Files
bullet3/Demos/Raytracer/Raytracer.cpp
2007-10-25 04:37:48 +00:00

528 lines
13 KiB
C++

/*
* Copyright (c) 2005 Erwin Coumans <www.erwincoumans.com>
*
* Permission to use, copy, modify, distribute and sell this software
* and its documentation for any purpose is hereby granted without fee,
* provided that the above copyright notice appear in all copies.
* Erwin Coumans makes no representations about the suitability
* of this software for any purpose.
* It is provided "as is" without express or implied warranty.
*/
#define IN_TO_M_CONSTANT (0.0254f)
#define M_TO_IN_CONSTANT (39.3700787f)
#define CM_TO_IN_CONSTANT (0.393700787f)
#define LBS_TO_KG_CONSTANT (0.45359237f)
#define FEET_TO_IN(x) (12.0f * (float)(x))
#define IN_TO_FT(x) ((float)(x)/12.0f)
#define IN_TO_M(x) ((float)(x) * IN_TO_M_CONSTANT)
#define M_TO_IN(x) ((float)(x) * M_TO_IN_CONSTANT)
#define CM_TO_IN(x) ((float)(x) * CM_TO_IN_CONSTANT)
#define FT_TO_M(x) (IN_TO_M(FEET_TO_IN(x)))
#define LBS_TO_KG(x) ((float)(x) * LBS_TO_KG_CONSTANT)
#define PIN_HEIGHT IN_TO_M(15.0f)
#define PIN_DIAMETER IN_TO_M(4.76f)
#define PIN_MASS LBS_TO_KG(3.5f)
#define PIN_FRICTION (BALL_FRICTION) // a guess
//#define PIN_COR (0.67f) // was 0.67
#define PIN_COR (0.2f)
#define BALL_DIAMETER IN_TO_M(8.55f)
#define BALL_MASS LBS_TO_KG(16.0f)
#define BALL_FRICTION (0.3f) // max is 0.32
#define BALL_COR (0.7)
#define BALL_MAX_FRICTION (0.32f)
#define BALL_MAX_MASS (16.0f) // lbs
#define BALL_MIN_MASS (8.0f) // lbs
#define LANE_DECK_FUDGE (IN_TO_M(6.0f))
#define LANE_WIDTH IN_TO_M(42.0f)
#define LANE_TOTAL_WIDTH IN_TO_M(62.88f)
#define LANE_LENGTH FT_TO_M(60.0f-LANE_DECK_FUDGE)
#define GRAVITY_VECTOR (btVector3(0.0f,-9.81f,0.0f))
#define PIN_Z_DIST IN_TO_M(10.3923048f)
#define PIN_Y_DIST IN_TO_M(12.0f)
#include "BulletCollision/CollisionDispatch/btCollisionWorld.h"
/*
Raytracer uses the Convex rayCast to visualize the Collision Shapes/Minkowski Sum.
Very basic raytracer, rendering into a texture.
*/
///Low level demo, doesn't include btBulletCollisionCommon.h
#include "GL_Simplex1to4.h"
#include "LinearMath/btQuaternion.h"
#include "LinearMath/btTransform.h"
#include "GL_ShapeDrawer.h"
#include "GLDebugDrawer.h"
#include "Raytracer.h"
#include "GlutStuff.h"
#include "BulletCollision/NarrowPhaseCollision/btVoronoiSimplexSolver.h"
#include "BulletCollision/NarrowPhaseCollision/btSubSimplexConvexCast.h"
#include "BulletCollision/NarrowPhaseCollision/btGjkConvexCast.h"
#include "BulletCollision/NarrowPhaseCollision/btContinuousConvexCollision.h"
#ifdef USE_ALGEBRAIC_CCD
#include "NarrowPhaseCollision/BU_CollisionPair.h"
#endif //USE_ALGEBRAIC_CCD
#include "BulletCollision/CollisionShapes/btSphereShape.h"
#include "BulletCollision/CollisionShapes/btMultiSphereShape.h"
#include "BulletCollision/CollisionShapes/btConvexHullShape.h"
#include "LinearMath/btAabbUtil2.h"
#include "BulletCollision/CollisionShapes/btBoxShape.h"
#include "BulletCollision/CollisionShapes/btCompoundShape.h"
#include "BulletCollision/CollisionShapes/btTetrahedronShape.h"
#include "BulletCollision/CollisionShapes/btConeShape.h"
#include "BulletCollision/CollisionShapes/btCylinderShape.h"
