Package com.bulletphysics.demos.movingconcave

Source Code of com.bulletphysics.demos.movingconcave.MovingConcaveDemo

/*
* Java port of Bullet (c) 2008 Martin Dvorak <jezek2@advel.cz>
*
* 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.movingconcave;

import com.bulletphysics.collision.broadphase.BroadphaseInterface;
import com.bulletphysics.collision.broadphase.DbvtBroadphase;
import com.bulletphysics.collision.dispatch.CollisionDispatcher;
import com.bulletphysics.collision.dispatch.CollisionFlags;
import com.bulletphysics.collision.dispatch.DefaultCollisionConfiguration;
import com.bulletphysics.collision.shapes.BoxShape;
import com.bulletphysics.collision.shapes.CollisionShape;
import com.bulletphysics.collision.shapes.CompoundShape;
import com.bulletphysics.collision.shapes.StaticPlaneShape;
import com.bulletphysics.collision.shapes.TriangleIndexVertexArray;
import com.bulletphysics.demos.opengl.DemoApplication;
import com.bulletphysics.demos.opengl.GLDebugDrawer;
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.SequentialImpulseConstraintSolver;
import com.bulletphysics.extras.gimpact.GImpactCollisionAlgorithm;
import com.bulletphysics.extras.gimpact.GImpactMeshShape;
import com.bulletphysics.linearmath.Transform;
import javax.vecmath.Quat4f;
import javax.vecmath.Vector3f;
import org.lwjgl.LWJGLException;
import static com.bulletphysics.demos.opengl.IGL.*;

/**
*
*
* @author jezek2
*/
public class MovingConcaveDemo extends DemoApplication {
 
  private BroadphaseInterface overlappingPairCache;
  private CollisionDispatcher dispatcher;
  private ConstraintSolver solver;
  private DefaultCollisionConfiguration collisionConfiguration;
 
  private CollisionShape trimeshShape;

  public MovingConcaveDemo(IGL gl) {
    super(gl);
  }
 
  @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();

    // step the simulation
    if (dynamicsWorld != null) {
      dynamicsWorld.stepSimulation(ms / 1000000f);
      // optional but useful: debug drawing
      dynamicsWorld.debugDrawWorld();
    }

    renderme();

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

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

    renderme();

    // optional but useful: debug drawing to detect problems
    if (dynamicsWorld != null) {
      dynamicsWorld.debugDrawWorld();
    }

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

  public void initGImpactCollision() {
    // create trimesh
    TriangleIndexVertexArray indexVertexArrays = new TriangleIndexVertexArray(
        Bunny.NUM_TRIANGLES, Bunny.getIndexBuffer(), 4 * 3,
        Bunny.NUM_VERTICES, Bunny.getVertexBuffer(), 4 * 3);

    GImpactMeshShape trimesh = new GImpactMeshShape(indexVertexArrays);
    trimesh.setLocalScaling(new Vector3f(4f, 4f, 4f));
    trimesh.updateBound();
    trimeshShape = trimesh;

    // register algorithm
    GImpactCollisionAlgorithm.registerAlgorithm(dispatcher);
  }
 
  public void initPhysics() {
    setCameraDistance(30f);

    // collision configuration contains default setup for memory, collision setup
    collisionConfiguration = new DefaultCollisionConfiguration();

    // use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
    dispatcher = new CollisionDispatcher(collisionConfiguration);

    overlappingPairCache = new DbvtBroadphase();

    // the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
    SequentialImpulseConstraintSolver sol = new SequentialImpulseConstraintSolver();
    solver = sol;
   
    // TODO: needed for SimpleDynamicsWorld
    //sol.setSolverMode(sol.getSolverMode() & ~SolverMode.SOLVER_CACHE_FRIENDLY.getMask());
   
    dynamicsWorld = new DiscreteDynamicsWorld(dispatcher, overlappingPairCache, solver, collisionConfiguration);
    //dynamicsWorld = new SimpleDynamicsWorld(dispatcher, overlappingPairCache, solver, collisionConfiguration);

    dynamicsWorld.setGravity(new Vector3f(0f, -10f, 0f));
   
    initGImpactCollision();

    float mass = 0f;
    Transform startTransform = new Transform();
    startTransform.setIdentity();

