#define ARRAY_SIZE_X 5 #define ARRAY_SIZE_Y 5 #define ARRAY_SIZE_Z 5 #include "OpenGLWindow/SimpleOpenGL3App.h" #include "Bullet3Common/b3Vector3.h" #include "assert.h" #include #include "btBulletDynamicsCommon.h" class Bullet2RigidBodyDemo { protected: btDiscreteDynamicsWorld* m_dynamicsWorld; btCollisionDispatcher* m_dispatcher; btBroadphaseInterface* m_bp; btCollisionConfiguration* m_config; btConstraintSolver* m_solver; public: Bullet2RigidBodyDemo() { m_config = 0; m_dispatcher = 0; m_bp = 0; m_solver = 0; m_dynamicsWorld = 0; } virtual void initPhysics() { m_config = new btDefaultCollisionConfiguration; m_dispatcher = new btCollisionDispatcher(m_config); m_bp = new btDbvtBroadphase(); m_solver = new btSequentialImpulseConstraintSolver(); m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_bp,m_solver,m_config); } virtual void exitPhysics() { delete m_dynamicsWorld; m_dynamicsWorld=0; delete m_solver; m_solver=0; delete m_bp; m_bp=0; delete m_dispatcher; m_dispatcher=0; delete m_config; m_config=0; } virtual ~Bullet2RigidBodyDemo() { btAssert(m_config == 0); btAssert(m_dispatcher == 0); btAssert(m_bp == 0); btAssert(m_solver == 0); btAssert(m_dynamicsWorld == 0); } }; class BasicDemo : public Bullet2RigidBodyDemo { btRigidBody* m_pickedBody; btTypedConstraint* m_pickedConstraint; btVector3 m_oldPickingPos; btVector3 m_hitPos; btScalar m_oldPickingDist; public: SimpleOpenGL3App* m_glApp; BasicDemo(SimpleOpenGL3App* app) :m_glApp(app), m_pickedBody(0), m_pickedConstraint(0) { } virtual ~BasicDemo() { } void initPhysics() { Bullet2RigidBodyDemo::initPhysics(); //create ground int cubeShapeId = m_glApp->registerCubeShape(); float pos[]={0,0,0}; float orn[]={0,0,0,1}; { float color[]={0.3,0.3,1,1}; float halfExtents[]={50,50,50,1}; btTransform groundTransform; groundTransform.setIdentity(); groundTransform.setOrigin(btVector3(0,-50,0)); m_glApp->m_instancingRenderer->registerGraphicsInstance(cubeShapeId,groundTransform.getOrigin(),groundTransform.getRotation(),color,halfExtents); btBoxShape* groundShape = new btBoxShape(btVector3(btScalar(halfExtents[0]),btScalar(halfExtents[1]),btScalar(halfExtents[2]))); //We can also use DemoApplication::localCreateRigidBody, but for clarity it is provided here: { btScalar mass(0.); //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) groundShape->calculateLocalInertia(mass,localInertia); //using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform); btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,groundShape,localInertia); btRigidBody* body = new btRigidBody(rbInfo); //add the body to the dynamics world m_dynamicsWorld->addRigidBody(body); } } { float halfExtents[]={1,1,1,1}; b3Vector4 colors[4] = { b3MakeVector4(1,0,0,1), b3MakeVector4(0,1,0,1), b3MakeVector4(0,1,1,1), b3MakeVector4(1,1,0,1), }; btTransform startTransform; startTransform.setIdentity(); btScalar mass = 1.f; btVector3 localInertia; btBoxShape* colShape = new btBoxShape(btVector3(halfExtents[0],halfExtents[1],halfExtents[2])); colShape ->calculateLocalInertia(mass,localInertia); for (int k=0;km_instancingRenderer->registerGraphicsInstance(cubeShapeId,startTransform.getOrigin(),startTransform.getRotation(),color,halfExtents); //using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform); btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,colShape,localInertia); btRigidBody* body = new btRigidBody(rbInfo); m_dynamicsWorld->addRigidBody(body); } } } } m_glApp->m_instancingRenderer->writeTransforms(); } void exitPhysics() { Bullet2RigidBodyDemo::exitPhysics(); } void drawObjects() { //sync graphics -> physics world transforms { for (int i=0;igetNumCollisionObjects();i++) { btVector3 pos = m_dynamicsWorld->getCollisionObjectArray()[i]->getWorldTransform().getOrigin(); btQuaternion orn = m_dynamicsWorld->getCollisionObjectArray()[i]->getWorldTransform().getRotation(); m_glApp->m_instancingRenderer->writeSingleInstanceTransformToCPU(pos,orn,i); } m_glApp->m_instancingRenderer->writeTransforms(); } m_glApp->m_instancingRenderer->renderScene(); } btVector3 getRayTo(int x,int y) { if (!m_glApp->m_instancingRenderer) { btAssert(0); return btVector3(0,0,0); } float top = 1.f; float bottom = -1.f; float nearPlane = 1.f; float tanFov = (top-bottom)*0.5f / nearPlane; float fov = b3Scalar(2.0) * b3Atan(tanFov); btVector3 camPos,camTarget; m_glApp->m_instancingRenderer->getCameraPosition(camPos); m_glApp->m_instancingRenderer->getCameraTargetPosition(camTarget); btVector3 rayFrom = camPos; btVector3 rayForward = (camTarget-camPos); rayForward.normalize(); float farPlane = 10000.f; rayForward*= farPlane; btVector3 rightOffset; btVector3 m_cameraUp=btVector3(0,1,0); btVector3 vertical = m_cameraUp; btVector3 hor; hor = rayForward.cross(vertical); hor.normalize(); vertical = hor.cross(rayForward); vertical.normalize(); float tanfov = tanf(0.5f*fov); hor *= 2.f * farPlane * tanfov; vertical *= 2.f * farPlane * tanfov; b3Scalar aspect; float width = m_glApp->m_instancingRenderer->getScreenWidth(); float height = m_glApp->m_instancingRenderer->getScreenHeight(); aspect = width / height; hor*=aspect; btVector3 rayToCenter = rayFrom + rayForward; btVector3 dHor = hor * 1.f/width; btVector3 dVert = vertical * 1.f/height; btVector3 rayTo = rayToCenter - 0.5f * hor + 0.5f * vertical; rayTo += btScalar(x) * dHor; rayTo -= btScalar(y) * dVert; return rayTo; } bool mouseMoveCallback(float x,float y) { // if (m_data->m_altPressed!=0 || m_data->m_controlPressed!=0) // return false; if (m_pickedBody && m_pickedConstraint) { btPoint2PointConstraint* pickCon = static_cast(m_pickedConstraint); if (pickCon) { //keep it at the same picking distance btVector3 newRayTo = getRayTo(x,y); btVector3 rayFrom; btVector3 oldPivotInB = pickCon->getPivotInB(); btVector3 newPivotB; m_glApp->m_instancingRenderer->getCameraPosition(rayFrom); btVector3 dir = newRayTo-rayFrom; dir.normalize(); dir *= m_oldPickingDist; newPivotB = rayFrom + dir; pickCon->setPivotB(newPivotB); } } return false; } bool mouseButtonCallback(int button, int state, float x, float y) { if (state==1) { if(button==0)// && (m_data->m_altPressed==0 && m_data->m_controlPressed==0)) { btVector3 camPos; m_glApp->m_instancingRenderer->getCameraPosition(camPos); btVector3 rayFrom = camPos; btVector3 rayTo = getRayTo(x,y); btCollisionWorld::ClosestRayResultCallback rayCallback(rayFrom,rayTo); m_dynamicsWorld->rayTest(rayFrom,rayTo,rayCallback); if (rayCallback.hasHit()) { btVector3 pickPos = rayCallback.m_hitPointWorld; btRigidBody* body = (btRigidBody*)btRigidBody::upcast(rayCallback.m_collisionObject); if (body) { //other exclusions? if (!