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
1291 lines
33 KiB
C++
1291 lines
33 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "DemoApplication.h"
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#include "LinearMath/btIDebugDraw.h"
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#include "BulletDynamics/Dynamics/btDynamicsWorld.h"
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#include "BulletDynamics/ConstraintSolver/btPoint2PointConstraint.h"//picking
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#include "BulletCollision/CollisionShapes/btCollisionShape.h"
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#include "BulletCollision/CollisionShapes/btBoxShape.h"
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#include "BulletCollision/CollisionShapes/btSphereShape.h"
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#include "BulletCollision/CollisionShapes/btCompoundShape.h"
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#include "BulletCollision/CollisionShapes/btUniformScalingShape.h"
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#include "GL_ShapeDrawer.h"
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#include "LinearMath/btQuickprof.h"
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#include "LinearMath/btDefaultMotionState.h"
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#include "BMF_Api.h"
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extern bool gDisableDeactivation;
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int numObjects = 0;
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const int maxNumObjects = 16384;
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btTransform startTransforms[maxNumObjects];
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btCollisionShape* gShapePtr[maxNumObjects];//1 rigidbody has 1 shape (no re-use of shapes)
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#define SHOW_NUM_DEEP_PENETRATIONS 1
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extern int gNumClampedCcdMotions;
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#ifdef SHOW_NUM_DEEP_PENETRATIONS
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extern int gNumDeepPenetrationChecks;
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extern int gNumSplitImpulseRecoveries;
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extern int gNumGjkChecks;
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extern int gNumAlignedAllocs;
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extern int gNumAlignedFree;
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extern int gTotalBytesAlignedAllocs;
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#endif //
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DemoApplication::DemoApplication()
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//see btIDebugDraw.h for modes
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:
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m_dynamicsWorld(0),
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m_pickConstraint(0),
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m_shootBoxShape(0),
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m_cameraDistance(15.0),
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m_debugMode(0),
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m_ele(20.f),
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m_azi(0.f),
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m_cameraPosition(0.f,0.f,0.f),
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m_cameraTargetPosition(0.f,0.f,0.f),
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m_scaleBottom(0.5f),
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m_scaleFactor(2.f),
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m_cameraUp(0,1,0),
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m_forwardAxis(2),
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m_glutScreenWidth(0),
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m_glutScreenHeight(0),
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m_ShootBoxInitialSpeed(40.f),
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m_stepping(true),
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m_singleStep(false),
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m_idle(false),
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m_enableshadows(false),
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m_sundirection(btVector3(1,-2,1)*1000)
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{
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#ifndef BT_NO_PROFILE
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m_profileIterator = CProfileManager::Get_Iterator();
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#endif //BT_NO_PROFILE
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m_shapeDrawer = new GL_ShapeDrawer ();
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m_shapeDrawer->enableTexture(true);
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m_enableshadows = false;
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}
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DemoApplication::~DemoApplication()
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{
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#ifndef BT_NO_PROFILE
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CProfileManager::Release_Iterator(m_profileIterator);
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#endif //BT_NO_PROFILE
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if (m_shootBoxShape)
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delete m_shootBoxShape;
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if (m_shapeDrawer)
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delete m_shapeDrawer;
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}
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void DemoApplication::overrideGLShapeDrawer (GL_ShapeDrawer* shapeDrawer)
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{
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shapeDrawer->enableTexture (m_shapeDrawer->hasTextureEnabled());
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delete m_shapeDrawer;
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m_shapeDrawer = shapeDrawer;
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}
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void DemoApplication::myinit(void)
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{
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GLfloat light_ambient[] = { 0.2, 0.2, 0.2, 1.0 };
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GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
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GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
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/* light_position is NOT default value */
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GLfloat light_position0[] = { 1.0, 10.0, 1.0, 0.0 };
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GLfloat light_position1[] = { -1.0, -10.0, -1.0, 0.0 };
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glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
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glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
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glLightfv(GL_LIGHT0, GL_POSITION, light_position0);
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glLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient);
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glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse);
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glLightfv(GL_LIGHT1, GL_SPECULAR, light_specular);
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glLightfv(GL_LIGHT1, GL_POSITION, light_position1);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_LIGHT1);
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glShadeModel(GL_SMOOTH);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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glClearColor(0.7,0.7,0.7,0);
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// glEnable(GL_CULL_FACE);
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// glCullFace(GL_BACK);
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}
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void DemoApplication::setCameraDistance(float dist)
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{
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m_cameraDistance = dist;
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}
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float DemoApplication::getCameraDistance()
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{
