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  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. #if USE_SDL && defined __APPLE__
  28. # include <SDL_main.h>
  29. #endif
  30. #include <bullet/btBulletDynamicsCommon.h>
  31. #include <bullet/btBulletCollisionCommon.h>
  32. #include "core.h"
  33. #include "loldebug.h"
  34. using namespace lol;
  35. #ifndef HAVE_PHYS_USE_BULLET
  36. #define HAVE_PHYS_USE_BULLET
  37. #endif /* HAVE_PHYS_USE_BULLET */
  38. #include "Physics/LolPhysics.h"
  39. #include "Physics/EasyPhysics.h"
  40. #include "PhysicObject.h"
  41. #include "BtPhysTest.h"
  42. using namespace lol::phys;
  43. #define CUBE_HALF_EXTENTS .5f
  44. #define EXTRA_HEIGHT 1.f
  45. int gNumObjects = 64;
  46. BtPhysTest::BtPhysTest(bool editor)
  47. {
  48. /* Create a camera that matches the settings of XNA BtPhysTest */
  49. m_camera = new Camera(vec3(0.f, 600.f, 0.f),
  50. vec3(0.f, 0.f, 0.f),
  51. vec3(0, 1, 0));
  52. m_camera->SetRotation(quat::fromeuler_xyz(0.f, 0.f, 0.f));
  53. m_camera->SetPerspective(90.f, 1280.f, 960.f, .1f, 1000.f);
  54. //m_camera->SetOrtho(1280.f / 6, 960.f / 6, -1000.f, 1000.f);
  55. Ticker::Ref(m_camera);
  56. m_ready = false;
  57. m_simulation = new Simulation();
  58. m_simulation->InitContext();
  59. vec3 NewGravity = vec3(.0f, -10.0f, .0f);
  60. m_simulation->SetGravity(NewGravity);
  61. float offset = 30.f;
  62. vec3 pos_offset = vec3(.0f, 30.f, .0f);
  63. for (int i=0; i < 6; i++)
  64. {
  65. int idx = i/2;
  66. vec3 NewPosition = pos_offset;
  67. NewPosition[idx] += offset;
  68. offset *= -1.f;
  69. quat NewRotation = quat(mat4(1.f));
  70. PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation);
  71. if (idx != 1)
  72. {
  73. vec3 axis = vec3(.0f);
  74. axis[idx] = 1;
  75. NewRotation = quat::rotate(90.f, axis);
  76. }
  77. NewPhyobj->SetTransform(NewPosition, NewRotation);
  78. Ticker::Ref(NewPhyobj);
  79. m_ground_list << NewPhyobj;
  80. }
  81. for (int x=0; x < 5; x++)
  82. {
  83. for (int y=0; y < 5; y++)
  84. {
  85. for (int z=0; z < 4; z++)
  86. {
  87. PhysicsObject* new_physobj = new PhysicsObject(m_simulation, 10.f,
  88. vec3(-20.f, 40.f, -20.f) +
  89. vec3(4.f * (float)x, 4.f * (float)y, 4.f * (float)z));
  90. m_physobj_list << new_physobj;
  91. Ticker::Ref(new_physobj);
  92. }
  93. }
  94. }
  95. #if 0
  96. //init Physics
  97. {
  98. m_bt_ccd_mode = USE_CCD;
  99. //collision configuration contains default setup for memory, collision setup
  100. m_bt_collision_config = new btDefaultCollisionConfiguration();
  101. //use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
  102. m_bt_dispatcher = new btCollisionDispatcher(m_bt_collision_config);
  103. m_bt_dispatcher->registerCollisionCreateFunc(BOX_SHAPE_PROXYTYPE,
  104. BOX_SHAPE_PROXYTYPE,
  105. m_bt_collision_config->getCollisionAlgorithmCreateFunc(CONVEX_SHAPE_PROXYTYPE,
  106. CONVEX_SHAPE_PROXYTYPE));
  107. m_bt_broadphase = new btDbvtBroadphase();
  108. ///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
  109. m_bt_solver = new btSequentialImpulseConstraintSolver;
