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source: code/branches/toonshader/src/bullet/BulletDynamics/Dynamics/Bullet-C-API.cpp @ 5910

Last change on this file since 5910 was 2882, checked in by rgrieder, 16 years ago

Update from Bullet 2.73 to 2.74.

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1/*
2Bullet Continuous Collision Detection and Physics Library
3Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/
4
5This software is provided 'as-is', without any express or implied warranty.
6In no event will the authors be held liable for any damages arising from the use of this software.
7Permission is granted to anyone to use this software for any purpose,
8including commercial applications, and to alter it and redistribute it freely,
9subject to the following restrictions:
10
111. 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.
122. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
133. This notice may not be removed or altered from any source distribution.
14*/
15
16/*
17        Draft high-level generic physics C-API. For low-level access, use the physics SDK native API's.
18        Work in progress, functionality will be added on demand.
19
20        If possible, use the richer Bullet C++ API, by including <src/btBulletDynamicsCommon.h>
21*/
22
23#include "Bullet-C-Api.h"
24#include "btBulletDynamicsCommon.h"
25#include "LinearMath/btAlignedAllocator.h"
26
27
28
29#include "LinearMath/btVector3.h"
30#include "LinearMath/btScalar.h"       
31#include "LinearMath/btMatrix3x3.h"
32#include "LinearMath/btTransform.h"
33#include "BulletCollision/NarrowPhaseCollision/btVoronoiSimplexSolver.h"
34#include "BulletCollision/CollisionShapes/btTriangleShape.h"
35
36#include "BulletCollision/NarrowPhaseCollision/btGjkPairDetector.h"
37#include "BulletCollision/NarrowPhaseCollision/btPointCollector.h"
38#include "BulletCollision/NarrowPhaseCollision/btVoronoiSimplexSolver.h"
39#include "BulletCollision/NarrowPhaseCollision/btSubSimplexConvexCast.h"
40#include "BulletCollision/NarrowPhaseCollision/btGjkEpaPenetrationDepthSolver.h"
41#include "BulletCollision/NarrowPhaseCollision/btGjkEpa2.h"
42#include "BulletCollision/CollisionShapes/btMinkowskiSumShape.h"
43#include "BulletCollision/NarrowPhaseCollision/btDiscreteCollisionDetectorInterface.h"
44#include "BulletCollision/NarrowPhaseCollision/btSimplexSolverInterface.h"
45#include "BulletCollision/NarrowPhaseCollision/btMinkowskiPenetrationDepthSolver.h"
46#include "LinearMath/btStackAlloc.h"
47
48/*
49        Create and Delete a Physics SDK
50*/
51
52struct  btPhysicsSdk
53{
54
55//      btDispatcher*                           m_dispatcher;
56//      btOverlappingPairCache*         m_pairCache;
57//      btConstraintSolver*                     m_constraintSolver
58
59        btVector3       m_worldAabbMin;
60        btVector3       m_worldAabbMax;
61
62
63        //todo: version, hardware/optimization settings etc?
64        btPhysicsSdk()
65                :m_worldAabbMin(-1000,-1000,-1000),
66                m_worldAabbMax(1000,1000,1000)
67        {
68
69        }
70
71       
72};
73
74plPhysicsSdkHandle      plNewBulletSdk()
75{
76        void* mem = btAlignedAlloc(sizeof(btPhysicsSdk),16);
77        return (plPhysicsSdkHandle)new (mem)btPhysicsSdk;
78}
79
80void            plDeletePhysicsSdk(plPhysicsSdkHandle   physicsSdk)
81{
82        btPhysicsSdk* phys = reinterpret_cast<btPhysicsSdk*>(physicsSdk);
83        btAlignedFree(phys);   
84}
85
86
87/* Dynamics World */
88plDynamicsWorldHandle plCreateDynamicsWorld(plPhysicsSdkHandle physicsSdkHandle)
89{
90        btPhysicsSdk* physicsSdk = reinterpret_cast<btPhysicsSdk*>(physicsSdkHandle);
91        void* mem = btAlignedAlloc(sizeof(btDefaultCollisionConfiguration),16);
92        btDefaultCollisionConfiguration* collisionConfiguration = new (mem)btDefaultCollisionConfiguration();
93        mem = btAlignedAlloc(sizeof(btCollisionDispatcher),16);
94        btDispatcher*                           dispatcher = new (mem)btCollisionDispatcher(collisionConfiguration);
95        mem = btAlignedAlloc(sizeof(btAxisSweep3),16);
