296 lines
8.8 KiB
C++
296 lines
8.8 KiB
C++
#include "ConcaveScene.h"
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#include "GpuRigidBodyDemo.h"
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#include "BulletCommon/btQuickprof.h"
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#include "OpenGLWindow/ShapeData.h"
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#include "OpenGLWindow/GLInstancingRenderer.h"
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#include "BulletCommon/btQuaternion.h"
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#include "OpenGLWindow/btgWindowInterface.h"
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#include "gpu_broadphase/host/btGpuSapBroadphase.h"
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#include "../GpuDemoInternalData.h"
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#include "basic_initialize/btOpenCLUtils.h"
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#include "OpenGLWindow/OpenGLInclude.h"
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#include "OpenGLWindow/GLInstanceRendererInternalData.h"
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#include "parallel_primitives/host/btLauncherCL.h"
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#include "gpu_rigidbody/host/btGpuRigidBodyPipeline.h"
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#include "gpu_rigidbody/host/btGpuNarrowPhase.h"
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#include "gpu_rigidbody/host/btConfig.h"
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#include "GpuRigidBodyDemoInternalData.h"
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#include"../../ObjLoader/objLoader.h"
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#include "OpenGLWindow/GLInstanceGraphicsShape.h"
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#define CONCAVE_GAPX 16
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#define CONCAVE_GAPY 8
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#define CONCAVE_GAPZ 16
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GLInstanceGraphicsShape* createGraphicsShapeFromWavefrontObj(objLoader* obj)
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{
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btAlignedObjectArray<GLInstanceVertex>* vertices = new btAlignedObjectArray<GLInstanceVertex>;
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{
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// int numVertices = obj->vertexCount;
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// int numIndices = 0;
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btAlignedObjectArray<int>* indicesPtr = new btAlignedObjectArray<int>;
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/*
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for (int v=0;v<obj->vertexCount;v++)
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{
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vtx.xyzw[0] = obj->vertexList[v]->e[0];
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vtx.xyzw[1] = obj->vertexList[v]->e[1];
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vtx.xyzw[2] = obj->vertexList[v]->e[2];
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btVector3 n(vtx.xyzw[0],vtx.xyzw[1],vtx.xyzw[2]);
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if (n.length2()>SIMD_EPSILON)
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{
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n.normalize();
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vtx.normal[0] = n[0];
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vtx.normal[1] = n[1];
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vtx.normal[2] = n[2];
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} else
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{
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vtx.normal[0] = 0; //todo
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vtx.normal[1] = 1;
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vtx.normal[2] = 0;
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}
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vtx.uv[0] = 0.5f;vtx.uv[1] = 0.5f; //todo
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vertices->push_back(vtx);
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}
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*/
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for (int f=0;f<obj->faceCount;f++)
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{
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obj_face* face = obj->faceList[f];
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//btVector3 normal(face.m_plane[0],face.m_plane[1],face.m_plane[2]);
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if (face->vertex_count>=3)
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{
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btVector3 normal(0,1,0);
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int vtxBaseIndex = vertices->size();
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if (face->vertex_count<=4)
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{
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indicesPtr->push_back(vtxBaseIndex);
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indicesPtr->push_back(vtxBaseIndex+1);
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indicesPtr->push_back(vtxBaseIndex+2);
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GLInstanceVertex vtx0;
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vtx0.xyzw[0] = obj->vertexList[face->vertex_index[0]]->e[0];
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vtx0.xyzw[1] = obj->vertexList[face->vertex_index[0]]->e[1];
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vtx0.xyzw[2] = obj->vertexList[face->vertex_index[0]]->e[2];
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vtx0.xyzw[3] = 0.f;//obj->vertexList[face->vertex_index[0]]->e[2];
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vtx0.uv[0] = 0.5f;//obj->textureList[face->vertex_index[0]]->e[0];
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vtx0.uv[1] = 0.5f;//obj->textureList[face->vertex_index[0]]->e[1];
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GLInstanceVertex vtx1;
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vtx1.xyzw[0] = obj->vertexList[face->vertex_index[1]]->e[0];
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vtx1.xyzw[1] = obj->vertexList[face->vertex_index[1]]->e[1];
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vtx1.xyzw[2] = obj->vertexList[face->vertex_index[1]]->e[2];
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vtx1.xyzw[3]= 0.f;
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vtx1.uv[0] = 0.5f;//obj->textureList[face->vertex_index[1]]->e[0];
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vtx1.uv[1] = 0.5f;//obj->textureList[face->vertex_index[1]]->e[1];
