Files
bullet3/examples/ExampleBrowser/OpenGLGuiHelper.cpp
erwin coumans 14aa666c6f preparation to receive camera image data from physics server
increase shadowmap world size default to 50 units (meter), 10 units (meter) was too small for most examples.
2016-05-31 10:23:04 -07:00

429 lines
11 KiB
C++

#include "OpenGLGuiHelper.h"
#include "btBulletDynamicsCommon.h"
#include "../CommonInterfaces/CommonGraphicsAppInterface.h"
#include "../CommonInterfaces/CommonRenderInterface.h"
#include "Bullet3Common/b3Scalar.h"
#include "CollisionShape2TriangleMesh.h"
#include "../OpenGLWindow/GLInstanceGraphicsShape.h"
//backwards compatibility
#include "GL_ShapeDrawer.h"
#define BT_LINE_BATCH_SIZE 512
struct MyDebugVec3
{
MyDebugVec3(const btVector3& org)
:x(org.x()),
y(org.y()),
z(org.z())
{
}
float x;
float y;
float z;
};
class MyDebugDrawer : public btIDebugDraw
{
CommonGraphicsApp* m_glApp;
int m_debugMode;
btAlignedObjectArray<MyDebugVec3> m_linePoints;
btAlignedObjectArray<unsigned int> m_lineIndices;
btVector3 m_currentLineColor;
DefaultColors m_ourColors;
public:
MyDebugDrawer(CommonGraphicsApp* app)
: m_glApp(app)
,m_debugMode(btIDebugDraw::DBG_DrawWireframe|btIDebugDraw::DBG_DrawAabb),
m_currentLineColor(-1,-1,-1)
{
}
virtual DefaultColors getDefaultColors() const
{
return m_ourColors;
}
///the default implementation for setDefaultColors has no effect. A derived class can implement it and store the colors.
virtual void setDefaultColors(const DefaultColors& colors)
{
m_ourColors = colors;
}
virtual void drawLine(const btVector3& from1,const btVector3& to1,const btVector3& color1)
{
//float from[4] = {from1[0],from1[1],from1[2],from1[3]};
//float to[4] = {to1[0],to1[1],to1[2],to1[3]};
//float color[4] = {color1[0],color1[1],color1[2],color1[3]};
//m_glApp->m_instancingRenderer->drawLine(from,to,color);
if (m_currentLineColor!=color1 || m_linePoints.size() >= BT_LINE_BATCH_SIZE)
{
flushLines();
m_currentLineColor = color1;
}
MyDebugVec3 from(from1);
MyDebugVec3 to(to1);
m_linePoints.push_back(from);
m_linePoints.push_back(to);
m_lineIndices.push_back(m_lineIndices.size());
m_lineIndices.push_back(m_lineIndices.size());
}
virtual void drawContactPoint(const btVector3& PointOnB,const btVector3& normalOnB,btScalar distance,int lifeTime,const btVector3& color)
{
drawLine(PointOnB,PointOnB+normalOnB,color);
}
virtual void reportErrorWarning(const char* warningString)
{
}
virtual void draw3dText(const btVector3& location,const char* textString)
{
}
virtual void setDebugMode(int debugMode)
{
m_debugMode = debugMode;
}
virtual int getDebugMode() const
{
return m_debugMode;
}
virtual void flushLines()
{
int sz = m_linePoints.size();
if (sz)
{
float debugColor[4];
debugColor[0] = m_currentLineColor.x();
debugColor[1] = m_currentLineColor.y();
debugColor[2] = m_currentLineColor.z();
debugColor[3] = 1.f;
m_glApp->m_renderer->drawLines(&m_linePoints[0].x,debugColor,
m_linePoints.size(),sizeof(MyDebugVec3),
&m_lineIndices[0],
m_lineIndices.size(),
1);
m_linePoints.clear();
m_lineIndices.clear();
}
}
};
static btVector4 sColors[4] =
{
btVector4(0.3,0.3,1,1),
btVector4(0.6,0.6,1,1),
btVector4(0,1,0,1),
btVector4(0,1,1,1),
//btVector4(1,1,0,1),
};
struct OpenGLGuiHelperInternalData
{
struct CommonGraphicsApp* m_glApp;
class MyDebugDrawer* m_debugDraw;
GL_ShapeDrawer* m_gl2ShapeDrawer;
btAlignedObjectArray<unsigned char> m_rgbaPixelBuffer;
btAlignedObjectArray<float> m_depthBuffer;
};
OpenGLGuiHelper::OpenGLGuiHelper(CommonGraphicsApp* glApp, bool useOpenGL2)
{
m_data = new OpenGLGuiHelperInternalData;
m_data->m_glApp = glApp;
m_data->m_debugDraw = 0;
m_data->m_gl2ShapeDrawer = 0;
if (useOpenGL2)
{
