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- //
- // BtPhysTest
- //
- // Copyright: (c) 2009-2012 Benjamin Huet <huet.benjamin@gmail.com>
- // (c) 2012 Sam Hocevar <sam@hocevar.net>
- //
-
- #if defined HAVE_CONFIG_H
- # include "config.h"
- #endif
-
- #if defined _WIN32
- # include <direct.h>
- #endif
-
- #if defined _XBOX
- # define _USE_MATH_DEFINES /* for M_PI */
- # include <xtl.h>
- # undef near /* Fuck Microsoft */
- # undef far /* Fuck Microsoft again */
- #elif defined _WIN32
- # define _USE_MATH_DEFINES /* for M_PI */
- # define WIN32_LEAN_AND_MEAN
- # include <windows.h>
- # undef near /* Fuck Microsoft */
- # undef far /* Fuck Microsoft again */
- #else
- # include <cmath>
- #endif
-
- #include "core.h"
- #include "loldebug.h"
-
- using namespace lol;
-
- #ifndef HAVE_PHYS_USE_BULLET
- #define HAVE_PHYS_USE_BULLET
- #endif /* HAVE_PHYS_USE_BULLET */
-
- #include "Physics/LolPhysics.h"
- #include "Physics/EasyPhysics.h"
- #include "PhysicObject.h"
- #include "BtPhysTest.h"
-
- using namespace lol::phys;
-
- #define CUBE_HALF_EXTENTS .5f
- #define EXTRA_HEIGHT 1.f
-
- int gNumObjects = 64;
-
- BtPhysTest::BtPhysTest(bool editor)
- {
- /* Create a camera that matches the settings of XNA BtPhysTest */
- m_camera = new Camera(vec3(0.f, 600.f, 0.f),
- vec3(0.f, 0.f, 0.f),
- vec3(0, 1, 0));
- m_camera->SetRotation(quat::fromeuler_xyz(0.f, 0.f, 0.f));
- m_camera->SetPerspective(45.f, 1280.f, 960.f, .1f, 1000.f);
- //m_camera->SetOrtho(1280.f / 6, 960.f / 6, -1000.f, 1000.f);
- Ticker::Ref(m_camera);
-
- m_ready = false;
-
- m_simulation = new Simulation();
- m_simulation->Init();
- vec3 NewGravity = vec3(.0f, -10.0f, .0f);
- m_simulation->SetGravity(NewGravity);
- m_simulation->SetContinuousDetection(true);
- m_simulation->SetTimestep(1.f / 120.f);
- Ticker::Ref(m_simulation);
-
- float offset = 29.5f;
- vec3 pos_offset = vec3(.0f, 30.f, .0f);
- for (int i=0; i < 6; i++)
- {
- vec3 NewPosition = vec3(.0f);
- quat NewRotation = quat(1.f);
-
- PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation);
-
- int idx = i/2;
- NewPosition = pos_offset;
- NewPosition[idx] += offset;
- offset *= -1.f;
-
- if (idx != 1)
- {
- vec3 axis = vec3(.0f);
- axis[2 - idx] = 1;
- NewRotation = quat::rotate(90.f, axis);
- }
-
- NewPhyobj->SetTransform(NewPosition, NewRotation);
- Ticker::Ref(NewPhyobj);
- m_ground_list << NewPhyobj;
- }
-
- if (1)
- {
- for (int x=0; x < 6; x++)
- {
- for (int y=0; y < 6; y++)
- {
- for (int z=0; z < 5; z++)
- {
- PhysicsObject* new_physobj = new PhysicsObject(m_simulation, 1000.f,
- vec3(-20.f, 15.f, -20.f) +
- vec3(8.f * (float)x, 8.f * (float)y, 8.f * (float)z));
- m_physobj_list << new_physobj;
- Ticker::Ref(new_physobj);
- }
- }
- }
- }
-
- if (1)
- {
- Array<PhysicsObject*> RopeElements;
- for (int i = 0; i < 14; i++)
- {
- PhysicsObject* new_physobj = new PhysicsObject(m_simulation, 1000.f,
- vec3(0.f, 15.f, -20.f) +
- vec3(0.f, 0.f, 2.f * (float)i), 1);
- RopeElements << new_physobj;
- m_physobj_list << new_physobj;
- Ticker::Ref(new_physobj);
- if (RopeElements.Count() > 1)
- {