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return m_cameraDistance;
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}
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void DemoApplication::toggleIdle() {
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if (m_idle) {
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m_idle = false;
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}
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else {
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m_idle = true;
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}
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}
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void DemoApplication::updateCamera() {
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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float rele = m_ele * 0.01745329251994329547;// rads per deg
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float razi = m_azi * 0.01745329251994329547;// rads per deg
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btQuaternion rot(m_cameraUp,razi);
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btVector3 eyePos(0,0,0);
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eyePos[m_forwardAxis] = -m_cameraDistance;
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btVector3 forward(eyePos[0],eyePos[1],eyePos[2]);
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if (forward.length2() < SIMD_EPSILON)
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{
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forward.setValue(1.f,0.f,0.f);
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}
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btVector3 right = m_cameraUp.cross(forward);
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btQuaternion roll(right,-rele);
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eyePos = btMatrix3x3(rot) * btMatrix3x3(roll) * eyePos;
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m_cameraPosition[0] = eyePos.getX();
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m_cameraPosition[1] = eyePos.getY();
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m_cameraPosition[2] = eyePos.getZ();
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m_cameraPosition += m_cameraTargetPosition;
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if (m_glutScreenWidth > m_glutScreenHeight)
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{
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btScalar aspect = m_glutScreenWidth / (btScalar)m_glutScreenHeight;
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glFrustum (-aspect, aspect, -1.0, 1.0, 1.0, 10000.0);
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} else
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{
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btScalar aspect = m_glutScreenHeight / (btScalar)m_glutScreenWidth;
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glFrustum (-1.0, 1.0, -aspect, aspect, 1.0, 10000.0);
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}
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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gluLookAt(m_cameraPosition[0], m_cameraPosition[1], m_cameraPosition[2],
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m_cameraTargetPosition[0], m_cameraTargetPosition[1], m_cameraTargetPosition[2],
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m_cameraUp.getX(),m_cameraUp.getY(),m_cameraUp.getZ());
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}
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const float STEPSIZE = 5;
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void DemoApplication::stepLeft()
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{
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m_azi -= STEPSIZE; if (m_azi < 0) m_azi += 360; updateCamera();
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}
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void DemoApplication::stepRight()
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{
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m_azi += STEPSIZE; if (m_azi >= 360) m_azi -= 360; updateCamera();
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}
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void DemoApplication::stepFront()
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{
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m_ele += STEPSIZE; if (m_ele >= 360) m_ele -= 360; updateCamera();
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}
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void DemoApplication::stepBack()
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{
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m_ele -= STEPSIZE; if (m_ele < 0) m_ele += 360; updateCamera();
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}
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void DemoApplication::zoomIn()
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{
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m_cameraDistance -= 0.4; updateCamera();
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if (m_cameraDistance < 0.1)
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m_cameraDistance = 0.1;
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}
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void DemoApplication::zoomOut()
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{
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m_cameraDistance += 0.4; updateCamera();
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}
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void DemoApplication::reshape(int w, int h)
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{
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m_glutScreenWidth = w;
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m_glutScreenHeight = h;
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glViewport(0, 0, w, h);
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updateCamera();
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}
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void DemoApplication::keyboardCallback(unsigned char key, int x, int y)
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{
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(void)x;
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(void)y;
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m_lastKey = 0;
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#ifndef BT_NO_PROFILE
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if (key >= 0x31 && key < 0x37)
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{
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int child = key-0x31;
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m_profileIterator->Enter_Child(child);
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}
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if (key==0x30)
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{
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m_profileIterator->Enter_Parent();
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}
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#endif //BT_NO_PROFILE
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switch (key)
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{
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case 'q' :
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#ifdef BT_USE_FREEGLUT
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//return from glutMainLoop(), detect memory leaks etc.
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glutLeaveMainLoop();
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#else
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exit(0);
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#endif
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break;
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case 'l' : stepLeft(); break;
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case 'r' : stepRight(); break;
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case 'f' : stepFront(); break;
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case 'b' : stepBack(); break;
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case 'z' : zoomIn(); break;
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case 'x' : zoomOut(); break;
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case 'i' : toggleIdle(); break;
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case 'g' : m_enableshadows=!m_enableshadows;break;
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case 'u' : m_shapeDrawer->enableTexture(!m_shapeDrawer->enableTexture(false));break;
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case 'h':
