#ifndef COMMON_RIGID_BODY_MT_BASE_H #define COMMON_RIGID_BODY_MT_BASE_H #include "btBulletDynamicsCommon.h" #include "../CommonInterfaces/CommonExampleInterface.h" #include "../CommonInterfaces/CommonGUIHelperInterface.h" #include "../CommonInterfaces/CommonRenderInterface.h" #include "../CommonInterfaces/CommonCameraInterface.h" #include "../CommonInterfaces/CommonGraphicsAppInterface.h" #include "../CommonInterfaces/CommonWindowInterface.h" enum SolverType { SOLVER_TYPE_SEQUENTIAL_IMPULSE, SOLVER_TYPE_SEQUENTIAL_IMPULSE_MT, SOLVER_TYPE_NNCG, SOLVER_TYPE_MLCP_PGS, SOLVER_TYPE_MLCP_DANTZIG, SOLVER_TYPE_MLCP_LEMKE, SOLVER_TYPE_COUNT }; inline const char* getSolverTypeName(SolverType t) { switch (t) { case SOLVER_TYPE_SEQUENTIAL_IMPULSE: return "SequentialImpulse"; case SOLVER_TYPE_SEQUENTIAL_IMPULSE_MT: return "SequentialImpulseMt"; case SOLVER_TYPE_NNCG: return "NNCG"; case SOLVER_TYPE_MLCP_PGS: return "MLCP ProjectedGaussSeidel"; case SOLVER_TYPE_MLCP_DANTZIG: return "MLCP Dantzig"; case SOLVER_TYPE_MLCP_LEMKE: return "MLCP Lemke"; default: { } } btAssert(!"unhandled solver type in switch"); return "???"; } struct CommonRigidBodyMTBase : public CommonExampleInterface { //keep the collision shapes, for deletion/cleanup btAlignedObjectArray m_collisionShapes; btBroadphaseInterface* m_broadphase; btCollisionDispatcher* m_dispatcher; btConstraintSolver* m_solver; btDefaultCollisionConfiguration* m_collisionConfiguration; btDiscreteDynamicsWorld* m_dynamicsWorld; SolverType m_solverType; bool m_multithreadedWorld; bool m_multithreadCapable; //data for picking objects class btRigidBody* m_pickedBody; class btTypedConstraint* m_pickedConstraint; int m_savedState; btVector3 m_oldPickingPos; btVector3 m_hitPos; btScalar m_oldPickingDist; struct GUIHelperInterface* m_guiHelper; CommonRigidBodyMTBase(struct GUIHelperInterface* helper); virtual ~CommonRigidBodyMTBase(); btDiscreteDynamicsWorld* getDynamicsWorld() { return m_dynamicsWorld; } virtual void createDefaultParameters(); virtual void createEmptyDynamicsWorld(); virtual void stepSimulation(float deltaTime) { if (m_dynamicsWorld) { m_dynamicsWorld->stepSimulation(deltaTime); } } virtual void drawScreenText(); virtual void renderScene(); virtual void physicsDebugDraw(int debugFlags); virtual void exitPhysics() { removePickingConstraint(); //cleanup in the reverse order of creation/initialization //remove the rigidbodies from the dynamics world and delete them if (m_dynamicsWorld) { int i; for (i = m_dynamicsWorld->getNumConstraints() - 1; i >= 0; i--) { m_dynamicsWorld->removeConstraint(m_dynamicsWorld->getConstraint(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; } virtual void debugDraw(int debugDrawFlags) { if (m_dynamicsWorld) { if (m_dynamicsWorld->getDebugDrawer()) { m_dynamicsWorld->getDebugDrawer()->setDebugMode(debugDrawFlags); } m_dynamicsWorld->debugDrawWorld(); } } virtual bool keyboardCallback(int key, int state) { if ((key == B3G_F3) && state && m_dynamicsWorld) { btDefaultSerializer* serializer = new btDefaultSerializer(); m_dynamicsWorld->serialize(serializer); FILE* file = fopen("testFile.bullet", "wb"); fwrite(serializer->getBufferPointer(), serializer->getCurrentBufferSize(), 1, file); fclose(file); //b3Printf("btDefaultSerializer wrote testFile.bullet"); delete serializer; return true; } return false; //don't handle this key } btVector3 getRayTo(int x, int y) { CommonRenderInterface* renderer = m_guiHelper->getRenderInterface(); if (!renderer) { btAssert(0); return btVector3(0, 0, 0); } float top = 1.f; float bottom = -1.f; float nearPlane = 1.f; float tanFov = (top - bottom) * 0.5f / nearPlane; float fov = btScalar(2.0) * btAtan(tanFov); btVector3 camPos, camTarget; renderer->getActiveCamera()->getCameraPosition(camPos); renderer->getActiveCamera()->getCameraTargetPosition(camTarget); btVector3 rayFrom = camPos; btVector3 rayForward = (camTarget - camPos); rayForward.normalize(); float farPlane = 10000.f; rayForward *= farPlane; btVector3 rightOffset; btVector3 cameraUp = btVector3(0, 0, 0); cameraUp[m_guiHelper->getAppInterface()->getUpAxis()] = 1; btVector3 vertical = cameraUp; btVector3 hor; hor = rayForward.cross(vertical); hor.safeNormalize(); vertical = hor.cross(rayForward); vertical.safeNormalize(); float tanfov = tanf(0.5f * fov); hor *= 2.f * farPlane * tanfov; vertical *= 2.f * farPlane * tanfov; btScalar aspect; float width = float(renderer->getScreenWidth()); float height = float(renderer->getScreenHeight()); aspect = width / height; hor *= aspect; btVector3 rayToCenter = rayFrom + rayForward; btVector3 dHor = hor * 1.f / width; btVector3 dVert = vertical * 1.f / height; btVector3 rayTo = rayToCenter - 0.5f * hor + 0.5f * vertical; rayTo += btScalar(x) * dHor; rayTo -= btScalar(y) * dVert; return