mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-14 16:14:38 +00:00
* Adjustment: Update Bullet version to 3.24.
This commit is contained in:
parent
35de012ee7
commit
4a3f31df2a
6148 changed files with 2112532 additions and 56873 deletions
301
Engine/lib/bullet/examples/Raycast/RaytestDemo.cpp
Normal file
301
Engine/lib/bullet/examples/Raycast/RaytestDemo.cpp
Normal file
|
|
@ -0,0 +1,301 @@
|
|||
/*
|
||||
Bullet Continuous Collision Detection and Physics Library
|
||||
Copyright (c) 2003-2006 Erwin Coumans https://bulletphysics.org
|
||||
|
||||
This software is provided 'as-is', without any express or implied warranty.
|
||||
In no event will the authors be held liable for any damages arising from the use of this software.
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it freely,
|
||||
subject to the following restrictions:
|
||||
|
||||
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.
|
||||
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#include "RaytestDemo.h"
|
||||
///btBulletDynamicsCommon.h is the main Bullet include file, contains most common include files.
|
||||
#include "btBulletDynamicsCommon.h"
|
||||
#include "BulletCollision/NarrowPhaseCollision/btRaycastCallback.h"
|
||||
#include "BulletCollision/Gimpact/btGImpactShape.h"
|
||||
|
||||
#include <stdio.h> //printf debugging
|
||||
|
||||
#include "LinearMath/btAlignedObjectArray.h"
|
||||
|
||||
///RaytestDemo shows how to use the btCollisionWorld::rayTest feature
|
||||
|
||||
#include "../CommonInterfaces/CommonRigidBodyBase.h"
|
||||
|
||||
class RaytestDemo : public CommonRigidBodyBase
|
||||
{
|
||||
public:
|
||||
RaytestDemo(struct GUIHelperInterface* helper)
|
||||
: CommonRigidBodyBase(helper)
|
||||
{
|
||||
}
|
||||
virtual ~RaytestDemo()
|
||||
{
|
||||
}
|
||||
virtual void initPhysics();
|
||||
|
||||
virtual void exitPhysics();
|
||||
|
||||
void castRays();
|
||||
|
||||
virtual void stepSimulation(float deltaTime);
|
||||
|
||||
virtual void resetCamera()
|
||||
{
|
||||
float dist = 18;
|
||||
float pitch = -30;
|
||||
float yaw = 129;
|
||||
float targetPos[3] = {-4.6, -4.7, -5.75};
|
||||
m_guiHelper->resetCamera(dist, yaw, pitch, targetPos[0], targetPos[1], targetPos[2]);
|
||||
}
|
||||
};
|
||||
|
||||
void RaytestDemo::castRays()
|
||||
{
|
||||
static float up = 0.f;
|
||||
static float dir = 1.f;
|
||||
//add some simple animation
|
||||
//if (!m_idle)
|
||||
{
|
||||
up += 0.01 * dir;
|
||||
|
||||
if (btFabs(up) > 2)
|
||||
{
|
||||
dir *= -1.f;
|
||||
}
|
||||
|
||||
btTransform tr = m_dynamicsWorld->getCollisionObjectArray()[1]->getWorldTransform();
|
||||
static float angle = 0.f;
|
||||
angle += 0.01f;
|
||||
tr.setRotation(btQuaternion(btVector3(0, 1, 0), angle));
|
||||
m_dynamicsWorld->getCollisionObjectArray()[1]->setWorldTransform(tr);
|
||||
}
|
||||
|
||||
///step the simulation
|
||||
if (m_dynamicsWorld)
|
||||
{
|
||||
m_dynamicsWorld->updateAabbs();
|
||||
m_dynamicsWorld->computeOverlappingPairs();
|
||||
|
||||
btVector3 red(1, 0, 0);
|
||||
btVector3 blue(0, 0, 1);
|
||||
|
||||
///all hits
|
||||
{
|
||||
btVector3 from(-30, 1 + up, 0);
|
||||
btVector3 to(30, 1, 0);
|
||||
m_dynamicsWorld->getDebugDrawer()->drawLine(from, to, btVector4(0, 0, 0, 1));
|
||||
btCollisionWorld::AllHitsRayResultCallback allResults(from, to);
|
||||
allResults.m_flags |= btTriangleRaycastCallback::kF_KeepUnflippedNormal;
|
||||
//kF_UseGjkConvexRaytest flag is now enabled by default, use the faster but more approximate algorithm
|
||||