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if (m_debugMode & btIDebugDraw::DBG_NoHelpText)
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m_debugMode = m_debugMode & (~btIDebugDraw::DBG_NoHelpText);
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else
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m_debugMode |= btIDebugDraw::DBG_NoHelpText;
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break;
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case 'w':
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if (m_debugMode & btIDebugDraw::DBG_DrawWireframe)
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m_debugMode = m_debugMode & (~btIDebugDraw::DBG_DrawWireframe);
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else
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m_debugMode |= btIDebugDraw::DBG_DrawWireframe;
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break;
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case 'p':
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if (m_debugMode & btIDebugDraw::DBG_ProfileTimings)
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m_debugMode = m_debugMode & (~btIDebugDraw::DBG_ProfileTimings);
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else
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m_debugMode |= btIDebugDraw::DBG_ProfileTimings;
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break;
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case 'm':
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if (m_debugMode & btIDebugDraw::DBG_EnableSatComparison)
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m_debugMode = m_debugMode & (~btIDebugDraw::DBG_EnableSatComparison);
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else
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m_debugMode |= btIDebugDraw::DBG_EnableSatComparison;
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break;
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case 'n':
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if (m_debugMode & btIDebugDraw::DBG_DisableBulletLCP)
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m_debugMode = m_debugMode & (~btIDebugDraw::DBG_DisableBulletLCP);
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else
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m_debugMode |= btIDebugDraw::DBG_DisableBulletLCP;
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break;
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case 't' :
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if (m_debugMode & btIDebugDraw::DBG_DrawText)
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m_debugMode = m_debugMode & (~btIDebugDraw::DBG_DrawText);
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else
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m_debugMode |= btIDebugDraw::DBG_DrawText;
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break;
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case 'y':
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if (m_debugMode & btIDebugDraw::DBG_DrawFeaturesText)
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m_debugMode = m_debugMode & (~btIDebugDraw::DBG_DrawFeaturesText);
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else
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m_debugMode |= btIDebugDraw::DBG_DrawFeaturesText;
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break;
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case 'a':
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if (m_debugMode & btIDebugDraw::DBG_DrawAabb)
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m_debugMode = m_debugMode & (~btIDebugDraw::DBG_DrawAabb);
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else
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m_debugMode |= btIDebugDraw::DBG_DrawAabb;
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break;
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case 'c' :
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if (m_debugMode & btIDebugDraw::DBG_DrawContactPoints)
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m_debugMode = m_debugMode & (~btIDebugDraw::DBG_DrawContactPoints);
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else
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m_debugMode |= btIDebugDraw::DBG_DrawContactPoints;
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break;
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case 'd' :
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if (m_debugMode & btIDebugDraw::DBG_NoDeactivation)
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m_debugMode = m_debugMode & (~btIDebugDraw::DBG_NoDeactivation);
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else
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m_debugMode |= btIDebugDraw::DBG_NoDeactivation;
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if (m_debugMode & btIDebugDraw::DBG_NoDeactivation)
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{
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gDisableDeactivation = true;
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} else
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{
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gDisableDeactivation = false;
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}
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break;
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case 'o' :
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{
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m_stepping = !m_stepping;
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break;
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}
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case 's' : clientMoveAndDisplay(); break;
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// case ' ' : newRandom(); break;
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case ' ':
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clientResetScene();
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break;
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case '1':
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{
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if (m_debugMode & btIDebugDraw::DBG_EnableCCD)
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m_debugMode = m_debugMode & (~btIDebugDraw::DBG_EnableCCD);
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else
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m_debugMode |= btIDebugDraw::DBG_EnableCCD;
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break;
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}
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case '.':
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{
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shootBox(getRayTo(x,y));//getCameraTargetPosition());
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break;
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}
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case '+':
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{
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m_ShootBoxInitialSpeed += 10.f;
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break;
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}
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case '-':
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{
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m_ShootBoxInitialSpeed -= 10.f;
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break;
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}
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default:
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// std::cout << "unused key : " << key << std::endl;
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break;
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}
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if (getDynamicsWorld() && getDynamicsWorld()->getDebugDrawer())
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getDynamicsWorld()->getDebugDrawer()->setDebugMode(m_debugMode);
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glutPostRedisplay();
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}
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void DemoApplication::setDebugMode(int mode)
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{
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m_debugMode = mode;
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if (getDynamicsWorld() && getDynamicsWorld()->getDebugDrawer())
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getDynamicsWorld()->getDebugDrawer()->setDebugMode(mode);
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}
