Files
bullet3/Demos/ContinuousConvexCollision/ContinuousConvexCollisionDemo.cpp
john.mccutchan a8ec916af0 Added Height Field Fluid Demo to Bullet. All code stored in the Demos/HeightFieldFluidDemo directory for now.
Please see HfFluidDemo.cpp for examples of how to use the height field fluid along with buoyant collision shapes.

The implementation is still lacking in my ways:
1) Need to complete more collision algorithms for buoyant collision shapes
2) Support compound buoyant shapes
3) The buoyancy model isn't that great
4) Fluid volume can be lost over time
2009-01-08 22:53:23 +00:00

288 lines
7.6 KiB
C++

/*
* Copyright (c) 2005 Erwin Coumans http://continuousphysics.com/Bullet/
*
* 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.
*/
/*
Continuous Convex Collision Demo demonstrates an efficient continuous collision detection algorithm.
Both linear and angular velocities are supported. Convex Objects are sampled using Supporting Vertex.
Motion using Exponential Map.
Future ideas: Comparison with Screwing Motion.
Also comparision with Algebraic CCD and Interval Arithmetic methods (Stephane Redon)
*/
///This low level demo need internal access, and intentionally doesn't include the btBulletCollisionCommon.h headerfile
#include "LinearMath/btQuaternion.h"
#include "LinearMath/btTransform.h"
#include "BulletCollision/NarrowPhaseCollision/btVoronoiSimplexSolver.h"
#include "BulletCollision/CollisionShapes/btBoxShape.h"
#include "BulletCollision/CollisionShapes/btMinkowskiSumShape.h"
#include "BulletCollision/NarrowPhaseCollision/btGjkPairDetector.h"
#include "BulletCollision/NarrowPhaseCollision/btGjkConvexCast.h"
#include "BulletCollision/NarrowPhaseCollision/btSubSimplexConvexCast.h"
#include "BulletCollision/NarrowPhaseCollision/btContinuousConvexCollision.h"
#include "LinearMath/btTransformUtil.h"
#include "DebugCastResult.h"
#include "BulletCollision/CollisionShapes/btSphereShape.h"
#include "BulletCollision/CollisionShapes/btTetrahedronShape.h"
#include "BulletCollision/NarrowPhaseCollision/btVoronoiSimplexSolver.h"
#include "BulletCollision/NarrowPhaseCollision/btConvexPenetrationDepthSolver.h"
#include "GL_ShapeDrawer.h"
#include "ContinuousConvexCollision.h"
#include "GlutStuff.h"
float yaw=0.f,pitch=0.f,roll=0.f;
const int maxNumObjects = 4;
const int numObjects = 2;
btVector3 angVels[numObjects];
btVector3 linVels[numObjects];
btPolyhedralConvexShape* shapePtr[maxNumObjects];
btTransform fromTrans[maxNumObjects];
btTransform toTrans[maxNumObjects];
int screenWidth = 640;
int screenHeight = 480;
int main(int argc,char** argv)
{
btContinuousConvexCollisionDemo* ccdDemo = new btContinuousConvexCollisionDemo();
ccdDemo->setCameraDistance(40.f);
ccdDemo->initPhysics();
return glutmain(argc, argv,screenWidth,screenHeight,"Continuous Convex Collision Demo",ccdDemo);
}
void btContinuousConvexCollisionDemo::initPhysics()
{
fromTrans[0].setOrigin(btVector3(0,10,20));
toTrans[0].setOrigin(btVector3(0,10,-20));
fromTrans[1].setOrigin(btVector3(-2,7,0));
toTrans[1].setOrigin(btVector3(-2,10,0));
btMatrix3x3 identBasis;
identBasis.setIdentity();
btMatrix3x3 basisA;
basisA.setIdentity();
basisA.setEulerZYX(0.f,-SIMD_HALF_PI,0.f);
fromTrans[0].setBasis(identBasis);
toTrans[0].setBasis(basisA);
fromTrans[1].setBasis(identBasis);
toTrans[1].setBasis(identBasis);
toTrans[1].setBasis(identBasis);
btVector3 boxHalfExtentsA(10,1,1);
btVector3 boxHalfExtentsB(1.1f,1.1f,1.1f);
btBoxShape* boxA = new btBoxShape(boxHalfExtentsA);
// btBU_Simplex1to4* boxA = new btBU_Simplex1to4(btVector3(-2,0,-2),btVector3(2,0,-2),btVector3(0,0,2),btVector3(0,2,0));
// btBU_Simplex1to4* boxA = new btBU_Simplex1to4(btVector3(-12,0,0),btVector3(12,0,0));
btBoxShape* boxB = new btBoxShape(boxHalfExtentsB);
shapePtr[0] = boxA;
shapePtr[1] = boxB;
shapePtr[0]->setMargin(0.01f);
shapePtr[1]->setMargin(0.01f);
for (int i=0;i<numObjects;i++)
