You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

преди 12 години
преди 12 години
преди 12 години
преди 12 години
преди 12 години
преди 12 години
преди 12 години
преди 12 години
преди 12 години
преди 12 години
преди 12 години
преди 12 години
преди 12 години
преди 12 години
преди 12 години
преди 12 години
преди 12 години
преди 12 години
преди 12 години
преди 12 години
преди 12 години
преди 12 години
преди 12 години
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509
  1. //
  2. // BtPhysTest
  3. //
  4. // Copyright: (c) 2009-2012 Benjamin Huet <huet.benjamin@gmail.com>
  5. // (c) 2012 Sam Hocevar <sam@hocevar.net>
  6. //
  7. #if defined HAVE_CONFIG_H
  8. # include "config.h"
  9. #endif
  10. #if defined _WIN32
  11. # include <direct.h>
  12. #endif
  13. #if defined _XBOX
  14. # define _USE_MATH_DEFINES /* for M_PI */
  15. # include <xtl.h>
  16. # undef near /* Fuck Microsoft */
  17. # undef far /* Fuck Microsoft again */
  18. #elif defined _WIN32
  19. # define _USE_MATH_DEFINES /* for M_PI */
  20. # define WIN32_LEAN_AND_MEAN
  21. # include <windows.h>
  22. # undef near /* Fuck Microsoft */
  23. # undef far /* Fuck Microsoft again */
  24. #else
  25. # include <cmath>
  26. #endif
  27. #include "core.h"
  28. #include "loldebug.h"
  29. using namespace lol;
  30. #ifndef HAVE_PHYS_USE_BULLET
  31. #define HAVE_PHYS_USE_BULLET
  32. #endif /* HAVE_PHYS_USE_BULLET */
  33. #include "Physics/LolPhysics.h"
  34. #include "Physics/EasyPhysics.h"
  35. #include "PhysicObject.h"
  36. #include "BtPhysTest.h"
  37. using namespace lol::phys;
  38. #define CUBE_HALF_EXTENTS .5f
  39. #define EXTRA_HEIGHT 1.f
  40. int gNumObjects = 64;
  41. BtPhysTest::BtPhysTest(bool editor)
  42. {
  43. /* Create a camera that matches the settings of XNA BtPhysTest */
  44. m_camera = new Camera(vec3(0.f, 600.f, 0.f),
  45. vec3(0.f, 0.f, 0.f),
  46. vec3(0, 1, 0));
  47. m_camera->SetRotation(quat::fromeuler_xyz(0.f, 0.f, 0.f));
  48. m_camera->SetPerspective(45.f, 1280.f, 960.f, .1f, 1000.f);
  49. //m_camera->SetOrtho(1280.f / 6, 960.f / 6, -1000.f, 1000.f);
  50. Ticker::Ref(m_camera);
  51. m_ready = false;
  52. m_simulation = new Simulation();
  53. m_simulation->Init();
  54. vec3 NewGravity = vec3(.0f, -10.0f, .0f);
  55. m_simulation->SetGravity(NewGravity);
  56. m_simulation->SetContinuousDetection(true);
  57. m_simulation->SetTimestep(1.f / 120.f);
  58. Ticker::Ref(m_simulation);
  59. float offset = 29.5f;
  60. vec3 pos_offset = vec3(.0f, 30.f, .0f);
  61. for (int i=0; i < 6; i++)
  62. {
  63. vec3 NewPosition = vec3(.0f);
  64. quat NewRotation = quat(1.f);
  65. PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation);
  66. int idx = i/2;
  67. NewPosition = pos_offset;
  68. NewPosition[idx] += offset;
  69. offset *= -1.f;
  70. if (idx != 1)
  71. {
  72. vec3 axis = vec3(.0f);
  73. axis[2 - idx] = 1;
  74. NewRotation = quat::rotate(90.f, axis);
  75. }
  76. NewPhyobj->SetTransform(NewPosition, NewRotation);
  77. Ticker::Ref(NewPhyobj);
  78. m_ground_list << NewPhyobj;
  79. }
  80. if (1)
  81. {
  82. for (int x=0; x < 6; x++)
  83. {
  84. for (int y=0; y < 6; y++)