(body->isStaticObject() || body->isKinematicObject())) { m_pickedBody = body; m_pickedBody->setActivationState(DISABLE_DEACTIVATION); //printf("pickPos=%f,%f,%f\n",pickPos.getX(),pickPos.getY(),pickPos.getZ()); btVector3 localPivot = body->getCenterOfMassTransform().inverse() * pickPos; btPoint2PointConstraint* p2p = new btPoint2PointConstraint(*body,localPivot); m_dynamicsWorld->addConstraint(p2p,true); m_pickedConstraint = p2p; btScalar mousePickClamping = 30.f; p2p->m_setting.m_impulseClamp = mousePickClamping; //very weak constraint for picking p2p->m_setting.m_tau = 0.001f; } } // pickObject(pickPos, rayCallback.m_collisionObject); m_oldPickingPos = rayTo; m_hitPos = pickPos; m_oldPickingDist = (pickPos-rayFrom).length(); // printf("hit !\n"); //add p2p } } } else { if (button==0) { if (m_pickedConstraint) { m_dynamicsWorld->removeConstraint(m_pickedConstraint); delete m_pickedConstraint; m_pickedConstraint=0; m_pickedBody = 0; } //remove p2p } } //printf("button=%d, state=%d\n",button,state); return false; } void stepSimulation() { m_dynamicsWorld->stepSimulation(1./60,0); } }; BasicDemo* sDemo = 0; static void MyMouseMoveCallback( float x, float y) { bool handled = false; if (sDemo) handled = sDemo->mouseMoveCallback(x,y); if (!handled) b3DefaultMouseMoveCallback(x,y); } static void MyMouseButtonCallback(int button, int state, float x, float y) { bool handled = false; //try picking first if (sDemo) handled = sDemo->mouseButtonCallback(button,state,x,y); if (!handled) b3DefaultMouseButtonCallback(button,state,x,y); } void MyKeyboardCallback(int key, int state) { if (key==B3G_ESCAPE && sDemo->m_glApp->m_window) { sDemo->m_glApp->m_window->setRequestExit(); } if (key=='w') { glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); } if (key=='s') { glPolygonMode( GL_FRONT_AND_BACK, GL_FILL); } // if (sDemo) // sDemo->keyboardCallback(key,state); b3DefaultKeyboardCallback(key,state); } int main(int argc, char* argv[]) { float dt = 1./120.f; #ifdef BT_DEBUG char* name = "Bullet 2 CPU BasicDemo (Debug build=SLOW)"; #else char* name = "Bullet 2 CPU BasicDemo"; #endif SimpleOpenGL3App* app = new SimpleOpenGL3App(name,1024,768); app->m_instancingRenderer->setCameraDistance(40); app->m_instancingRenderer->setCameraPitch(0); app->m_instancingRenderer->setCameraTargetPosition(b3MakeVector3(0,0,0)); app->m_window->setMouseMoveCallback(MyMouseMoveCallback); app->m_window->setMouseButtonCallback(MyMouseButtonCallback); app->m_window->setKeyboardCallback(MyKeyboardCallback); BasicDemo* demo = new BasicDemo(app); demo->initPhysics(); sDemo = demo; GLint err = glGetError(); assert(err==GL_NO_ERROR); do { GLint err = glGetError(); assert(err==GL_NO_ERROR); app->m_instancingRenderer->init(); app->m_instancingRenderer->updateCamera(); demo->stepSimulation(); demo->drawObjects(); app->drawGrid(10,0.01); char bla[1024]; static int frameCount = 0; frameCount++; sprintf(bla,"Simulation frame %d", frameCount); app->drawText(bla,10,10); app->swapBuffer(); } while (!app->m_window->requestedExit()); demo->exitPhysics(); delete demo; delete app; return 0; }