198 lines
5.2 KiB
C++
198 lines
5.2 KiB
C++
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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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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///btSoftBody implementation by Nathanael Presson
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#ifndef SOFT_DEMO_H
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#define SOFT_DEMO_H
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#ifdef _WINDOWS
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#include "Win32DemoApplication.h"
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#define PlatformDemoApplication Win32DemoApplication
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#else
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#include "GlutDemoApplication.h"
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#define PlatformDemoApplication GlutDemoApplication
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#endif
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#include "LinearMath/btAlignedObjectArray.h"
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#include "BulletSoftBody/btSoftBody.h"
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class btBroadphaseInterface;
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class btCollisionShape;
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class btOverlappingPairCache;
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class btCollisionDispatcher;
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class btConstraintSolver;
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struct btCollisionAlgorithmCreateFunc;
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class btDefaultCollisionConfiguration;
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///collisions between two btSoftBody's
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class btSoftSoftCollisionAlgorithm;
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///collisions between a btSoftBody and a btRigidBody
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class btSoftRididCollisionAlgorithm;
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class btSoftRigidDynamicsWorld;
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///CcdPhysicsDemo shows basic stacking using Bullet physics, and allows toggle of Ccd (using key '1')
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class SoftDemo : public PlatformDemoApplication
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{
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public:
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btAlignedObjectArray<btSoftSoftCollisionAlgorithm*> m_SoftSoftCollisionAlgorithms;
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btAlignedObjectArray<btSoftRididCollisionAlgorithm*> m_SoftRigidCollisionAlgorithms;
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btSoftBodyWorldInfo m_softBodyWorldInfo;
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bool m_autocam;
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bool m_cutting;
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bool m_raycast;
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btScalar m_animtime;
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btClock m_clock;
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int m_lastmousepos[2];
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btVector3 m_impact;
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btSoftBody::sRayCast m_results;
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btSoftBody::Node* m_node;
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btVector3 m_goal;
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bool m_drag;
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//keep the collision shapes, for deletion/cleanup
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btAlignedObjectArray<btCollisionShape*> m_collisionShapes;
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btBroadphaseInterface* m_broadphase;
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btCollisionDispatcher* m_dispatcher;
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btConstraintSolver* m_solver;
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btCollisionAlgorithmCreateFunc* m_boxBoxCF;
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btDefaultCollisionConfiguration* m_collisionConfiguration;
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public:
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void initPhysics();
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void exitPhysics();
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SoftDemo() : m_drag(false)
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{
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setTexturing(true);
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setShadows(true);
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}
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virtual ~SoftDemo()
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{
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exitPhysics();
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}
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virtual void clientMoveAndDisplay();
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virtual void displayCallback();
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void createStack( btCollisionShape* boxShape, float halfCubeSize, int size, float zPos );
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static DemoApplication* Create()
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{
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SoftDemo* demo = new SoftDemo;
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demo->myinit();
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demo->initPhysics();
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return demo;
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}
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virtual void setDrawClusters(bool drawClusters);
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virtual const btSoftRigidDynamicsWorld* getSoftDynamicsWorld() const
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{
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///just make it a btSoftRigidDynamicsWorld please
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///or we will add type checking
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return (btSoftRigidDynamicsWorld*) m_dynamicsWorld;
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}
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virtual btSoftRigidDynamicsWorld* getSoftDynamicsWorld()
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{
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///just make it a btSoftRigidDynamicsWorld please
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///or we will add type checking
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return (btSoftRigidDynamicsWorld*) m_dynamicsWorld;
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}
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//
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void clientResetScene();
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void renderme();
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void keyboardCallback(unsigned char key, int x, int y);
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void mouseFunc(int button, int state, int x, int y);
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void mouseMotionFunc(int x,int y);
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};
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#define MACRO_SOFT_DEMO(a) class SoftDemo##a : public SoftDemo\
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{\
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public:\
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static DemoApplication* Create()\
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{\
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SoftDemo* demo = new SoftDemo##a;\
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extern int current_demo;\
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current_demo=a;\
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demo->myinit();\
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demo->initPhysics();\
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return demo;\
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}\
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};
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MACRO_SOFT_DEMO(0) //Init_Cloth
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MACRO_SOFT_DEMO(1) //Init_Pressure
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MACRO_SOFT_DEMO(2)//Init_Volume
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MACRO_SOFT_DEMO(3)//Init_Ropes
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MACRO_SOFT_DEMO(4)//Init_Ropes_Attach
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MACRO_SOFT_DEMO(5)//Init_ClothAttach
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MACRO_SOFT_DEMO(6)//Init_Sticks
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MACRO_SOFT_DEMO(7)//Init_Collide
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MACRO_SOFT_DEMO(8)//Init_Collide2
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MACRO_SOFT_DEMO(9)//Init_Collide3
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MACRO_SOFT_DEMO(10)//Init_Impact
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MACRO_SOFT_DEMO(11)//Init_Aero
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MACRO_SOFT_DEMO(12)//Init_Friction
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MACRO_SOFT_DEMO(13)//Init_Torus
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MACRO_SOFT_DEMO(14)//Init_TorusMatch
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MACRO_SOFT_DEMO(15)//Init_Bunny
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MACRO_SOFT_DEMO(16)//Init_BunnyMatch
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MACRO_SOFT_DEMO(17)//Init_Cutting1
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MACRO_SOFT_DEMO(18)//Init_ClusterDeform
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MACRO_SOFT_DEMO(19)//Init_ClusterCollide1
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MACRO_SOFT_DEMO(20)//Init_ClusterCollide2
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MACRO_SOFT_DEMO(21)//Init_ClusterSocket
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MACRO_SOFT_DEMO(22)//Init_ClusterHinge
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MACRO_SOFT_DEMO(23)//Init_ClusterCombine
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MACRO_SOFT_DEMO(24)//Init_ClusterCar
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MACRO_SOFT_DEMO(25)//Init_ClusterRobot
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MACRO_SOFT_DEMO(26)//Init_ClusterStackSoft
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MACRO_SOFT_DEMO(27)//Init_ClusterStackMixed
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MACRO_SOFT_DEMO(28)//Init_TetraCube
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MACRO_SOFT_DEMO(29)//Init_TetraBunny
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#endif //CCD_PHYSICS_DEMO_H
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