//allResults.m_flags |= btTriangleRaycastCallback::kF_UseSubSimplexConvexCastRaytest;
|
||||
allResults.m_flags |= btTriangleRaycastCallback::kF_UseSubSimplexConvexCastRaytest;
|
||||
|
||||
m_dynamicsWorld->rayTest(from, to, allResults);
|
||||
|
||||
for (int i = 0; i < allResults.m_hitFractions.size(); i++)
|
||||
{
|
||||
btVector3 p = from.lerp(to, allResults.m_hitFractions[i]);
|
||||
m_dynamicsWorld->getDebugDrawer()->drawSphere(p, 0.1, red);
|
||||
m_dynamicsWorld->getDebugDrawer()->drawLine(p, p + allResults.m_hitNormalWorld[i], red);
|
||||
}
|
||||
}
|
||||
|
||||
///first hit
|
||||
{
|
||||
btVector3 from(-30, 1.2, 0);
|
||||
btVector3 to(30, 1.2, 0);
|
||||
m_dynamicsWorld->getDebugDrawer()->drawLine(from, to, btVector4(0, 0, 1, 1));
|
||||
|
||||
btCollisionWorld::ClosestRayResultCallback closestResults(from, to);
|
||||
closestResults.m_flags |= btTriangleRaycastCallback::kF_FilterBackfaces;
|
||||
|
||||
m_dynamicsWorld->rayTest(from, to, closestResults);
|
||||
|
||||
if (closestResults.hasHit())
|
||||
{
|
||||
btVector3 p = from.lerp(to, closestResults.m_closestHitFraction);
|
||||
m_dynamicsWorld->getDebugDrawer()->drawSphere(p, 0.1, blue);
|
||||
m_dynamicsWorld->getDebugDrawer()->drawLine(p, p + closestResults.m_hitNormalWorld, blue);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void RaytestDemo::stepSimulation(float deltaTime)
|
||||
{
|
||||
castRays();
|
||||
CommonRigidBodyBase::stepSimulation(deltaTime);
|
||||
}
|
||||
|
||||
void RaytestDemo::initPhysics()
|
||||
{
|
||||
m_guiHelper->setUpAxis(1);
|
||||
|
||||
///collision configuration contains default setup for memory, collision setup
|
||||
m_collisionConfiguration = new btDefaultCollisionConfiguration();
|
||||
//m_collisionConfiguration->setConvexConvexMultipointIterations();
|
||||
|
||||
///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
|
||||
m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
|
||||
|
||||
m_broadphase = new btDbvtBroadphase();
|
||||
|
||||
///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
|
||||
btSequentialImpulseConstraintSolver* sol = new btSequentialImpulseConstraintSolver;
|
||||
m_solver = sol;
|
||||
|
||||
m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_solver, m_collisionConfiguration);
|
||||
m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
|
||||
|
||||
m_dynamicsWorld->setGravity(btVector3(0, -10, 0));
|
||||
|
||||
///create a few basic rigid bodies
|
||||
btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(50.), btScalar(50.), btScalar(50.)));
|
||||
// btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0,1,0),50);
|
||||
|
||||
m_collisionShapes.push_back(groundShape);
|
||||
|
||||
btTransform groundTransform;
|
||||
groundTransform.setIdentity();
|
||||
groundTransform.setOrigin(btVector3(0, -50, 0));
|
||||
|
||||
//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);
|
||||
body->setFriction(1);
|
||||
//add the body to the dynamics world
|
||||
m_dynamicsWorld->addRigidBody(body);
|
||||
}
|
||||
|
||||
{
|
||||
btVector3 convexPoints[] = {btVector3(-1, -1, -1), btVector3(-1, -1, 1), btVector3(-1, 1, 1), btVector3(-1, 1, -1),
|
||||
btVector3(2, 0, 0)};
|
||||
|
||||
btVector3 quad[] = {
|
||||
btVector3(0, 1, -1),
|
||||
btVector3(0, 1, 1),
|
||||
btVector3(0, -1, 1),
|
||||
btVector3(0, -1, -1)};
|
||||
|
||||
btTriangleMesh* mesh = new btTriangleMesh();
|
||||
mesh->addTriangle(quad[0], quad[1], quad[2], true);
|
||||
mesh->addTriangle(quad[0], quad[2], quad[3], true);
|
||||
|
||||
btBvhTriangleMeshShape* trimesh = new btBvhTriangleMeshShape(mesh, true, true);
