Created
October 21, 2020 23:13
-
-
Save erwincoumans/fa31f678936af29cbbbf76c0413cd70e to your computer and use it in GitHub Desktop.
Kinematic btRigidBody example
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/* | |
Bullet Continuous Collision Detection and Physics Library | |
Copyright (c) 2015 Google Inc. http://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 "BasicExample.h" | |
//#define USE_MOTIONSTATE 1 | |
#include "btBulletDynamicsCommon.h" | |
#include "LinearMath/btTransformUtil.h" | |
#define ARRAY_SIZE_Y 5 | |
#define ARRAY_SIZE_X 5 | |
#define ARRAY_SIZE_Z 5 | |
#include "LinearMath/btVector3.h" | |
#include "LinearMath/btAlignedObjectArray.h" | |
#include "../CommonInterfaces/CommonRigidBodyBase.h" | |
struct BasicExample : public CommonRigidBodyBase | |
{ | |
btRigidBody* m_groundBody; | |
BasicExample(struct GUIHelperInterface* helper) | |
: CommonRigidBodyBase(helper), | |
m_groundBody(0) | |
{ | |
} | |
virtual void stepSimulation(float deltaTime) | |
{ | |
if (m_dynamicsWorld) | |
{ | |
btScalar dt = 1. / 60.; | |
btTransform predictedTrans; | |
btVector3 linearVelocity(0, 0, 0); | |
btVector3 angularVelocity(0, 0.1, 0); | |
btTransformUtil::integrateTransform(m_groundBody->getWorldTransform(), linearVelocity, angularVelocity, dt, predictedTrans); | |
#ifdef USE_MOTIONSTATE | |
m_groundBody->getMotionState()->setWorldTransform(predictedTrans); | |
#else | |
m_groundBody->setWorldTransform(predictedTrans); | |
#endif | |
m_dynamicsWorld->stepSimulation(dt, 0); | |
} | |
} | |
virtual ~BasicExample() {} | |
virtual void initPhysics(); | |
virtual void renderScene(); | |
void resetCamera() | |
{ | |
float dist = 4; | |
float pitch = -30; | |
float yaw = 50; | |
float targetPos[3] = {0, 0, 0}; | |
m_guiHelper->resetCamera(dist, yaw, pitch, targetPos[0], targetPos[1], targetPos[2]); | |
} | |
}; | |
void BasicExample::initPhysics() | |
{ | |
m_guiHelper->setUpAxis(1); | |
createEmptyDynamicsWorld(); | |
m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld); | |
if (m_dynamicsWorld->getDebugDrawer()) | |
m_dynamicsWorld->getDebugDrawer()->setDebugMode(btIDebugDraw::DBG_DrawWireframe + btIDebugDraw::DBG_DrawContactPoints); | |
///create a few basic rigid bodies | |
btBoxShape* groundShape = createBoxShape(btVector3(btScalar(5.), btScalar(0.1), btScalar(5.))); | |
m_collisionShapes.push_back(groundShape); | |
btTransform groundTransform; | |
groundTransform.setIdentity(); | |
groundTransform.setOrigin(btVector3(0, -0.1, 0)); | |
{ | |
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); | |
#ifdef USE_MOTIONSTATE | |
btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform); | |
btRigidBody::btRigidBodyConstructionInfo cInfo(mass, myMotionState, groundShape, localInertia); | |
m_groundBody = new btRigidBody(cInfo); | |
#else | |
m_groundBody = new btRigidBody(mass, 0, shape, localInertia); | |
m_groundBody->setWorldTransform(startTransform); | |
#endif // | |
m_groundBody->setUserIndex(-1); | |
m_groundBody->forceActivationState(DISABLE_DEACTIVATION); | |
m_groundBody->setCollisionFlags(btCollisionObject::CF_KINEMATIC_OBJECT | btCollisionObject::CF_STATIC_OBJECT); | |
m_dynamicsWorld->addRigidBody(m_groundBody); | |
} | |
if (1) | |
{ | |
//create a few dynamic rigidbodies | |
// Re-using the same collision is better for memory usage and performance | |
btBoxShape* colShape = createBoxShape(btVector3(.1, .1, .1)); | |
//btCollisionShape* colShape = new btSphereShape(btScalar(1.)); | |
m_collisionShapes.push_back(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); | |
for (int k = 0; k < ARRAY_SIZE_Y; k++) | |
{ | |
for (int i = 0; i < ARRAY_SIZE_X; i++) | |
{ | |
for (int j = 0; j < ARRAY_SIZE_Z; j++) | |
{ | |
startTransform.setOrigin(btVector3( | |
btScalar(0.2 * i), | |
btScalar(2 + .2 * k), | |
btScalar(0.2 * j))); | |
createRigidBody(mass, startTransform, colShape); | |
} | |
} | |
} | |
} | |
m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld); | |
} | |
void BasicExample::renderScene() | |
{ | |
CommonRigidBodyBase::renderScene(); | |
} | |
CommonExampleInterface* BasicExampleCreateFunc(CommonExampleOptions& options) | |
{ | |
return new BasicExample(options.m_guiHelper); | |
} | |
B3_STANDALONE_EXAMPLE(BasicExampleCreateFunc) |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment