#include "GpuCompoundScene.h" #include "GpuRigidBodyDemo.h" #include "OpenGLWindow/ShapeData.h" #include "OpenGLWindow/GLInstancingRenderer.h" #include "Bullet3Common/b3Quaternion.h" #include "OpenGLWindow/b3gWindowInterface.h" #include "Bullet3OpenCL/BroadphaseCollision/b3GpuSapBroadphase.h" #include "../GpuDemoInternalData.h" #include "Bullet3OpenCL/Initialize/b3OpenCLUtils.h" #include "OpenGLWindow/OpenGLInclude.h" #include "OpenGLWindow/GLInstanceRendererInternalData.h" #include "Bullet3OpenCL/ParallelPrimitives/b3LauncherCL.h" #include "Bullet3OpenCL/RigidBody/b3GpuRigidBodyPipeline.h" #include "Bullet3OpenCL/RigidBody/b3GpuNarrowPhase.h" #include "Bullet3Collision/NarrowPhaseCollision/b3Config.h" #include "GpuRigidBodyDemoInternalData.h" #include "Bullet3Common/b3Transform.h" #include "OpenGLWindow/GLInstanceGraphicsShape.h" #define NUM_COMPOUND_CHILDREN_X 4 #define NUM_COMPOUND_CHILDREN_Y 4 #define NUM_COMPOUND_CHILDREN_Z 4 void GpuCompoundScene::setupScene(const ConstructionInfo& ci) { createStaticEnvironment(ci); int strideInBytes = 9 * sizeof(float); int numVertices = sizeof(cube_vertices) / strideInBytes; int numIndices = sizeof(cube_indices) / sizeof(int); float scaling[4] = {1, 1, 1, 1}; GLInstanceVertex* cubeVerts = (GLInstanceVertex*)&cube_vertices[0]; int stride2 = sizeof(GLInstanceVertex); b3Assert(stride2 == strideInBytes); int index = 0; int colIndex = -1; b3AlignedObjectArray vertexArray; b3AlignedObjectArray indexArray; { int childColIndex = m_data->m_np->registerConvexHullShape(&cube_vertices[0], strideInBytes, numVertices, scaling); /* b3Vector3 childPositions[3] = { b3Vector3(0,-2,0), b3Vector3(0,0,0), b3Vector3(0,0,2) }; */ b3AlignedObjectArray childShapes; for (int x = 0; x < NUM_COMPOUND_CHILDREN_X; x++) for (int y = 0; y < NUM_COMPOUND_CHILDREN_Y; y++) for (int z = 0; z < NUM_COMPOUND_CHILDREN_Z; z++) { int blax = x != 0 ? 1 : 0; int blay = y != 0 ? 1 : 0; int blaz = z != 0 ? 1 : 0; int bla = blax + blay + blaz; if (bla != 1) continue; //for now, only support polyhedral child shapes b3GpuChildShape child; child.m_shapeIndex = childColIndex; b3Vector3 pos = b3MakeVector3((x - NUM_COMPOUND_CHILDREN_X / 2.f) * 2, (y - NUM_COMPOUND_CHILDREN_X / 2.f) * 2, (z - NUM_COMPOUND_CHILDREN_X / 2.f) * 2); //childPositions[i]; b3Quaternion orn(0, 0, 0, 1); for (int v = 0; v < 4; v++) { child.m_childPosition[v] = pos[v]; child.m_childOrientation[v] = orn[v]; } childShapes.push_back(child); b3Transform tr; tr.setIdentity(); tr.setOrigin(pos); tr.setRotation(orn); int baseIndex = vertexArray.size(); for (int j = 0; j < numIndices; j++) indexArray.push_back(cube_indices[j] + baseIndex); //add transformed graphics vertices and indices for (int v = 0; v < numVertices; v++) { GLInstanceVertex vert = cubeVerts[v]; b3Vector3 vertPos = b3MakeVector3(vert.xyzw[0], vert.xyzw[1], vert.xyzw[2]); b3Vector3 newPos = tr * vertPos; vert.xyzw[0] = newPos[0]; vert.xyzw[1] = newPos[1]; vert.xyzw[2] = newPos[2]; vert.xyzw[3] = 0.f; vertexArray.push_back(vert); } } colIndex = m_data->m_np->registerCompoundShape(&childShapes); } //int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices); int shapeId = ci.m_instancingRenderer->registerShape(&vertexArray[0].xyzw[0], vertexArray.size(), &indexArray[0], indexArray.size()); b3Vector4 colors[4] = { b3MakeVector4(1, 0, 0, 1), b3MakeVector4(0, 1, 0, 1), b3MakeVector4(0, 0, 1, 1), b3MakeVector4(0, 1, 1, 1), }; int curColor = 0; for (int i = 0; i < ci.arraySizeX; i++) { for (int j = 0; j < ci.arraySizeY; j++) { for (int k = 0; k < ci.arraySizeZ; k++) { float mass = 1; //j==0? 