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void DemoApplication::specialKeyboardUp(int key, int x, int y)
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{
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glutPostRedisplay();
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}
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void DemoApplication::specialKeyboard(int key, int x, int y)
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{
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(void)x;
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(void)y;
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switch (key)
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{
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case GLUT_KEY_F1:
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{
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break;
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}
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case GLUT_KEY_F2:
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{
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break;
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}
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case GLUT_KEY_END:
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{
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int numObj = getDynamicsWorld()->getNumCollisionObjects();
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if (numObj)
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{
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btCollisionObject* obj = getDynamicsWorld()->getCollisionObjectArray()[numObj-1];
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getDynamicsWorld()->removeCollisionObject(obj);
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btRigidBody* body = btRigidBody::upcast(obj);
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if (body && body->getMotionState())
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{
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delete body->getMotionState();
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}
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delete obj;
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}
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break;
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}
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case GLUT_KEY_LEFT : stepLeft(); break;
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case GLUT_KEY_RIGHT : stepRight(); break;
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case GLUT_KEY_UP : stepFront(); break;
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case GLUT_KEY_DOWN : stepBack(); break;
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case GLUT_KEY_PAGE_UP : zoomIn(); break;
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case GLUT_KEY_PAGE_DOWN : zoomOut(); break;
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case GLUT_KEY_HOME : toggleIdle(); break;
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default:
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// std::cout << "unused (special) key : " << key << std::endl;
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break;
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}
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glutPostRedisplay();
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}
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void DemoApplication::moveAndDisplay()
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{
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if (!m_idle)
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clientMoveAndDisplay();
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}
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void DemoApplication::displayCallback()
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{
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}
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void DemoApplication::setShootBoxShape ()
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{
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if (!m_shootBoxShape)
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{
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//#define TEST_UNIFORM_SCALING_SHAPE 1
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#ifdef TEST_UNIFORM_SCALING_SHAPE
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btConvexShape* childShape = new btBoxShape(btVector3(1.f,1.f,1.f));
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m_shootBoxShape = new btUniformScalingShape(childShape,0.5f);
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#else
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m_shootBoxShape = new btSphereShape(1.f);//BoxShape(btVector3(1.f,1.f,1.f));
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#endif//
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}
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}
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void DemoApplication::shootBox(const btVector3& destination)
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{
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if (m_dynamicsWorld)
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|
{
|
|
float mass = 10.f;
|
|
btTransform startTransform;
|
|
startTransform.setIdentity();
|
|
btVector3 camPos = getCameraPosition();
|
|
startTransform.setOrigin(camPos);
|
|
|
|
setShootBoxShape ();
|
|
|
|
btRigidBody* body = this->localCreateRigidBody(mass, startTransform,m_shootBoxShape);
|
|
|
|
btVector3 linVel(destination[0]-camPos[0],destination[1]-camPos[1],destination[2]-camPos[2]);
|
|
linVel.normalize();
|
|
linVel*=m_ShootBoxInitialSpeed;
|
|
|
|
body->getWorldTransform().setOrigin(camPos);
|
|
body->getWorldTransform().setRotation(btQuaternion(0,0,0,1));
|
|
body->setLinearVelocity(linVel);
|
|
body->setAngularVelocity(btVector3(0,0,0));
|
|
body->setCcdMotionThreshold(1.);
|
|
body->setCcdSweptSphereRadius(0.2f);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
int gPickingConstraintId = 0;
|
|
btVector3 gOldPickingPos;
|
|
float gOldPickingDist = 0.f;
|
|
btRigidBody* pickedBody = 0;//for deactivation state
|
|
|
|
|
|
btVector3 DemoApplication::getRayTo(int x,int y)
|
|
{
|
|
|
|
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 = 10000.f;
|
|
rayForward*= farPlane;
|
|
|
|
btVector3 rightOffset;
|
|
btVector3 vertical = m_cameraUp;
|
|
|
|
btVector3 hor;
|
|
hor = rayForward.cross(vertical);
|
|
hor.normalize();
|
|
vertical = hor.cross(rayForward);
|
|
vertical.normalize();
|
|
|
|
float tanfov = tanf(0.5f*fov);
|
|
|
|
btScalar aspect = m_glutScreenHeight / (btScalar)m_glutScreenWidth;
|
|
|
|
hor *= 2.f * farPlane * tanfov;
|
|
vertical *= 2.f * farPlane * tanfov;
|
|
|
|
if (aspect<1)
|
|
{
|
|
hor/=aspect;
|
|
} else
|
|
{
|
|
vertical*=aspect;
|
|
}
|
|
|
|
btVector3 rayToCenter = rayFrom + rayForward;
|
|
btVector3 dHor = hor * 1.f/float(m_glutScreenWidth);
|
|
btVector3 dVert = vertical * 1.f/float(m_glutScreenHeight);
|
|
|
|
|
|
btVector3 rayTo = rayToCenter - 0.5f * hor + 0.5f * vertical;
|
|
rayTo += x * dHor;
|
|
rayTo -= y * dVert;
|
|
return rayTo;
|
|
}
|
|
|
|
btScalar mousePickClamping = 30.f;
|
|
|
|
|
|
void DemoApplication::mouseFunc(int button, int state, int x, int y)
|
|
{
|
|
//printf("button %i, state %i, x=%i,y=%i\n",button,state,x,y);
|
|
//button 0, state 0 means left mouse down
|
|
|
|
btVector3 rayTo = getRayTo(x,y);
|
|
|
|
switch (button)
|
|
{
|
|
case 2:
|
|
{
|
|
if (state==0)
|
|
{
|
|
|
|
shootBox(rayTo);
|
|
}
|
|
break;
|
|
};
|
|
case 1:
|
|
{
|
|
|
|
|
|
if (state==0)
|
|
{
|
|
|
|
|
|
//apply an impulse
|
|
if (m_dynamicsWorld)
|
|
{
|
|
btCollisionWorld::ClosestRayResultCallback rayCallback(m_cameraPosition,rayTo);
|
|
m_dynamicsWorld->rayTest(m_cameraPosition,rayTo,rayCallback);
|
|
if (rayCallback.hasHit())
|
|
{
|
|
|
|
btRigidBody* body = btRigidBody::upcast(rayCallback.m_collisionObject);
|
|
if (body)
|
|
{
|
|
body->setActivationState(ACTIVE_TAG);
|
|
btVector3 impulse = rayTo;
|
|
impulse.normalize();
|
|
float impulseStrength = 10.f;
|
|
impulse *= impulseStrength;
|
|
btVector3 relPos = rayCallback.m_hitPointWorld - body->getCenterOfMassPosition();
|
|
body->applyImpulse(impulse,relPos);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
} else
|
|
{
|
|
|
|
}
|
|
break;
|
|
}
|
|
case 0:
|
|
{
|
|
if (state==0)
|
|
{
|
|
|
|
|
|
//add a point to point constraint for picking
|
|
if (m_dynamicsWorld)
|
|
{
|
|
btCollisionWorld::ClosestRayResultCallback rayCallback(m_cameraPosition,rayTo);
|
|
m_dynamicsWorld->rayTest(m_cameraPosition,rayTo,rayCallback);
|
|
if (rayCallback.hasHit())
|
|
{
|
|
|
|
|
|
btRigidBody* body = btRigidBody::upcast(rayCallback.m_collisionObject);
|
|
if (body)
|
|
{
|
|
//other exclusions?
