Files
bullet3/Demos/AllBulletDemos/Test.cpp
2007-10-21 06:05:42 +00:00

332 lines
8.3 KiB
C++

/*
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
*
* 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 "Test.h"
#include "Render.h"
//#include "freeglut/gl/glut.h"
//think different
#if defined(__APPLE__) && !defined (VMDMESA)
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
#include <stdio.h>
Test::Test()
{
m_textLine = 30;
}
Test::~Test()
{
// By deleting the world, we delete the bomb, mouse joint, etc.
}
/*
void Test::MouseDown(const b2Vec2& p)
{
b2Assert(m_mouseJoint == NULL);
// Make a small box.
b2AABB aabb;
b2Vec2 d;
d.Set(0.001f, 0.001f);
aabb.minVertex = p - d;
aabb.maxVertex = p + d;
// Query the world for overlapping shapes.
const int32 k_maxCount = 10;
b2Shape* shapes[k_maxCount];
int32 count = m_world->Query(aabb, shapes, k_maxCount);
b2Body* body = NULL;
for (int32 i = 0; i < count; ++i)
{
if (shapes[i]->m_body->IsStatic() == false)
{
bool inside = shapes[i]->TestPoint(p);
if (inside)
{
body = shapes[i]->m_body;
break;
}
}
}
if (body)
{
b2MouseJointDef md;
md.body1 = m_world->m_groundBody;
md.body2 = body;
md.target = p;
md.motorForce = 400.0f * body->m_mass;
m_mouseJoint = (b2MouseJoint*)m_world->CreateJoint(&md);
body->WakeUp();
}
}
*/
void Test::MouseUp()
{
/*
if (m_mouseJoint)
{
m_world->DestroyJoint(m_mouseJoint);
m_mouseJoint = NULL;
}
*/
}
/*void Test::MouseMove(const b2Vec2& p)
{
if (m_mouseJoint)
{
m_mouseJoint->SetTarget(p);
}
}
*/
void Test::LaunchBomb()
{
/*
if (m_bomb)
{
m_world->DestroyBody(m_bomb);
m_bomb = NULL;
}
b2BoxDef sd;
float32 a = 0.5f;
sd.type = e_boxShape;
sd.extents.Set(a, a);
sd.density = 20.0f;
b2BodyDef bd;
bd.AddShape(&sd);
bd.allowSleep = true;
bd.position.Set(b2Random(-15.0f, 15.0f), 30.0f);
bd.rotation = b2Random(-1.5f, 1.5f);
bd.linearVelocity = -1.0f * bd.position;
bd.angularVelocity = b2Random(-20.0f, 20.0f);
m_bomb = m_world->CreateBody(&bd);
*/
}
//typedef const char *(APIENTRY * WGLGETEXTENSIONSSTRINGEXT_T)( void );
void Test::Step(const Settings* settings)
{
/*
float32 timeStep = settings->hz > 0.0f ? 1.0f / settings->hz : 0.0f;
if (settings->pause)
{
timeStep = 0.0f;
}
b2World::s_enableWarmStarting = settings->enableWarmStarting;
b2World::s_enablePositionCorrection = settings->enablePositionCorrection;
m_world->Step(timeStep, settings->iterationCount);
m_world->m_broadPhase->Validate();
for (b2Body* b = m_world->m_bodyList; b; b = b->m_next)
{
for (b2Shape* s = b->m_shapeList; s; s = s->m_next)
{
if (b->IsStatic())
{
DrawShape(s, Color(0.5f, 0.9f, 0.5f));
}
else if (b->IsSleeping())
{
DrawShape(s, Color(0.5f, 0.5f, 0.9f));
}
else if (b == m_bomb)
{
DrawShape(s, Color(0.9f, 0.9f, 0.4f));
}
else
{
DrawShape(s, Color(0.9f, 0.9f, 0.9f));
}
}
}
for (b2Joint* j = m_world->m_jointList; j; j = j->m_next)
{
if (j != m_mouseJoint)
{
DrawJoint(j);
}
}
if (settings->drawContacts)
{
for (b2Contact* c = m_world->m_contactList; c; c = c->m_next)
{
b2Manifold* ms = c->GetManifolds();
for (int32 i = 0; i < c->GetManifoldCount(); ++i)
{
b2Manifold* m = ms + i;
glPointSize(4.0f);
glColor3f(1.0f, 0.0f, 0.0f);
glBegin(GL_POINTS);
for (int j = 0; j < m->pointCount; ++j)
{
b2Vec2 v = m->points[j].position;
glVertex2f(v.x, v.y);
}
glEnd();
glPointSize(1.0f);
}
}
}
if (settings->drawImpulses)
{
for (b2Contact* c = m_world->m_contactList; c; c = c->m_next)
{
b2Manifold* ms = c->GetManifolds();
for (int32 i = 0; i < c->GetManifoldCount(); ++i)
