Files
bullet3/Demos3/CpuDemos/deformable/CpuSoftBodyDemo.cpp
2013-09-06 23:18:14 -07:00

469 lines
11 KiB
C++

#include "CpuSoftBodyDemo.h"
#include "OpenGLWindow/ShapeData.h"
#include "OpenGLWindow/GLInstancingRenderer.h"
#include "Bullet3Common/b3Quaternion.h"
#include "OpenGLWindow/b3gWindowInterface.h"
#include "OpenGLWindow/OpenGLInclude.h"
#include "OpenGLWindow/GLInstanceRendererInternalData.h"
#include "Bullet3Collision/NarrowPhaseCollision/b3Config.h"
#include "CpuSoftBodyDemoInternalData.h"
#include "Bullet3Collision/BroadPhaseCollision/b3DynamicBvhBroadphase.h"
#include "stb_image/stb_image.h"
#include "CpuSoftClothDemoInternalData.h"
#include "ExplicitEuler.h"
#include "PositionBasedDynamics.h"
static b3KeyboardCallback oldCallback = 0;
extern bool gReset;
float clothWidth = 4;
float clothHeight= 4;
int width = 64;
int height = 64;
int numPoints = width*height;
float clothMass = 100.f;
CpuSoftBodyDemo::CpuSoftBodyDemo()
:m_instancingRenderer(0),
m_window(0)
{
m_data = new CpuSoftBodyDemoInternalData;
}
CpuSoftBodyDemo::~CpuSoftBodyDemo()
{
delete m_data;
}
static void PairKeyboardCallback(int key, int state)
{
if (key=='R' && state)
{
gReset = true;
}
//b3DefaultKeyboardCallback(key,state);
oldCallback(key,state);
}
void CpuSoftBodyDemo::setupScene(const ConstructionInfo& ci)
{
}
void CpuSoftBodyDemo::initPhysics(const ConstructionInfo& ci)
{
GLint err = glGetError();
b3Assert(err==GL_NO_ERROR);
if (ci.m_window)
{
m_window = ci.m_window;
oldCallback = ci.m_window->getKeyboardCallback();
ci.m_window->setKeyboardCallback(PairKeyboardCallback);
}
m_instancingRenderer = ci.m_instancingRenderer;
setupScene(ci);
err = glGetError();
b3Assert(err==GL_NO_ERROR);
m_instancingRenderer->writeTransforms();
}
void CpuSoftBodyDemo::exitPhysics()
{
m_window->setKeyboardCallback(oldCallback);
}
#include "Bullet3Common/shared/b3Float4.h"
struct GraphicsVertex
{
float pos[4];
float normal[3];
float texcoord[2];
};
void CpuSoftClothDemo::renderScene()
{
//wireframe
bool wireframe=false;
if (wireframe)
{
m_instancingRenderer->init();
m_instancingRenderer->updateCamera();
m_instancingRenderer->drawLine(b3MakeVector3(0,0,0),b3MakeVector3(1,0,0),b3MakeVector3(1,0,0,1),1);
m_instancingRenderer->drawLine(b3MakeVector3(0,0,0),b3MakeVector3(0,1,0),b3MakeVector3(0,1,0,1),1);
m_instancingRenderer->drawLine(b3MakeVector3(0,0,0),b3MakeVector3(0,0,1),b3MakeVector3(0,0,1,1),1);
float color[4]={1,0,0,1};
m_instancingRenderer->drawPoints(m_data->m_clothVertices,color,numPoints,sizeof(GraphicsVertex),2);
} else
{
m_instancingRenderer->renderScene();
}
}
void CpuSoftBodyDemo::renderScene()
{
m_instancingRenderer->renderScene();
}
void CpuSoftBodyDemo::clientMoveAndDisplay()
{
GLint err = glGetError();
b3Assert(err==GL_NO_ERROR);
}
void CpuSoftClothDemo::clientMoveAndDisplay()
{
if (m_data->m_clothShapeIndex>=0 && m_data->m_clothVertices)
{
float deltaTime = 1./100.;//1./60.f;
//float deltaTime = 1./60.f;
//write positions
int vertexStride =sizeof(GraphicsVertex);//9 * sizeof(float);
int method = 1;
switch (method)
{
case 0:
ExplicitEuler::solveConstraints(m_clothData, (char*)m_data->m_clothVertices, vertexStride, deltaTime);
break;
case 1:
PositionBasedDynamics::solveConstraints(m_clothData, (char*)m_data->m_clothVertices, vertexStride, deltaTime);
break;
default:
b3Error("unknown method for CpuSoftClothDemo::solveConstraints");
};
//read positions