- EasyConstraint* new_constraint = new EasyConstraint();
-
- vec3 A2B = .5f * (RopeElements[i]->GetPhysic()->GetTransform().v3.xyz -
- RopeElements[i - 1]->GetPhysic()->GetTransform().v3.xyz);
- new_constraint->SetPhysObjA(RopeElements[i - 1]->GetPhysic(), lol::mat4::translate(A2B));
- new_constraint->SetPhysObjB(RopeElements[i]->GetPhysic(), lol::mat4::translate(-A2B));
- new_constraint->InitConstraintToPoint2Point();
- new_constraint->DisableCollisionBetweenObjs(true);
- new_constraint->AddToSimulation(m_simulation);
- m_constraint_list << new_constraint;
- }
- }
- }
-
- #if 0
- //init Physics
- {
- m_bt_ccd_mode = USE_CCD;
-
- //collision configuration contains default setup for memory, collision setup
- m_bt_collision_config = new btDefaultCollisionConfiguration();
-
- //use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
- m_bt_dispatcher = new btCollisionDispatcher(m_bt_collision_config);
- m_bt_dispatcher->registerCollisionCreateFunc(BOX_SHAPE_PROXYTYPE,
- BOX_SHAPE_PROXYTYPE,
- m_bt_collision_config->getCollisionAlgorithmCreateFunc(CONVEX_SHAPE_PROXYTYPE,
- CONVEX_SHAPE_PROXYTYPE));
-
- m_bt_broadphase = new btDbvtBroadphase();
-
- ///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
- m_bt_solver = new btSequentialImpulseConstraintSolver;
-
- m_bt_world = new btDiscreteDynamicsWorld(m_bt_dispatcher, m_bt_broadphase, m_bt_solver, m_bt_collision_config);
- //m_bt_world->setDebugDrawer(&sDebugDrawer);
- m_bt_world->getSolverInfo().m_splitImpulse = true;
- m_bt_world->getSolverInfo().m_numIterations = 20;
-
- m_bt_world->getDispatchInfo().m_useContinuous = (m_bt_ccd_mode == USE_CCD);
- m_bt_world->setGravity(btVector3(0,-10,0));
-
- ///create a few basic rigid bodies
- btBoxShape* box = new btBoxShape(btVector3(btScalar(110.),btScalar(1.),btScalar(110.)));
- btCollisionShape* groundShape = box;
- m_bt_collision_shapes << groundShape;
- m_ground_mesh.Compile("[sc#ddd afcb220 2 220 -1]");
-
- //m_bt_collision_shapes << new btCylinderShape(btVector3(.5f,.5f,.5f));
-
- btTransform groundTransform;
- groundTransform.setIdentity();
-
- //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);
-
- //add the body to the dynamics world
- m_bt_world->addRigidBody(body);
- }
-
- //Adding Shapes
- {
- //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));
- m_rigid_mesh[0].Compile("[sc#add afcb2 2 2 -.1]");
- m_rigid_mesh[1].Compile("[sc#dad afcb2 2 2 -.1]");
- m_rigid_mesh[2].Compile("[sc#dda afcb2 2 2 -.1]");
- m_rigid_mesh[3].Compile("[sc#daa afcb2 2 2 -.1]");
- m_rigid_mesh[4].Compile("[sc#ada afcb2 2 2 -.1]");
- m_rigid_mesh[5].Compile("[sc#aad afcb2 2 2 -.1]");
-
- m_bt_collision_shapes << colShape;
- m_bt_dynamic_shapes << 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 i;
- for (i=0;i<gNumObjects;i++)
- {
- btCollisionShape* shape = colShape;
- btTransform trans;
- trans.setIdentity();
-
- //stack them
- int colsize = 10;
- int row = int(((float)i*CUBE_HALF_EXTENTS*2.0f)/((float)colsize*2.0f*CUBE_HALF_EXTENTS));
- int row2 = row;
- int col = (i)%(colsize)-colsize/2;
-
- if (col>3)
- {
- col=11;
- row2 |=1;
- }
-
- btVector3 pos(((row+col+row2) % 4)*CUBE_HALF_EXTENTS,