{
b2Manifold* m = ms + i;
glColor3f(0.9f, 0.9f, 0.3f);
glBegin(GL_LINES);
for (int32 j = 0; j < m->pointCount; ++j)
{
b2Vec2 v1 = m->points[j].position;
b2Vec2 v2 = v1 + m->points[j].normalImpulse * m->normal;
glVertex2f(v1.x, v1.y);
glVertex2f(v2.x, v2.y);
}
glEnd();
}
}
}
if (settings->drawPairs)
{
b2BroadPhase* bp = m_world->m_broadPhase;
b2Vec2 invQ;
invQ.Set(1.0f / bp->m_quantizationFactor.x, 1.0f / bp->m_quantizationFactor.y);
glColor3f(0.9f, 0.9f, 0.3f);
glBegin(GL_LINES);
for (int32 i = 0; i < bp->m_pairManager.m_pairCount; ++i)
{
b2Pair* pair = bp->m_pairManager.m_pairs + i;
uint16 id1 = pair->proxyId1;
uint16 id2 = pair->proxyId2;
b2Proxy* p1 = bp->m_proxyPool + id1;
b2Proxy* p2 = bp->m_proxyPool + id2;
b2AABB b1, b2;
b1.minVertex.x = bp->m_worldAABB.minVertex.x + invQ.x * bp->m_bounds[0][p1->lowerBounds[0]].value;
b1.minVertex.y = bp->m_worldAABB.minVertex.y + invQ.y * bp->m_bounds[1][p1->lowerBounds[1]].value;
b1.maxVertex.x = bp->m_worldAABB.minVertex.x + invQ.x * bp->m_bounds[0][p1->upperBounds[0]].value;
b1.maxVertex.y = bp->m_worldAABB.minVertex.y + invQ.y * bp->m_bounds[1][p1->upperBounds[1]].value;
b2.minVertex.x = bp->m_worldAABB.minVertex.x + invQ.x * bp->m_bounds[0][p2->lowerBounds[0]].value;
b2.minVertex.y = bp->m_worldAABB.minVertex.y + invQ.y * bp->m_bounds[1][p2->lowerBounds[1]].value;
b2.maxVertex.x = bp->m_worldAABB.minVertex.x + invQ.x * bp->m_bounds[0][p2->upperBounds[0]].value;
b2.maxVertex.y = bp->m_worldAABB.minVertex.y + invQ.y * bp->m_bounds[1][p2->upperBounds[1]].value;
b2Vec2 x1 = 0.5f * (b1.minVertex + b1.maxVertex);
b2Vec2 x2 = 0.5f * (b2.minVertex + b2.maxVertex);
glVertex2f(x1.x, x1.y);
glVertex2f(x2.x, x2.y);
}
glEnd();
}
if (settings->drawAABBs)
{
b2BroadPhase* bp = m_world->m_broadPhase;
b2Vec2 invQ;
invQ.Set(1.0f / bp->m_quantizationFactor.x, 1.0f / bp->m_quantizationFactor.y);
glColor3f(0.9f, 0.3f, 0.9f);
for (int32 i = 0; i < b2_maxProxies; ++i)
{
b2Proxy* p = bp->m_proxyPool + i;
if (p->IsValid() == false)
{
continue;
}
b2AABB b;
b.minVertex.x = bp->m_worldAABB.minVertex.x + invQ.x * bp->m_bounds[0][p->lowerBounds[0]].value;
b.minVertex.y = bp->m_worldAABB.minVertex.y + invQ.y * bp->m_bounds[1][p->lowerBounds[1]].value;
b.maxVertex.x = bp->m_worldAABB.minVertex.x + invQ.x * bp->m_bounds[0][p->upperBounds[0]].value;
b.maxVertex.y = bp->m_worldAABB.minVertex.y + invQ.y * bp->m_bounds[1][p->upperBounds[1]].value;
glBegin(GL_LINE_LOOP);
glVertex2f(b.minVertex.x, b.minVertex.y);
glVertex2f(b.maxVertex.x, b.minVertex.y);
glVertex2f(b.maxVertex.x, b.maxVertex.y);
glVertex2f(b.minVertex.x, b.maxVertex.y);
glEnd();
}
}
if (settings->drawStats)
{
DrawString(5, m_textLine, "proxies(max) = %d(%d), pairs(max) = %d(%d)",
m_world->m_broadPhase->m_proxyCount, b2_maxProxies,
m_world->m_broadPhase->m_pairManager.m_pairCount, b2_maxPairs);
m_textLine += 15;
DrawString(5, m_textLine, "bodies/contacts/joints = %d/%d/%d",
m_world->m_bodyCount, m_world->m_contactCount, m_world->m_jointCount);
m_textLine += 15;
}
if (m_mouseJoint)
{
b2Body* body = m_mouseJoint->m_body2;
b2Vec2 p1 = body->m_position + b2Mul(body->m_R, m_mouseJoint->m_localAnchor);
b2Vec2 p2 = m_mouseJoint->m_target;
glPointSize(4.0f);
glColor3f(0.0f, 1.0f, 0.0f);
glBegin(GL_POINTS);
glVertex2f(p1.x, p1.y);
glVertex2f(p2.x, p2.y);
glEnd();
glPointSize(1.0f);
glColor3f(0.8f, 0.8f, 0.8f);
glBegin(GL_LINES);
glVertex2f(p1.x, p1.y);
glVertex2f(p2.x, p2.y);
glEnd();
}
*/
}