  85. {
  86. for (int z=0; z < 5; z++)
  87. {
  88. PhysicsObject* new_physobj = new PhysicsObject(m_simulation, 1000.f,
  89. vec3(-20.f, 15.f, -20.f) +
  90. vec3(8.f * (float)x, 8.f * (float)y, 8.f * (float)z));
  91. m_physobj_list << new_physobj;
  92. Ticker::Ref(new_physobj);
  93. }
  94. }
  95. }
  96. }
  97. if (1)
  98. {
  99. Array<PhysicsObject*> RopeElements;
  100. for (int i = 0; i < 14; i++)
  101. {
  102. PhysicsObject* new_physobj = new PhysicsObject(m_simulation, 1000.f,
  103. vec3(0.f, 15.f, -20.f) +
  104. vec3(0.f, 0.f, 2.f * (float)i), 1);
  105. RopeElements << new_physobj;
  106. m_physobj_list << new_physobj;
  107. Ticker::Ref(new_physobj);
  108. if (RopeElements.Count() > 1)
  109. {
  110. EasyConstraint* new_constraint = new EasyConstraint();
  111. vec3 A2B = .5f * (RopeElements[i]->GetPhysic()->GetTransform().v3.xyz -
  112. RopeElements[i - 1]->GetPhysic()->GetTransform().v3.xyz);
  113. new_constraint->SetPhysObjA(RopeElements[i - 1]->GetPhysic(), lol::mat4::translate(A2B));
  114. new_constraint->SetPhysObjB(RopeElements[i]->GetPhysic(), lol::mat4::translate(-A2B));
  115. new_constraint->InitConstraintToPoint2Point();
  116. new_constraint->DisableCollisionBetweenObjs(true);
  117. new_constraint->AddToSimulation(m_simulation);
  118. m_constraint_list << new_constraint;
  119. }
  120. }
  121. }
  122. #if 0
  123. //init Physics
  124. {
  125. m_bt_ccd_mode = USE_CCD;
  126. //collision configuration contains default setup for memory, collision setup
  127. m_bt_collision_config = new btDefaultCollisionConfiguration();
  128. //use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
  129. m_bt_dispatcher = new btCollisionDispatcher(m_bt_collision_config);
  130. m_bt_dispatcher->registerCollisionCreateFunc(BOX_SHAPE_PROXYTYPE,
  131. BOX_SHAPE_PROXYTYPE,
  132. m_bt_collision_config->getCollisionAlgorithmCreateFunc(CONVEX_SHAPE_PROXYTYPE,
  133. CONVEX_SHAPE_PROXYTYPE));
  134. m_bt_broadphase = new btDbvtBroadphase();
  135. ///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
  136. m_bt_solver = new btSequentialImpulseConstraintSolver;
  137. m_bt_world = new btDiscreteDynamicsWorld(m_bt_dispatcher, m_bt_broadphase, m_bt_solver, m_bt_collision_config);
  138. //m_bt_world->setDebugDrawer(&sDebugDrawer);
  139. m_bt_world->getSolverInfo().m_splitImpulse = true;
  140. m_bt_world->getSolverInfo().m_numIterations = 20;
  141. m_bt_world->getDispatchInfo().m_useContinuous = (m_bt_ccd_mode == USE_CCD);
  142. m_bt_world->setGravity(btVector3(0,-10,0));
  143. ///create a few basic rigid bodies
  144. btBoxShape* box = new btBoxShape(btVector3(btScalar(110.),btScalar(1.),btScalar(110.)));
  145. btCollisionShape* groundShape = box;
  146. m_bt_collision_shapes << groundShape;
  147. m_ground_mesh.Compile("[sc#ddd afcb220 2 220 -1]");
  148. //m_bt_collision_shapes << new btCylinderShape(btVector3(.5f,.5f,.5f));
  149. btTransform groundTransform;
  150. groundTransform.setIdentity();
  151. //We can also use DemoApplication::localCreateRigidBody, but for clarity it is provided here:
  152. {
  153. btScalar mass(0.);
  154. //rigidbody is dynamic if and only if mass is non zero, otherwise static
  155. bool isDynamic = (mass != 0.f);
  156. btVector3 localInertia(0,0,0);
  157. if (isDynamic)
  158. groundShape->calculateLocalInertia(mass,localInertia);
  159. //using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
  160. btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
  161. btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,groundShape,localInertia);
  162. btRigidBody* body = new btRigidBody(rbInfo);
  163. //add the body to the dynamics world
  164. m_bt_world->addRigidBody(body);
  165. }
  166. //Adding Shapes
  167. {
  168. //create a few dynamic rigidbodies
  169. // Re-using the same collision is better for memory usage and performance
  170. btCollisionShape* colShape = new btBoxShape(btVector3(1,1,1));
  171. m_rigid_mesh[0].Compile("[sc#add afcb2 2 2 -.1]");
  172. m_rigid_mesh[1].Compile("[sc#dad afcb2 2 2 -.1]");
  173. m_rigid_mesh[2].Compile("[sc#dda afcb2 2 2 -.1]");
  174. m_rigid_mesh[3].Compile("[sc#daa afcb2 2 2 -.1]");
  175. m_rigid_mesh[4].Compile("[sc#ada afcb2 2 2 -.1]");
  176. m_rigid_mesh[5].Compile("[sc#aad afcb2 2 2 -.1]");
  177. m_bt_collision_shapes << colShape;
  178. m_bt_dynamic_shapes << colShape;
  179. /// Create Dynamic Objects
  180. btTransform startTransform;
  181. startTransform.setIdentity();
  182. btScalar mass(1.f);
  183. //rigidbody is dynamic if and only if mass is non zero, otherwise static
  184. bool isDynamic = (mass != 0.f);
  185. btVector3 localInertia(0,0,0);
  186. if (isDynamic)
  187. colShape->calculateLocalInertia(mass,localInertia);
  188. int i;
  189. for (i=0;i<gNumObjects;i++)
  190. {
  191. btCollisionShape* shape = colShape;
  192. btTransform trans;
  193. trans.setIdentity();
  194. //stack them
  195. int colsize = 10;
  196. int row = int(((float)i*CUBE_HALF_EXTENTS*2.0f)/((float)colsize*2.0f*CUBE_HALF_EXTENTS));
  197. int row2 = row;
  198. int col = (i)%(colsize)-colsize/2;
  199. if (col>3)
  200. {
  201. col=11;
  202. row2 |=1;
  203. }
  204. btVector3 pos(((row+col+row2) % 4)*CUBE_HALF_EXTENTS,
  205. 20.0f + row*8*CUBE_HALF_EXTENTS+CUBE_HALF_EXTENTS+EXTRA_HEIGHT,
  206. col*8*CUBE_HALF_EXTENTS + 2 * (row2%2)*CUBE_HALF_EXTENTS);
  207. trans.setOrigin(pos);
  208. float mass = 1.f;
  209. btAssert((!shape || shape->getShapeType() != INVALID_SHAPE_PROXYTYPE));
  210. //rigidbody is dynamic if and only if mass is non zero, otherwise static
  211. bool isDynamic = (mass != 0.f);
  212. btVector3 localInertia(0,0,0);
  213. if (isDynamic)
  214. shape->calculateLocalInertia(mass,localInertia);
  215. //using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
  216. btDefaultMotionState* myMotionState = new btDefaultMotionState(trans);
  217. btRigidBody::btRigidBodyConstructionInfo cInfo(mass,myMotionState,shape,localInertia);
  218. btRigidBody* body = new btRigidBody(cInfo);
  219. body->setContactProcessingThreshold(BT_LARGE_FLOAT);
  220. m_bt_world->addRigidBody(body);
  221. ///when using m_ccdMode
  222. if (m_bt_ccd_mode == USE_CCD)
  223. {
  224. body->setCcdMotionThreshold(CUBE_HALF_EXTENTS);
  225. body->setCcdSweptSphereRadius(0.9*CUBE_HALF_EXTENTS);