  110. m_bt_world = new btDiscreteDynamicsWorld(m_bt_dispatcher, m_bt_broadphase, m_bt_solver, m_bt_collision_config);
  111. //m_bt_world->setDebugDrawer(&sDebugDrawer);
  112. m_bt_world->getSolverInfo().m_splitImpulse = true;
  113. m_bt_world->getSolverInfo().m_numIterations = 20;
  114. m_bt_world->getDispatchInfo().m_useContinuous = (m_bt_ccd_mode == USE_CCD);
  115. m_bt_world->setGravity(btVector3(0,-10,0));
  116. ///create a few basic rigid bodies
  117. btBoxShape* box = new btBoxShape(btVector3(btScalar(110.),btScalar(1.),btScalar(110.)));
  118. btCollisionShape* groundShape = box;
  119. m_bt_collision_shapes << groundShape;
  120. m_ground_mesh.Compile("[sc#ddd afcb220 2 220 -1]");
  121. //m_bt_collision_shapes << new btCylinderShape(btVector3(.5f,.5f,.5f));
  122. btTransform groundTransform;
  123. groundTransform.setIdentity();
  124. //We can also use DemoApplication::localCreateRigidBody, but for clarity it is provided here:
  125. {
  126. btScalar mass(0.);
  127. //rigidbody is dynamic if and only if mass is non zero, otherwise static
  128. bool isDynamic = (mass != 0.f);
  129. btVector3 localInertia(0,0,0);
  130. if (isDynamic)
  131. groundShape->calculateLocalInertia(mass,localInertia);
  132. //using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
  133. btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
  134. btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,groundShape,localInertia);
  135. btRigidBody* body = new btRigidBody(rbInfo);
  136. //add the body to the dynamics world
  137. m_bt_world->addRigidBody(body);
  138. }
  139. //Adding Shapes
  140. {
  141. //create a few dynamic rigidbodies
  142. // Re-using the same collision is better for memory usage and performance
  143. btCollisionShape* colShape = new btBoxShape(btVector3(1,1,1));
  144. m_rigid_mesh[0].Compile("[sc#add afcb2 2 2 -.1]");
  145. m_rigid_mesh[1].Compile("[sc#dad afcb2 2 2 -.1]");
  146. m_rigid_mesh[2].Compile("[sc#dda afcb2 2 2 -.1]");
  147. m_rigid_mesh[3].Compile("[sc#daa afcb2 2 2 -.1]");
  148. m_rigid_mesh[4].Compile("[sc#ada afcb2 2 2 -.1]");
  149. m_rigid_mesh[5].Compile("[sc#aad afcb2 2 2 -.1]");
  150. m_bt_collision_shapes << colShape;
  151. m_bt_dynamic_shapes << colShape;
  152. /// Create Dynamic Objects
  153. btTransform startTransform;
  154. startTransform.setIdentity();
  155. btScalar mass(1.f);
  156. //rigidbody is dynamic if and only if mass is non zero, otherwise static
  157. bool isDynamic = (mass != 0.f);
  158. btVector3 localInertia(0,0,0);
  159. if (isDynamic)
  160. colShape->calculateLocalInertia(mass,localInertia);
  161. int i;
  162. for (i=0;i<gNumObjects;i++)
  163. {
  164. btCollisionShape* shape = colShape;
  165. btTransform trans;
  166. trans.setIdentity();
  167. //stack them
  168. int colsize = 10;
  169. int row = int(((float)i*CUBE_HALF_EXTENTS*2.0f)/((float)colsize*2.0f*CUBE_HALF_EXTENTS));
  170. int row2 = row;
  171. int col = (i)%(colsize)-colsize/2;
  172. if (col>3)
  173. {
  174. col=11;
  175. row2 |=1;
  176. }
  177. btVector3 pos(((row+col+row2) % 4)*CUBE_HALF_EXTENTS,
