Use statically linked freeglut, instead of dynamic glut for the obsolete Bullet 2.x demos Add the 'reset' method to b3GpuDynamicsWorld, and use it in the BasicGpuDemo (pretty slow in debug mode, use release mode) Don't crash in btCollisionWorld, if there is no collision dispatcher
624 lines
16 KiB
C++
624 lines
16 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 "GLDebugFont.h"
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//#define SHIFT_INDICES 1
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#define SWAP_WINDING 1
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//#define ROTATE_GROUND 1
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bool enable=true;
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#if defined (SHIFT_INDICES) && !defined (SWAP_WINDING)
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//#define TEST_INCONSISTENT_WINDING
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#endif
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#include "btBulletDynamicsCommon.h"
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#include "BulletCollision/CollisionDispatch/btInternalEdgeUtility.h"
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#include "Taru.mdl"
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#include "LinearMath/btIDebugDraw.h"
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#include "GLDebugDrawer.h"
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#include "InternalEdgeDemo.h"
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#include "GL_ShapeDrawer.h"
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#include "GlutStuff.h"
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#include "BulletCollision/CollisionShapes/btTriangleShape.h"
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#include "GLDebugDrawer.h"
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GLDebugDrawer gDebugDrawer;
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static btVector3* gVertices=0;
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static int* gIndices=0;
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static btBvhTriangleMeshShape* trimeshShape =0;
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static btRigidBody* staticBody = 0;
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static float waveheight = 0.f;
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const float TRIANGLE_SIZE=20.f;
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///User can override this material combiner by implementing gContactAddedCallback and setting body0->m_collisionFlags |= btCollisionObject::customMaterialCallback;
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inline btScalar calculateCombinedFriction(float friction0,float friction1)
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{
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return 0.f;
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btScalar friction = friction0 * friction1;
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const btScalar MAX_FRICTION = 10.f;
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if (friction < -MAX_FRICTION)
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friction = -MAX_FRICTION;
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if (friction > MAX_FRICTION)
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friction = MAX_FRICTION;
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return friction;
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}
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inline btScalar calculateCombinedRestitution(float restitution0,float restitution1)
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{
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return restitution0 * restitution1;
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}
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///////////////////////////////////////////////////////////////
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static bool CustomMaterialCombinerCallback(btManifoldPoint& cp, const btCollisionObjectWrapper* colObj0Wrap,int partId0,int index0,const btCollisionObjectWrapper* colObj1Wrap,int partId1,int index1)
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{
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if (enable)
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{
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btAdjustInternalEdgeContacts(cp,colObj1Wrap,colObj0Wrap, partId1,index1);
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//btAdjustInternalEdgeContacts(cp,colObj1,colObj0, partId1,index1, BT_TRIANGLE_CONVEX_BACKFACE_MODE);
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//btAdjustInternalEdgeContacts(cp,colObj1,colObj0, partId1,index1, BT_TRIANGLE_CONVEX_DOUBLE_SIDED+BT_TRIANGLE_CONCAVE_DOUBLE_SIDED);
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}
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float friction0 = colObj0Wrap->getCollisionObject()->getFriction();
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float friction1 = colObj1Wrap->getCollisionObject()->getFriction();
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float restitution0 = colObj0Wrap->getCollisionObject()->getRestitution();
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float restitution1 = colObj1Wrap->getCollisionObject()->getRestitution();
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if (colObj0Wrap->getCollisionObject()->getCollisionFlags() & btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK)
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{
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friction0 = 1.0;//partId0,index0
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restitution0 = 0.f;
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}
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if (colObj1Wrap->getCollisionObject()->getCollisionFlags() & btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK)
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{
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if (index1&1)
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{
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friction1 = 1.0f;//partId1,index1
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} else
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{
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friction1 = 0.f;
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}
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restitution1 = 0.f;
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}
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cp.m_combinedFriction = calculateCombinedFriction(friction0,friction1);
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cp.m_combinedRestitution = calculateCombinedRestitution(restitution0,restitution1);
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//this return value is currently ignored, but to be on the safe side: return false if you don't calculate friction
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return true;
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}
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extern ContactAddedCallback gContactAddedCallback;
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const int NUM_VERTS_X = 2;
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const int NUM_VERTS_Y = 2;
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const int totalVerts = NUM_VERTS_X*NUM_VERTS_Y;
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void InternalEdgeDemo::setVertexPositions(float waveheight, float offset)