m_instancingRenderer->updateShape(m_data->m_clothShapeIndex,m_data->m_clothVertices);
}
}
CpuSoftClothDemo::CpuSoftClothDemo()
{
m_clothData = new CpuSoftClothDemoInternalData();
}
CpuSoftClothDemo::~CpuSoftClothDemo()
{
delete m_clothData;
}
unsigned char* CpuSoftClothDemo::loadImage(const char* fileName, int& width, int& height, int& n)
{
unsigned char *data = stbi_load(fileName, &width, &height, &n, 0);
if (data)
{
GLubyte* image=new GLubyte[512*256*4];
for(int y=0;y<256;++y)
{
const int t=y>>4;
GLubyte* pi=image+y*512*3;
for(int x=0;x<512;++x)
{
const int s=x>>5;
const GLubyte b=180;
GLubyte c=b+((s+t&1)&1)*(255-b);
pi[0]=pi[1]=pi[2]=c;pi+=3;
}
}
{
for (int i=0;i<width;i++)
{
for (int j=0;j<height;j++)
{
int offsetx = (512-width)/2;
int offsety = (256-height)/2;
GLubyte* pi=image+((j+offsety)*512+i+offsetx)*3;
const GLubyte* src=data+(j*width+i)*4;
pi[0] = src[0];
pi[1] = src[1];
pi[2] = src[2];
}
}
}
width = 512;
height = 256;
return image;
}
return 0;
}
void CpuSoftClothDemo::setupScene(const ConstructionInfo& ci)
{
GLint err = glGetError();
b3Assert(err==GL_NO_ERROR);
if (0)
{
//draw a fixed ground box
int strideInBytes = 9*sizeof(float);
int numVertices = sizeof(cube_vertices)/strideInBytes;
int numIndices = sizeof(cube_indices)/sizeof(int);
int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices);
b3Vector3 position = b3MakeVector3(0,-50,0);//((j+1)&1)+i*2.2,1+j*2.,((j+1)&1)+k*2.2);
b3Quaternion orn(0,0,0,1);
b3Vector4 scaling=b3MakeVector4(100,1,100,1);
float color[4]={0.8,0.8,0.8,1};
int id = ci.m_instancingRenderer->registerGraphicsInstance(shapeId,position,orn,color,scaling);
}
GraphicsVertex* cpu_buffer = new GraphicsVertex[width*height];
memset(cpu_buffer, 0, width*height*sizeof(GraphicsVertex));
int numVertices = 0;
// Initial test data for rendering
for(int y = 0; y < height; y++)
{
for(int x = 0; x < width; x++)
{
float posX = (x/((float)(width-1)))*(clothWidth);
float posZ = ((y-height/2.f)/((float)(height-1)))*(clothHeight);
cpu_buffer[y*width+x].pos[0] = 0;
cpu_buffer[y*width+x].pos[1] = -posX;
cpu_buffer[y*width+x].pos[2] = posZ;
cpu_buffer[y*width+x].pos[3] = 0.f;
cpu_buffer[y*width+x].normal[0] = 1;
cpu_buffer[y*width+x].normal[1] = 0;
cpu_buffer[y*width+x].normal[2] = 0;
cpu_buffer[y*width+x].texcoord[0] = 1*x/((float)(width-1));
cpu_buffer[y*width+x].texcoord[1] = (1.f-4*y/((float)(height-1)));
numVertices++;
}
}
err = glGetError();
b3Assert(err==GL_NO_ERROR);
int numIndices = 0;
// Generate and fill index array for rendering
int* indices = new int[width*3*2+2 + height*width*3*2];
for(int y = 0; y < height-1; y++)
{
for(int x = 0; x < width-1; x++)
{
// *3 indices/triangle, *2 triangles/quad
int baseIndex = (x + y*(width-1))*3*2;
indices[baseIndex] = x + y*width;
indices[baseIndex+1] = x+1 + y*width;
indices[baseIndex+2] = x+width + y*width;
indices[baseIndex+3] = x + 1 + y*width;
indices[baseIndex+4] = x+(width+1) + y*width;
indices[baseIndex+5] = x+width + y*width;
numIndices+=6;
}
}
int num_barrel_vertices = sizeof(barrel_vertices)/(9*sizeof(float));
int num_barrel_indices = sizeof(barrel_indices)/sizeof(int);
int textureIndex = -1;
{
int width,height,n;
FILE* f = fopen("test.tst","wb");
fclose(f);
const char* filename = "data/bullet_logo.png";
const unsigned char* image=0;
const char* prefix[]={"./","../","../../","../../../","../../../../"};
int numprefix = sizeof(prefix)/sizeof(const char*);