m_data->m_gl2ShapeDrawer = new GL_ShapeDrawer();
}
}
OpenGLGuiHelper::~OpenGLGuiHelper()
{
delete m_data->m_gl2ShapeDrawer;
delete m_data;
}
struct CommonRenderInterface* OpenGLGuiHelper::getRenderInterface()
{
return m_data->m_glApp->m_renderer;
}
void OpenGLGuiHelper::createRigidBodyGraphicsObject(btRigidBody* body, const btVector3& color)
{
createCollisionObjectGraphicsObject(body,color);
}
void OpenGLGuiHelper::createCollisionObjectGraphicsObject(btCollisionObject* body, const btVector3& color)
{
if (body->getUserIndex()<0)
{
btCollisionShape* shape = body->getCollisionShape();
btTransform startTransform = body->getWorldTransform();
int graphicsShapeId = shape->getUserIndex();
if (graphicsShapeId>=0)
{
// btAssert(graphicsShapeId >= 0);
//the graphics shape is already scaled
btVector3 localScaling(1,1,1);
int graphicsInstanceId = m_data->m_glApp->m_renderer->registerGraphicsInstance(graphicsShapeId, startTransform.getOrigin(), startTransform.getRotation(), color, localScaling);
body->setUserIndex(graphicsInstanceId);
}
}
}
int OpenGLGuiHelper::registerGraphicsShape(const float* vertices, int numvertices, const int* indices, int numIndices)
{
int shapeId = m_data->m_glApp->m_renderer->registerShape(vertices, numvertices,indices,numIndices);
return shapeId;
}
int OpenGLGuiHelper::registerGraphicsInstance(int shapeIndex, const float* position, const float* quaternion, const float* color, const float* scaling)
{
return m_data->m_glApp->m_renderer->registerGraphicsInstance(shapeIndex,position,quaternion,color,scaling);
}
void OpenGLGuiHelper::createCollisionShapeGraphicsObject(btCollisionShape* collisionShape)
{
//already has a graphics object?
if (collisionShape->getUserIndex()>=0)
return;
btAlignedObjectArray<GLInstanceVertex> gfxVertices;
btAlignedObjectArray<int> indices;
btTransform startTrans;startTrans.setIdentity();
{
btAlignedObjectArray<btVector3> vertexPositions;
btAlignedObjectArray<btVector3> vertexNormals;
CollisionShape2TriangleMesh(collisionShape,startTrans,vertexPositions,vertexNormals,indices);
gfxVertices.resize(vertexPositions.size());
for (int i=0;i<vertexPositions.size();i++)
{
for (int j=0;j<4;j++)
{
gfxVertices[i].xyzw[j] = vertexPositions[i][j];
}
for (int j=0;j<3;j++)
{
gfxVertices[i].normal[j] = vertexNormals[i][j];
}
for (int j=0;j<2;j++)
{
gfxVertices[i].uv[j] = 0.5;//we don't have UV info...
}
}
}
if (gfxVertices.size() && indices.size())
{
int shapeId = registerGraphicsShape(&gfxVertices[0].xyzw[0],gfxVertices.size(),&indices[0],indices.size());
collisionShape->setUserIndex(shapeId);
}
}
void OpenGLGuiHelper::syncPhysicsToGraphics(const btDiscreteDynamicsWorld* rbWorld)
{
int numCollisionObjects = rbWorld->getNumCollisionObjects();
for (int i = 0; i<numCollisionObjects; i++)
{
btCollisionObject* colObj = rbWorld->getCollisionObjectArray()[i];
btVector3 pos = colObj->getWorldTransform().getOrigin();
btQuaternion orn = colObj->getWorldTransform().getRotation();
int index = colObj->getUserIndex();
if (index >= 0)
{
m_data->m_glApp->m_renderer->writeSingleInstanceTransformToCPU(pos, orn, index);
}
}
m_data->m_glApp->m_renderer->writeTransforms();
}
void OpenGLGuiHelper::render(const btDiscreteDynamicsWorld* rbWorld)
{
m_data->m_glApp->m_renderer->renderScene();
//backwards compatible OpenGL2 rendering
if (m_data->m_gl2ShapeDrawer && rbWorld)
{
m_data->m_gl2ShapeDrawer->enableTexture(true);
m_data->m_gl2ShapeDrawer->drawScene(rbWorld,true);
}
}
void OpenGLGuiHelper::createPhysicsDebugDrawer(btDiscreteDynamicsWorld* rbWorld)
{
btAssert(rbWorld);
m_data->m_debugDraw = new MyDebugDrawer(m_data->m_glApp);
rbWorld->setDebugDrawer(m_data->m_debugDraw );