|
||||
//btGImpactMeshShape * trimesh = new btGImpactMeshShape(mesh);
|
||||
//trimesh->updateBound();
|
||||
|
||||
#define NUM_SHAPES 6
|
||||
btCollisionShape* colShapes[NUM_SHAPES] = {
|
||||
trimesh,
|
||||
new btConvexHullShape(&convexPoints[0].getX(), sizeof(convexPoints) / sizeof(btVector3), sizeof(btVector3)),
|
||||
new btSphereShape(1),
|
||||
new btCapsuleShape(0.2, 1),
|
||||
new btCylinderShape(btVector3(0.2, 1, 0.2)),
|
||||
new btBoxShape(btVector3(1, 1, 1))};
|
||||
|
||||
for (int i = 0; i < NUM_SHAPES; i++)
|
||||
m_collisionShapes.push_back(colShapes[i]);
|
||||
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
//create a few dynamic rigidbodies
|
||||
// Re-using the same collision is better for memory usage and performance
|
||||
|
||||
/// Create Dynamic Objects
|
||||
btTransform startTransform;
|
||||
startTransform.setIdentity();
|
||||
startTransform.setOrigin(btVector3((i - 3) * 5, 1, 0));
|
||||
|
||||
btScalar mass(1.f);
|
||||
|
||||
if (!i)
|
||||
mass = 0.f;
|
||||
|
||||
//rigidbody is dynamic if and only if mass is non zero, otherwise static
|
||||
bool isDynamic = (mass != 0.f);
|
||||
|
||||
btVector3 localInertia(0, 0, 0);
|
||||
btCollisionShape* colShape = colShapes[i % NUM_SHAPES];
|
||||
if (isDynamic)
|
||||
colShape->calculateLocalInertia(mass, localInertia);
|
||||
|
||||
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass, 0, colShape, localInertia);
|
||||
rbInfo.m_startWorldTransform = startTransform;
|
||||
btRigidBody* body = new btRigidBody(rbInfo);
|
||||
body->setRollingFriction(0.03);
|
||||
body->setSpinningFriction(0.03);
|
||||
body->setFriction(1);
|
||||
body->setAnisotropicFriction(colShape->getAnisotropicRollingFrictionDirection(), btCollisionObject::CF_ANISOTROPIC_ROLLING_FRICTION);
|
||||
|
||||
m_dynamicsWorld->addRigidBody(body);
|
||||
}
|
||||
}
|
||||
|
||||
m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
|
||||
}
|
||||
|
||||
void RaytestDemo::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;
|
||||
}
|
||||
m_collisionShapes.clear();
|
||||
|
||||
delete m_dynamicsWorld;
|
||||
m_dynamicsWorld = 0;
|
||||
|
||||
delete m_solver;
|
||||
m_solver = 0;
|
||||
|
||||
delete m_broadphase;
|
||||
m_broadphase = 0;
|
||||
|
||||
delete m_dispatcher;
|
||||
m_dispatcher = 0;
|
||||
|
||||
delete m_collisionConfiguration;
|
||||
m_collisionConfiguration = 0;
|
||||
}
|
||||
|
||||
class CommonExampleInterface* RaytestCreateFunc(struct CommonExampleOptions& options)
|
||||
{
|
||||
return new RaytestDemo(options.m_guiHelper);
|
||||
}
|
||||
20
Engine/lib/bullet/examples/Raycast/RaytestDemo.h
Normal file
20
Engine/lib/bullet/examples/Raycast/RaytestDemo.h
Normal file
|
|
@ -0,0 +1,20 @@
|
|||
/*
|
||||
Bullet Continuous Collision Detection and Physics Library
|
||||
Copyright (c) 2003-2006 Erwin Coumans https://bulletphysics.org
|
||||
|
||||
This software is provided 'as-is', without any express or implied warranty.
|
||||
In no event will the authors be held liable for any damages arising from the use of this software.
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it freely,
|
||||
subject to the following restrictions:
|
||||
|
||||
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.
|
||||
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
#ifndef BT_RAYTEST_DEMO_H
|
||||
#define BT_RAYTEST_DEMO_H
|
||||
|
||||
class CommonExampleInterface* RaytestCreateFunc(struct CommonExampleOptions& options);
|
||||
|
||||
#endif //BT_RAYTEST_DEMO_H
|
||||
Loading…
Add table
Add a link
Reference in a new issue