  226. }
  227. }
  228. }
  229. }
  230. #endif
  231. }
  232. void BtPhysTest::TickGame(float seconds)
  233. {
  234. WorldEntity::TickGame(seconds);
  235. if (Input::GetButtonState(27 /*SDLK_ESCAPE*/))
  236. Ticker::Shutdown();
  237. vec3 GroundBarycenter = vec3(.0f);
  238. vec3 PhysObjBarycenter = vec3(.0f);
  239. float factor = .0f;
  240. for (int i = 0; i < m_ground_list.Count(); i++)
  241. {
  242. PhysicsObject* PhysObj = m_ground_list[i];
  243. mat4 GroundMat = PhysObj->GetTransform();
  244. GroundBarycenter += GroundMat.v3.xyz;
  245. factor += 1.f;
  246. }
  247. GroundBarycenter /= factor;
  248. for (int i = 0; i < m_ground_list.Count(); i++)
  249. {
  250. PhysicsObject* PhysObj = m_ground_list[i];
  251. mat4 GroundMat = PhysObj->GetTransform();
  252. vec3 CenterToGround = GroundMat.v3.xyz - GroundBarycenter;
  253. vec3 CenterToCam = m_camera->m_position - GroundBarycenter;
  254. if (dot(normalize(CenterToCam - CenterToGround),
  255. normalize(CenterToGround)) > 0.f)
  256. PhysObj->SetRender(false);
  257. else
  258. PhysObj->SetRender(true);
  259. }
  260. if (1)
  261. {
  262. for (int i = 0; i < m_ground_list.Count(); i++)
  263. {
  264. PhysicsObject* PhysObj = m_ground_list[i];
  265. mat4 GroundMat = PhysObj->GetTransform();
  266. mat4 CenterMx = mat4::translate(GroundBarycenter);
  267. GroundMat = inverse(CenterMx) * GroundMat;
  268. GroundMat = CenterMx *
  269. mat4(quat::fromeuler_xyz(vec3(.0f, 20.f, 20.0f) * seconds))
  270. * GroundMat;
  271. PhysObj->SetTransform(GroundMat.v3.xyz, quat(GroundMat));
  272. }
  273. }
  274. PhysObjBarycenter = vec3(.0f);
  275. for (int i = 0; i < m_physobj_list.Count(); i++)
  276. {
  277. PhysicsObject* PhysObj = m_physobj_list[i];
  278. mat4 GroundMat = PhysObj->GetTransform();
  279. PhysObjBarycenter += GroundMat.v3.xyz;
  280. factor += 1.f;
  281. }
  282. PhysObjBarycenter /= factor;
  283. m_camera->SetTarget(PhysObjBarycenter);
  284. m_camera->SetPosition(GroundBarycenter + normalize(GroundBarycenter - PhysObjBarycenter) * 60.0f);
  285. #if 0
  286. ///step the simulation
  287. if (m_bt_world)
  288. {
  289. //int steps = (int)(seconds / 0.005f);
  290. //for (int i = 0; i < steps; i++)
  291. m_bt_world->stepSimulation(seconds /*/ steps*/);
  292. //optional but useful: debug drawing
  293. //m_bt_world->debugDrawWorld();
  294. }
  295. #endif
  296. }
  297. void BtPhysTest::TickDraw(float seconds)
  298. {
  299. WorldEntity::TickDraw(seconds);
  300. if (!m_ready)
  301. {
  302. #if 0
  303. m_ground_mesh.MeshConvert();
  304. m_rigid_mesh[0].MeshConvert();
  305. m_rigid_mesh[1].MeshConvert();
  306. m_rigid_mesh[2].MeshConvert();
  307. m_rigid_mesh[3].MeshConvert();
  308. m_rigid_mesh[4].MeshConvert();
  309. m_rigid_mesh[5].MeshConvert();
  310. #endif
  311. /* FIXME: this object never cleans up */
  312. m_ready = true;
  313. }
  314. Video::SetClearColor(vec4(0.0f, 0.0f, 0.12f, 1.0f));
  315. #if 0
  316. vec3 BarycenterLocation = vec3(.0f);
  317. float BarycenterFactor = 0.0f;
  318. for(int i=0;i<gNumObjects;i++)
  319. {
  320. mat4 m(1.0f);
  321. btMatrix3x3 rot; rot.setIdentity();