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{
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int i;
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int j;
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for ( i=0;i<NUM_VERTS_X;i++)
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{
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for (j=0;j<NUM_VERTS_Y;j++)
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{
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gVertices[i+j*NUM_VERTS_X].setValue(
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(i-NUM_VERTS_X*0.5f)*TRIANGLE_SIZE,
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//0.f,
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waveheight*sinf((float)i+offset)*cosf((float)j+offset),
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(j-NUM_VERTS_Y*0.5f)*TRIANGLE_SIZE);
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}
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}
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}
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void InternalEdgeDemo::keyboardCallback(unsigned char key, int x, int y)
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{
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if (key=='n')
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{
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enable = !enable;
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}
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if (key == 'g')
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{
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m_animatedMesh = !m_animatedMesh;
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if (m_animatedMesh)
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{
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staticBody->setCollisionFlags( staticBody->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
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staticBody->setActivationState(DISABLE_DEACTIVATION);
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} else
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{
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staticBody->setCollisionFlags( staticBody->getCollisionFlags() & ~btCollisionObject::CF_KINEMATIC_OBJECT);
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staticBody->forceActivationState(ACTIVE_TAG);
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}
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}
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DemoApplication::keyboardCallback(key,x,y);
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}
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void InternalEdgeDemo::initPhysics()
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{
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setTexturing(true);
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setShadows(false);//true);
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#define TRISIZE 10.f
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gContactAddedCallback = CustomMaterialCombinerCallback;
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#define USE_TRIMESH_SHAPE 1
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#ifdef USE_TRIMESH_SHAPE
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int vertStride = sizeof(btVector3);
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int indexStride = 3*sizeof(int);
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const int totalTriangles = 2*(NUM_VERTS_X-1)*(NUM_VERTS_Y-1);
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gVertices = new btVector3[totalVerts];
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gIndices = new int[totalTriangles*3];
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int i;
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setVertexPositions(waveheight,0.f);
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//gVertices[1].setY(21.1);
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//gVertices[1].setY(121.1);
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gVertices[1].setY(.1f);
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#ifdef ROTATE_GROUND
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//gVertices[1].setY(-1.1);
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#else
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//gVertices[1].setY(0.1);
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//gVertices[1].setY(-0.1);
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//gVertices[1].setY(-20.1);
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//gVertices[1].setY(-20);
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#endif
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int index=0;
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for ( i=0;i<NUM_VERTS_X-1;i++)
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{
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for (int j=0;j<NUM_VERTS_Y-1;j++)
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{
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#ifdef SWAP_WINDING
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#ifdef SHIFT_INDICES
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gIndices[index++] = j*NUM_VERTS_X+i;
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gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
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gIndices[index++] = j*NUM_VERTS_X+i+1;
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gIndices[index++] = j*NUM_VERTS_X+i;
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gIndices[index++] = (j+1)*NUM_VERTS_X+i;
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gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
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#else
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gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
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gIndices[index++] = j*NUM_VERTS_X+i+1;
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gIndices[index++] = j*NUM_VERTS_X+i;
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gIndices[index++] = (j+1)*NUM_VERTS_X+i;
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gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
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gIndices[index++] = j*NUM_VERTS_X+i;
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#endif //SHIFT_INDICES
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#else //SWAP_WINDING
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#ifdef SHIFT_INDICES
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gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
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gIndices[index++] = j*NUM_VERTS_X+i;
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gIndices[index++] = j*NUM_VERTS_X+i+1;
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#ifdef TEST_INCONSISTENT_WINDING
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gIndices[index++] = j*NUM_VERTS_X+i;
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gIndices[index++] = (j+1)*NUM_VERTS_X+i;
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gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
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#else //TEST_INCONSISTENT_WINDING
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gIndices[index++] = (j+1)*NUM_VERTS_X+i;
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gIndices[index++] = j*NUM_VERTS_X+i;