- 20.0f + row*8*CUBE_HALF_EXTENTS+CUBE_HALF_EXTENTS+EXTRA_HEIGHT,
- col*8*CUBE_HALF_EXTENTS + 2 * (row2%2)*CUBE_HALF_EXTENTS);
-
- trans.setOrigin(pos);
-
- float mass = 1.f;
-
-
- 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
-
- btDefaultMotionState* myMotionState = new btDefaultMotionState(trans);
-
- btRigidBody::btRigidBodyConstructionInfo cInfo(mass,myMotionState,shape,localInertia);
-
- btRigidBody* body = new btRigidBody(cInfo);
- body->setContactProcessingThreshold(BT_LARGE_FLOAT);
-
- m_bt_world->addRigidBody(body);
-
- ///when using m_ccdMode
- if (m_bt_ccd_mode == USE_CCD)
- {
- body->setCcdMotionThreshold(CUBE_HALF_EXTENTS);
- body->setCcdSweptSphereRadius(0.9*CUBE_HALF_EXTENTS);
- }
- }
- }
- }
- #endif
- }
-
- void BtPhysTest::TickGame(float seconds)
- {
- WorldEntity::TickGame(seconds);
-
- if (Input::GetButtonState(27 /*SDLK_ESCAPE*/))
- Ticker::Shutdown();
-
- vec3 GroundBarycenter = vec3(.0f);
- vec3 PhysObjBarycenter = vec3(.0f);
- float factor = .0f;
-
- for (int i = 0; i < m_ground_list.Count(); i++)
- {
- PhysicsObject* PhysObj = m_ground_list[i];
- mat4 GroundMat = PhysObj->GetTransform();
-
- GroundBarycenter += GroundMat.v3.xyz;
- factor += 1.f;
- }
-
- GroundBarycenter /= factor;
-
- for (int i = 0; i < m_ground_list.Count(); i++)
- {
- PhysicsObject* PhysObj = m_ground_list[i];
-
- mat4 GroundMat = PhysObj->GetTransform();
- vec3 CenterToGround = GroundMat.v3.xyz - GroundBarycenter;
- vec3 CenterToCam = m_camera->m_position - GroundBarycenter;
-
- if (dot(normalize(CenterToCam - CenterToGround),
- normalize(CenterToGround)) > 0.f)
- PhysObj->SetRender(false);
- else
- PhysObj->SetRender(true);
- }
-
- if (1)
- {
- for (int i = 0; i < m_ground_list.Count(); i++)
- {
- PhysicsObject* PhysObj = m_ground_list[i];
-
- mat4 GroundMat = PhysObj->GetTransform();
- mat4 CenterMx = mat4::translate(GroundBarycenter);
- GroundMat = inverse(CenterMx) * GroundMat;
- GroundMat = CenterMx *
- mat4(quat::fromeuler_xyz(vec3(.0f, 20.f, 20.0f) * seconds))
- * GroundMat;
- PhysObj->SetTransform(GroundMat.v3.xyz, quat(GroundMat));
- }
- }
-
- PhysObjBarycenter = vec3(.0f);
- for (int i = 0; i < m_physobj_list.Count(); i++)
- {
- PhysicsObject* PhysObj = m_physobj_list[i];
- mat4 GroundMat = PhysObj->GetTransform();
-
- PhysObjBarycenter += GroundMat.v3.xyz;
- factor += 1.f;
- }
-
- PhysObjBarycenter /= factor;
-
- m_camera->SetTarget(PhysObjBarycenter);
- m_camera->SetPosition(GroundBarycenter + normalize(GroundBarycenter - PhysObjBarycenter) * 60.0f);
-
- #if 0
- ///step the simulation
- if (m_bt_world)
- {
- //int steps = (int)(seconds / 0.005f);
- //for (int i = 0; i < steps; i++)
- m_bt_world->stepSimulation(seconds /*/ steps*/);
- //optional but useful: debug drawing
- //m_bt_world->debugDrawWorld();
- }
- #endif
- }
-
- void BtPhysTest::TickDraw(float seconds)
- {
- WorldEntity::TickDraw(seconds);
-
- if (!m_ready)
- {
- #if 0
- m_ground_mesh.MeshConvert();
- m_rigid_mesh[0].MeshConvert();
- m_rigid_mesh[1].MeshConvert();
- m_rigid_mesh[2].MeshConvert();
- m_rigid_mesh[3].MeshConvert();
- m_rigid_mesh[4].MeshConvert();