  178. 20.0f + row*8*CUBE_HALF_EXTENTS+CUBE_HALF_EXTENTS+EXTRA_HEIGHT,
  179. col*8*CUBE_HALF_EXTENTS + 2 * (row2%2)*CUBE_HALF_EXTENTS);
  180. trans.setOrigin(pos);
  181. float mass = 1.f;
  182. btAssert((!shape || shape->getShapeType() != INVALID_SHAPE_PROXYTYPE));
  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. shape->calculateLocalInertia(mass,localInertia);
  188. //using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
  189. btDefaultMotionState* myMotionState = new btDefaultMotionState(trans);
  190. btRigidBody::btRigidBodyConstructionInfo cInfo(mass,myMotionState,shape,localInertia);
  191. btRigidBody* body = new btRigidBody(cInfo);
  192. body->setContactProcessingThreshold(BT_LARGE_FLOAT);
  193. m_bt_world->addRigidBody(body);
  194. ///when using m_ccdMode
  195. if (m_bt_ccd_mode == USE_CCD)
  196. {
  197. body->setCcdMotionThreshold(CUBE_HALF_EXTENTS);
  198. body->setCcdSweptSphereRadius(0.9*CUBE_HALF_EXTENTS);
  199. }
  200. }
  201. }
  202. }
  203. #endif
  204. }
  205. void BtPhysTest::TickGame(float seconds)
  206. {
  207. WorldEntity::TickGame(seconds);
  208. if (Input::GetButtonState(27 /*SDLK_ESCAPE*/))
  209. Ticker::Shutdown();
  210. m_simulation->TickContext(seconds);
  211. vec3 barycenter = vec3(.0f);
  212. float factor = .0f;
  213. for (int i = 0; i < m_ground_list.Count(); i++)
  214. {
  215. PhysicsObject* PhysObj = m_ground_list[i];
  216. mat4 GroundMat = PhysObj->GetTransform();
  217. vec3 CenterToGround = GroundMat.v3.xyz - vec3(.0f, 50.f, .0f);
  218. vec3 CenterToCam = m_camera->m_position - vec3(.0f, 50.f, .0f);
  219. if (dot(CenterToCam, CenterToGround) > .0f)
  220. PhysObj->SetRender(false);
  221. else
  222. PhysObj->SetRender(true);
  223. barycenter += GroundMat.v3.xyz;
  224. factor += 1.f;
  225. }
  226. barycenter /= factor;
  227. for (int i = 0; i < m_ground_list.Count(); i++)
  228. {
  229. PhysicsObject* PhysObj = m_ground_list[i];
  230. mat4 GroundMat = PhysObj->GetTransform();
  231. mat4 CenterMx = mat4::translate(barycenter);
  232. //GroundMat = inverse(CenterMx) * GroundMat;
  233. //GroundMat = CenterMx * GroundMat;
  234. //mat4(quat::rotate(seconds * 10.0f, vec3(0, 1, 0))) * CenterMx;
  235. //PhysObj->SetTransform(GroundMat.v3.xyz, quat(GroundMat));
  236. }
  237. m_camera->SetTarget(barycenter);
  238. m_camera->SetPosition(vec3(-40.0f, 60.0f, -40.0f));
  239. #if 0
  240. ///step the simulation
  241. if (m_bt_world)
  242. {
  243. //int steps = (int)(seconds / 0.005f);
  244. //for (int i = 0; i < steps; i++)
  245. m_bt_world->stepSimulation(seconds /*/ steps*/);
  246. //optional but useful: debug drawing
  247. //m_bt_world->debugDrawWorld();
  248. }
  249. #endif
  250. }
  251. void BtPhysTest::TickDraw(float seconds)
  252. {
  253. WorldEntity::TickDraw(seconds);
  254. if (!m_ready)
  255. {
  256. #if 0
  257. m_ground_mesh.MeshConvert();
  258. m_rigid_mesh[0].MeshConvert();
  259. m_rigid_mesh[1].MeshConvert();
  260. m_rigid_mesh[2].MeshConvert();
  261. m_rigid_mesh[3].MeshConvert();
  262. m_rigid_mesh[4].MeshConvert();
  263. m_rigid_mesh[5].MeshConvert();
  264. #endif