  322. btCollisionObject* colObj = m_bt_world->getCollisionObjectArray()[i];
  323. btRigidBody* body = btRigidBody::upcast(colObj);
  324. if(body && body->getMotionState())
  325. {
  326. btDefaultMotionState* myMotionState = (btDefaultMotionState*)body->getMotionState();
  327. myMotionState->m_graphicsWorldTrans.getOpenGLMatrix(&m[0][0]);
  328. rot = myMotionState->m_graphicsWorldTrans.getBasis();
  329. }
  330. else
  331. {
  332. colObj->getWorldTransform().getOpenGLMatrix(&m[0][0]);
  333. rot = colObj->getWorldTransform().getBasis();
  334. }
  335. if (i > 0)
  336. {
  337. BarycenterLocation += m.v3.xyz;
  338. BarycenterFactor += 1.0f;
  339. }
  340. if (i == 0)
  341. m_ground_mesh.Render(m);
  342. else
  343. m_rigid_mesh[i % 6].Render(m);
  344. }
  345. if (BarycenterFactor > .0f)
  346. {
  347. BarycenterLocation /= BarycenterFactor;
  348. m_camera->SetTarget(BarycenterLocation);
  349. m_camera->SetPosition(BarycenterLocation + vec3(-20.0f, 8.0f, .0f));
  350. }
  351. #endif
  352. }
  353. BtPhysTest::~BtPhysTest()
  354. {
  355. Ticker::Unref(m_camera);
  356. while (m_constraint_list.Count())
  357. {
  358. EasyConstraint* CurPop = m_constraint_list.Last();
  359. m_constraint_list.Pop();
  360. CurPop->RemoveFromSimulation(m_simulation);
  361. delete CurPop;
  362. }
  363. while (m_ground_list.Count())
  364. {
  365. PhysicsObject* CurPop = m_ground_list.Last();
  366. m_ground_list.Pop();
  367. CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
  368. Ticker::Unref(CurPop);
  369. }
  370. while (m_physobj_list.Count())
  371. {
  372. PhysicsObject* CurPop = m_physobj_list.Last();
  373. m_physobj_list.Pop();
  374. CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
  375. Ticker::Unref(CurPop);
  376. }
  377. Ticker::Unref(m_simulation);
  378. #if 0
  379. //Exit Physics
  380. {
  381. //cleanup in the reverse order of creation/initialization
  382. //remove the rigidbodies from the dynamics world and delete them
  383. for (int i = m_bt_world->getNumCollisionObjects() - 1; i >= 0 ;i--)
  384. {
  385. btCollisionObject* obj = m_bt_world->getCollisionObjectArray()[i];
  386. btRigidBody* body = btRigidBody::upcast(obj);
  387. if (body && body->getMotionState())
  388. delete body->getMotionState();
  389. m_bt_world->removeCollisionObject(obj);
  390. delete obj;
  391. }
  392. //delete collision shapes
  393. for (int j = 0; j < m_bt_collision_shapes.Count(); j++)
  394. {
  395. btCollisionShape* shape = m_bt_collision_shapes[j];
  396. delete shape;
  397. }
  398. m_bt_collision_shapes.Empty();
  399. delete m_bt_world;
  400. delete m_bt_solver;
  401. delete m_bt_broadphase;
  402. delete m_bt_dispatcher;
  403. delete m_bt_collision_config;
  404. }
  405. #endif
  406. }
  407. int main(int argc, char **argv)
  408. {
  409. Application app("BtPhysTest", ivec2(1280, 720), 60.0f);
  410. #if defined _MSC_VER && !defined _XBOX
  411. _chdir("..");
  412. #elif defined _WIN32 && !defined _XBOX
  413. _chdir("../..");
  414. #endif
  415. new BtPhysTest(argc > 1);
  416. app.ShowPointer(false);
  417. app.Run();
  418. return EXIT_SUCCESS;
  419. }