580 lines
18 KiB
C++
580 lines
18 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2013 Erwin Coumans http://bulletphysics.org
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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///experimental support for Featherstone multi body (articulated hierarchies)
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///create 125 (5x5x5) dynamic object
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#define ARRAY_SIZE_X 5
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#define ARRAY_SIZE_Y 5
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#define ARRAY_SIZE_Z 5
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float friction = 1.;
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//maximum number of objects (and allow user to shoot additional boxes)
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#define MAX_PROXIES (ARRAY_SIZE_X*ARRAY_SIZE_Y*ARRAY_SIZE_Z + 1024)
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#define START_POS_X -5
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//#define START_POS_Y 12
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#define START_POS_Y 2
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#define START_POS_Z -3
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#include "FeatherstoneMultiBodyDemo.h"
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#include "BulletDynamics/Featherstone/btMultiBody.h"
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#include "BulletDynamics/Featherstone/btMultiBodyConstraintSolver.h"
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#include "BulletDynamics/Featherstone/btMultiBodyDynamicsWorld.h"
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#include "BulletDynamics/Featherstone/btMultiBodyLinkCollider.h"
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#include "BulletDynamics/Featherstone/btMultiBodyLink.h"
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#include "BulletDynamics/Featherstone/btMultiBodyJointLimitConstraint.h"
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#include "BulletDynamics/Featherstone/btMultiBodyJointMotor.h"
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#include "BulletDynamics/Featherstone/btMultiBodyPoint2Point.h"
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#include "GlutStuff.h"
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///btBulletDynamicsCommon.h is the main Bullet include file, contains most common include files.
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#include "btBulletDynamicsCommon.h"
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#include <stdio.h> //printf debugging
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#include "GLDebugDrawer.h"
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#include "LinearMath/btAabbUtil2.h"
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static GLDebugDrawer gDebugDraw;
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//btVector3 scaling(0.1,0.1,0.1);
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float scaling = 0.4f;
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void FeatherstoneMultiBodyDemo::clientMoveAndDisplay()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//simple dynamics world doesn't handle fixed-time-stepping
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float ms = getDeltaTimeMicroseconds();
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///step the simulation
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if (m_dynamicsWorld)
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{
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m_dynamicsWorld->stepSimulation(ms / 1000000.f);
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//optional but useful: debug drawing
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m_dynamicsWorld->debugDrawWorld();
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btVector3 aabbMin(1,1,1);
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btVector3 aabbMax(2,2,2);
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}
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renderme();
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glFlush();
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swapBuffers();
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}
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void FeatherstoneMultiBodyDemo::displayCallback(void) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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renderme();
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//optional but useful: debug drawing to detect problems
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if (m_dynamicsWorld)
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m_dynamicsWorld->debugDrawWorld();
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glFlush();
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swapBuffers();
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}
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void FeatherstoneMultiBodyDemo::initPhysics()
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{
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//m_idle=true;
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setTexturing(true);
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setShadows(true);
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setCameraDistance(btScalar(100.*scaling));
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this->m_azi = 130;
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///collision configuration contains default setup for memory, collision setup
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m_collisionConfiguration = new btDefaultCollisionConfiguration();
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///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
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m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
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m_broadphase = new btDbvtBroadphase();
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//Use the btMultiBodyConstraintSolver for Featherstone btMultiBody support
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btMultiBodyConstraintSolver* sol = new btMultiBodyConstraintSolver;
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m_solver = sol;
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//use btMultiBodyDynamicsWorld for Featherstone btMultiBody support
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btMultiBodyDynamicsWorld* world = new btMultiBodyDynamicsWorld(m_dispatcher,m_broadphase,sol,m_collisionConfiguration);
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m_dynamicsWorld = world;