for (int i=0;!image && i<numprefix;i++)
{
char relativeFileName[1024];
sprintf(relativeFileName,"%s%s",prefix[i],filename);
image = loadImage(relativeFileName,width,height,n);
}
b3Assert(image);
if (image)
{
textureIndex = ci.m_instancingRenderer->registerTexture(image,width,height);
}
}
// int shapeIndex = ci.m_instancingRenderer->registerShape(barrel_vertices,num_barrel_vertices,barrel_indices,num_barrel_indices);
err = glGetError();
b3Assert(err==GL_NO_ERROR);
m_data->m_clothVertices = &cpu_buffer[0].pos[0];
int shapeIndex = ci.m_instancingRenderer->registerShape(&cpu_buffer[0].pos[0],numVertices,indices,numIndices,B3_GL_TRIANGLES,textureIndex);
m_data->m_clothShapeIndex = shapeIndex;
err = glGetError();
b3Assert(err==GL_NO_ERROR);
float pos[4] = {0,0,0,0};
float orn[4] = {0,0,0,1};
float color[4] = {1,1,1,1};
float scaling[4] = {10,10,10,1};
ci.m_instancingRenderer->registerGraphicsInstance(shapeIndex,pos,orn,color,scaling);
ci.m_instancingRenderer->setCameraDistance(24);
ci.m_instancingRenderer->setCameraTargetPosition(pos);
err = glGetError();
b3Assert(err==GL_NO_ERROR);
int numParticles = width*height;
m_clothData->m_forces.resize(numParticles);
m_clothData->m_velocities.resize(numParticles);
m_clothData->m_particleMasses.resize(numParticles);
for(int y = 0; y < height; y++)
{
for(int x = 0; x < width; x++)
{
float mass = clothMass/numParticles;
if (x==0 && y==(height-1))
mass=0.f;
if (x==0 && y==0)
mass=0.f;
int index = x+width*y;
m_clothData->m_particleMasses[index] = mass;
}
}
ClothMaterial mat;
mat.m_stiffness = 0.5;
mat.m_damping = -0.25;
m_clothData->m_materials.push_back(mat);
//add springs
for (int x=0;x<width-1;x++)
{
for (int y=0;y<height;y++)
{
ClothSpring spring;
int indexA = x+y*width;
int indexB = x+1+y*width;
spring.m_particleIndexA = indexA;
spring.m_particleIndexB = indexB;
spring.m_material = 0;
const b3Vector3& posA = (const b3Vector3&) cpu_buffer[indexA].pos;
const b3Vector3& posB = (const b3Vector3&) cpu_buffer[indexB].pos;
spring.m_restLength = (posA-posB).length();
m_clothData->m_springs.push_back(spring);
}
}
for (int x=0;x<width;x++)
{
for (int y=0;y<height-1;y++)
{
ClothSpring spring;
int indexA = x+y*width;
int indexB = x+(y+1)*width;
spring.m_particleIndexA = indexA;
spring.m_particleIndexB = indexB;
spring.m_material = 0;
const b3Vector3& posA = (const b3Vector3&) cpu_buffer[indexA].pos;
const b3Vector3& posB = (const b3Vector3&) cpu_buffer[indexB].pos;
spring.m_restLength = (posA-posB).length();
m_clothData->m_springs.push_back(spring);
}
}
for (int x=0;x<width-1;x++)
{
for (int y=0;y<height-1;y++)
{
{
ClothSpring spring;
int indexA = x+y*width;
int indexB = (x+1)+(y+1)*width;
spring.m_particleIndexA = indexA;
spring.m_particleIndexB = indexB;
spring.m_material = 0;
const b3Vector3& posA = (const b3Vector3&) cpu_buffer[indexA].pos;
const b3Vector3& posB = (const b3Vector3&) cpu_buffer[indexB].pos;
spring.m_restLength = (posA-posB).length();
m_clothData->m_springs.push_back(spring);
}
{
ClothSpring spring;
int indexA = x+1+y*width;
int indexB = (x)+(y+1)*width;
spring.m_particleIndexA = indexA;
spring.m_particleIndexB = indexB;
spring.m_material = 0;
const b3Vector3& posA = (const b3Vector3&) cpu_buffer[indexA].pos;
const b3Vector3& posB = (const b3Vector3&) cpu_buffer[indexB].pos;
spring.m_restLength = (posA-posB).length();
m_clothData->m_springs.push_back(spring);
}
}
}
}