|
|
if (!(body->isStaticObject() || body->isKinematicObject()))
|
|
{
|
|
pickedBody = body;
|
|
pickedBody->setActivationState(DISABLE_DEACTIVATION);
|
|
|
|
|
|
btVector3 pickPos = rayCallback.m_hitPointWorld;
|
|
|
|
btVector3 localPivot = body->getCenterOfMassTransform().inverse() * pickPos;
|
|
|
|
btPoint2PointConstraint* p2p = new btPoint2PointConstraint(*body,localPivot);
|
|
p2p->m_setting.m_impulseClamp = mousePickClamping;
|
|
|
|
m_dynamicsWorld->addConstraint(p2p);
|
|
m_pickConstraint = p2p;
|
|
|
|
//save mouse position for dragging
|
|
gOldPickingPos = rayTo;
|
|
|
|
btVector3 eyePos(m_cameraPosition[0],m_cameraPosition[1],m_cameraPosition[2]);
|
|
|
|
gOldPickingDist = (pickPos-eyePos).length();
|
|
|
|
//very weak constraint for picking
|
|
p2p->m_setting.m_tau = 0.1f;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
} else
|
|
{
|
|
|
|
if (m_pickConstraint && m_dynamicsWorld)
|
|
{
|
|
m_dynamicsWorld->removeConstraint(m_pickConstraint);
|
|
delete m_pickConstraint;
|
|
//printf("removed constraint %i",gPickingConstraintId);
|
|
m_pickConstraint = 0;
|
|
pickedBody->forceActivationState(ACTIVE_TAG);
|
|
pickedBody->setDeactivationTime( 0.f );
|
|
pickedBody = 0;
|
|
}
|
|
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
default:
|
|
{
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void DemoApplication::mouseMotionFunc(int x,int y)
|
|
{
|
|
|
|
if (m_pickConstraint)
|
|
{
|
|
//move the constraint pivot
|
|
btPoint2PointConstraint* p2p = static_cast<btPoint2PointConstraint*>(m_pickConstraint);
|
|
if (p2p)
|
|
{
|
|
//keep it at the same picking distance
|
|
|
|
btVector3 newRayTo = getRayTo(x,y);
|
|
btVector3 eyePos(m_cameraPosition[0],m_cameraPosition[1],m_cameraPosition[2]);
|
|
btVector3 dir = newRayTo-eyePos;
|
|
dir.normalize();
|
|
dir *= gOldPickingDist;
|
|
|
|
btVector3 newPos = eyePos + dir;
|
|
p2p->setPivotB(newPos);
|
|
}
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
btRigidBody* DemoApplication::localCreateRigidBody(float mass, const btTransform& startTransform,btCollisionShape* shape)
|
|
{
|
|
btAssert((!shape || shape->getShapeType() != INVALID_SHAPE_PROXYTYPE));
|
|
|
|
//rigidbody is dynamic if and only if mass is non zero, otherwise static
|
|
bool isDynamic = (mass != 0.f);
|
|
|
|
btVector3 localInertia(0,0,0);
|
|
if (isDynamic)
|
|
shape->calculateLocalInertia(mass,localInertia);
|
|
|
|
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
|
|
|
|
#define USE_MOTIONSTATE 1
|
|
#ifdef USE_MOTIONSTATE
|
|
btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
|
|
|
|
btRigidBody::btRigidBodyConstructionInfo cInfo(mass,myMotionState,shape,localInertia);
|
|
|
|
btRigidBody* body = new btRigidBody(cInfo);
|
|
|
|
#else
|
|
btRigidBody* body = new btRigidBody(mass,0,shape,localInertia);
|
|
body->setWorldTransform(startTransform);
|
|
#endif//
|
|
|
|
m_dynamicsWorld->addRigidBody(body);
|
|
|
|
return body;
|
|
}
|
|
|
|
//See http://www.lighthouse3d.com/opengl/glut/index.php?bmpfontortho
|
|
void DemoApplication::setOrthographicProjection()
|
|
{
|
|
|
|
// switch to projection mode
|
|
glMatrixMode(GL_PROJECTION);
|
|
|
|
// save previous matrix which contains the
|
|
//settings for the perspective projection
|
|
glPushMatrix();
|
|
// reset matrix
|
|
glLoadIdentity();
|
|
// set a 2D orthographic projection
|
|
gluOrtho2D(0, m_glutScreenWidth, 0, m_glutScreenHeight);
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
|
|
// invert the y axis, down is positive
|
|
glScalef(1, -1, 1);
|
|
// mover the origin from the bottom left corner
|
|
// to the upper left corner
|
|
glTranslatef(0, -m_glutScreenHeight, 0);
|
|
|
|
}
|
|
|
|
void DemoApplication::resetPerspectiveProjection()
|
|
{
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPopMatrix();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
updateCamera();
|
|
}
|
|
|
|
|
|
|
|
|
|
extern CProfileIterator * m_profileIterator;
|
|
|
|
void DemoApplication::displayProfileString(int xOffset,int yStart,char* message)
|
|
