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- /*
- 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"
- #include "btBulletDynamicsCommon.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
- {
- BasicExample(struct GUIHelperInterface* helper)
- : CommonRigidBodyBase(helper)
- {
- }
- virtual ~BasicExample() {}
- virtual void initPhysics();
- virtual void renderScene();
- void resetCamera()
- {
- float dist = 4;
- float pitch = -35;
- float yaw = 52;
- 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_dynamicsWorld->setGravity(btVector3(0,0,0));
- 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(50.), btScalar(50.), btScalar(50.)));
- //groundShape->initializePolyhedralFeatures();
- //btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0,1,0),50);
- m_collisionShapes.push_back(groundShape);
- btTransform groundTransform;
- groundTransform.setIdentity();
- groundTransform.setOrigin(btVector3(0, -50, 0));
- {
- btScalar mass(0.);
- createRigidBody(mass, groundTransform, groundShape, btVector4(0, 0, 1, 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)
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