Package com.bulletphysics.demos.dynamiccontrol

Source Code of com.bulletphysics.demos.dynamiccontrol.DynamicControlDemo

/*
* Java port of Bullet (c) 2008 Martin Dvorak <jezek2@advel.cz>
* DynamicControlDemo port by: Olivier OUDIN / LvR
*
* Bullet Continuous Collision Detection and Physics Library
* Copyright (c) 2003-2008 Erwin Coumans  http://www.bulletphysics.com/
*
* 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.
*/

package com.bulletphysics.demos.dynamiccontrol;

import com.bulletphysics.BulletGlobals;
import com.bulletphysics.collision.broadphase.BroadphaseInterface;
import com.bulletphysics.collision.broadphase.DbvtBroadphase;
import com.bulletphysics.collision.dispatch.CollisionDispatcher;
import com.bulletphysics.collision.dispatch.CollisionObject;
import com.bulletphysics.collision.dispatch.DefaultCollisionConfiguration;
import com.bulletphysics.collision.shapes.BoxShape;
import com.bulletphysics.collision.shapes.CollisionShape;
import com.bulletphysics.demos.opengl.DemoApplication;
import com.bulletphysics.demos.opengl.IGL;
import com.bulletphysics.demos.opengl.LWJGL;
import com.bulletphysics.dynamics.DiscreteDynamicsWorld;
import com.bulletphysics.dynamics.RigidBody;
import com.bulletphysics.dynamics.constraintsolver.ConstraintSolver;
import com.bulletphysics.dynamics.constraintsolver.HingeConstraint;
import com.bulletphysics.dynamics.constraintsolver.SequentialImpulseConstraintSolver;
import com.bulletphysics.linearmath.Transform;
import com.bulletphysics.util.ObjectArrayList;
import javax.vecmath.Vector3f;
import org.lwjgl.LWJGLException;
import static com.bulletphysics.demos.opengl.IGL.*;

/**
*
* @author LvR
*/
public class DynamicControlDemo extends DemoApplication {
 
  private  float time;
  private float cyclePeriod; // in milliseconds
  private float muscleStrength;
 
  private ObjectArrayList<TestRig> rigs = new ObjectArrayList<TestRig>();
 
  public DynamicControlDemo(IGL gl) {
    super(gl);
  }

  public void initPhysics() {
    // Setup the basic world
    time = 0.0f;
    cyclePeriod = 2000.0f; // in milliseconds
    muscleStrength = 0.05f;

    setCameraDistance(5.0f);
   
    DefaultCollisionConfiguration collision_config = new DefaultCollisionConfiguration();

    CollisionDispatcher dispatcher = new CollisionDispatcher(collision_config);

    Vector3f worldAabbMin = new Vector3f(-10000,-10000,-10000);
    Vector3f worldAabbMax = new Vector3f(10000,10000,10000);
    //BroadphaseInterface overlappingPairCache = new AxisSweep3(worldAabbMin, worldAabbMax);
    //BroadphaseInterface overlappingPairCache = new SimpleBroadphase();
    BroadphaseInterface overlappingPairCache = new DbvtBroadphase();

    ConstraintSolver constraintSolver = new SequentialImpulseConstraintSolver();

    dynamicsWorld = new DiscreteDynamicsWorld(dispatcher, overlappingPairCache, constraintSolver, collision_config);

    // Setup a big ground box
    {
      CollisionShape groundShape = new BoxShape(new Vector3f(200f, 10f, 200f));
      // TODO
      //m_collisionShapes.push_back(groundShape);
      Transform groundTransform = new Transform();
      groundTransform.setIdentity();
      groundTransform.origin.set(0f, -10f, 0f);
      localCreateRigidBody(0f, groundTransform, groundShape);
    }

    // Spawn one TestRig
    Vector3f startOffset = new Vector3f(1.0f, 0.5f, 0.0f);
    spawnTestRig(startOffset, false);
    startOffset.set(-2.0f, 0.5f, 0.0f);
    spawnTestRig(startOffset, true);

    clientResetScene();
  }

  public void spawnTestRig(Vector3f startOffset, boolean fixed) {
    TestRig rig = new TestRig(dynamicsWorld, startOffset, fixed);
    rigs.add(rig);
  }
 