{
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),message);
|
|
}
|
|
|
|
|
|
void DemoApplication::showProfileInfo(float& xOffset,float& yStart, float yIncr)
|
|
{
|
|
#ifndef BT_NO_PROFILE
|
|
|
|
static double time_since_reset = 0.f;
|
|
if (!m_idle)
|
|
{
|
|
time_since_reset = CProfileManager::Get_Time_Since_Reset();
|
|
}
|
|
|
|
|
|
{
|
|
//recompute profiling data, and store profile strings
|
|
|
|
char blockTime[128];
|
|
|
|
double totalTime = 0;
|
|
|
|
int frames_since_reset = CProfileManager::Get_Frame_Count_Since_Reset();
|
|
|
|
m_profileIterator->First();
|
|
|
|
double parent_time = m_profileIterator->Is_Root() ? time_since_reset : m_profileIterator->Get_Current_Parent_Total_Time();
|
|
|
|
{
|
|
sprintf(blockTime,"--- Profiling: %s (total running time: %.3f ms) ---", m_profileIterator->Get_Current_Parent_Name(), parent_time );
|
|
displayProfileString(xOffset,yStart,blockTime);
|
|
yStart += yIncr;
|
|
sprintf(blockTime,"press number (1,2...) to display child timings, or 0 to go up to parent" );
|
|
displayProfileString(xOffset,yStart,blockTime);
|
|
yStart += yIncr;
|
|
|
|
}
|
|
|
|
|
|
double accumulated_time = 0.f;
|
|
|
|
for (int i = 0; !m_profileIterator->Is_Done(); m_profileIterator->Next())
|
|
{
|
|
double current_total_time = m_profileIterator->Get_Current_Total_Time();
|
|
accumulated_time += current_total_time;
|
|
double fraction = parent_time > SIMD_EPSILON ? (current_total_time / parent_time) * 100 : 0.f;
|
|
|
|
sprintf(blockTime,"%d -- %s (%.2f %%) :: %.3f ms / frame (%d calls)",
|
|
++i, m_profileIterator->Get_Current_Name(), fraction,
|
|
(current_total_time / (double)frames_since_reset),m_profileIterator->Get_Current_Total_Calls());
|
|
displayProfileString(xOffset,yStart,blockTime);
|
|
yStart += yIncr;
|
|
totalTime += current_total_time;
|
|
}
|
|
|
|
sprintf(blockTime,"%s (%.3f %%) :: %.3f ms", "Unaccounted",
|
|
// (min(0, time_since_reset - totalTime) / time_since_reset) * 100);
|
|
parent_time > SIMD_EPSILON ? ((parent_time - accumulated_time) / parent_time) * 100 : 0.f, parent_time - accumulated_time);
|
|
|
|
displayProfileString(xOffset,yStart,blockTime);
|
|
yStart += yIncr;
|
|
|
|
|
|
|
|
sprintf(blockTime,"-------------------------------------------------");
|
|
displayProfileString(xOffset,yStart,blockTime);
|
|
yStart += yIncr;
|
|
|
|
}
|
|
#endif//BT_NO_PROFILE
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
//
|
|
void DemoApplication::renderscene(int pass)
|
|
{
|
|
btScalar m[16];
|
|
btMatrix3x3 rot;rot.setIdentity();
|
|
const int numObjects=m_dynamicsWorld->getNumCollisionObjects();
|
|
btVector3 wireColor(1,0,0);
|
|
for(int i=0;i<numObjects;i++)
|
|
{
|
|
btCollisionObject* colObj=m_dynamicsWorld->getCollisionObjectArray()[i];
|
|
btRigidBody* body=btRigidBody::upcast(colObj);
|
|
if(body&&body->getMotionState())
|
|
{
|
|
btDefaultMotionState* myMotionState = (btDefaultMotionState*)body->getMotionState();
|
|
myMotionState->m_graphicsWorldTrans.getOpenGLMatrix(m);
|
|
rot=myMotionState->m_graphicsWorldTrans.getBasis();
|
|
}
|
|
else
|
|
{
|
|
colObj->getWorldTransform().getOpenGLMatrix(m);
|
|
rot=colObj->getWorldTransform().getBasis();
|
|
}
|
|
btVector3 wireColor(1.f,1.0f,0.5f); //wants deactivation
|
|
if(i&1) wireColor=btVector3(0.f,0.0f,1.f);
|
|
///color differently for active, sleeping, wantsdeactivation states
|
|
if (colObj->getActivationState() == 1) //active
|
|
{
|
|
if (i & 1)
|
|
{
|
|
wireColor += btVector3 (1.f,0.f,0.f);
|
|
}
|
|
else
|
|
{
|
|
wireColor += btVector3 (.5f,0.f,0.f);
|
|
}
|
|
}
|
|
if(colObj->getActivationState()==2) //ISLAND_SLEEPING
|
|
{
|
|
if(i&1)
|
|
{
|
|
wireColor += btVector3 (0.f,1.f, 0.f);
|
|
}
|
|
else
|
|
{
|
|
wireColor += btVector3 (0.f,0.5f,0.f);
|
|
}
|
|
}
|
|
|
|
btVector3 aabbMin,aabbMax;
|
|
m_dynamicsWorld->getBroadphase()->getBroadphaseAabb(aabbMin,aabbMax);
|
|
|
|
aabbMin-=btVector3(1e30,1e30,1e30);
|
|
aabbMax+=btVector3(1e30,1e30,1e30);
|
|
// printf("aabbMin=(%f,%f,%f)\n",aabbMin.getX(),aabbMin.getY(),aabbMin.getZ());