0.f : 1.f; b3Vector3 position = b3MakeVector3((i - ci.arraySizeX / 2.) * ci.gapX, 35 + j * 3 * ci.gapY, (k - ci.arraySizeZ / 2.f) * ci.gapZ); //b3Quaternion orn(0,0,0,1); b3Quaternion orn(b3MakeVector3(1, 0, 0), 0.7); b3Vector4 color = colors[curColor]; curColor++; curColor &= 3; b3Vector4 scaling = b3MakeVector4(1, 1, 1, 1); int id = ci.m_instancingRenderer->registerGraphicsInstance(shapeId, position, orn, color, scaling); int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(mass, position, orn, colIndex, index, false); index++; } } } m_data->m_rigidBodyPipeline->writeAllInstancesToGpu(); float camPos[4] = {0, 0, 0}; //65.5,4.5,65.5,0}; //float camPos[4]={1,12.5,1.5,0}; m_instancingRenderer->setCameraTargetPosition(camPos); m_instancingRenderer->setCameraDistance(320); } void GpuCompoundScene::createStaticEnvironment(const ConstructionInfo& ci) { int strideInBytes = 9 * sizeof(float); //int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices); int group = 1; int mask = 1; int index = 0; int colIndex = 0; { if (1) { float radius = 41; int prevGraphicsShapeIndex = -1; { if (radius >= 100) { int numVertices = sizeof(detailed_sphere_vertices) / strideInBytes; int numIndices = sizeof(detailed_sphere_indices) / sizeof(int); prevGraphicsShapeIndex = ci.m_instancingRenderer->registerShape(&detailed_sphere_vertices[0], numVertices, detailed_sphere_indices, numIndices); } else { bool usePointSprites = false; if (usePointSprites) { int numVertices = sizeof(point_sphere_vertices) / strideInBytes; int numIndices = sizeof(point_sphere_indices) / sizeof(int); prevGraphicsShapeIndex = ci.m_instancingRenderer->registerShape(&point_sphere_vertices[0], numVertices, point_sphere_indices, numIndices, B3_GL_POINTS); } else { if (radius >= 10) { int numVertices = sizeof(medium_sphere_vertices) / strideInBytes; int numIndices = sizeof(medium_sphere_indices) / sizeof(int); prevGraphicsShapeIndex = ci.m_instancingRenderer->registerShape(&medium_sphere_vertices[0], numVertices, medium_sphere_indices, numIndices); } else { int numVertices = sizeof(low_sphere_vertices) / strideInBytes; int numIndices = sizeof(low_sphere_indices) / sizeof(int); prevGraphicsShapeIndex = ci.m_instancingRenderer->registerShape(&low_sphere_vertices[0], numVertices, low_sphere_indices, numIndices); } } } } b3Vector4 colors[4] = { b3MakeVector4(1, 0, 0, 1), b3MakeVector4(0, 1, 0, 1), b3MakeVector4(0, 1, 1, 1), b3MakeVector4(1, 1, 0, 1), }; int curColor = 1; //int colIndex = m_data->m_np->registerConvexHullShape(&cube_vertices[0],strideInBytes,numVertices, scaling); int colIndex = m_data->m_np->registerSphereShape(radius); //>registerConvexHullShape(&cube_vertices[0],strideInBytes,numVertices, scaling); float mass = 0.f; //b3Vector3 position((j&1)+i*2.2,1+j*2.,(j&1)+k*2.2); b3Vector3 position = b3MakeVector3(0, -41, 0); b3Quaternion orn(0, 0, 0, 1); b3Vector4 color = colors[curColor]; curColor++; curColor &= 3; b3Vector4 scaling = b3MakeVector4(radius, radius, radius, 1); int id = ci.m_instancingRenderer->registerGraphicsInstance(prevGraphicsShapeIndex, position, orn, color, scaling); int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(mass, position, orn, colIndex, index, false); index++; } } } void GpuCompoundPlaneScene::createStaticEnvironment(const ConstructionInfo& ci) { int index = 0; b3Vector3 normal = b3MakeVector3(0, 1, 0); float constant = 0.f; int strideInBytes = 9 * sizeof(float); int numVertices = sizeof(cube_vertices) / strideInBytes; int numIndices = sizeof(cube_indices) / sizeof(int); b3Vector4 scaling = b3MakeVector4(400, 1., 400, 1); //int colIndex = m_data->m_np->registerPlaneShape(normal,constant);//>registerConvexHullShape(&cube_vertices[0],strideInBytes,numVertices, scaling); int colIndex = m_data->m_np->registerConvexHullShape(&cube_vertices[0], strideInBytes, numVertices, scaling); b3Vector3 position = b3MakeVector3(0, 0, 0); b3Quaternion orn(0, 0, 0, 1); // b3Quaternion orn(b3Vector3(1,0,0),0.3); b3Vector4 color = b3MakeVector4(0, 0, 1, 1); int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0], numVertices, cube_indices, numIndices); int id = ci.m_instancingRenderer->registerGraphicsInstance(shapeId, position, orn, color, scaling); int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(0.f, position, orn, colIndex, index, false); }