    CollisionShape staticboxShape1 = new BoxShape(new Vector3f(200f, 1f, 200f)); // floor
    CollisionShape staticboxShape2 = new BoxShape(new Vector3f(1f, 50f, 200f)); // left wall
    CollisionShape staticboxShape3 = new BoxShape(new Vector3f(1f, 50f, 200f)); // right wall
    CollisionShape staticboxShape4 = new BoxShape(new Vector3f(200f, 50f, 1f)); // front wall
    CollisionShape staticboxShape5 = new BoxShape(new Vector3f(200f, 50f, 1f)); // back wall

    CompoundShape staticScenario = new CompoundShape(); // static scenario

    startTransform.origin.set(0f, 0f, 0f);
    staticScenario.addChildShape(startTransform, staticboxShape1);
    startTransform.origin.set(-200f, 25f, 0f);
    staticScenario.addChildShape(startTransform, staticboxShape2);
    startTransform.origin.set(200f, 25f, 0f);
    staticScenario.addChildShape(startTransform, staticboxShape3);
    startTransform.origin.set(0f, 25f, 200f);
    staticScenario.addChildShape(startTransform, staticboxShape4);
    startTransform.origin.set(0f, 25f, -200f);
    staticScenario.addChildShape(startTransform, staticboxShape5);

    startTransform.origin.set(0f, 0f, 0f);

    RigidBody staticBody = localCreateRigidBody(mass, startTransform, staticScenario);

    staticBody.setCollisionFlags(staticBody.getCollisionFlags() | CollisionFlags.STATIC_OBJECT);

    // enable custom material callback
    //staticBody.setCollisionFlags(staticBody.getCollisionFlags() | CollisionFlags.CUSTOM_MATERIAL_CALLBACK);

    // static plane
    Vector3f normal = new Vector3f(0.4f, 1.5f, -0.4f);
    normal.normalize();
    CollisionShape staticplaneShape6 = new StaticPlaneShape(normal, 0f); // A plane

    startTransform.origin.set(0f, 0f, 0f);

    RigidBody staticBody2 = localCreateRigidBody(mass, startTransform, staticplaneShape6);

    staticBody2.setCollisionFlags(staticBody2.getCollisionFlags() | CollisionFlags.STATIC_OBJECT);

    for (int i=0; i<9; i++) {
      CollisionShape boxShape = new BoxShape(new Vector3f(1f, 1f, 1f));
      startTransform.origin.set(2f * i - 5f, 2f, -3f);
      localCreateRigidBody(1, startTransform, boxShape);
    }
  }
 
  public void shootTrimesh(Vector3f destination) {
    if (dynamicsWorld != null) {
      float mass = 4f;
      Transform startTransform = new Transform();
      startTransform.setIdentity();
      Vector3f camPos = getCameraPosition();
      startTransform.origin.set(camPos);

      RigidBody body = localCreateRigidBody(mass, startTransform, trimeshShape);

      Vector3f linVel = new Vector3f(destination.x - camPos.x, destination.y - camPos.y, destination.z - camPos.z);
      linVel.normalize();
      linVel.scale(ShootBoxInitialSpeed * 0.25f);

      Transform tr = new Transform();
      tr.origin.set(camPos);
      tr.setRotation(new Quat4f(0f, 0f, 0f, 1f));
      body.setWorldTransform(tr);

      body.setLinearVelocity(linVel);
      body.setAngularVelocity(new Vector3f(0f, 0f, 0f));
    }
  }

  @Override
  public void keyboardCallback(char key, int x, int y, int modifiers) {
    switch (key) {
      case '.':
        shootTrimesh(getCameraTargetPosition());
        break;

      default:
        super.keyboardCallback(key, x, y, modifiers);
    }
  }
 
  public static void main(String[] args) throws LWJGLException {
    MovingConcaveDemo concaveDemo = new MovingConcaveDemo(LWJGL.getGL());
    concaveDemo.initPhysics();
    concaveDemo.getDynamicsWorld().setDebugDrawer(new GLDebugDrawer(LWJGL.getGL()));

    LWJGL.main(args, 800, 600, "Moving Concave Mesh Demo", concaveDemo);
  }
 
}
TOP

Related Classes of com.bulletphysics.demos.movingconcave.MovingConcaveDemo

TOP
Copyright © 2018 www.massapi.com. All rights reserved.
All source code are property of their respective owners. Java is a trademark of Sun Microsystems, Inc and owned by ORACLE Inc. Contact coftware#gmail.com.