rayTo; } virtual bool mouseMoveCallback(float x, float y) { CommonRenderInterface* renderer = m_guiHelper->getRenderInterface(); if (!renderer) { btAssert(0); return false; } btVector3 rayTo = getRayTo(int(x), int(y)); btVector3 rayFrom; renderer->getActiveCamera()->getCameraPosition(rayFrom); movePickedBody(rayFrom, rayTo); return false; } virtual bool mouseButtonCallback(int button, int state, float x, float y) { CommonRenderInterface* renderer = m_guiHelper->getRenderInterface(); if (!renderer) { btAssert(0); return false; } CommonWindowInterface* window = m_guiHelper->getAppInterface()->m_window; #if 0 if (window->isModifierKeyPressed(B3G_ALT)) { printf("ALT pressed\n"); } else { printf("NO ALT pressed\n"); } if (window->isModifierKeyPressed(B3G_SHIFT)) { printf("SHIFT pressed\n"); } else { printf("NO SHIFT pressed\n"); } if (window->isModifierKeyPressed(B3G_CONTROL)) { printf("CONTROL pressed\n"); } else { printf("NO CONTROL pressed\n"); } #endif if (state == 1) { if (button == 0 && (!window->isModifierKeyPressed(B3G_ALT) && !window->isModifierKeyPressed(B3G_CONTROL))) { btVector3 camPos; renderer->getActiveCamera()->getCameraPosition(camPos); btVector3 rayFrom = camPos; btVector3 rayTo = getRayTo(int(x), int(y)); pickBody(rayFrom, rayTo); } } else { if (button == 0) { removePickingConstraint(); //remove p2p } } //printf("button=%d, state=%d\n",button,state); return false; } virtual bool pickBody(const btVector3& rayFromWorld, const btVector3& rayToWorld) { if (m_dynamicsWorld == 0) return false; btCollisionWorld::ClosestRayResultCallback rayCallback(rayFromWorld, rayToWorld); m_dynamicsWorld->rayTest(rayFromWorld, rayToWorld, rayCallback); if (rayCallback.hasHit()) { btVector3 pickPos = rayCallback.m_hitPointWorld; btRigidBody* body = (btRigidBody*)btRigidBody::upcast(rayCallback.m_collisionObject); if (body) { //other exclusions? if (!(body->isStaticObject() || body->isKinematicObject())) { m_pickedBody = body; m_savedState = m_pickedBody->getActivationState(); m_pickedBody->setActivationState(DISABLE_DEACTIVATION); //printf("pickPos=%f,%f,%f\n",pickPos.getX(),pickPos.getY(),pickPos.getZ()); btVector3 localPivot = body->getCenterOfMassTransform().inverse() * pickPos; btPoint2PointConstraint* p2p = new btPoint2PointConstraint(*body, localPivot); m_dynamicsWorld->addConstraint(p2p, true); m_pickedConstraint = p2p; btScalar mousePickClamping = 30.f; p2p->m_setting.m_impulseClamp = mousePickClamping; //very weak constraint for picking p2p->m_setting.m_tau = 0.001f; } } // pickObject(pickPos, rayCallback.m_collisionObject); m_oldPickingPos = rayToWorld; m_hitPos = pickPos; m_oldPickingDist = (pickPos - rayFromWorld).length(); // printf("hit !\n"); //add p2p } return false; } virtual bool movePickedBody(const btVector3& rayFromWorld, const btVector3& rayToWorld) { if (m_pickedBody && m_pickedConstraint) { btPoint2PointConstraint* pickCon = static_cast(m_pickedConstraint); if (pickCon) { //keep it at the same picking distance btVector3 newPivotB; btVector3 dir = rayToWorld - rayFromWorld; dir.normalize(); dir *= m_oldPickingDist; newPivotB = rayFromWorld + dir; pickCon->setPivotB(newPivotB); return true; } } return false; } virtual void removePickingConstraint() { if (m_pickedConstraint) { m_pickedBody->forceActivationState(m_savedState); m_pickedBody->activate(); m_dynamicsWorld->removeConstraint(m_pickedConstraint); delete m_pickedConstraint; m_pickedConstraint = 0; m_pickedBody = 0; } } btBoxShape* createBoxShape(const btVector3& halfExtents) { btBoxShape* box = new btBoxShape(halfExtents); return box; } btRigidBody* createRigidBody(float mass, const btTransform& startTransform, btCollisionShape* shape, const btVector4& color = btVector4(1, 0, 0, 1)) { 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 #define USE_MOTIONSTATE 1 #ifdef USE_MOTIONSTATE btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform); btRigidBody::btRigidBodyConstructionInfo cInfo(mass, myMotionState, shape, localInertia); btRigidBody* body = new btRigidBody(cInfo); //body->setContactProcessingThreshold(m_defaultContactProcessingThreshold); #else btRigidBody* body = new btRigidBody(mass, 0, shape, localInertia); body->setWorldTransform(startTransform); #endif // body->setUserIndex(-1); m_dynamicsWorld->addRigidBody(body); return body; } btRigidBody* createKinematicBody(const btTransform& startTransform, btCollisionShape* shape) { btAssert((!shape || shape->getShapeType() != INVALID_SHAPE_PROXYTYPE)); btRigidBody* body = new btRigidBody(0.0f, NULL, shape); body->setWorldTransform(startTransform); body->setCollisionFlags(body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT); body->setUserIndex(-1); m_dynamicsWorld->addRigidBody(body); return body; } }; #endif //#define COMMON_RIGID_BODY_MT_BASE_H