96        btBroadphaseInterface*          pairCache = new (mem)btAxisSweep3(physicsSdk->m_worldAabbMin,physicsSdk->m_worldAabbMax);
97        mem = btAlignedAlloc(sizeof(btSequentialImpulseConstraintSolver),16);
98        btConstraintSolver*                     constraintSolver = new(mem) btSequentialImpulseConstraintSolver();
99
100        mem = btAlignedAlloc(sizeof(btDiscreteDynamicsWorld),16);
101        return (plDynamicsWorldHandle) new (mem)btDiscreteDynamicsWorld(dispatcher,pairCache,constraintSolver,collisionConfiguration);
102}
103void           plDeleteDynamicsWorld(plDynamicsWorldHandle world)
104{
105        //todo: also clean up the other allocations, axisSweep, pairCache,dispatcher,constraintSolver,collisionConfiguration
106        btDynamicsWorld* dynamicsWorld = reinterpret_cast< btDynamicsWorld* >(world);
107        btAlignedFree(dynamicsWorld);
108}
109
110void    plStepSimulation(plDynamicsWorldHandle world,   plReal  timeStep)
111{
112        btDynamicsWorld* dynamicsWorld = reinterpret_cast< btDynamicsWorld* >(world);
113        btAssert(dynamicsWorld);
114        dynamicsWorld->stepSimulation(timeStep);
115}
116
117void plAddRigidBody(plDynamicsWorldHandle world, plRigidBodyHandle object)
118{
119        btDynamicsWorld* dynamicsWorld = reinterpret_cast< btDynamicsWorld* >(world);
120        btAssert(dynamicsWorld);
121        btRigidBody* body = reinterpret_cast< btRigidBody* >(object);
122        btAssert(body);
123
124        dynamicsWorld->addRigidBody(body);
125}
126
127void plRemoveRigidBody(plDynamicsWorldHandle world, plRigidBodyHandle object)
128{
129        btDynamicsWorld* dynamicsWorld = reinterpret_cast< btDynamicsWorld* >(world);
130        btAssert(dynamicsWorld);
131        btRigidBody* body = reinterpret_cast< btRigidBody* >(object);
132        btAssert(body);
133
134        dynamicsWorld->removeRigidBody(body);
135}
136
137/* Rigid Body  */
138
139plRigidBodyHandle plCreateRigidBody(    void* user_data,  float mass, plCollisionShapeHandle cshape )
140{
141        btTransform trans;
142        trans.setIdentity();
143        btVector3 localInertia(0,0,0);
144        btCollisionShape* shape = reinterpret_cast<btCollisionShape*>( cshape);
145        btAssert(shape);
146        if (mass)
147        {
148                shape->calculateLocalInertia(mass,localInertia);
149        }
150        void* mem = btAlignedAlloc(sizeof(btRigidBody),16);
151        btRigidBody::btRigidBodyConstructionInfo rbci(mass, 0,shape,localInertia);
152        btRigidBody* body = new (mem)btRigidBody(rbci);
153        body->setWorldTransform(trans);
154        body->setUserPointer(user_data);
155        return (plRigidBodyHandle) body;
156}
157
158void plDeleteRigidBody(plRigidBodyHandle cbody)
159{
160        btRigidBody* body = reinterpret_cast< btRigidBody* >(cbody);
161        btAssert(body);
162        btAlignedFree( body);
163}
164
165
166/* Collision Shape definition */
167
168plCollisionShapeHandle plNewSphereShape(plReal radius)
169{
170        void* mem = btAlignedAlloc(sizeof(btSphereShape),16);
171        return (plCollisionShapeHandle) new (mem)btSphereShape(radius);
172       
173}
174       
175plCollisionShapeHandle plNewBoxShape(plReal x, plReal y, plReal z)
176{
177        void* mem = btAlignedAlloc(sizeof(btBoxShape),16);
178        return (plCollisionShapeHandle) new (mem)btBoxShape(btVector3(x,y,z));
179}
180
181plCollisionShapeHandle plNewCapsuleShape(plReal radius, plReal height)
182{
183        //capsule is convex hull of 2 spheres, so use btMultiSphereShape
184        btVector3 inertiaHalfExtents(radius,height,radius);
185        const int numSpheres = 2;
186        btVector3 positions[numSpheres] = {btVector3(0,height,0),btVector3(0,-height,0)};
187        btScalar radi[numSpheres] = {radius,radius};
188        void* mem = btAlignedAlloc(sizeof(btMultiSphereShape),16);
189        return (plCollisionShapeHandle) new (mem)btMultiSphereShape(inertiaHalfExtents,positions,radi,numSpheres);
190}
191plCollisionShapeHandle plNewConeShape(plReal radius, plReal height)
192{
193        void* mem = btAlignedAlloc(sizeof(btConeShape),16);
