Files
bullet3/Demos/CollisionDemo/CollisionDemo.cpp
erwin.coumans 2162f6663d disable help text by default in AllBulletDemos (text slows down many graphics cards)
improve CollisionDemo.cpp, show multi-contact generation using perturbation
improve ColladaConverter: add hinge/point 2 point constraint conversion support, add btScaledTriangleMeshShape support
Fix Dynamica MayaPlygin: remove 'active' flag, it has to be replaced by mass=0 for active, mass<>0 for passive
Added missing projectfiles
Fixed single-shot contact generation. it is disabled by default to improve performance
Bugfixes for character controller, thanks to John McCutchan for reporting
Constraint solver: better default settings
btDefaultAllocator: aligned allocator uses non-aligned allocator (instead of directly malloc/free)
disable memalign by default, use Bullet's aligned allocator
2009-02-06 03:20:43 +00:00

297 lines
8.1 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.
*/
///
/// Collision Demo shows a degenerate case, where the Simplex solver has to deal with near-affine dependent cases
/// See the define CATCH_DEGENERATE_TETRAHEDRON in Bullet's btVoronoiSimplexSolver.cpp
///
//#define CHECK_GENSHER_TRIANGLE_CASE 1
///This low-level internal demo does intentionally NOT use the btBulletCollisionCommon.h header
///It needs internal access
#include "GL_Simplex1to4.h"
#include "LinearMath/btQuaternion.h"
#include "LinearMath/btTransform.h"
#include "BulletCollision/NarrowPhaseCollision/btVoronoiSimplexSolver.h"
#include "BulletCollision/CollisionShapes/btBoxShape.h"
#include "BulletCollision/NarrowPhaseCollision/btGjkPairDetector.h"
#include "BulletCollision/NarrowPhaseCollision/btPointCollector.h"
#include "BulletCollision/NarrowPhaseCollision/btVoronoiSimplexSolver.h"
#include "BulletCollision/NarrowPhaseCollision/btConvexPenetrationDepthSolver.h"
#include "BulletCollision/NarrowPhaseCollision/btGjkEpaPenetrationDepthSolver.h"
#include "LinearMath/btTransformUtil.h"
#include "CollisionDemo.h"
#include "GL_ShapeDrawer.h"
#include "GlutStuff.h"
#include "LinearMath/btIDebugDraw.h"
#include "../OpenGL/GLDebugDrawer.h"
GLDebugDrawer debugDrawer;
float yaw=0.f,pitch=0.f,roll=0.f;
const int maxNumObjects = 4;
const int numObjects = 2;
GL_Simplex1to4 simplex;
btPolyhedralConvexShape* shapePtr[maxNumObjects];
btTransform tr[numObjects];
int screenWidth = 640;
int screenHeight = 480;
void DrawRasterizerLine(float const* , float const*, int)
{
}
int main(int argc,char** argv)
{
CollisionDemo* colDemo = new CollisionDemo();
#ifdef CHECK_GENSHER_TRIANGLE_CASE
colDemo->setCameraDistance(8.f);
#else
colDemo->setCameraDistance(18.f);
#endif //
colDemo->initPhysics();
return glutmain(argc, argv,screenWidth,screenHeight,"Collision Demo",colDemo);
}
void CollisionDemo::initPhysics()
{
setTexturing(false);
setShadows(false);
//m_debugMode |= btIDebugDraw::DBG_DrawWireframe;
#ifdef CHECK_GENSHER_TRIANGLE_CASE
m_azi = 140.f;
#else
m_azi = 250.f;
#endif
m_ele = 25.f;
m_azi = 0;
m_ele = 0;
tr[0].setIdentity();
tr[0].setOrigin(btVector3(10,0,0));
tr[1].setIdentity();
tr[1].setOrigin(btVector3(0,0,0));
#ifdef CHECK_GENSHER_TRIANGLE_CASE
tr[0].setIdentity();
tr[1].setIdentity();
#endif //CHECK_GENSHER_TRIANGLE_CASE
btVector3 boxHalfExtentsA(1,1,1);//1.0000004768371582f,1.0000004768371582f,1.0000001192092896f);
btVector3 boxHalfExtentsB(4,4,4);//3.2836332321166992f,3.2836332321166992f,3.2836320400238037f);
#ifndef CHECK_GENSHER_TRIANGLE_CASE
btBoxShape* boxA = new btBoxShape(boxHalfExtentsA);
btBoxShape* boxB = new btBoxShape(boxHalfExtentsB);
#endif
#ifdef CHECK_GENSHER_TRIANGLE_CASE
shapePtr[0] = trishapeA;
shapePtr[1] = trishapeB;
#else
shapePtr[0] = boxA;
shapePtr[1] = boxB;
#endif
}
void CollisionDemo::clientMoveAndDisplay()
{
displayCallback();
}
static btVoronoiSimplexSolver sGjkSimplexSolver;
btSimplexSolverInterface& gGjkSimplexSolver = sGjkSimplexSolver;