- m_rigid_mesh[5].MeshConvert();
- #endif
- /* FIXME: this object never cleans up */
- m_ready = true;
- }
-
- Video::SetClearColor(vec4(0.0f, 0.0f, 0.12f, 1.0f));
-
- #if 0
- vec3 BarycenterLocation = vec3(.0f);
- float BarycenterFactor = 0.0f;
- for(int i=0;i<gNumObjects;i++)
- {
- mat4 m(1.0f);
- btMatrix3x3 rot; rot.setIdentity();
- btCollisionObject* colObj = m_bt_world->getCollisionObjectArray()[i];
- btRigidBody* body = btRigidBody::upcast(colObj);
- if(body && body->getMotionState())
- {
- btDefaultMotionState* myMotionState = (btDefaultMotionState*)body->getMotionState();
- myMotionState->m_graphicsWorldTrans.getOpenGLMatrix(&m[0][0]);
- rot = myMotionState->m_graphicsWorldTrans.getBasis();
- }
- else
- {
- colObj->getWorldTransform().getOpenGLMatrix(&m[0][0]);
- rot = colObj->getWorldTransform().getBasis();
- }
- if (i > 0)
- {
- BarycenterLocation += m.v3.xyz;
- BarycenterFactor += 1.0f;
- }
- if (i == 0)
- m_ground_mesh.Render(m);
- else
- m_rigid_mesh[i % 6].Render(m);
- }
- if (BarycenterFactor > .0f)
- {
- BarycenterLocation /= BarycenterFactor;
-
- m_camera->SetTarget(BarycenterLocation);
- m_camera->SetPosition(BarycenterLocation + vec3(-20.0f, 8.0f, .0f));
- }
- #endif
- }
-
- BtPhysTest::~BtPhysTest()
- {
- Ticker::Unref(m_camera);
-
- while (m_constraint_list.Count())
- {
- EasyConstraint* CurPop = m_constraint_list.Last();
- m_constraint_list.Pop();
- CurPop->RemoveFromSimulation(m_simulation);
- delete CurPop;
- }
- while (m_ground_list.Count())
- {
- PhysicsObject* CurPop = m_ground_list.Last();
- m_ground_list.Pop();
- CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
- Ticker::Unref(CurPop);
- }
- while (m_physobj_list.Count())
- {
- PhysicsObject* CurPop = m_physobj_list.Last();
- m_physobj_list.Pop();
- CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
- Ticker::Unref(CurPop);
- }
- Ticker::Unref(m_simulation);
-
- #if 0
- //Exit Physics
- {
- //cleanup in the reverse order of creation/initialization
- //remove the rigidbodies from the dynamics world and delete them
- for (int i = m_bt_world->getNumCollisionObjects() - 1; i >= 0 ;i--)
- {
- btCollisionObject* obj = m_bt_world->getCollisionObjectArray()[i];
- btRigidBody* body = btRigidBody::upcast(obj);
- if (body && body->getMotionState())
- delete body->getMotionState();
-
- m_bt_world->removeCollisionObject(obj);
- delete obj;
- }
-
- //delete collision shapes
- for (int j = 0; j < m_bt_collision_shapes.Count(); j++)
- {
- btCollisionShape* shape = m_bt_collision_shapes[j];
- delete shape;
- }
- m_bt_collision_shapes.Empty();
-
- delete m_bt_world;
- delete m_bt_solver;
- delete m_bt_broadphase;
- delete m_bt_dispatcher;
- delete m_bt_collision_config;
- }
- #endif
- }
-
- int main(int argc, char **argv)
- {
- Application app("BtPhysTest", ivec2(1280, 720), 60.0f);
-
- #if defined _MSC_VER && !defined _XBOX
- _chdir("..");
- #elif defined _WIN32 && !defined _XBOX
- _chdir("../..");
- #endif
-
- new BtPhysTest(argc > 1);
- app.ShowPointer(false);
-
- app.Run();
-
- return EXIT_SUCCESS;
- }
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