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GLInstanceVertex vtx2;
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vtx2.xyzw[0] = obj->vertexList[face->vertex_index[2]]->e[0];
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vtx2.xyzw[1] = obj->vertexList[face->vertex_index[2]]->e[1];
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vtx2.xyzw[2] = obj->vertexList[face->vertex_index[2]]->e[2];
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vtx2.xyzw[3] = 0.f;
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vtx2.uv[0] = 0.5f;obj->textureList[face->vertex_index[2]]->e[0];
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vtx2.uv[1] = 0.5f;obj->textureList[face->vertex_index[2]]->e[1];
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btVector3 v0(vtx0.xyzw[0],vtx0.xyzw[1],vtx0.xyzw[2]);
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btVector3 v1(vtx1.xyzw[0],vtx1.xyzw[1],vtx1.xyzw[2]);
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btVector3 v2(vtx2.xyzw[0],vtx2.xyzw[1],vtx2.xyzw[2]);
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normal = (v1-v0).cross(v2-v0);
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normal.normalize();
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vtx0.normal[0] = normal[0];
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vtx0.normal[1] = normal[1];
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vtx0.normal[2] = normal[2];
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vtx1.normal[0] = normal[0];
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vtx1.normal[1] = normal[1];
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vtx1.normal[2] = normal[2];
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vtx2.normal[0] = normal[0];
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vtx2.normal[1] = normal[1];
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vtx2.normal[2] = normal[2];
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vertices->push_back(vtx0);
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vertices->push_back(vtx1);
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vertices->push_back(vtx2);
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}
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if (face->vertex_count==4)
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{
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indicesPtr->push_back(vtxBaseIndex);
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indicesPtr->push_back(vtxBaseIndex+1);
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indicesPtr->push_back(vtxBaseIndex+2);
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indicesPtr->push_back(vtxBaseIndex+3);
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//
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GLInstanceVertex vtx3;
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vtx3.xyzw[0] = obj->vertexList[face->vertex_index[3]]->e[0];
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vtx3.xyzw[1] = obj->vertexList[face->vertex_index[3]]->e[1];
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vtx3.xyzw[2] = obj->vertexList[face->vertex_index[3]]->e[2];
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vtx3.uv[0] = 0.5;
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vtx3.uv[1] = 0.5;
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vtx3.normal[0] = normal[0];
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vtx3.normal[1] = normal[1];
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vtx3.normal[2] = normal[2];
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vertices->push_back(vtx3);
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}
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}
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}
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GLInstanceGraphicsShape* gfxShape = new GLInstanceGraphicsShape;
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gfxShape->m_vertices = vertices;
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gfxShape->m_numvertices = vertices->size();
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gfxShape->m_indices = indicesPtr;
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gfxShape->m_numIndices = indicesPtr->size();
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for (int i=0;i<4;i++)
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gfxShape->m_scaling[i] = 1;//bake the scaling into the vertices
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return gfxShape;
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}
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}
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void ConcaveScene::setupScene(const ConstructionInfo& ci)
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{
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objLoader* objData = new objLoader();
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//char* fileName = "data/plane100.obj";
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//char* fileName = "data/teddy.obj";//"plane.obj";
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// char* fileName = "data/sponza_closed.obj";//"plane.obj";
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//char* fileName = "data/leoTest1.obj";
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char* fileName = "data/samurai_monastry.obj";
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btVector3 shift(0,0,0);//150,-100,-120);
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btVector4 scaling(10,10,10,1);//4,4,4,1);
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FILE* f = 0;
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char relativeFileName[1024];
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{
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const char* prefix[]={"./","../","../../","../../../","../../../../"};
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int numPrefixes = sizeof(prefix)/sizeof(char*);
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for (int i=0;i<numPrefixes;i++)
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{
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sprintf(relativeFileName,"%s%s",prefix[i],fileName);
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f = fopen(relativeFileName,"r");
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if (f)
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{
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fclose(f);
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break;
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}
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}
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}
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if (f)
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fclose(f);