static btScalar gContactBreakingThreshold=.02f;
int checkPerturbation = 1;
int numPerturbationIterations = 20;
void CollisionDemo::displayCallback(void) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_LIGHTING);
btVoronoiSimplexSolver sGjkSimplexSolver;
btGjkEpaPenetrationDepthSolver epaSolver;
btPointCollector gjkOutput;
btVector3 worldBoundsMin(-1000,-1000,-1000);
btVector3 worldBoundsMax(1000,1000,1000);
{
btGjkPairDetector convexConvex(shapePtr[0],shapePtr[1],&sGjkSimplexSolver,&epaSolver);
btGjkPairDetector::ClosestPointInput input;
input.m_transformA = tr[0];
input.m_transformB = tr[1];
convexConvex.getClosestPoints(input, gjkOutput, 0);
}
if (gjkOutput.m_hasResult)
{
printf("bullet: %10.10f\n", gjkOutput.m_distance);
btVector3 endPt = gjkOutput.m_pointInWorld +
gjkOutput.m_normalOnBInWorld*gjkOutput.m_distance;
debugDrawer.drawLine(gjkOutput.m_pointInWorld,endPt,btVector3(1,0,0));
debugDrawer.drawSphere(gjkOutput.m_pointInWorld,0.05,btVector3(0,1,0));
debugDrawer.drawSphere(endPt,0.05,btVector3(0,0,1));
bool perturbeA = false;//true;
const btScalar angleLimit = 0.125f * SIMD_PI;
btScalar perturbeAngle;
btScalar radiusA = shapePtr[0]->getAngularMotionDisc();
btScalar radiusB = shapePtr[1]->getAngularMotionDisc();
if (radiusA < radiusB)
{
perturbeAngle = gContactBreakingThreshold /radiusA;
perturbeA = true;
} else
{
perturbeAngle = gContactBreakingThreshold / radiusB;
perturbeA = false;
}
if ( perturbeAngle > angleLimit )
perturbeAngle = angleLimit;
btVector3 v0,v1;
btPlaneSpace1(gjkOutput.m_normalOnBInWorld,v0,v1);
int i;
for ( i=0;i<numPerturbationIterations;i++)
{
btGjkPairDetector::ClosestPointInput input;
input.m_transformA = tr[0];
input.m_transformB = tr[1];
sGjkSimplexSolver.reset();
btQuaternion perturbeRot(v0,perturbeAngle);
btScalar iterationAngle = i*(SIMD_2_PI/btScalar(numPerturbationIterations));
btQuaternion rotq(gjkOutput.m_normalOnBInWorld,iterationAngle);
if (perturbeA)
{
input.m_transformA.setBasis( btMatrix3x3(rotq*perturbeRot*rotq.inverse())*tr[0].getBasis());
} else
{
input.m_transformB.setBasis( btMatrix3x3(rotq.inverse()*perturbeRot*rotq)*tr[1].getBasis());
}
debugDrawer.drawTransform(input.m_transformA,10.0);
btGjkPairDetector convexConvex(shapePtr[0],shapePtr[1],&sGjkSimplexSolver,&epaSolver);
input.m_maximumDistanceSquared = 1e30;
gjkOutput.m_distance = 1e30f;
convexConvex.getClosestPoints(input, gjkOutput, 0);
{
btScalar m[16];
input.m_transformA.getOpenGLMatrix( m );
m_shapeDrawer->drawOpenGL(m,shapePtr[0],btVector3(0,1,0),getDebugMode(),worldBoundsMin,worldBoundsMax);
}
if (1)//gjkOutput.m_hasResult)
{
printf("bullet: %10.10f\n", gjkOutput.m_distance);
btVector3 startPt,endPt;
if (perturbeA)
{
btVector3 endPtOrg = gjkOutput.m_pointInWorld + gjkOutput.m_normalOnBInWorld*gjkOutput.m_distance;
endPt = (tr[0]*input.m_transformA.inverse())(endPtOrg);
btScalar depth = (endPt - gjkOutput.m_pointInWorld).dot(gjkOutput.m_normalOnBInWorld);
startPt = endPt-gjkOutput.m_normalOnBInWorld*depth;
} else
{
endPt = gjkOutput.m_pointInWorld + gjkOutput.m_normalOnBInWorld*gjkOutput.m_distance;
startPt = (tr[1]*input.m_transformB.inverse())(gjkOutput.m_pointInWorld);
btScalar depth = (endPt - startPt).dot(gjkOutput.m_normalOnBInWorld);
}
debugDrawer.drawLine(startPt,endPt,btVector3(1,0,0));
debugDrawer.drawSphere(startPt,0.05,btVector3(0,1,0));
debugDrawer.drawSphere(endPt,0.05,btVector3(0,0,1));
}
}
}
static int looper = 0;
if (looper++>10)
{
looper =0;
checkPerturbation++;
if (checkPerturbation>numPerturbationIterations)
checkPerturbation=0;
}
GL_ShapeDrawer::drawCoordSystem();
btScalar m[16];
int i;
for (i=0;i<numObjects;i++)
{
tr[i].getOpenGLMatrix( m );
m_shapeDrawer->drawOpenGL(m,shapePtr[i],btVector3(1,1,1),getDebugMode(),worldBoundsMin,worldBoundsMax);
}
btQuaternion orn;
orn.setEuler(yaw,pitch,roll);
//let it rotate
//tr[0].setRotation(orn);
pitch += 0.005f;
yaw += 0.01f;
glFlush();
glutSwapBuffers();
}