#include "BulletCollision/CollisionShapes/btMinkowskiSumShape.h"
#include "RenderTexture.h"
static btVoronoiSimplexSolver simplexSolver;
static float yaw=0.f,pitch=0.f,roll=0.f;
static const int maxNumObjects = 4;
static const int numObjects = 1;
/// simplex contains the vertices, and some extra code to draw and debug
static GL_Simplex1to4 simplex;
static btCollisionShape* shapePtr[maxNumObjects];
static btTransform transforms[maxNumObjects];
renderTexture* raytracePicture = 0;
//this applies to the raytracer virtual screen/image buffer
static int screenWidth = 128;
//float aspectRatio = (3.f/4.f);
static int screenHeight = 128;//screenWidth * aspectRatio;
GLuint glTextureId;
btSphereShape mySphere(1);
btBoxShape myBox(btVector3(0.4f,0.4f,0.4f));
btCylinderShape myCylinder(btVector3(0.3f,0.3f,0.3f));
btConeShape myCone(1,1);
btCompoundShape compound;
btMinkowskiSumShape myMink(&myCylinder,&myBox);
///
///
///
void Raytracer::initPhysics()
{
raytracePicture = new renderTexture(screenWidth,screenHeight);
myBox.setMargin(0.02f);
myCone.setMargin(0.2f);
simplex.setSimplexSolver(&simplexSolver);
simplex.addVertex(btPoint3(-1,0,-1));
simplex.addVertex(btPoint3(1,0,-1));
simplex.addVertex(btPoint3(0,0,1));
simplex.addVertex(btPoint3(0,1,0));
/// convex hull of 5 spheres
#define NUM_SPHERES 5
btVector3 inertiaHalfExtents(10.f,10.f,10.f);
btVector3 positions[NUM_SPHERES] = {
btVector3(-1.2f, -0.3f, 0.f),
btVector3(0.8f, -0.3f, 0.f),
btVector3(0.5f, 0.6f, 0.f),
btVector3(-0.5f, 0.6f, 0.f),
btVector3(0.f, 0.f, 0.f)
};
//btMultiSphereShape* multiSphereShape = new btMultiSphereShape(inertiaHalfExtents,positions,radi,NUM_SPHERES);
btVector3 sphereOffset1(0,0,0);
btScalar sphereRadius = 2.f;
btVector3 nonUniformScaling(0.5,2,0.5);
btMultiSphereShape* nonuniformScaledSphere = new btMultiSphereShape(inertiaHalfExtents,&sphereOffset1,&sphereRadius,1);
nonuniformScaledSphere->setLocalScaling(nonUniformScaling);
nonuniformScaledSphere->setMargin(0.04);
btConvexHullShape* convexHullShape = new btConvexHullShape(&positions[0].getX(),3);
//attempt to approximate a bowling pin
//choose shape
shapePtr[0] = &myCone;//&compound;//&myCone;//&myBox;//nonuniformScaledSphere;//&myCone;
// shapePtr[0] = &myCone;//&myBox;//nonuniformScaledSphere;//&myCone;
shapePtr[1] =&simplex;
shapePtr[2] =convexHullShape;
shapePtr[3] =&myMink;//myBox;//multiSphereShape
btVector3 sphereOffset(0,PIN_HEIGHT/4.0f,0);
// create pin collision shape
btCollisionShape* cyl = new btCylinderShape(btVector3(PIN_DIAMETER/4.0f, PIN_HEIGHT/4.0f, PIN_DIAMETER/4.0f));
cyl->setMargin(IN_TO_M(0.000025f));
btVector3 spherepositions[3] = {btVector3(0,-PIN_HEIGHT/2.f +(PIN_DIAMETER/2.0f)+IN_TO_M(1.25f),0),
btVector3(0,-PIN_HEIGHT/2.f +(PIN_DIAMETER/2.0f)+IN_TO_M(1.25f),0)+sphereOffset,
btVector3(0,-PIN_HEIGHT/2.f +(PIN_DIAMETER/2.0f)+IN_TO_M(1.25f),0)-sphereOffset};
btScalar radii[3] = {(PIN_DIAMETER/2.0f),(PIN_DIAMETER/4.0f),(PIN_DIAMETER/4.0f)};
btCollisionShape* sph = new btMultiSphereShape(inertiaHalfExtents,spherepositions,radii,3);
btTransform ident;
ident.setIdentity();
ident.setOrigin(btVector3(0.f,-PIN_HEIGHT/4.f,0.f));
compound.addChildShape(ident,cyl);
ident.setIdentity();