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gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
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#endif //TEST_INCONSISTENT_WINDING
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#else //SHIFT_INDICES
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gIndices[index++] = j*NUM_VERTS_X+i;
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gIndices[index++] = j*NUM_VERTS_X+i+1;
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gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
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gIndices[index++] = j*NUM_VERTS_X+i;
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gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
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gIndices[index++] = (j+1)*NUM_VERTS_X+i;
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#endif //SHIFT_INDICES
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#endif //SWAP_WINDING
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}
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}
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m_indexVertexArrays = new btTriangleIndexVertexArray(totalTriangles,
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gIndices,
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indexStride,
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totalVerts,(btScalar*) &gVertices[0].x(),vertStride);
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bool useQuantizedAabbCompression = true;
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//comment out the next line to read the BVH from disk (first run the demo once to create the BVH)
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#define SERIALIZE_TO_DISK 1
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#ifdef SERIALIZE_TO_DISK
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btVector3 aabbMin(-1000,-1000,-1000),aabbMax(1000,1000,1000);
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trimeshShape = new btBvhTriangleMeshShape(m_indexVertexArrays,useQuantizedAabbCompression,aabbMin,aabbMax);
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m_collisionShapes.push_back(trimeshShape);
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///we can serialize the BVH data
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void* buffer = 0;
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int numBytes = trimeshShape->getOptimizedBvh()->calculateSerializeBufferSize();
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buffer = btAlignedAlloc(numBytes,16);
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bool swapEndian = false;
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trimeshShape->getOptimizedBvh()->serialize(buffer,numBytes,swapEndian);
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FILE* file = fopen("bvh.bin","wb");
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fwrite(buffer,1,numBytes,file);
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fclose(file);
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btAlignedFree(buffer);
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#else
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trimeshShape = new btBvhTriangleMeshShape(m_indexVertexArrays,useQuantizedAabbCompression,false);
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char* fileName = "bvh.bin";
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FILE* file = fopen(fileName,"rb");
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int size=0;
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btOptimizedBvh* bvh = 0;
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if (fseek(file, 0, SEEK_END) || (size = ftell(file)) == EOF || fseek(file, 0, SEEK_SET)) { /* File operations denied? ok, just close and return failure */
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printf("Error: cannot get filesize from %s\n", fileName);
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exit(0);
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} else
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{
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fseek(file, 0, SEEK_SET);
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int buffersize = size+btOptimizedBvh::getAlignmentSerializationPadding();
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void* buffer = btAlignedAlloc(buffersize,16);
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int read = fread(buffer,1,size,file);
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fclose(file);
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bool swapEndian = false;
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bvh = btOptimizedBvh::deSerializeInPlace(buffer,buffersize,swapEndian);
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}
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trimeshShape->setOptimizedBvh(bvh);
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#endif
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btCollisionShape* groundShape = trimeshShape;
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btTriangleInfoMap* triangleInfoMap = new btTriangleInfoMap();
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btGenerateInternalEdgeInfo(trimeshShape,triangleInfoMap);
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#else
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btCollisionShape* groundShape = new btBoxShape(btVector3(50,3,50));
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m_collisionShapes.push_back(groundShape);
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#endif //USE_TRIMESH_SHAPE
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m_collisionConfiguration = new btDefaultCollisionConfiguration();
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m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
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m_broadphase = new btDbvtBroadphase();
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m_solver = new btSequentialImpulseConstraintSolver();
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m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
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/*
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m_dynamicsWorld->getSolverInfo().m_splitImpulse = true;
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m_dynamicsWorld->getSolverInfo().m_splitImpulsePenetrationThreshold = 1e30f;
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m_dynamicsWorld->getSolverInfo().m_maxErrorReduction = 1e30f;
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m_dynamicsWorld->getSolverInfo().m_erp =1.f;
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m_dynamicsWorld->getSolverInfo().m_erp2 = 1.f;
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*/
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m_dynamicsWorld->setGravity(btVector3(0,-10,0));
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float mass = 0.f;
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btTransform startTransform;
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startTransform.setIdentity();
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startTransform.setOrigin(btVector3(0,-2,0));
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btConvexHullShape* colShape = new btConvexHullShape();
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for (int i=0;i<TaruVtxCount;i++)
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{
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btVector3 vtx(TaruVtx[i*3],TaruVtx[i*3+1],TaruVtx[i*3+2]);
