#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;xm_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;iregisterGraphicsInstance(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); }