startTransform.setIdentity(); startTransform.setOrigin(btVector3(0,-2,0)); btCollisionShape* colShape = new btBoxShape(btVector3(1,1,1)); m_collisionShapes.push_back(colShape); { for (int i=0;i<10;i++) { //btCollisionShape* colShape = new btCapsuleShape(0.5,2.0);//boxShape = new btSphereShape(1.f); startTransform.setOrigin(btVector3(2*i,10,1)); localCreateRigidBody(1, startTransform,colShape); } } startTransform.setIdentity(); staticBody = localCreateRigidBody(mass, startTransform,groundShape); staticBody->setCollisionFlags(staticBody->getCollisionFlags() | btCollisionObject::CF_STATIC_OBJECT); //enable custom material callback staticBody->setCollisionFlags(staticBody->getCollisionFlags() | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK); convexcastBatch = btConvexcastBatch (40.0, 0.0, -10.0); //convexcastBatch = btConvexcastBatch (true, 40.0, -50.0, 50.0); } void ConcaveConvexcastDemo::clientMoveAndDisplay() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); float dt = m_clock.getTimeMicroseconds() * 0.000001f; m_clock.reset(); if (m_animatedMesh) { static float offset=0.f; offset+=0.01f; setVertexPositions(waveheight,offset); trimeshShape->refitTree(); //clear all contact points involving mesh proxy. Note: this is a slow/unoptimized operation. m_dynamicsWorld->getBroadphase()->getOverlappingPairCache()->cleanProxyFromPairs(staticBody->getBroadphaseHandle(),getDynamicsWorld()->getDispatcher()); } m_dynamicsWorld->stepSimulation(dt); convexcastBatch.move (dt); convexcastBatch.cast (m_dynamicsWorld); renderme(); convexcastBatch.draw (); glFlush(); glutSwapBuffers(); } void ConcaveConvexcastDemo::displayCallback(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); renderme(); convexcastBatch.draw (); glFlush(); glutSwapBuffers(); } void ConcaveConvexcastDemo::exitPhysics() { //cleanup in the reverse order of creation/initialization //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;j