Files
bullet3/Demos/CcdPhysicsDemo/CcdPhysicsDemo.cpp
2006-10-14 00:06:46 +00:00

387 lines
9.8 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.
*/
//#define USER_DEFINED_FRICTION_MODEL 1
#define PRINT_CONTACT_STATISTICS 1
//#define USE_KINEMATIC_GROUND 1
#define REGISTER_CUSTOM_COLLISION_ALGORITHM 1
//following define allows to compare/replace Bullet's constraint solver with ODE quickstep
//#define COMPARE_WITH_QUICKSTEP 1
#include "btBulletDynamicsCommon.h"
#ifdef COMPARE_WITH_QUICKSTEP 1
#include "../Extras/quickstep/OdeConstraintSolver.h"
#endif //COMPARE_WITH_QUICKSTEP
#include "LinearMath/btQuickprof.h"
#include "LinearMath/btIDebugDraw.h"
#include "GLDebugDrawer.h"
#include "BMF_Api.h"
#include <stdio.h> //printf debugging
float deltaTime = 1.f/60.f;
float gCollisionMargin = 0.05f;
#include "CcdPhysicsDemo.h"
#include "GL_ShapeDrawer.h"
#include "GlutStuff.h"
extern float eye[3];
extern int glutScreenWidth;
extern int glutScreenHeight;
const int maxProxies = 32766;
const int maxOverlap = 65535;
bool createConstraint = true;//false;
bool useCompound = false;//true;//false;
#ifdef _DEBUG
const int gNumObjects = 1024;
#else
const int gNumObjects = 120;//try this in release mode: 3000. never go above 16384, unless you increate maxNumObjects value in DemoApplication.cp
#endif
const int maxNumObjects = 32760;
int shapeIndex[maxNumObjects];
#define CUBE_HALF_EXTENTS 1
#define EXTRA_HEIGHT -20.f
//GL_LineSegmentShape shapeE(btPoint3(-50,0,0),
// btPoint3(50,0,0));
static const int numShapes = 4;
btCollisionShape* shapePtr[numShapes] =
{
///Please don't make the box sizes larger then 1000: the collision detection will be inaccurate.
///See http://www.continuousphysics.com/Bullet/phpBB2/viewtopic.php?t=346
//#define USE_GROUND_PLANE 1
#ifdef USE_GROUND_PLANE
new btStaticPlaneShape(btVector3(0,1,0),10),
#else
new btBoxShape (btVector3(50,10,50)),
#endif
//new btCylinderShape (btVector3(1-gCollisionMargin,CUBE_HALF_EXTENTS-gCollisionMargin,1-gCollisionMargin)),
new btBoxShape (btVector3(CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS)),
new btSphereShape (CUBE_HALF_EXTENTS- 0.05f),
//new btConeShape(CUBE_HALF_EXTENTS,2.f*CUBE_HALF_EXTENTS),
//new btBU_Simplex1to4(btPoint3(-1,-1,-1),btPoint3(1,-1,-1),btPoint3(-1,1,-1),btPoint3(0,0,1)),
//new btEmptyShape(),
new btBoxShape (btVector3(0.4,1,0.8))
};
////////////////////////////////////
GLDebugDrawer debugDrawer;
int main(int argc,char** argv)
{
CcdPhysicsDemo* ccdDemo = new CcdPhysicsDemo();
ccdDemo->initPhysics();
ccdDemo->setCameraDistance(26.f);
return glutmain(argc, argv,640,480,"Bullet Physics Demo. http://bullet.sf.net",ccdDemo);
}
extern int gNumManifold;
extern int gOverlappingPairs;
extern int gTotalContactPoints;
void CcdPhysicsDemo::clientMoveAndDisplay()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
#ifdef USE_KINEMATIC_GROUND
//btQuaternion kinRotation(btVector3(0,0,1),0.);
btVector3 kinTranslation(0,0,0.01);