  @Override
  public void clientMoveAndDisplay() {
    gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // simple dynamics world doesn't handle fixed-time-stepping
    float ms = getDeltaTimeMicroseconds();
    float minFPS = 1000000f / 60f;
    if (ms > minFPS) {
      ms = minFPS;
    }

    time+=ms;
   
    //
    // set per-frame sinusoidal position targets using angular motor (hacky?)
    //
    for (int r=0; r<rigs.size(); r++) {
      for (int i=0; i<2*TestRig.NUM_LEGS; i++) {
        HingeConstraint hingeC = (HingeConstraint)(rigs.getQuick(r).getJoints()[i]);
        float curAngle = hingeC.getHingeAngle();

        float targetPercent = ((int)(time / 1000) % (int)(cyclePeriod)) / cyclePeriod;
        float targetAngle = 0.5f * (1.0f + (float)Math.sin(BulletGlobals.SIMD_2_PI * targetPercent));
        float targetLimitAngle = hingeC.getLowerLimit() + targetAngle * (hingeC.getUpperLimit() - hingeC.getLowerLimit());
        float angleError = targetLimitAngle - curAngle;
        float desiredAngularVel = 1000000.f * angleError/ms;
        hingeC.enableAngularMotor(true, desiredAngularVel, muscleStrength);
      }
    }
   
    if (dynamicsWorld != null) {
      dynamicsWorld.stepSimulation(ms / 1000000.f);
      // optional but useful: debug drawing
      dynamicsWorld.debugDrawWorld();
    }

    for (int i=2; i>=0; i--) {
      CollisionObject obj = dynamicsWorld.getCollisionObjectArray().getQuick(i);
      RigidBody body = RigidBody.upcast(obj);
      drawFrame(body.getWorldTransform(new Transform()));
    }
   
    renderme();

    //glFlush();
    //glutSwapBuffers();
  }

  @Override
  public void displayCallback() {
    gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    if (dynamicsWorld != null) {
      dynamicsWorld.debugDrawWorld();
    }

    renderme();

    //glFlush();
    //glutSwapBuffers();
  }

  @Override
  public void keyboardCallback(char key, int x, int y, int modifiers) {
    switch (key) {
      case '+':
      case '=':
        cyclePeriod /= 1.1f;
        if (cyclePeriod < 1.f) {
          cyclePeriod = 1.f;
        }
        break;
      case '-':
      case '_':
        cyclePeriod *= 1.1f;
        break;
      case '[':
        muscleStrength /= 1.1f;
        break;
      case ']':
        muscleStrength *= 1.1f;
        break;
      default:
        super.keyboardCallback(key, x, y, modifiers);
    }
  }

  private void vertex(Vector3f v) {
    gl.glVertex3f(v.x, v.y, v.z);
  }

  private void drawFrame(Transform tr) {
    final float size = 1.0f;
   
    gl.glBegin(GL_LINES);

    // x
    gl.glColor3f(255.f,0,0);
    Vector3f vX = new Vector3f();
    vX.set(size,0,0);
    tr.transform(vX);
    vertex(tr.origin);
    vertex(vX);

    // y
    gl.glColor3f(0,255.f,0);
    Vector3f vY = new Vector3f();
    vY.set(0,size,0);
    tr.transform(vY);
    vertex(tr.origin);
    vertex(vY);

    // z
    gl.glColor3f(0,0,255.f);
    Vector3f vZ = new Vector3f();
    vZ.set(0,0,size);
    tr.transform(vZ);
    vertex(tr.origin);
    vertex(vZ);

    gl.glEnd();
  }

  public static void main(String[] args) throws LWJGLException {
    DynamicControlDemo demoApp = new DynamicControlDemo(LWJGL.getGL());
    demoApp.initPhysics();

    LWJGL.main(args, 800, 600, "Bullet Physics Demo. http://bullet.sf.net", demoApp);
  }
 
}
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