{
btTransformUtil::calculateVelocity(fromTrans[i],toTrans[i],1.f,linVels[i],angVels[i]);
}
}
//to be implemented by the demo
void btContinuousConvexCollisionDemo::clientMoveAndDisplay()
{
displayCallback();
}
static btVoronoiSimplexSolver sVoronoiSimplexSolver;
btSimplexSolverInterface& gGjkSimplexSolver = sVoronoiSimplexSolver;
bool drawLine= false;
int minlines = 0;
int maxlines = 512;
void btContinuousConvexCollisionDemo::displayCallback(void) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_LIGHTING);
//GL_ShapeDrawer::drawCoordSystem();
btScalar m[16];
int i;
btVector3 worldBoundsMin(-1000,-1000,-1000);
btVector3 worldBoundsMax(1000,1000,1000);
/*for (i=0;i<numObjects;i++)
{
fromTrans[i].getOpenGLMatrix( m );
m_shapeDrawer.drawOpenGL(m,shapePtr[i]);
}
*/
if (getDebugMode()==btIDebugDraw::DBG_DrawAabb)
{
i=0;//for (i=1;i<numObjects;i++)
{
//for each object, subdivide the from/to transform in 10 equal steps
int numSubSteps = 10;
for (int s=0;s<10;s++)
{
btScalar subStep = s * 1.f/(float)numSubSteps;
btTransform interpolatedTrans;
btTransformUtil::integrateTransform(fromTrans[i],linVels[i],angVels[i],subStep,interpolatedTrans);
//fromTrans[i].getOpenGLMatrix(m);
//m_shapeDrawer.drawOpenGL(m,shapePtr[i]);
//toTrans[i].getOpenGLMatrix(m);
//m_shapeDrawer.drawOpenGL(m,shapePtr[i]);
interpolatedTrans.getOpenGLMatrix( m );
m_shapeDrawer->drawOpenGL(m,shapePtr[i],btVector3(1,0,1),getDebugMode(),worldBoundsMin,worldBoundsMax);
}
}
}
btMatrix3x3 mat;
mat.setEulerZYX(yaw,pitch,roll);
btQuaternion orn;
mat.getRotation(orn);
orn.setEuler(yaw,pitch,roll);
fromTrans[1].setRotation(orn);
toTrans[1].setRotation(orn);
if (m_stepping || m_singleStep)
{
m_singleStep = false;
pitch += 0.005f;
// yaw += 0.01f;
}
// btVector3 fromA(-25,11,0);
// btVector3 toA(-15,11,0);
// btQuaternion ornFromA(0.f,0.f,0.f,1.f);
// btQuaternion ornToA(0.f,0.f,0.f,1.f);
// btTransform rayFromWorld(ornFromA,fromA);
// btTransform rayToWorld(ornToA,toA);
btTransform rayFromWorld = fromTrans[0];
btTransform rayToWorld = toTrans[0];
if (drawLine)
{
glBegin(GL_LINES);
glColor3f(0, 0, 1);
glVertex3d(rayFromWorld.getOrigin().x(), rayFromWorld.getOrigin().y(),rayFromWorld.getOrigin().z());
glVertex3d(rayToWorld.getOrigin().x(),rayToWorld.getOrigin().y(),rayToWorld.getOrigin().z());
glEnd();
}
//now perform a raycast on the shapes, in local (shape) space
gGjkSimplexSolver.reset();
//choose one of the following lines
for (i=0;i<numObjects;i++)
{
fromTrans[i].getOpenGLMatrix(m);
m_shapeDrawer->drawOpenGL(m,shapePtr[i],btVector3(1,1,1),getDebugMode(),worldBoundsMin,worldBoundsMax);
}
btDebugCastResult rayResult1(fromTrans[0],shapePtr[0],linVels[0],angVels[0],m_shapeDrawer);
for (i=1;i<numObjects;i++)
{
btConvexCast::CastResult rayResult2;
btConvexCast::CastResult* rayResultPtr;
if (btIDebugDraw::DBG_DrawAabb)
{
rayResultPtr = &rayResult1;
} else
{
rayResultPtr = &rayResult2;
}
//GjkConvexCast convexCaster(&gGjkSimplexSolver);
//SubsimplexConvexCast convexCaster(&gGjkSimplexSolver);
//optional
btConvexPenetrationDepthSolver* penetrationDepthSolver = 0;
btContinuousConvexCollision convexCaster(shapePtr[0],shapePtr[i],&gGjkSimplexSolver,penetrationDepthSolver );
gGjkSimplexSolver.reset();
if (convexCaster.calcTimeOfImpact(fromTrans[0],toTrans[0],fromTrans[i] ,toTrans[i] ,*rayResultPtr))
{
glDisable(GL_DEPTH_TEST);
btTransform hitTrans;
btTransformUtil::integrateTransform(fromTrans[0],linVels[0],angVels[0],rayResultPtr->m_fraction,hitTrans);
hitTrans.getOpenGLMatrix(m);
m_shapeDrawer->drawOpenGL(m,shapePtr[0],btVector3(0,1,0),getDebugMode(),worldBoundsMin,worldBoundsMax);
btTransformUtil::integrateTransform(fromTrans[i],linVels[i],angVels[i],rayResultPtr->m_fraction,hitTrans);
hitTrans.getOpenGLMatrix(m);
m_shapeDrawer->drawOpenGL(m,shapePtr[i],btVector3(0,1,1),getDebugMode(),worldBoundsMin,worldBoundsMax);
}
}
glFlush();
glutSwapBuffers();
}