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m_dynamicsWorld->setDebugDrawer(&gDebugDraw);
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m_dynamicsWorld->setGravity(btVector3(0,-10,0));
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///create a few basic rigid bodies
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btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(50.),btScalar(50.),btScalar(50.)));
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//groundShape->initializePolyhedralFeatures();
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// btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0,1,0),50);
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m_collisionShapes.push_back(groundShape);
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btTransform groundTransform;
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groundTransform.setIdentity();
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groundTransform.setOrigin(btVector3(0,-50,00));
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//We can also use DemoApplication::localCreateRigidBody, but for clarity it is provided here:
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if (1)
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{
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//create a few dynamic rigidbodies
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// Re-using the same collision is better for memory usage and performance
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btBoxShape* colShape = new btBoxShape(btVector3(1,1,1));
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//btCollisionShape* colShape = new btSphereShape(btScalar(1.));
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m_collisionShapes.push_back(colShape);
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/// Create Dynamic Objects
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btTransform startTransform;
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startTransform.setIdentity();
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btScalar mass(1.f);
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//rigidbody is dynamic if and only if mass is non zero, otherwise static
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bool isDynamic = (mass != 0.f);
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btVector3 localInertia(0,0,0);
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if (isDynamic)
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colShape->calculateLocalInertia(mass,localInertia);
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float start_x = START_POS_X - ARRAY_SIZE_X/2;
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float start_y = START_POS_Y;
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float start_z = START_POS_Z - ARRAY_SIZE_Z/2;
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for (int k=0;k<ARRAY_SIZE_Y;k++)
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{
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for (int i=0;i<ARRAY_SIZE_X;i++)
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{
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for(int j = 0;j<ARRAY_SIZE_Z;j++)
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{
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startTransform.setOrigin(btVector3(
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btScalar(3.0*i + start_x),
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btScalar(3.0*k + start_y),
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btScalar(3.0*j + start_z)));
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//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
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btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
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btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,colShape,localInertia);
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btRigidBody* body = new btRigidBody(rbInfo);
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m_dynamicsWorld->addRigidBody(body);//,1,1+2);
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}
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}
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}
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}
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btMultiBodySettings settings;
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settings.m_numLinks = 2;
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settings.m_basePosition = btVector3 (60,29.5,-2)*scaling;
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settings.m_isFixedBase = false;
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settings.m_disableParentCollision = true;//the self-collision has conflicting/non-resolvable contact normals
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settings.m_usePrismatic = true;
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settings.m_canSleep = true;
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settings.m_createConstraints = true;
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//btMultiBody* createFeatherstoneMultiBody(class btMultiBodyDynamicsWorld* world, int numLinks, const btVector3& basePosition,bool isFixedBase, bool usePrismatic, bool canSleep, bool createConstraints);
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btMultiBody* mbA = createFeatherstoneMultiBody(world, settings);
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settings.m_numLinks = 10;
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settings.m_basePosition = btVector3 (0,29.5,-settings.m_numLinks*4.f);
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settings.m_isFixedBase = true;
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settings.m_usePrismatic = false;
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btMultiBody* mbB = createFeatherstoneMultiBody(world, settings);
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settings.m_basePosition = btVector3 (-20*scaling,29.5*scaling,-settings.m_numLinks*4.f*scaling);
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settings.m_isFixedBase = false;
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btMultiBody* mbC = createFeatherstoneMultiBody(world, settings);
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settings.m_basePosition = btVector3 (-20,9.5,-settings.m_numLinks*4.f);
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settings.m_isFixedBase = true;
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settings.m_usePrismatic = true;
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settings.m_disableParentCollision = true;
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btMultiBody* mbPrim= createFeatherstoneMultiBody(world, settings);