//ident.setOrigin(btVector3(0.0f, -PIN_HEIGHT/2.0f + PIN_DIAMETER/2.0f + IN_TO_M(3.5f), 0.0f));
compound.addChildShape(ident,sph);
btVector3 spherepositions2[2] = {btVector3(0,+PIN_HEIGHT/2.f -(PIN_DIAMETER/4.0f),0),
btVector3(0,0,0)};
btScalar radii2[2] = {(PIN_DIAMETER/4.0f),(PIN_DIAMETER/6.0f)};
btCollisionShape* sph2 = new btMultiSphereShape(inertiaHalfExtents,spherepositions2,radii2,2);
compound.addChildShape(ident,sph2);
compound.setMargin(0.001);
simplex.setMargin(0.3f);
}
//to be implemented by the demo
void Raytracer::clientMoveAndDisplay()
{
displayCallback();
}
int once = 1;
void Raytracer::displayCallback()
{
updateCamera();
for (int i=0;i<numObjects;i++)
{
transforms[i].setIdentity();
btVector3 pos(-(2.5* numObjects * 0.5)+i*2.5f,0.f,0.f);
transforms[i].setOrigin( pos );
btQuaternion orn;
if (i < 2)
{
orn.setEuler(yaw,pitch,roll);
//transforms[i].setRotation(orn);
}
}
myMink.setTransformA(btTransform(transforms[0].getRotation()));
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_LIGHTING);
if (once)
{
glGenTextures(1, &glTextureId);
glBindTexture(GL_TEXTURE_2D,glTextureId );
once = 0;
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
#define RAYTRACER
#ifdef RAYTRACER
btVector4 rgba(1.f,0.f,0.f,0.5f);
float top = 1.f;
float bottom = -1.f;
float nearPlane = 1.f;
float tanFov = (top-bottom)*0.5f / nearPlane;
float fov = 2.0 * atanf (tanFov);
btVector3 rayFrom = getCameraPosition();
btVector3 rayForward = getCameraTargetPosition()-getCameraPosition();
rayForward.normalize();
float farPlane = 600.f;
rayForward*= farPlane;
btVector3 rightOffset;
btVector3 vertical(0.f,1.f,0.f);
btVector3 hor;
hor = rayForward.cross(vertical);
hor.normalize();
vertical = hor.cross(rayForward);
vertical.normalize();
float tanfov = tanf(0.5f*fov);
hor *= 2.f * farPlane * tanfov;
vertical *= 2.f * farPlane * tanfov;
btVector3 rayToCenter = rayFrom + rayForward;
btVector3 dHor = hor * 1.f/float(screenWidth);
btVector3 dVert = vertical * 1.f/float(screenHeight);
btTransform rayFromTrans;
rayFromTrans.setIdentity();
rayFromTrans.setOrigin(rayFrom);
btTransform rayFromLocal;
btTransform rayToLocal;
btSphereShape pointShape(0.0f);
int x;
///clear texture
for (x=0;x<screenWidth;x++)
{
for (int y=0;y<screenHeight;y++)
{
btVector4 rgba(0.f,0.f,0.f,0.f);
raytracePicture->setPixel(x,y,rgba);
}
}
// btConvexCast::CastResult rayResult;
btTransform rayToTrans;
rayToTrans.setIdentity();
btVector3 rayTo;
btTransform colObjWorldTransform;
colObjWorldTransform.setIdentity();
for (x=0;x<screenWidth;x++)
{
for (int y=0;y<screenHeight;y++)
{
rayTo = rayToCenter - 0.5f * hor + 0.5f * vertical;
rayTo += x * dHor;
rayTo -= y * dVert;
rayToTrans.setOrigin(rayTo);
for (int s=0;s<numObjects;s++)
{
//do some culling, ray versus aabb
btVector3 aabbMin,aabbMax;
shapePtr[s]->getAabb(transforms[s],aabbMin,aabbMax);
btScalar hitLambda = 1.f;
btVector3 hitNormal;
btCollisionWorld::ClosestRayResultCallback resultCallback(rayFrom,rayTo);
btCollisionObject tmpObj;
tmpObj.setWorldTransform(transforms[s]);
if (btRayAabb(rayFrom,rayTo,aabbMin,aabbMax,hitLambda,hitNormal))
{
btCollisionWorld::rayTestSingle(rayFromTrans,rayToTrans,
&tmpObj,