//kinematic object
m_dynamicsWorld->getCollisionObjectArray()[0]->m_worldTransform.getOrigin() += kinTranslation;
#endif //USE_KINEMATIC_GROUND
if (m_dynamicsWorld)
m_dynamicsWorld->stepSimulation(deltaTime);
#ifdef USE_QUICKPROF
btProfiler::beginBlock("render");
#endif //USE_QUICKPROF
renderme();
#ifdef USE_QUICKPROF
btProfiler::endBlock("render");
#endif
glFlush();
//some additional debugging info
#ifdef PRINT_CONTACT_STATISTICS
printf("num manifolds: %i\n",gNumManifold);
printf("num gOverlappingPairs: %i\n",gOverlappingPairs);
printf("num gTotalContactPoints : %i\n",gTotalContactPoints );
#endif //PRINT_CONTACT_STATISTICS
gTotalContactPoints = 0;
glutSwapBuffers();
}
void CcdPhysicsDemo::displayCallback(void) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_dynamicsWorld->updateAabbs();
renderme();
glFlush();
glutSwapBuffers();
}
///make this positive to show stack falling from a distance
///this shows the penalty tresholds in action, springy/spungy look
void CcdPhysicsDemo::clientResetScene()
{
/*
int i;
int numObjects = m_physicsEnvironmentPtr->GetNumControllers();
for (i=0;i<numObjects;i++)
{
//skip the first object (static ground)
if (i>0)
{
CcdPhysicsController* ctrl = m_physicsEnvironmentPtr->GetPhysicsController(i);
if ((getDebugMode() & btIDebugDraw::DBG_NoHelpText))
{
if (ctrl->getRigidBody()->getCollisionShape()->getShapeType() != SPHERE_SHAPE_PROXYTYPE)
{
ctrl->getRigidBody()->SetCollisionShape(shapePtr[2]);
} else
{
ctrl->getRigidBody()->SetCollisionShape(shapePtr[1]);
}
btBroadphaseProxy* bpproxy = ctrl->getRigidBody()->m_broadphaseHandle;
m_physicsEnvironmentPtr->getBroadphase()->cleanProxyFromPairs(bpproxy);
}
//stack them
int colsize = 10;
int row = (i*CUBE_HALF_EXTENTS*2)/(colsize*2*CUBE_HALF_EXTENTS);
int row2 = row;
int col = (i)%(colsize)-colsize/2;
if (col>3)
{
col=11;
row2 |=1;
}
ctrl->setPosition(col*2*CUBE_HALF_EXTENTS + (row2%2)*CUBE_HALF_EXTENTS,
row*2*CUBE_HALF_EXTENTS+CUBE_HALF_EXTENTS+EXTRA_HEIGHT,0);
ctrl->setOrientation(0,0,0,1);
ctrl->SetLinearVelocity(0,0,0,false);
ctrl->SetAngularVelocity(0,0,0,false);
}
}
*/
}
///User-defined friction model, the most simple friction model available: no friction
float myFrictionModel( btRigidBody& body1, btRigidBody& body2, btManifoldPoint& contactPoint, const btContactSolverInfo& solverInfo )
{
//don't do any friction
return 0.f;
}
void CcdPhysicsDemo::initPhysics()
{
btCollisionDispatcher* dispatcher = new btCollisionDispatcher();
btVector3 worldAabbMin(-10000,-10000,-10000);
btVector3 worldAabbMax(10000,10000,10000);
btOverlappingPairCache* broadphase = new btAxisSweep3(worldAabbMin,worldAabbMax,maxProxies);
// btOverlappingPairCache* broadphase = new btSimpleBroadphase;
#ifdef REGISTER_CUSTOM_COLLISION_ALGORITHM
dispatcher->registerCollisionCreateFunc(SPHERE_SHAPE_PROXYTYPE,SPHERE_SHAPE_PROXYTYPE,new btSphereSphereCollisionAlgorithm::CreateFunc);
#endif //REGISTER_CUSTOM_COLLISION_ALGORITHM