194        return (plCollisionShapeHandle) new (mem)btConeShape(radius,height);
195}
196
197plCollisionShapeHandle plNewCylinderShape(plReal radius, plReal height)
198{
199        void* mem = btAlignedAlloc(sizeof(btCylinderShape),16);
200        return (plCollisionShapeHandle) new (mem)btCylinderShape(btVector3(radius,height,radius));
201}
202
203/* Convex Meshes */
204plCollisionShapeHandle plNewConvexHullShape()
205{
206        void* mem = btAlignedAlloc(sizeof(btConvexHullShape),16);
207        return (plCollisionShapeHandle) new (mem)btConvexHullShape();
208}
209
210
211/* Concave static triangle meshes */
212plMeshInterfaceHandle              plNewMeshInterface()
213{
214        return 0;
215}
216
217plCollisionShapeHandle plNewCompoundShape()
218{
219        void* mem = btAlignedAlloc(sizeof(btCompoundShape),16);
220        return (plCollisionShapeHandle) new (mem)btCompoundShape();
221}
222
223void    plAddChildShape(plCollisionShapeHandle compoundShapeHandle,plCollisionShapeHandle childShapeHandle, plVector3 childPos,plQuaternion childOrn)
224{
225        btCollisionShape* colShape = reinterpret_cast<btCollisionShape*>(compoundShapeHandle);
226        btAssert(colShape->getShapeType() == COMPOUND_SHAPE_PROXYTYPE);
227        btCompoundShape* compoundShape = reinterpret_cast<btCompoundShape*>(colShape);
228        btCollisionShape* childShape = reinterpret_cast<btCollisionShape*>(childShapeHandle);
229        btTransform     localTrans;
230        localTrans.setIdentity();
231        localTrans.setOrigin(btVector3(childPos[0],childPos[1],childPos[2]));
232        localTrans.setRotation(btQuaternion(childOrn[0],childOrn[1],childOrn[2],childOrn[3]));
233        compoundShape->addChildShape(localTrans,childShape);
234}
235
236void plSetEuler(plReal yaw,plReal pitch,plReal roll, plQuaternion orient)
237{
238        btQuaternion orn;
239        orn.setEuler(yaw,pitch,roll);
240        orient[0] = orn.getX();
241        orient[1] = orn.getY();
242        orient[2] = orn.getZ();
243        orient[3] = orn.getW();
244
245}
246
247
248//      extern  void            plAddTriangle(plMeshInterfaceHandle meshHandle, plVector3 v0,plVector3 v1,plVector3 v2);
249//      extern  plCollisionShapeHandle plNewStaticTriangleMeshShape(plMeshInterfaceHandle);
250
251
252void            plAddVertex(plCollisionShapeHandle cshape, plReal x,plReal y,plReal z)
253{
254        btCollisionShape* colShape = reinterpret_cast<btCollisionShape*>( cshape);
255        (void)colShape;
256        btAssert(colShape->getShapeType()==CONVEX_HULL_SHAPE_PROXYTYPE);
257        btConvexHullShape* convexHullShape = reinterpret_cast<btConvexHullShape*>( cshape);
258        convexHullShape->addPoint(btVector3(x,y,z));
259
260}
261
262void plDeleteShape(plCollisionShapeHandle cshape)
263{
264        btCollisionShape* shape = reinterpret_cast<btCollisionShape*>( cshape);
265        btAssert(shape);
266        btAlignedFree(shape);
267}
268void plSetScaling(plCollisionShapeHandle cshape, plVector3 cscaling)
269{
270        btCollisionShape* shape = reinterpret_cast<btCollisionShape*>( cshape);
271        btAssert(shape);
272        btVector3 scaling(cscaling[0],cscaling[1],cscaling[2]);
273        shape->setLocalScaling(scaling);       
274}
275
276
277
278void plSetPosition(plRigidBodyHandle object, const plVector3 position)
279{
280        btRigidBody* body = reinterpret_cast< btRigidBody* >(object);
281        btAssert(body);
282        btVector3 pos(position[0],position[1],position[2]);
283        btTransform worldTrans = body->getWorldTransform();
284        worldTrans.setOrigin(pos);
285        body->setWorldTransform(worldTrans);
286}
287
288void plSetOrientation(plRigidBodyHandle object, const plQuaternion orientation)
289{
290        btRigidBody* body = reinterpret_cast< btRigidBody* >(object);
291        btAssert(body);
292        btQuaternion orn(orientation[0],orientation[1],orientation[2],orientation[3]);
293        btTransform worldTrans = body->getWorldTransform();
294        worldTrans.setRotation(orn);
295        body->setWorldTransform(worldTrans);
296}
297
298void    plGetOpenGLMatrix(plRigidBodyHandle object, plReal* matrix)