shapePtr[s],
transforms[s],
resultCallback);
//choose the continuous collision detection method
//btSubsimplexConvexCast convexCaster(&pointShape,shapePtr[s],&simplexSolver);
//GjkConvexCast convexCaster(&pointShape,shapePtr[0],&simplexSolver);
//ContinuousConvexCollision convexCaster(&pointShape,shapePtr[0],&simplexSolver,0);
//reset previous result
//rayResult.m_fraction = 1.f;
if (resultCallback.HasHit())
// if (convexCaster.calcTimeOfImpact(rayFromTrans,rayToTrans,transforms[s],transforms[s],rayResult))
{
//float fog = 1.f - 0.1f * rayResult.m_fraction;
resultCallback.m_hitNormalWorld.normalize();//.m_normal.normalize();
btVector3 worldNormal = resultCallback.m_hitNormalWorld;
// worldNormal = transforms[s].getBasis() *rayResult.m_normal;
float lightVec0 = worldNormal.dot(btVector3(0,-1,-1));//0.4f,-1.f,-0.4f));
float lightVec1= worldNormal.dot(btVector3(-1,0,-1));//-0.4f,-1.f,-0.4f));
rgba = btVector4(lightVec0,lightVec1,0,1.f);
rgba.setMin(btVector3(1,1,1));
rgba.setMax(btVector3(0.2,0.2,0.2));
rgba[3] = 1.f;
raytracePicture->setPixel(x,y,rgba);
} else
{
//clear is already done
//rgba = btVector4(0.f,0.f,0.f,0.f);
//raytracePicture->setPixel(x,y,rgba);
}
} else
{
btVector4 rgba = raytracePicture->getPixel(x,y);
if (!rgba.length2())
{
raytracePicture->setPixel(x,y,btVector4(1,1,1,1));
}
}
}
}
}
#define TEST_PRINTF
#ifdef TEST_PRINTF
extern BMF_FontData BMF_font_helv10;
raytracePicture->grapicalPrintf("CCD RAYTRACER",&BMF_font_helv10);
char buffer[256];
sprintf(buffer,"%d RAYS / Frame",screenWidth*screenHeight*numObjects);
raytracePicture->grapicalPrintf(buffer,&BMF_font_helv10,0,10);
#endif //TEST_PRINTF
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glFrustum(-1.0,1.0,-1.0,1.0,3,2020.0);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity(); // reset The Modelview Matrix
glTranslatef(0.0f,0.0f,-3.1f); // Move Into The Screen 5 Units
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,glTextureId );
const unsigned char *ptr = raytracePicture->getBuffer();
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA,
raytracePicture->getWidth(),raytracePicture->getHeight(),
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
ptr);
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f (1,1,1,1); // alpha=0.5=half visible
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex2f(-1,1);
glTexCoord2f(1.0f, 0.0f);
glVertex2f(1,1);
glTexCoord2f(1.0f, 1.0f);
glVertex2f(1,-1);
glTexCoord2f(0.0f, 1.0f);
glVertex2f(-1,-1);
glEnd();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
#endif //RAYRACER
glDisable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
GL_ShapeDrawer::drawCoordSystem();
{
for (int i=0;i<numObjects;i++)
{
btVector3 aabbMin,aabbMax;
shapePtr[i]->getAabb(transforms[i],aabbMin,aabbMax);
}
}
glPushMatrix();
/*
/// normal opengl rendering
float m[16];
int i;
for (i=0;i<numObjects;i++)
{
transA.getOpenGLMatrix( m );
/// draw the simplex
GL_ShapeDrawer::drawOpenGL(m,shapePtr[i],btVector3(1,1,1));
/// calculate closest point from simplex to the origin, and draw this vector
simplex.calcClosest(m);
}
*/
glPopMatrix();
pitch += 0.005f;
yaw += 0.01f;
glFlush();
glutSwapBuffers();
}