|
|
// printf("aabbMax=(%f,%f,%f)\n",aabbMax.getX(),aabbMax.getY(),aabbMax.getZ());
|
|
// m_dynamicsWorld->getDebugDrawer()->drawAabb(aabbMin,aabbMax,btVector3(1,1,1));
|
|
|
|
|
|
switch(pass)
|
|
{
|
|
case 0: m_shapeDrawer->drawOpenGL(m,colObj->getCollisionShape(),wireColor,getDebugMode(),aabbMin,aabbMax);break;
|
|
case 1: m_shapeDrawer->drawShadow(m,m_sundirection*rot,colObj->getCollisionShape(),aabbMin,aabbMax);break;
|
|
case 2: m_shapeDrawer->drawOpenGL(m,colObj->getCollisionShape(),wireColor*0.3,0,aabbMin,aabbMax);break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
void DemoApplication::renderme()
|
|
{
|
|
myinit();
|
|
|
|
updateCamera();
|
|
|
|
if (m_dynamicsWorld)
|
|
{
|
|
if(m_enableshadows)
|
|
{
|
|
glClear(GL_STENCIL_BUFFER_BIT);
|
|
glEnable(GL_CULL_FACE);
|
|
renderscene(0);
|
|
|
|
glDisable(GL_LIGHTING);
|
|
glDepthMask(GL_FALSE);
|
|
glDepthFunc(GL_LEQUAL);
|
|
glEnable(GL_STENCIL_TEST);
|
|
glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE);
|
|
glStencilFunc(GL_ALWAYS,1,0xFFFFFFFFL);
|
|
glFrontFace(GL_CCW);
|
|
glStencilOp(GL_KEEP,GL_KEEP,GL_INCR);
|
|
renderscene(1);
|
|
glFrontFace(GL_CW);
|
|
glStencilOp(GL_KEEP,GL_KEEP,GL_DECR);
|
|
renderscene(1);
|
|
glFrontFace(GL_CCW);
|
|
|
|
glPolygonMode(GL_FRONT,GL_FILL);
|
|
glPolygonMode(GL_BACK,GL_FILL);
|
|
glShadeModel(GL_SMOOTH);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_LESS);
|
|
glEnable(GL_LIGHTING);
|
|
glDepthMask(GL_TRUE);
|
|
glCullFace(GL_BACK);
|
|
glFrontFace(GL_CCW);
|
|
glEnable(GL_CULL_FACE);
|
|
glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE);
|
|
|
|
glDepthFunc(GL_LEQUAL);
|
|
glStencilFunc( GL_NOTEQUAL, 0, 0xFFFFFFFFL );
|
|
glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
|
|
glDisable(GL_LIGHTING);
|
|
renderscene(2);
|
|
glEnable(GL_LIGHTING);
|
|
glDepthFunc(GL_LESS);
|
|
glDisable(GL_STENCIL_TEST);
|
|
glDisable(GL_CULL_FACE);
|
|
}
|
|
else
|
|
{
|
|
glDisable(GL_CULL_FACE);
|
|
renderscene(0);
|
|
}
|
|
|
|
float xOffset = 10.f;
|
|
float yStart = 20.f;
|
|
float yIncr = 20.f;
|
|
char buf[124];
|
|
|
|
glDisable(GL_LIGHTING);
|
|
glColor3f(0, 0, 0);
|
|
|
|
if ((m_debugMode & btIDebugDraw::DBG_NoHelpText)==0)
|
|
{
|
|
setOrthographicProjection();
|
|
|
|
showProfileInfo(xOffset,yStart,yIncr);
|
|
|
|
#ifdef USE_QUICKPROF
|
|
|
|
|
|
if ( getDebugMode() & btIDebugDraw::DBG_ProfileTimings)
|
|
{
|
|
static int counter = 0;
|
|
counter++;
|
|
std::map<std::string, hidden::ProfileBlock*>::iterator iter;
|
|
for (iter = btProfiler::mProfileBlocks.begin(); iter != btProfiler::mProfileBlocks.end(); ++iter)
|
|
{
|
|
char blockTime[128];
|
|
sprintf(blockTime, "%s: %lf",&((*iter).first[0]),btProfiler::getBlockTime((*iter).first, btProfiler::BLOCK_CYCLE_SECONDS));//BLOCK_TOTAL_PERCENT));
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),blockTime);
|
|
yStart += yIncr;
|
|
|
|
}
|
|
|
|
}
|
|
#endif //USE_QUICKPROF
|
|
|
|
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
sprintf(buf,"mouse to interact");
|
|
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
|
|
yStart += yIncr;
|
|
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
sprintf(buf,"space to reset");
|
|
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
|
|
yStart += yIncr;
|
|
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
sprintf(buf,"cursor keys and z,x to navigate");
|
|
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
|
|
yStart += yIncr;
|
|
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
sprintf(buf,"i to toggle simulation, s single step");
|
|
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
|
|
yStart += yIncr;
|
|
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
sprintf(buf,"q to quit");
|
|
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
|
|
yStart += yIncr;
|
|
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
sprintf(buf,". to shoot box");
|
|
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
|
|
yStart += yIncr;
|
|
|
|
// not yet hooked up again after refactoring...