#ifdef COMPARE_WITH_QUICKSTEP
btConstraintSolver* solver = new OdeConstraintSolver();
#else
//default constraint solver
btSequentialImpulseConstraintSolver* solver = new btSequentialImpulseConstraintSolver;
#endif
m_dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,broadphase,solver);
m_dynamicsWorld->setGravity(btVector3(0,-10,0));
m_dynamicsWorld->setDebugDrawer(&debugDrawer);
#ifdef USER_DEFINED_FRICTION_MODEL
btSequentialImpulseConstraintSolver* solver = (btSequentialImpulseConstraintSolver*) m_physicsEnvironmentPtr->GetConstraintSolver();
//solver->setContactSolverFunc(ContactSolverFunc func,USER_CONTACT_SOLVER_TYPE1,DEFAULT_CONTACT_SOLVER_TYPE);
solver->SetFrictionSolverFunc(myFrictionModel,USER_CONTACT_SOLVER_TYPE1,DEFAULT_CONTACT_SOLVER_TYPE);
solver->SetFrictionSolverFunc(myFrictionModel,DEFAULT_CONTACT_SOLVER_TYPE,USER_CONTACT_SOLVER_TYPE1);
solver->SetFrictionSolverFunc(myFrictionModel,USER_CONTACT_SOLVER_TYPE1,USER_CONTACT_SOLVER_TYPE1);
//m_physicsEnvironmentPtr->setNumIterations(2);
#endif //USER_DEFINED_FRICTION_MODEL
int i;
btTransform tr;
tr.setIdentity();
for (i=0;i<gNumObjects;i++)
{
if (i>0)
{
shapeIndex[i] = 1;//sphere
}
else
shapeIndex[i] = 0;
}
if (useCompound)
{
btCompoundShape* compoundShape = new btCompoundShape();
btCollisionShape* oldShape = shapePtr[1];
shapePtr[1] = compoundShape;
btTransform ident;
ident.setIdentity();
ident.setOrigin(btVector3(0,0,0));
compoundShape->addChildShape(ident,oldShape);//
ident.setOrigin(btVector3(0,0,2));
compoundShape->addChildShape(ident,new btSphereShape(0.9));//
}
for (i=0;i<gNumObjects;i++)
{
btCollisionShape* shape = shapePtr[shapeIndex[i]];
shape->setMargin(gCollisionMargin);
bool isDyna = i>0;
btTransform trans;
trans.setIdentity();
if (i>0)
{
//stack them
int colsize = 10;
int row = (i*CUBE_HALF_EXTENTS*2)/(colsize*2*CUBE_HALF_EXTENTS);
int row2 = row;
int col = (i)%(colsize)-colsize/2;
if (col>3)
{
col=11;
row2 |=1;
}
btVector3 pos(col*2*CUBE_HALF_EXTENTS + (row2%2)*CUBE_HALF_EXTENTS,
row*2*CUBE_HALF_EXTENTS+CUBE_HALF_EXTENTS+EXTRA_HEIGHT,0);
trans.setOrigin(pos);
} else
{
trans.setOrigin(btVector3(0,-30,0));
}
float mass = 1.f;
if (!isDyna)
mass = 0.f;
btRigidBody* body = localCreateRigidBody(mass,trans,shape);
#ifdef USE_KINEMATIC_GROUND
if (mass == 0.f)
{
body->m_collisionFlags = btCollisionObject::CF_KINEMATIC_OJBECT;
body->SetActivationState(DISABLE_DEACTIVATION);
body->setLinearVelocity(btVector3(0,0,1));
}
#endif //USE_KINEMATIC_GROUND
// Only do CCD if motion in one timestep (1.f/60.f) exceeds CUBE_HALF_EXTENTS
body->m_ccdSquareMotionTreshold = CUBE_HALF_EXTENTS;
//Experimental: better estimation of CCD Time of Impact:
body->m_ccdSweptShereRadius = 0.2*CUBE_HALF_EXTENTS;
#ifdef USER_DEFINED_FRICTION_MODEL
///Advanced use: override the friction solver
ctrl->getRigidBody()->m_frictionSolverType = USER_CONTACT_SOLVER_TYPE1;
#endif //USER_DEFINED_FRICTION_MODEL
}
clientResetScene();
}