Files
bullet3/Demos/CcdPhysicsDemo/CcdPhysicsSetup.cpp
Erwin Coumans 68f798a2da Start re-organizing demos so the physics setup can be shared easier (explicit create graphics objects, init/exit physics etc)
Add B3G_RETURN key code, only implemented in Windows so far (todo: Mac, Linux)
Fix Windows key management (use WM_CHAR event instead of WM_KEYUP
Add Return (OnKeyReturn) key support TreeNode, so we can select an item using the return key.
2014-06-24 10:14:06 -07:00

180 lines
5.3 KiB
C++

#include "CcdPhysicsSetup.h"
#include "btBulletDynamicsCommon.h"
#define CUBE_HALF_EXTENTS 1.f
#define EXTRA_HEIGHT 1.f
void KinematicObjectSetup::initPhysics(GraphicsPhysicsBridge& gfxBridge)
{
createEmptyDynamicsWorld();
{
btBoxShape* box = new btBoxShape(btVector3(btScalar(10.), btScalar(1.), btScalar(10.)));
gfxBridge.createCollisionShapeGraphicsObject(box);
btTransform startTrans;
startTrans.setIdentity();
startTrans.setOrigin(btVector3(0, -1, 0));
btRigidBody* body = createRigidBody(0, startTrans, box);
body->setMotionState(0);
body->setFriction(1);
body->setCollisionFlags(body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
body->setActivationState(DISABLE_DEACTIVATION);
gfxBridge.createRigidBodyGraphicsObject(body, btVector3(0,1,0));
}
{
btBoxShape* box = new btBoxShape(btVector3(btScalar(1.), btScalar(1.), btScalar(1.)));
gfxBridge.createCollisionShapeGraphicsObject(box);
btTransform startTrans;
startTrans.setIdentity();
startTrans.setOrigin(btVector3(0, 1, 0));
btRigidBody* body = createRigidBody(1, startTrans, box);
body->setFriction(1);
body->setActivationState(DISABLE_DEACTIVATION);
gfxBridge.createRigidBodyGraphicsObject(body, btVector3(1, 1, 0));
}
}
void KinematicObjectSetup::stepSimulation(float deltaTime)
{
if (m_dynamicsWorld)
{
btCollisionObject* colObj = m_dynamicsWorld->getCollisionObjectArray()[0];
btRigidBody* body = btRigidBody::upcast(colObj);
if (body)
{
btMotionState* ms = body->getMotionState();
btTransform startTrans;
startTrans.setIdentity();
static float time = 0.f;
time += 0.01f;
static float xPos = 0.f;
xPos = sinf(time)*10.f;
startTrans.setOrigin(btVector3(xPos, -1, 0));
if (ms)
{
ms->setWorldTransform(startTrans);
}
else
{
body->setWorldTransform(startTrans);
}
}
m_dynamicsWorld->stepSimulation(deltaTime);
}
}
void CcdPhysicsSetup::initPhysics(GraphicsPhysicsBridge& gfxBridge)
{
createEmptyDynamicsWorld();
///create a few basic rigid bodies
btBoxShape* box = new btBoxShape(btVector3(btScalar(110.), btScalar(1.), btScalar(110.)));
gfxBridge.createCollisionShapeGraphicsObject(box);
// box->initializePolyhedralFeatures();
btCollisionShape* groundShape = box;
m_collisionShapes.push_back(groundShape);
//m_collisionShapes.push_back(new btCylinderShape (btVector3(CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS)));
m_collisionShapes.push_back(new btBoxShape(btVector3(CUBE_HALF_EXTENTS, CUBE_HALF_EXTENTS, CUBE_HALF_EXTENTS)));
btTransform groundTransform;
groundTransform.setIdentity();
//groundTransform.setOrigin(btVector3(5,5,5));
//We can also use DemoApplication::localCreateRigidBody, but for clarity it is provided here:
{
btScalar mass(0.);
//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)
groundShape->calculateLocalInertia(mass, localInertia);
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass, myMotionState, groundShape, localInertia);
btRigidBody* body = new btRigidBody(rbInfo);
gfxBridge.createRigidBodyGraphicsObject(body, btVector3(0, 1, 0));
body->setFriction(0.5);
//body->setRollingFriction(0.3);
//add the body to the dynamics world
m_dynamicsWorld->addRigidBody(body);
}
{
//create a few dynamic rigidbodies
// Re-using the same collision is better for memory usage and performance
btCollisionShape* colShape = new btBoxShape(btVector3(1, 1, 1));
gfxBridge.createCollisionShapeGraphicsObject(colShape);
//btCollisionShape* colShape = new btSphereShape(btScalar(1.));
m_collisionShapes.push_back(colShape);
/// Create Dynamic Objects
btTransform startTransform;
startTransform.setIdentity();
btScalar mass(1.f);
//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)
colShape->calculateLocalInertia(mass, localInertia);
int gNumObjects = 120;//120;
int i;
for (i = 0; i<gNumObjects; i++)
{
btCollisionShape* shape = colShape;// m_collisionShapes[1];
btTransform trans;
trans.setIdentity();
//stack them
int colsize = 10;
int row = (i*CUBE_HALF_EXTENTS * 2) / (colsize * 2 * CUBE_HALF_EXTENTS);
int row2 = row;
int col = (i) % (colsize)-colsize / 2;
if (col>3)
{
col = 11;
row2 |= 1;
}
btVector3 pos(col * 2 * CUBE_HALF_EXTENTS + (row2 % 2)*CUBE_HALF_EXTENTS,
row * 2 * CUBE_HALF_EXTENTS + CUBE_HALF_EXTENTS + EXTRA_HEIGHT, 0);
trans.setOrigin(pos);
float mass = 1.f;
btRigidBody* body = createRigidBody(mass, trans, shape);
gfxBridge.createRigidBodyGraphicsObject(body, btVector3(1, 1, 0));
body->setAnisotropicFriction(shape->getAnisotropicRollingFrictionDirection(), btCollisionObject::CF_ANISOTROPIC_ROLLING_FRICTION);
body->setFriction(0.5);
//body->setRollingFriction(.3);
///when using m_ccdMode
//if (m_ccdMode == USE_CCD)
{
body->setCcdMotionThreshold(CUBE_HALF_EXTENTS);
body->setCcdSweptSphereRadius(0.9*CUBE_HALF_EXTENTS);
}
}
}
}