  265. /* FIXME: this object never cleans up */
  266. m_ready = true;
  267. }
  268. Video::SetClearColor(vec4(0.0f, 0.0f, 0.12f, 1.0f));
  269. #if 0
  270. vec3 BarycenterLocation = vec3(.0f);
  271. float BarycenterFactor = 0.0f;
  272. for(int i=0;i<gNumObjects;i++)
  273. {
  274. mat4 m(1.0f);
  275. btMatrix3x3 rot; rot.setIdentity();
  276. btCollisionObject* colObj = m_bt_world->getCollisionObjectArray()[i];
  277. btRigidBody* body = btRigidBody::upcast(colObj);
  278. if(body && body->getMotionState())
  279. {
  280. btDefaultMotionState* myMotionState = (btDefaultMotionState*)body->getMotionState();
  281. myMotionState->m_graphicsWorldTrans.getOpenGLMatrix(&m[0][0]);
  282. rot = myMotionState->m_graphicsWorldTrans.getBasis();
  283. }
  284. else
  285. {
  286. colObj->getWorldTransform().getOpenGLMatrix(&m[0][0]);
  287. rot = colObj->getWorldTransform().getBasis();
  288. }
  289. if (i > 0)
  290. {
  291. BarycenterLocation += m.v3.xyz;
  292. BarycenterFactor += 1.0f;
  293. }
  294. if (i == 0)
  295. m_ground_mesh.Render(m);
  296. else
  297. m_rigid_mesh[i % 6].Render(m);
  298. }
  299. if (BarycenterFactor > .0f)
  300. {
  301. BarycenterLocation /= BarycenterFactor;
  302. m_camera->SetTarget(BarycenterLocation);
  303. m_camera->SetPosition(BarycenterLocation + vec3(-20.0f, 8.0f, .0f));
  304. }
  305. #endif
  306. }
  307. BtPhysTest::~BtPhysTest()
  308. {
  309. Ticker::Unref(m_camera);
  310. while (m_ground_list.Count())
  311. {
  312. PhysicsObject* CurPop = m_ground_list.Last();
  313. m_ground_list.Pop();
  314. Ticker::Unref(CurPop);
  315. }
  316. while (m_physobj_list.Count())
  317. {
  318. PhysicsObject* CurPop = m_physobj_list.Last();
  319. m_physobj_list.Pop();
  320. Ticker::Unref(CurPop);
  321. }
  322. #if 0
  323. //Exit Physics
  324. {
  325. //cleanup in the reverse order of creation/initialization
  326. //remove the rigidbodies from the dynamics world and delete them
  327. for (int i = m_bt_world->getNumCollisionObjects() - 1; i >= 0 ;i--)
  328. {
  329. btCollisionObject* obj = m_bt_world->getCollisionObjectArray()[i];
  330. btRigidBody* body = btRigidBody::upcast(obj);
  331. if (body && body->getMotionState())
  332. delete body->getMotionState();
  333. m_bt_world->removeCollisionObject(obj);
  334. delete obj;
  335. }
  336. //delete collision shapes
  337. for (int j = 0; j < m_bt_collision_shapes.Count(); j++)
  338. {
  339. btCollisionShape* shape = m_bt_collision_shapes[j];
  340. delete shape;
  341. }
  342. m_bt_collision_shapes.Empty();
  343. delete m_bt_world;
  344. delete m_bt_solver;
  345. delete m_bt_broadphase;
  346. delete m_bt_dispatcher;
  347. delete m_bt_collision_config;
  348. }
  349. #endif
  350. }
  351. int main(int argc, char **argv)
  352. {
  353. Application app("BtPhysTest", ivec2(1280, 720), 60.0f);
  354. #if defined _MSC_VER && !defined _XBOX
  355. _chdir("..");
  356. #elif defined _WIN32 && !defined _XBOX
  357. _chdir("../..");
  358. #endif
  359. new BtPhysTest(argc > 1);
  360. app.ShowPointer(false);
  361. app.Run();
  362. return EXIT_SUCCESS;
  363. }