Add B3G_RETURN key code, only implemented in Windows so far (todo: Mac, Linux) Fix Windows key management (use WM_CHAR event instead of WM_KEYUP Add Return (OnKeyReturn) key support TreeNode, so we can select an item using the return key.
202 lines
4.9 KiB
C++
202 lines
4.9 KiB
C++
#include "Bullet2RigidBodyDemo.h"
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#include "btBulletDynamicsCommon.h"
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#include "OpenGLWindow/SimpleOpenGL3App.h"
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struct MyGraphicsPhysicsBridge : public GraphicsPhysicsBridge
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{
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SimpleOpenGL3App* m_glApp;
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MyGraphicsPhysicsBridge(SimpleOpenGL3App* glApp)
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:m_glApp(glApp)
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{
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}
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virtual void createRigidBodyGraphicsObject(btRigidBody* body, const btVector3& color)
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{
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btCollisionShape* shape = body->getCollisionShape();
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btTransform startTransform = body->getWorldTransform();
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int graphicsShapeId = shape->getUserIndex();
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btAssert(graphicsShapeId >= 0);
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btVector3 localScaling = shape->getLocalScaling();
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int graphicsInstanceId = m_glApp->m_instancingRenderer->registerGraphicsInstance(graphicsShapeId, startTransform.getOrigin(), startTransform.getRotation(), color, localScaling);
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body->setUserIndex(graphicsInstanceId);
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}
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virtual void createCollisionShapeGraphicsObject(btCollisionShape* collisionShape)
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{
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//todo: support all collision shape types
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switch (collisionShape->getShapeType())
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{
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case BOX_SHAPE_PROXYTYPE:
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{
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btBoxShape* box = (btBoxShape*)collisionShape;
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btVector3 halfExtents = box->getHalfExtentsWithMargin();
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int cubeShapeId = m_glApp->registerCubeShape(halfExtents.x(), halfExtents.y(), halfExtents.z());
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box->setUserIndex(cubeShapeId);
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break;
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}
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default:
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{
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btAssert(0);
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}
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};
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}
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virtual void syncPhysicsToGraphics(const btDiscreteDynamicsWorld* rbWorld)
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{
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int numCollisionObjects = rbWorld->getNumCollisionObjects();
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for (int i = 0; i<numCollisionObjects; i++)
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{
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btCollisionObject* colObj = rbWorld->getCollisionObjectArray()[i];
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btVector3 pos = colObj->getWorldTransform().getOrigin();
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btQuaternion orn = colObj->getWorldTransform().getRotation();
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int index = colObj->getUserIndex();
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if (index >= 0)
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{
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m_glApp->m_instancingRenderer->writeSingleInstanceTransformToCPU(pos, orn, index);
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}
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}
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m_glApp->m_instancingRenderer->writeTransforms();
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}
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};
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Bullet2RigidBodyDemo::Bullet2RigidBodyDemo(SimpleOpenGL3App* app, CommonPhysicsSetup* physicsSetup)
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:m_glApp(app),
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m_physicsSetup(physicsSetup),
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m_controlPressed(false),
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m_altPressed(false)
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{
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}
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void Bullet2RigidBodyDemo::initPhysics()
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{
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MyGraphicsPhysicsBridge glBridge(m_glApp);
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m_physicsSetup->initPhysics(glBridge);
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m_glApp->m_instancingRenderer->writeTransforms();
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}
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void Bullet2RigidBodyDemo::exitPhysics()
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{
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m_physicsSetup->exitPhysics();
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}
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void Bullet2RigidBodyDemo::stepSimulation(float deltaTime)
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{
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m_physicsSetup->stepSimulation(deltaTime);
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}
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void Bullet2RigidBodyDemo::renderScene()
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{
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//sync graphics -> physics world transforms
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MyGraphicsPhysicsBridge glBridge(m_glApp);
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m_physicsSetup->syncPhysicsToGraphics(glBridge);
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m_glApp->m_instancingRenderer->renderScene();
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}
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Bullet2RigidBodyDemo::~Bullet2RigidBodyDemo()
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{
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}
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btVector3 Bullet2RigidBodyDemo::getRayTo(int x,int y)
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{
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if (!m_glApp->m_instancingRenderer)
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{
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btAssert(0);
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return btVector3(0,0,0);
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}
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float top = 1.f;
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float bottom = -1.f;
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float nearPlane = 1.f;
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float tanFov = (top-bottom)*0.5f / nearPlane;
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float fov = b3Scalar(2.0) * b3Atan(tanFov);
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btVector3 camPos,camTarget;
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m_glApp->m_instancingRenderer->getCameraPosition(camPos);
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m_glApp->m_instancingRenderer->getCameraTargetPosition(camTarget);
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btVector3 rayFrom = camPos;
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btVector3 rayForward = (camTarget-camPos);
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rayForward.normalize();
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float farPlane = 10000.f;
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rayForward*= farPlane;
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btVector3 rightOffset;
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btVector3 m_cameraUp=btVector3(0,1,0);
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btVector3 vertical = m_cameraUp;
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btVector3 hor;
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hor = rayForward.cross(vertical);
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hor.normalize();
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vertical = hor.cross(rayForward);
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vertical.normalize();
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float tanfov = tanf(0.5f*fov);
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hor *= 2.f * farPlane * tanfov;
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vertical *= 2.f * farPlane * tanfov;
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b3Scalar aspect;
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float width = m_glApp->m_instancingRenderer->getScreenWidth();
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float height = m_glApp->m_instancingRenderer->getScreenHeight();
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aspect = width / height;
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hor*=aspect;
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btVector3 rayToCenter = rayFrom + rayForward;
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btVector3 dHor = hor * 1.f/width;
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btVector3 dVert = vertical * 1.f/height;
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btVector3 rayTo = rayToCenter - 0.5f * hor + 0.5f * vertical;
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rayTo += btScalar(x) * dHor;
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rayTo -= btScalar(y) * dVert;
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return rayTo;
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}
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bool Bullet2RigidBodyDemo::mouseMoveCallback(float x,float y)
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{
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btVector3 rayTo = getRayTo(x, y);
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btVector3 rayFrom;
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m_glApp->m_instancingRenderer->getCameraPosition(rayFrom);
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m_physicsSetup->movePickedBody(rayFrom,rayTo);
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return false;
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}
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bool Bullet2RigidBodyDemo::mouseButtonCallback(int button, int state, float x, float y)
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{
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if (state==1)
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{
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if(button==0 && (!m_altPressed && !m_controlPressed))
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{
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btVector3 camPos;
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m_glApp->m_instancingRenderer->getCameraPosition(camPos);
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btVector3 rayFrom = camPos;
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btVector3 rayTo = getRayTo(x,y);
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bool hasPicked = m_physicsSetup->pickBody(rayFrom, rayTo);
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}
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} else
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{
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if (button==0)
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{
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m_physicsSetup->removePickingConstraint();
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//remove p2p
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}
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}
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//printf("button=%d, state=%d\n",button,state);
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return false;
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}
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