1 | ///create 125 (5x5x5) dynamic object |
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2 | #include "SimpleDemo.h" |
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3 | #include "btBulletDynamicsCommon.h" |
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4 | #include "GLDebugDrawer.h" |
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5 | |
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6 | #include <mpi.h> |
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7 | #include <stdio.h> |
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8 | #include <map> |
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9 | #include <string> |
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10 | #include <vector> |
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11 | |
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12 | using namespace std; |
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13 | |
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14 | btCollisionShape* groundShape; |
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15 | btTransform groundTransform; |
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16 | btCollisionShape* colShape; |
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17 | |
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18 | bool enable1, enable2; |
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19 | bool simpleSimulation; |
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20 | bool debugConstraints; |
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21 | |
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22 | |
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23 | void SimpleDemo::clientMoveAndDisplay() |
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24 | { |
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25 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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26 | |
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27 | //simple dynamics world doesn't handle fixed-time-stepping |
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28 | float ms = getDeltaTimeMicroseconds(); |
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29 | ///step the simulation |
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30 | if (m_dynamicsWorld) |
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31 | { |
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32 | m_dynamicsWorld->stepSimulation(ms / 1000000.f); |
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33 | //optional but useful: debug drawing |
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34 | m_dynamicsWorld->debugDrawWorld(); |
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35 | } |
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36 | |
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37 | renderme(); |
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38 | |
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39 | glFlush(); |
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40 | glutSwapBuffers(); |
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41 | } |
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42 | |
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43 | |
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44 | void SimpleDemo::displayCallback(void) { |
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45 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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46 | renderme(); |
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47 | //optional but useful: debug drawing to detect problems |
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48 | if (m_dynamicsWorld) |
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49 | m_dynamicsWorld->debugDrawWorld(); |
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50 | glFlush(); |
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51 | glutSwapBuffers(); |
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52 | } |
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53 | |
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54 | void SimpleDemo::initPhysics() { |
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55 | |
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56 | m_ele = 75; |
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57 | updateCamera(); |
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58 | |
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59 | setTexturing(true); |
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60 | setShadows(true); |
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61 | setCameraDistance(btScalar(40.)); |
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62 | |
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63 | m_collisionConfiguration = new btDefaultCollisionConfiguration(); |
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64 | m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration); |
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65 | m_broadphase = new btDbvtBroadphase(); |
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66 | btSequentialImpulseConstraintSolver* sol = new btSequentialImpulseConstraintSolver; |
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67 | m_solver = sol; |
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68 | |
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69 | m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration); |
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70 | m_dynamicsWorld->setGravity(btVector3(0,-10,0)); |
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71 | |
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72 | groundShape = new btBoxShape(btVector3(btScalar(50.),btScalar(50.),btScalar(50.))); |
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73 | m_collisionShapes.push_back(groundShape); |
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74 | |
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75 | groundTransform.setIdentity(); |
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76 | groundTransform.setOrigin(btVector3(0,-50,0)); |
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77 | |
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78 | btScalar mass(0.); |
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79 | //rigidbody is dynamic if and only if mass is non zero, otherwise static |
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80 | bool isDynamic = (mass != 0.f); |
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81 | btVector3 localInertia(0,0,0); |
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82 | if (isDynamic) |
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83 | groundShape->calculateLocalInertia(mass,localInertia); |
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84 | |
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85 | //using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects |
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86 | btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform); |
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87 | btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,groundShape,localInertia); |
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88 | btRigidBody* body = new btRigidBody(rbInfo); |
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89 | |
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90 | //add the body to the dynamics world |
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91 | m_dynamicsWorld->addRigidBody(body); |
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92 | |
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93 | m_dynamicsWorld->setDebugDrawer(new GLDebugDrawer()); |
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94 | } |
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95 | |
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96 | void SimpleDemo::exitPhysics() |
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97 | { |
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98 | int i; |
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99 | for (i=m_dynamicsWorld->getNumCollisionObjects()-1; i>=0 ;i--) |
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100 | { |
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101 | btCollisionObject* obj = m_dynamicsWorld->getCollisionObjectArray()[i]; |
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102 | btRigidBody* body = btRigidBody::upcast(obj); |
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103 | if (body && body->getMotionState()) |
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104 | { |
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105 | delete body->getMotionState(); |
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106 | } |
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107 | m_dynamicsWorld->removeCollisionObject( obj ); |
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108 | delete obj; |
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109 | } |
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110 | |
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111 | //delete collision shapes |
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112 | for (int j=0;j<m_collisionShapes.size();j++) |
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113 | { |
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114 | btCollisionShape* shape = m_collisionShapes[j]; |
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115 | delete shape; |
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116 | } |
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117 | |
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118 | delete m_dynamicsWorld; |
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119 | delete m_solver; |
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120 | delete m_broadphase; |
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121 | delete m_dispatcher; |
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122 | delete m_collisionConfiguration; |
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123 | } |
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124 | |
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