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//btMultiBody* mbB = createFeatherstoneMultiBody(world, 15, btVector3 (0,29.5,-2), false,true,true);
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#if 0
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if (0)//!useGroundShape && i==4)
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{
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//attach two multibody using a point2point constraint
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//btVector3 pivotInAworld(0,20,46);
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btVector3 pivotInAworld(-0.3,29,-3.5);
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int linkA = -1;
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int linkB = -1;
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btVector3 pivotInAlocal = mbA->worldPosToLocal(linkA, pivotInAworld);
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btVector3 pivotInBlocal = mbB->worldPosToLocal(linkB, pivotInAworld);
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btMultiBodyPoint2Point* p2p = new btMultiBodyPoint2Point(mbA,linkA,mbB,linkB,pivotInAlocal,pivotInBlocal);
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world->addMultiBodyConstraint(p2p);
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}
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#endif
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bool testRemoveLinks = false;
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if (testRemoveLinks)
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{
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while (mbA->getNumLinks())
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{
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btCollisionObject* col = mbA->getLink(mbA->getNumLinks()-1).m_collider;
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m_dynamicsWorld->removeCollisionObject(col);
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delete col;
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mbA->setNumLinks(mbA->getNumLinks()-1);
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}
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}
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if (1)//useGroundShape
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{
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btScalar mass(0.);
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//rigidbody is dynamic if and only if mass is non zero, otherwise static
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bool isDynamic = (mass != 0.f);
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btVector3 localInertia(0,0,0);
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if (isDynamic)
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groundShape->calculateLocalInertia(mass,localInertia);
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//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
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btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
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btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,groundShape,localInertia);
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btRigidBody* body = new btRigidBody(rbInfo);
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//add the body to the dynamics world
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m_dynamicsWorld->addRigidBody(body,1,1+2);//,1,1+2);
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}
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}
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btMultiBody* FeatherstoneMultiBodyDemo::createFeatherstoneMultiBody(class btMultiBodyDynamicsWorld* world, const btMultiBodySettings& settings)
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{
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int n_links = settings.m_numLinks;
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float mass = 13.5*scaling;
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btVector3 inertia = btVector3 (91,344,253)*scaling*scaling;
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btMultiBody * bod = new btMultiBody(n_links, mass, inertia, settings.m_isFixedBase, settings.m_canSleep);
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// bod->setHasSelfCollision(false);
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//btQuaternion orn(btVector3(0,0,1),-0.25*SIMD_HALF_PI);//0,0,0,1);
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btQuaternion orn(0,0,0,1);
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bod->setBasePos(settings.m_basePosition);
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bod->setWorldToBaseRot(orn);
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btVector3 vel(0,0,0);
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bod->setBaseVel(vel);
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{
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btVector3 joint_axis_hinge(1,0,0);
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btVector3 joint_axis_prismatic(0,0,1);
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btQuaternion parent_to_child = orn.inverse();
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btVector3 joint_axis_child_prismatic = quatRotate(parent_to_child ,joint_axis_prismatic);
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btVector3 joint_axis_child_hinge = quatRotate(parent_to_child , joint_axis_hinge);
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int this_link_num = -1;
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int link_num_counter = 0;
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btVector3 pos = btVector3 (0,0,9.0500002)*scaling;
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btVector3 joint_axis_position = btVector3 (0,0,4.5250001)*scaling;
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for (int i=0;i<n_links;i++)
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{
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float initial_joint_angle=0.3;
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if (i>0)
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initial_joint_angle = -0.06f;
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const int child_link_num = link_num_counter++;
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if (settings.m_usePrismatic)// && i==(n_links-1))
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{
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bod->setupPrismatic(child_link_num, mass, inertia, this_link_num,
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parent_to_child, joint_axis_child_prismatic, quatRotate(parent_to_child , pos),settings.m_disableParentCollision);