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else
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return;
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objData->load(relativeFileName);
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int index=10;
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{
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GLInstanceGraphicsShape* shape = createGraphicsShapeFromWavefrontObj(objData);
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btAlignedObjectArray<btVector3> verts;
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for (int i=0;i<shape->m_numvertices;i++)
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{
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for (int j=0;j<3;j++)
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shape->m_vertices->at(i).xyzw[j] += shift[j];
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btVector3 vtx(shape->m_vertices->at(i).xyzw[0],
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shape->m_vertices->at(i).xyzw[1],
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shape->m_vertices->at(i).xyzw[2]);
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verts.push_back(vtx*scaling);
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}
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int colIndex = m_data->m_np->registerConcaveMesh(&verts,shape->m_indices,btVector3(1,1,1));
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{
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int strideInBytes = 9*sizeof(float);
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int numVertices = sizeof(cube_vertices)/strideInBytes;
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int numIndices = sizeof(cube_indices)/sizeof(int);
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//int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices);
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//int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices);
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int shapeId = ci.m_instancingRenderer->registerShape(&shape->m_vertices->at(0).xyzw[0], shape->m_numvertices, &shape->m_indices->at(0), shape->m_numIndices);
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btQuaternion orn(0,0,0,1);
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btVector4 color(0.3,0.3,1,1.f);//0.5);//1.f
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{
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float mass = 0.f;
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btVector3 position(0,0,0);
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int id = ci.m_instancingRenderer->registerGraphicsInstance(shapeId,position,orn,color,scaling);
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int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(mass,position,orn,colIndex,index);
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index++;
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}
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}
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}
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int strideInBytes = 9*sizeof(float);
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int numVertices = sizeof(cube_vertices)/strideInBytes;
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int numIndices = sizeof(cube_indices)/sizeof(int);
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//int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices);
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int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices);
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int group=1;
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int mask=1;
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if (1)
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{
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int curColor = 0;
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btVector4 colors[4] =
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{
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btVector4(1,1,1,1),
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btVector4(1,1,0.3,1),
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btVector4(0.3,1,1,1),
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btVector4(0.3,0.3,1,1),
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};
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btVector4 scaling(1,1,1,1);
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int colIndex = m_data->m_np->registerConvexHullShape(&cube_vertices[0],strideInBytes,numVertices, scaling);
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for (int i=0;i<ci.arraySizeX;i++)
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{
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for (int j=0;j<ci.arraySizeY;j++)
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{
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for (int k=0;k<ci.arraySizeZ;k++)
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{
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float mass = 1;
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//btVector3 position(-2*ci.gapX+i*ci.gapX,25+j*ci.gapY,-2*ci.gapZ+k*ci.gapZ);
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btVector3 position(-(ci.arraySizeX/2)*CONCAVE_GAPX+i*CONCAVE_GAPX,50+j*CONCAVE_GAPY,-(ci.arraySizeZ/2)*CONCAVE_GAPZ+k*CONCAVE_GAPZ);
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btQuaternion orn(0,0,0,1);
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btVector4 color = colors[curColor];
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curColor++;
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curColor&=3;
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int id = ci.m_instancingRenderer->registerGraphicsInstance(shapeId,position,orn,color,scaling);
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int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(mass,position,orn,colIndex,index);
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index++;
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}
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}
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}
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}
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float camPos[4]={0,0,0,0};//65.5,4.5,65.5,0};
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//float camPos[4]={1,12.5,1.5,0};
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m_instancingRenderer->setCameraPitch(45);
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m_instancingRenderer->setCameraTargetPosition(camPos);
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m_instancingRenderer->setCameraDistance(370);
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} |