|
|
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
sprintf(buf,"d to toggle deactivation");
|
|
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
|
|
yStart += yIncr;
|
|
|
|
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
sprintf(buf,"g to toggle mesh animation (ConcaveDemo)");
|
|
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
|
|
yStart += yIncr;
|
|
|
|
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
sprintf(buf,"h to toggle help text");
|
|
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
|
|
yStart += yIncr;
|
|
|
|
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
sprintf(buf,"p to toggle profiling (+results to file)");
|
|
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
|
|
yStart += yIncr;
|
|
|
|
|
|
//bool useBulletLCP = !(getDebugMode() & btIDebugDraw::DBG_DisableBulletLCP);
|
|
//bool useCCD = (getDebugMode() & btIDebugDraw::DBG_EnableCCD);
|
|
//glRasterPos3f(xOffset,yStart,0);
|
|
//sprintf(buf,"1 CCD mode (adhoc) = %i",useCCD);
|
|
//BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
|
|
//yStart += yIncr;
|
|
|
|
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
sprintf(buf,"+- shooting speed = %10.2f",m_ShootBoxInitialSpeed);
|
|
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
|
|
yStart += yIncr;
|
|
|
|
#ifdef SHOW_NUM_DEEP_PENETRATIONS
|
|
|
|
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
sprintf(buf,"gNumDeepPenetrationChecks = %d",gNumDeepPenetrationChecks);
|
|
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
|
|
yStart += yIncr;
|
|
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
sprintf(buf,"gNumGjkChecks= %d",gNumGjkChecks);
|
|
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
|
|
yStart += yIncr;
|
|
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
sprintf(buf,"gNumClampedCcdMotions = %d",gNumClampedCcdMotions);
|
|
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
|
|
yStart += yIncr;
|
|
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
sprintf(buf,"gNumSplitImpulseRecoveries= %d",gNumSplitImpulseRecoveries);
|
|
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
|
|
yStart += yIncr;
|
|
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
sprintf(buf,"gNumAlignedAllocs = %d",gNumAlignedAllocs);
|
|
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
|
|
yStart += yIncr;
|
|
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
sprintf(buf,"gNumAlignedFree= %d",gNumAlignedFree);
|
|
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
|
|
yStart += yIncr;
|
|
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
sprintf(buf,"# alloc-free = %d",gNumAlignedAllocs-gNumAlignedFree);
|
|
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
|
|
yStart += yIncr;
|
|
|
|
//enable BT_DEBUG_MEMORY_ALLOCATIONS define in Bullet/src/LinearMath/btAlignedAllocator.h for memory leak detection
|
|
#ifdef BT_DEBUG_MEMORY_ALLOCATIONS
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
sprintf(buf,"gTotalBytesAlignedAllocs = %d",gTotalBytesAlignedAllocs);
|
|
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
|
|
yStart += yIncr;
|
|
#endif //BT_DEBUG_MEMORY_ALLOCATIONS
|
|
|
|
if (getDynamicsWorld())
|
|
{
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
sprintf(buf,"# objects = %d",getDynamicsWorld()->getNumCollisionObjects());
|
|
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
|
|
yStart += yIncr;
|
|
glRasterPos3f(xOffset,yStart,0);
|
|
sprintf(buf,"# pairs = %d",getDynamicsWorld()->getBroadphase()->getOverlappingPairCache()->getNumOverlappingPairs());
|
|
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
|
|
yStart += yIncr;
|
|
|
|
}
|
|
|
|
|
|
#endif //SHOW_NUM_DEEP_PENETRATIONS
|
|
|
|
resetPerspectiveProjection();
|
|
}
|
|
|
|
glEnable(GL_LIGHTING);
|
|
|
|
|
|
}
|
|
|
|
updateCamera();
|
|
|
|
}
|
|
|
|
void DemoApplication::clientResetScene()
|
|
{
|
|
#ifdef SHOW_NUM_DEEP_PENETRATIONS
|
|
gNumDeepPenetrationChecks = 0;
|
|
gNumGjkChecks = 0;
|
|
#endif //SHOW_NUM_DEEP_PENETRATIONS
|
|
|
|
gNumClampedCcdMotions = 0;
|
|
int numObjects = 0;
|
|
if (m_dynamicsWorld)
|
|
{
|
|
m_dynamicsWorld->stepSimulation(1.f/60.f,0);
|
|
numObjects = m_dynamicsWorld->getNumCollisionObjects();
|
|
}
|
|
|
|
for (int i=0;i<numObjects;i++)
|
|
{
|
|
btCollisionObject* colObj = m_dynamicsWorld->getCollisionObjectArray()[i];
|
|
btRigidBody* body = btRigidBody::upcast(colObj);
|
|
if (body)
|
|
{
|
|
if (body->getMotionState())
|
|
{
|
|
btDefaultMotionState* myMotionState = (btDefaultMotionState*)body->getMotionState();
|
|
myMotionState->m_graphicsWorldTrans = myMotionState->m_startWorldTrans;
|
|
body->setCenterOfMassTransform( myMotionState->m_graphicsWorldTrans );
|
|
colObj->setInterpolationWorldTransform( myMotionState->m_startWorldTrans );
|
|
colObj->activate();
|
|
//colObj->setActivationState(WANTS_DEACTIVATION);
|
|
}
|
|
//removed cached contact points
|
|
m_dynamicsWorld->getBroadphase()->getOverlappingPairCache()->cleanProxyFromPairs(colObj->getBroadphaseHandle(),getDynamicsWorld()->getDispatcher());
|
|
|
|
btRigidBody* body = btRigidBody::upcast(colObj);
|
|
if (body && !body->isStaticObject())
|
|
{
|
|
btRigidBody::upcast(colObj)->setLinearVelocity(btVector3(0,0,0));
|
|
btRigidBody::upcast(colObj)->setAngularVelocity(btVector3(0,0,0));
|
|
}
|
|
}
|
|
|
|
/*
|
|
//quickly search some issue at a certain simulation frame, pressing space to reset
|
|
int fixed=18;
|
|
for (int i=0;i<fixed;i++)
|
|
{
|
|
getDynamicsWorld()->stepSimulation(1./60.f,1);
|
|
}
|
|
*/
|
|
}
|
|
}
|