299{
300        btRigidBody* body = reinterpret_cast< btRigidBody* >(object);
301        btAssert(body);
302        body->getWorldTransform().getOpenGLMatrix(matrix);
303
304}
305
306void    plGetPosition(plRigidBodyHandle object,plVector3 position)
307{
308        btRigidBody* body = reinterpret_cast< btRigidBody* >(object);
309        btAssert(body);
310        const btVector3& pos = body->getWorldTransform().getOrigin();
311        position[0] = pos.getX();
312        position[1] = pos.getY();
313        position[2] = pos.getZ();
314}
315
316void plGetOrientation(plRigidBodyHandle object,plQuaternion orientation)
317{
318        btRigidBody* body = reinterpret_cast< btRigidBody* >(object);
319        btAssert(body);
320        const btQuaternion& orn = body->getWorldTransform().getRotation();
321        orientation[0] = orn.getX();
322        orientation[1] = orn.getY();
323        orientation[2] = orn.getZ();
324        orientation[3] = orn.getW();
325}
326
327
328
329//plRigidBodyHandle plRayCast(plDynamicsWorldHandle world, const plVector3 rayStart, const plVector3 rayEnd, plVector3 hitpoint, plVector3 normal);
330
331//      extern  plRigidBodyHandle plObjectCast(plDynamicsWorldHandle world, const plVector3 rayStart, const plVector3 rayEnd, plVector3 hitpoint, plVector3 normal);
332
333double plNearestPoints(float p1[3], float p2[3], float p3[3], float q1[3], float q2[3], float q3[3], float *pa, float *pb, float normal[3])
334{
335        btVector3 vp(p1[0], p1[1], p1[2]);
336        btTriangleShape trishapeA(vp, 
337                                  btVector3(p2[0], p2[1], p2[2]), 
338                                  btVector3(p3[0], p3[1], p3[2]));
339        trishapeA.setMargin(0.000001f);
340        btVector3 vq(q1[0], q1[1], q1[2]);
341        btTriangleShape trishapeB(vq, 
342                                  btVector3(q2[0], q2[1], q2[2]), 
343                                  btVector3(q3[0], q3[1], q3[2]));
344        trishapeB.setMargin(0.000001f);
345       
346        // btVoronoiSimplexSolver sGjkSimplexSolver;
347        // btGjkEpaPenetrationDepthSolver penSolverPtr;
348       
349        static btSimplexSolverInterface sGjkSimplexSolver;
350        sGjkSimplexSolver.reset();
351       
352        static btGjkEpaPenetrationDepthSolver Solver0;
353        static btMinkowskiPenetrationDepthSolver Solver1;
354               
355        btConvexPenetrationDepthSolver* Solver = NULL;
356       
357        Solver = &Solver1;     
358               
359        btGjkPairDetector convexConvex(&trishapeA ,&trishapeB,&sGjkSimplexSolver,Solver);
360       
361        convexConvex.m_catchDegeneracies = 1;
362       
363        // btGjkPairDetector convexConvex(&trishapeA ,&trishapeB,&sGjkSimplexSolver,0);
364       
365        btPointCollector gjkOutput;
366        btGjkPairDetector::ClosestPointInput input;
367       
368        btStackAlloc gStackAlloc(1024*1024*2);
369 
370        input.m_stackAlloc = &gStackAlloc;
371       
372        btTransform tr;
373        tr.setIdentity();
374       
375        input.m_transformA = tr;
376        input.m_transformB = tr;
377       
378        convexConvex.getClosestPoints(input, gjkOutput, 0);
379       
380       
381        if (gjkOutput.m_hasResult)
382        {
383               
384                pb[0] = pa[0] = gjkOutput.m_pointInWorld[0];
385                pb[1] = pa[1] = gjkOutput.m_pointInWorld[1];
386                pb[2] = pa[2] = gjkOutput.m_pointInWorld[2];
387
388                pb[0]+= gjkOutput.m_normalOnBInWorld[0] * gjkOutput.m_distance;
389                pb[1]+= gjkOutput.m_normalOnBInWorld[1] * gjkOutput.m_distance;
390                pb[2]+= gjkOutput.m_normalOnBInWorld[2] * gjkOutput.m_distance;
391               
392                normal[0] = gjkOutput.m_normalOnBInWorld[0];
393                normal[1] = gjkOutput.m_normalOnBInWorld[1];
394                normal[2] = gjkOutput.m_normalOnBInWorld[2];
395
396                return gjkOutput.m_distance;
397        }
398        return -1.0f;   
399}
400
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