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colShape->addPoint(vtx);
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}
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//this will enable polyhedral contact clipping, better quality, slightly slower
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colShape->initializePolyhedralFeatures();
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//the polyhedral contact clipping can use either GJK or SAT test to find the separating axis
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m_dynamicsWorld->getDispatchInfo().m_enableSatConvex=false;
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m_collisionShapes.push_back(colShape);
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{
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for (int i=0;i<1;i++)
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{
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startTransform.setOrigin(btVector3(-10.f+i*3.f,2.2f+btScalar(i)*0.1f,-1.3f));
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btRigidBody* body = localCreateRigidBody(10, startTransform,colShape);
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body->setActivationState(DISABLE_DEACTIVATION);
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body->setLinearVelocity(btVector3(0,0,-1));
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//body->setContactProcessingThreshold(0.f);
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}
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}
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{
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btBoxShape* colShape = new btBoxShape(btVector3(1,1,1));
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colShape->initializePolyhedralFeatures();
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m_collisionShapes.push_back(colShape);
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startTransform.setOrigin(btVector3(-16.f+i*3.f,1.f+btScalar(i)*0.1f,-1.3f));
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btRigidBody* body = localCreateRigidBody(10, startTransform,colShape);
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body->setActivationState(DISABLE_DEACTIVATION);
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body->setLinearVelocity(btVector3(0,0,-1));
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}
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startTransform.setIdentity();
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#ifdef ROTATE_GROUND
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btQuaternion orn(btVector3(0,0,1),SIMD_PI);
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startTransform.setOrigin(btVector3(-20,0,0));
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startTransform.setRotation(orn);
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#endif //ROTATE_GROUND
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staticBody = localCreateRigidBody(mass, startTransform,groundShape);
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//staticBody->setContactProcessingThreshold(-0.031f);
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staticBody->setCollisionFlags(staticBody->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);//STATIC_OBJECT);
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//enable custom material callback
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staticBody->setCollisionFlags(staticBody->getCollisionFlags() | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK);
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getDynamicsWorld()->setDebugDrawer(&gDebugDrawer);
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setDebugMode(btIDebugDraw::DBG_DrawText|btIDebugDraw::DBG_NoHelpText+btIDebugDraw::DBG_DrawWireframe+btIDebugDraw::DBG_DrawContactPoints);
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#ifdef BT_INTERNAL_EDGE_DEBUG_DRAW
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btSetDebugDrawer(&gDebugDrawer);
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#endif //BT_INTERNAL_EDGE_DEBUG_DRAW
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}
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void InternalEdgeDemo::clientResetScene()
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{
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DemoApplication::clientResetScene();
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for (int i=0;i<m_dynamicsWorld->getNumCollisionObjects();i++)
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{
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btCollisionObject* colobj = m_dynamicsWorld->getCollisionObjectArray()[i];
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btRigidBody* body = btRigidBody::upcast(colobj);
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if (body && body->getInvMass() != 0.f)
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{
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body->setLinearVelocity(btVector3(0,0,-1));
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}
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}
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}
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void InternalEdgeDemo::clientMoveAndDisplay()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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float dt = getDeltaTimeMicroseconds() * 0.000001f;
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if (m_animatedMesh)
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{
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static float offset=0.f;
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offset+=0.01f;
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// setVertexPositions(waveheight,offset);
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#if 0 ///not currently supported, we need to update the btInternalTriangleInfoMap
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int i;
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int j;
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btVector3 aabbMin(BT_LARGE_FLOAT,BT_LARGE_FLOAT,BT_LARGE_FLOAT);
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btVector3 aabbMax(-BT_LARGE_FLOAT,-BT_LARGE_FLOAT,-BT_LARGE_FLOAT);
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for ( i=NUM_VERTS_X/2-3;i<NUM_VERTS_X/2+2;i++)
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{
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for (j=NUM_VERTS_X/2-3;j<NUM_VERTS_Y/2+2;j++)
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{
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aabbMax.setMax(gVertices[i+j*NUM_VERTS_X]);
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aabbMin.setMin(gVertices[i+j*NUM_VERTS_X]);
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gVertices[i+j*NUM_VERTS_X].setValue((i-NUM_VERTS_X*0.5f)*TRIANGLE_SIZE,
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0.f,
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//waveheight*sinf((float)i+offset)*cosf((float)j+offset),
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(j-NUM_VERTS_Y*0.5f)*TRIANGLE_SIZE);
|
|
|
|
aabbMin.setMin(gVertices[i+j*NUM_VERTS_X]);
|
|
aabbMax.setMax(gVertices[i+j*NUM_VERTS_X]);
|
|
|
|
}
|
|
}
|
|
trimeshShape->partialRefitTree(aabbMin,aabbMax);
|
|
#else
|
|
btVector3 aabbMin,aabbMax;
|
|
trimeshShape->getMeshInterface()->calculateAabbBruteForce(aabbMin,aabbMax);
|
|
trimeshShape->refitTree(aabbMin,aabbMax);
|
|
|
|
#endif
|
|
|
|
|
|
//for debugging: clear all contact points involving mesh proxy. Note: this is a slow/unoptimized operation.