m_data->m_debugDraw->setDebugMode(
btIDebugDraw::DBG_DrawWireframe
+btIDebugDraw::DBG_DrawAabb
//btIDebugDraw::DBG_DrawContactPoints
);
}
struct Common2dCanvasInterface* OpenGLGuiHelper::get2dCanvasInterface()
{
return m_data->m_glApp->m_2dCanvasInterface;
}
CommonParameterInterface* OpenGLGuiHelper::getParameterInterface()
{
return m_data->m_glApp->m_parameterInterface;
}
void OpenGLGuiHelper::setUpAxis(int axis)
{
m_data->m_glApp->setUpAxis(axis);
}
void OpenGLGuiHelper::resetCamera(float camDist, float pitch, float yaw, float camPosX,float camPosY, float camPosZ)
{
if (getRenderInterface() && getRenderInterface()->getActiveCamera())
{
getRenderInterface()->getActiveCamera()->setCameraDistance(camDist);
getRenderInterface()->getActiveCamera()->setCameraPitch(pitch);
getRenderInterface()->getActiveCamera()->setCameraYaw(yaw);
getRenderInterface()->getActiveCamera()->setCameraTargetPosition(camPosX,camPosY,camPosZ);
}
}
void OpenGLGuiHelper::copyCameraImageData(unsigned char* pixelsRGBA, int rgbaBufferSizeInPixels, float* depthBuffer, int depthBufferSizeInPixels, int startPixelIndex, int* widthPtr, int* heightPtr, int* numPixelsCopied)
{
int w = m_data->m_glApp->m_window->getWidth();
int h = m_data->m_glApp->m_window->getHeight();
if (widthPtr)
*widthPtr = w;
if (heightPtr)
*heightPtr = h;
if (numPixelsCopied)
*numPixelsCopied = 0;
int numTotalPixels = w*h;
int numRemainingPixels = numTotalPixels - startPixelIndex;
int numBytesPerPixel = 4;//RGBA
int numRequestedPixels = btMin(rgbaBufferSizeInPixels,numRemainingPixels);
if (numRequestedPixels)
{
if (startPixelIndex==0)
{
//quick test: render the scene
getRenderInterface()->renderScene();
//copy the image into our local cache
m_data->m_rgbaPixelBuffer.resize(w*h*numBytesPerPixel);
m_data->m_depthBuffer.resize(w*h);
m_data->m_glApp->getScreenPixels(&(m_data->m_rgbaPixelBuffer[0]),m_data->m_rgbaPixelBuffer.size());
}
for (int i=0;i<numRequestedPixels*numBytesPerPixel;i++)
{
if (pixelsRGBA)
{
pixelsRGBA[i] = m_data->m_rgbaPixelBuffer[i+startPixelIndex*numBytesPerPixel];
}
}
if (numPixelsCopied)
*numPixelsCopied = numRequestedPixels;
}
}
struct MyConvertPointerSizeT
{
union
{
const void* m_ptr;
size_t m_int;
};
};
bool shapePointerCompareFunc(const btCollisionObject* colA, const btCollisionObject* colB)
{
MyConvertPointerSizeT a,b;
a.m_ptr = colA->getCollisionShape();
b.m_ptr = colB->getCollisionShape();
return (a.m_int<b.m_int);
}
void OpenGLGuiHelper::autogenerateGraphicsObjects(btDiscreteDynamicsWorld* rbWorld)
{
//sort the collision objects based on collision shape, the gfx library requires instances that re-use a shape to be added after eachother
btAlignedObjectArray<btCollisionObject*> sortedObjects;
sortedObjects.reserve(rbWorld->getNumCollisionObjects());
for (int i=0;i<rbWorld->getNumCollisionObjects();i++)
{
btCollisionObject* colObj = rbWorld->getCollisionObjectArray()[i];
sortedObjects.push_back(colObj);
}
sortedObjects.quickSort(shapePointerCompareFunc);
for (int i=0;i<sortedObjects.size();i++)
{
btCollisionObject* colObj = sortedObjects[i];
//btRigidBody* body = btRigidBody::upcast(colObj);
//does this also work for btMultiBody/btMultiBodyLinkCollider?
createCollisionShapeGraphicsObject(colObj->getCollisionShape());
int colorIndex = colObj->getBroadphaseHandle()->getUid() & 3;
btVector3 color= sColors[colorIndex];
createCollisionObjectGraphicsObject(colObj,color);
}
}
void OpenGLGuiHelper::drawText3D( const char* txt, float posX, float posY, float posZ, float size)
{
btAssert(m_data->m_glApp);
m_data->m_glApp->drawText3D(txt,posX,posY,posZ,size);
}
struct CommonGraphicsApp* OpenGLGuiHelper::getAppInterface()
{
return m_data->m_glApp;
}