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} else
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{
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bod->setupRevolute(child_link_num, mass, inertia, this_link_num,parent_to_child, joint_axis_child_hinge,
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joint_axis_position,quatRotate(parent_to_child , (pos - joint_axis_position)),settings.m_disableParentCollision);
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}
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bod->setJointPos(child_link_num, initial_joint_angle);
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this_link_num = i;
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if (0)//!useGroundShape && i==4)
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{
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btVector3 pivotInAworld(0,20,46);
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btVector3 pivotInAlocal = bod->worldPosToLocal(i, pivotInAworld);
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btVector3 pivotInBworld = pivotInAworld;
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btMultiBodyPoint2Point* p2p = new btMultiBodyPoint2Point(bod,i,&btTypedConstraint::getFixedBody(),pivotInAlocal,pivotInBworld);
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world->addMultiBodyConstraint(p2p);
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}
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//add some constraint limit
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if (settings.m_usePrismatic)
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{
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// btMultiBodyConstraint* con = new btMultiBodyJointLimitConstraint(bod,n_links-1,2,3);
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if (settings.m_createConstraints)
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{
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btMultiBodyConstraint* con = new btMultiBodyJointLimitConstraint(bod,i,-1,1);
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world->addMultiBodyConstraint(con);
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}
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} else
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{
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if (settings.m_createConstraints)
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{
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if (1)
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{
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btMultiBodyJointMotor* con = new btMultiBodyJointMotor(bod,i,0,500000);
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world->addMultiBodyConstraint(con);
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}
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btMultiBodyConstraint* con = new btMultiBodyJointLimitConstraint(bod,i,-1,1);
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world->addMultiBodyConstraint(con);
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}
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}
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}
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}
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//add a collider for the base
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{
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btAlignedObjectArray<btQuaternion> world_to_local;
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world_to_local.resize(n_links+1);
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btAlignedObjectArray<btVector3> local_origin;
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local_origin.resize(n_links+1);
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world_to_local[0] = bod->getWorldToBaseRot();
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local_origin[0] = bod->getBasePos();
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//float halfExtents[3]={7.5,0.05,4.5};
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float halfExtents[3]={7.5,0.45,4.5};
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{
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float pos[4]={local_origin[0].x(),local_origin[0].y(),local_origin[0].z(),1};
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float quat[4]={-world_to_local[0].x(),-world_to_local[0].y(),-world_to_local[0].z(),world_to_local[0].w()};
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if (1)
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{
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btCollisionShape* box = new btBoxShape(btVector3(halfExtents[0],halfExtents[1],halfExtents[2])*scaling);
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btRigidBody* body = new btRigidBody(mass,0,box,inertia);
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btMultiBodyLinkCollider* col= new btMultiBodyLinkCollider(bod,-1);
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body->setCollisionShape(box);
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col->setCollisionShape(box);
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btTransform tr;
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tr.setIdentity();
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tr.setOrigin(local_origin[0]);
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tr.setRotation(btQuaternion(quat[0],quat[1],quat[2],quat[3]));
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body->setWorldTransform(tr);
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col->setWorldTransform(tr);
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world->addCollisionObject(col, 2,1+2);
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col->setFriction(friction);
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bod->setBaseCollider(col);
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}
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}
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for (int i=0;i<bod->getNumLinks();i++)
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{
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const int parent = bod->getParent(i);
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world_to_local[i+1] = bod->getParentToLocalRot(i) * world_to_local[parent+1];
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local_origin[i+1] = local_origin[parent+1] + (quatRotate(world_to_local[i+1].inverse() , bod->getRVector(i)));
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}
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for (int i=0;i<bod->getNumLinks();i++)
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{