|
|
//m_dynamicsWorld->getBroadphase()->getOverlappingPairCache()->cleanProxyFromPairs(staticBody->getBroadphaseHandle(),getDynamicsWorld()->getDispatcher());
|
|
}
|
|
|
|
|
|
|
|
m_dynamicsWorld->stepSimulation(dt);
|
|
///enable one of the following to debug (render debug lines each frame)
|
|
//m_dynamicsWorld->stepSimulation(1./800.,0);
|
|
//m_dynamicsWorld->stepSimulation(1./60.,100,1./800.);
|
|
//m_dynamicsWorld->stepSimulation(1./60.,0);
|
|
|
|
|
|
int lineWidth=450;
|
|
int xStart = m_glutScreenWidth - lineWidth;
|
|
int yStart = 20;
|
|
|
|
if((getDebugMode() & btIDebugDraw::DBG_DrawText)!=0)
|
|
{
|
|
setOrthographicProjection();
|
|
glDisable(GL_LIGHTING);
|
|
glColor3f(0, 0, 0);
|
|
char buf[124];
|
|
|
|
glRasterPos3f(xStart, yStart, 0);
|
|
if (enable)
|
|
{
|
|
sprintf(buf,"InternalEdgeUtility enabled");
|
|
} else
|
|
{
|
|
sprintf(buf,"InternalEdgeUtility disabled");
|
|
}
|
|
GLDebugDrawString(xStart,20,buf);
|
|
yStart+=20;
|
|
glRasterPos3f(xStart, yStart, 0);
|
|
sprintf(buf,"Press 'n' to toggle InternalEdgeUtility");
|
|
yStart+=20;
|
|
GLDebugDrawString(xStart,yStart,buf);
|
|
glRasterPos3f(xStart, yStart, 0);
|
|
|
|
resetPerspectiveProjection();
|
|
glEnable(GL_LIGHTING);
|
|
}
|
|
|
|
|
|
renderme();
|
|
|
|
//optional but useful: debug drawing
|
|
m_dynamicsWorld->debugDrawWorld();
|
|
|
|
|
|
glFlush();
|
|
swapBuffers();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void InternalEdgeDemo::displayCallback(void) {
|
|
|
|
clientMoveAndDisplay();
|
|
/*
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
renderme();
|
|
|
|
//optional but useful: debug drawing
|
|
if (m_dynamicsWorld)
|
|
m_dynamicsWorld->debugDrawWorld();
|
|
|
|
|
|
glFlush();
|
|
glutSwapBuffers();
|
|
*/
|
|
|
|
}
|
|
|
|
|
|
|
|
void InternalEdgeDemo::exitPhysics()
|
|
{
|
|
|
|
|
|
|
|
//cleanup in the reverse order of creation/initialization
|
|
|
|
//remove the rigidbodies from the dynamics world and delete them
|
|
int i;
|
|
for (i=m_dynamicsWorld->getNumCollisionObjects()-1; i>=0 ;i--)
|
|
{
|
|
btCollisionObject* obj = m_dynamicsWorld->getCollisionObjectArray()[i];
|
|
btRigidBody* body = btRigidBody::upcast(obj);
|
|
if (body && body->getMotionState())
|
|
{
|
|
delete body->getMotionState();
|
|
}
|
|
m_dynamicsWorld->removeCollisionObject( obj );
|
|
delete obj;
|
|
}
|
|
|
|
//delete collision shapes
|
|
for (int j=0;j<m_collisionShapes.size();j++)
|
|
{
|
|
btCollisionShape* shape = m_collisionShapes[j];
|
|
delete shape;
|
|
}
|
|
|
|
//delete dynamics world
|
|
delete m_dynamicsWorld;
|
|
|
|
if (m_indexVertexArrays)
|
|
delete m_indexVertexArrays;
|
|
|
|
//delete solver
|
|
delete m_solver;
|
|
|
|
//delete broadphase
|
|
delete m_broadphase;
|
|
|
|
//delete dispatcher
|
|
delete m_dispatcher;
|
|
|
|
delete m_collisionConfiguration;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|