This was already planned, and Pierre Terdiman recent thread motivated me to decouple the paircache from the sweep and prune. http://continuousphysics.com/Bullet/phpBB2/viewtopic.php?t=1329
305 lines
8.5 KiB
C++
305 lines
8.5 KiB
C++
/*
|
|
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 "GLDebugDrawer.h"
|
|
#include "ConcaveDemo.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
|
|
|
|
|
|
|
|
GLDebugDrawer debugDrawer;
|
|
class btIDebugDraw* debugDrawerPtr=0;
|
|
|
|
btVector3* gVertices=0;
|
|
int* gIndices=0;
|
|
btBvhTriangleMeshShape* trimeshShape =0;
|
|
btRigidBody* staticBody = 0;
|
|
static float waveheight = 5.f;
|
|
|
|
const float TRIANGLE_SIZE=8.f;
|
|
|
|
|
|
|
|
///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;
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
|
|
|
int main(int argc,char** argv)
|
|
{
|
|
gContactAddedCallback = CustomMaterialCombinerCallback;
|
|
|
|
ConcaveDemo* concaveDemo = new ConcaveDemo();
|
|
concaveDemo->initPhysics();
|
|
concaveDemo->setCameraDistance(30.f);
|
|
|
|
return glutmain(argc, argv,640,480,"Static Concave Mesh Demo",concaveDemo);
|
|
}
|
|
|
|
|
|
const int NUM_VERTS_X = 50;
|
|
const int NUM_VERTS_Y = 50;
|
|
const int totalVerts = NUM_VERTS_X*NUM_VERTS_Y;
|
|
|
|
void ConcaveDemo::setVertexPositions(float waveheight, float offset)
|
|
{
|
|
int i;
|
|
int j;
|
|
|
|
for ( i=0;i<NUM_VERTS_X;i++)
|
|
{
|
|
for (j=0;j<NUM_VERTS_Y;j++)
|
|
{
|
|
gVertices[i+j*NUM_VERTS_X].setValue((i-NUM_VERTS_X*0.5f)*TRIANGLE_SIZE,
|
|
//0.f,
|
|
waveheight*sinf((float)i+offset)*cosf((float)j+offset),
|
|
(j-NUM_VERTS_Y*0.5f)*TRIANGLE_SIZE);
|
|
}
|
|
}
|
|
}
|
|
|
|
void ConcaveDemo::keyboardCallback(unsigned char key, int x, int y)
|
|
{
|
|
if (key == 'g')
|
|
{
|
|
m_animatedMesh = !m_animatedMesh;
|
|
if (m_animatedMesh)
|
|
{
|
|
staticBody->setCollisionFlags( 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 ConcaveDemo::initPhysics()
|
|
{
|
|
#define TRISIZE 10.f
|
|
|
|
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;i<NUM_VERTS_X-1;i++)
|
|
{
|
|
for (int j=0;j<NUM_VERTS_Y-1;j++)
|
|
{
|
|
gIndices[index++] = j*NUM_VERTS_X+i;
|
|
gIndices[index++] = j*NUM_VERTS_X+i+1;
|
|
gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
|
|
|
|
gIndices[index++] = j*NUM_VERTS_X+i;
|
|
gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
|
|
gIndices[index++] = (j+1)*NUM_VERTS_X+i;
|
|
}
|
|
}
|
|
|
|
btTriangleIndexVertexArray* indexVertexArrays = new btTriangleIndexVertexArray(totalTriangles,
|
|
gIndices,
|
|
indexStride,
|
|
totalVerts,(btScalar*) &gVertices[0].x(),vertStride);
|
|
|
|
bool useQuantizedAabbCompression = true;
|
|
trimeshShape = new btBvhTriangleMeshShape(indexVertexArrays,useQuantizedAabbCompression);
|
|
|
|
|
|
// btCollisionShape* groundShape = new btBoxShape(btVector3(50,3,50));
|
|
|
|
|
|
#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
|
|
|
|
btCollisionDispatcher* dispatcher = new SpuGatheringCollisionDispatcher(threadSupport,maxNumOutstandingTasks);
|
|
#else
|
|
btCollisionDispatcher* dispatcher = new btCollisionDispatcher();
|
|
#endif//USE_PARALLEL_DISPATCHER
|
|
|
|
|
|
btVector3 worldMin(-1000,-1000,-1000);
|
|
btVector3 worldMax(1000,1000,1000);
|
|
btBroadphaseInterface* pairCache = new btAxisSweep3(worldMin,worldMax);
|
|
btConstraintSolver* constraintSolver = new btSequentialImpulseConstraintSolver();
|
|
m_dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,pairCache,constraintSolver);
|
|
#ifdef USE_PARALLEL_DISPATCHER
|
|
m_dynamicsWorld->getDispatchInfo().m_enableSPU=true;
|
|
#endif //USE_PARALLEL_DISPATCHER
|
|
m_dynamicsWorld->setDebugDrawer(&debugDrawer);
|
|
debugDrawerPtr = &debugDrawer;
|
|
|
|
float mass = 0.f;
|
|
btTransform startTransform;
|
|
startTransform.setIdentity();
|
|
startTransform.setOrigin(btVector3(0,-2,0));
|
|
|
|
{
|
|
for (int i=0;i<10;i++)
|
|
{
|
|
btCollisionShape* boxShape = new btBoxShape(btVector3(1,1,1));
|
|
//btCollisionShape* boxShape = new btSphereShape(1.f);
|
|
startTransform.setOrigin(btVector3(2*i,10,1));
|
|
localCreateRigidBody(1, startTransform,boxShape);
|
|
}
|
|
}
|
|
|
|
startTransform.setIdentity();
|
|
staticBody = localCreateRigidBody(mass, startTransform,trimeshShape);
|
|
|
|
staticBody->setCollisionFlags(staticBody->getCollisionFlags() | btCollisionObject::CF_STATIC_OBJECT);
|
|
|
|
//enable custom material callback
|
|
staticBody->setCollisionFlags(staticBody->getCollisionFlags() | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK);
|
|
|
|
|
|
|
|
}
|
|
|
|
void ConcaveDemo::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());
|
|
}
|
|
|
|
m_dynamicsWorld->stepSimulation(dt);
|
|
|
|
renderme();
|
|
|
|
glFlush();
|
|
glutSwapBuffers();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ConcaveDemo::displayCallback(void) {
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
renderme();
|
|
|
|
glFlush();
|
|
glutSwapBuffers();
|
|
}
|
|
|
|
|