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btVector3 posr = local_origin[i+1];
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float pos[4]={posr.x(),posr.y(),posr.z(),1};
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float quat[4]={-world_to_local[i+1].x(),-world_to_local[i+1].y(),-world_to_local[i+1].z(),world_to_local[i+1].w()};
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btCollisionShape* box = new btBoxShape(btVector3(halfExtents[0],halfExtents[1],halfExtents[2])*scaling);
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btMultiBodyLinkCollider* col = new btMultiBodyLinkCollider(bod,i);
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col->setCollisionShape(box);
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btTransform tr;
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tr.setIdentity();
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tr.setOrigin(posr);
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tr.setRotation(btQuaternion(quat[0],quat[1],quat[2],quat[3]));
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col->setWorldTransform(tr);
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col->setFriction(friction);
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world->addCollisionObject(col,2,1+2);
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bod->getLink(i).m_collider=col;
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//app->drawBox(halfExtents, pos,quat);
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}
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}
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world->addMultiBody(bod);
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return bod;
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}
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extern btScalar gOldPickingDist;
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void FeatherstoneMultiBodyDemo::mouseMotionFunc(int x,int y)
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{
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if (m_pickingMultiBodyPoint2Point)
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{
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//keep it at the same picking distance
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btVector3 newRayTo = getRayTo(x,y);
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btVector3 rayFrom;
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btVector3 oldPivotInB = m_pickingMultiBodyPoint2Point->getPivotInB();
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btVector3 newPivotB;
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if (m_ortho)
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{
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newPivotB = oldPivotInB;
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newPivotB.setX(newRayTo.getX());
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newPivotB.setY(newRayTo.getY());
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} else
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{
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rayFrom = m_cameraPosition;
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btVector3 dir = newRayTo-rayFrom;
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dir.normalize();
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dir *= gOldPickingDist;
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newPivotB = rayFrom + dir;
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}
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m_pickingMultiBodyPoint2Point->setPivotInB(newPivotB);
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}
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DemoApplication::mouseMotionFunc(x,y);
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}
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|
|
|
void FeatherstoneMultiBodyDemo::removePickingConstraint()
|
|
{
|
|
if (m_pickingMultiBodyPoint2Point)
|
|
{
|
|
m_pickingMultiBodyPoint2Point->getMultiBodyA()->setCanSleep(true);
|
|
|
|
btMultiBodyDynamicsWorld* world = (btMultiBodyDynamicsWorld*) m_dynamicsWorld;
|
|
world->removeMultiBodyConstraint(m_pickingMultiBodyPoint2Point);
|
|
delete m_pickingMultiBodyPoint2Point;
|
|
m_pickingMultiBodyPoint2Point = 0;
|
|
}
|
|
|
|
DemoApplication::removePickingConstraint();
|
|
|
|
}
|
|
|
|
void FeatherstoneMultiBodyDemo::pickObject(const btVector3& pickPos, const class btCollisionObject* hitObj)
|
|
{
|
|
btVector3 pivotInA(0,0,0);
|
|
btMultiBodyLinkCollider* multiCol = (btMultiBodyLinkCollider*)btMultiBodyLinkCollider::upcast(hitObj);
|
|
if (multiCol && multiCol->m_multiBody)
|
|
{
|
|
multiCol->m_multiBody->setCanSleep(false);
|
|
|
|
btVector3 pivotInA = multiCol->m_multiBody->worldPosToLocal(multiCol->m_link, pickPos);
|
|
|
|
btMultiBodyPoint2Point* p2p = new btMultiBodyPoint2Point(multiCol->m_multiBody,multiCol->m_link,0,pivotInA,pickPos);
|
|
//if you add too much energy to the system, causing high angular velocities, simulation 'explodes'
|
|
//see also http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=4&t=949
|
|
//so we try to avoid it by clamping the maximum impulse (force) that the mouse pick can apply
|
|
//it is not satisfying, hopefully we find a better solution (higher order integrator, using joint friction using a zero-velocity target motor with limited force etc?)
|
|
|
|
p2p->setMaxAppliedImpulse(200*scaling);
|
|
|
|
btMultiBodyDynamicsWorld* world = (btMultiBodyDynamicsWorld*) m_dynamicsWorld;
|
|
world->addMultiBodyConstraint(p2p);
|
|
m_pickingMultiBodyPoint2Point =p2p;
|
|
} else
|
|
{
|
|
DemoApplication::pickObject(pickPos,hitObj);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void FeatherstoneMultiBodyDemo::clientResetScene()
|
|
{
|
|
exitPhysics();
|
|
initPhysics();
|
|
}
|
|
|
|
|
|
void FeatherstoneMultiBodyDemo::exitPhysics()
|
|
{
|
|
|
|
//cleanup in the reverse order of creation/initialization
|
|
|
|
//remove the rigidbodies from the dynamics world and delete them
|
|
int i;
|
|
for (i=m_dynamicsWorld->getNumCollisionObjects()-1; i>=0 ;i--)
|
|
{
|
|
btCollisionObject* obj = m_dynamicsWorld->getCollisionObjectArray()[i];
|
|
btRigidBody* body = btRigidBody::upcast(obj);
|
|
if (body && body->getMotionState())
|
|
{
|
|
delete body->getMotionState();
|
|
}
|
|
m_dynamicsWorld->removeCollisionObject( obj );
|
|
delete obj;
|
|
}
|
|
|
|
//delete collision shapes
|
|
for (int j=0;j<m_collisionShapes.size();j++)
|
|
{
|
|
btCollisionShape* shape = m_collisionShapes[j];
|
|
delete shape;
|
|
}
|
|
m_collisionShapes.clear();
|
|
|
|
delete m_dynamicsWorld;
|
|
|
|
delete m_solver;
|
|
|
|
delete m_broadphase;
|
|
|
|
delete m_dispatcher;
|
|
|
|
delete m_collisionConfiguration;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|