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UnleashedApp.cpp
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UnleashedApp.cpp
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#include "Unleashed.h"
#include <mach/mach_time.h>
#include "cinder/params/Params.h"
static PxDefaultErrorCallback gDefaultErrorCallback;
static PxDefaultAllocator gDefaultAllocatorCallback;
static PxSimulationFilterShader gDefaultFilterShader=PxDefaultSimulationFilterShader;
float randf(float range)
{
float f = (random() & 0xffffff);
f = f / pow(2.0, 24);
return range * f;
}
Vec3f randVec(float range)
{
return Vec3f(randf(range), randf(range), randf(range));
}
void UnleashedApp::fatalError(const char *err)
{
__builtin_printf("fatalError: %s\n", err);
assert(0);
}
uint64_t UnleashedApp::deltaTime()
{
uint64_t end = mach_absolute_time();
uint64_t delta;
if (end > mLastUpdate)
{
delta = end - mLastUpdate;
}
else
{
delta = 0;
delta -= mLastUpdate;
delta += end;
}
mach_timebase_info_t info;
mach_timebase_info(info);
delta = delta * info->numer / info->denom;
return delta;
}
void UnleashedApp::setup()
{
// Cinder setup
WindowRef window = getWindow();
window->setSize(512, 512);
window->setPos(32, 64);
params::InterfaceGl mParams;
mParams = params::InterfaceGl( "Unleashed", Vec2i( 225, 200 ) );
mParams.addParam( "Scene Rotation", &mSceneRotation );
mLastUpdate = mach_absolute_time();
gl::disableVerticalSync();
// PhysX setup
mFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gDefaultAllocatorCallback,
gDefaultErrorCallback);
if(!mFoundation)
fatalError("PxCreateFoundation failed!");
bool recordMemoryAllocations = true;
mProfileZoneManager = &PxProfileZoneManager::createProfileZoneManager(mFoundation);
if(!mProfileZoneManager)
fatalError("PxProfileZoneManager::createProfileZoneManager failed!");
mPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *mFoundation,
PxTolerancesScale(), recordMemoryAllocations, mProfileZoneManager);
if(!mPhysics)
fatalError("PxCreatePhysics failed!");
//Create the scene
PxSceneDesc sceneDesc(mPhysics->getTolerancesScale());
sceneDesc.gravity=PxVec3(0.0f, -9.8f, 0.0f);
if(!sceneDesc.cpuDispatcher) {
PxDefaultCpuDispatcher* mCpuDispatcher = PxDefaultCpuDispatcherCreate(1);
if(!mCpuDispatcher)
cerr<<"PxDefaultCpuDispatcherCreate failed!"<<endl;
sceneDesc.cpuDispatcher = mCpuDispatcher;
}
if(!sceneDesc.filterShader)
sceneDesc.filterShader = gDefaultFilterShader;
mScene = mPhysics->createScene(sceneDesc);
if (!mScene)
cerr<<"createScene failed!"<<endl;
mScene->setVisualizationParameter(PxVisualizationParameter::eSCALE, 1.0);
mScene->setVisualizationParameter(PxVisualizationParameter::eCOLLISION_SHAPES, 1.0f);
mMaterial = mPhysics->createMaterial(0.5,0.5,0.5);
//Create actors
//1) Create ground plane
PxTransform pose = PxTransform(PxVec3(0.0f, 0.0f, 0.0f), PxQuat(PxHalfPi, PxVec3(0.0f, 0.0f, 1.0f)));
PxRigidStatic* plane = mPhysics->createRigidStatic(pose);
if (!plane)
cerr<<"create plane failed!"<<endl;
PxShape* shape = plane->createShape(PxPlaneGeometry(), *mMaterial);
if (!shape)
cerr<<"create shape failed!"<<endl;
mScene->addActor(*plane);
//2) Create sphere
PxReal density = 1.0f;
PxTransform sphereTransform(PxVec3(0.0f, 4.0f, 0.0f));
PxSphereGeometry sphere(0.5);
PxRigidDynamic *actor = PxCreateDynamic(*mPhysics, sphereTransform, sphere, *mMaterial, density);
actor->setAngularDamping(0.75);
actor->setLinearVelocity(PxVec3(0,0,0));
if (!actor)
cerr<<"create actor failed!"<<endl;
mScene->addActor(*actor);
}
void UnleashedApp::mouseDown( MouseEvent event )
{
}
void UnleashedApp::keyDown( KeyEvent event )
{
switch(event.getCode())
{
case KeyEvent::KEY_SPACE:
{
PxReal density = 1.0f;
PxTransform transform(PxVec3(0.0f, 10.0f, 0.0f), PxQuat::createIdentity());
PxSphereGeometry sphere(0.5);
PxRigidDynamic *actor = PxCreateDynamic(*mPhysics, transform, sphere, *mMaterial, density);
actor->setAngularDamping(0.75);
actor->setLinearVelocity(PxVec3(0,0,0));
if (!actor)
cerr<<"create actor failed!"<<endl;
mScene->addActor(*actor);
break;
}
default:
break;
}
}
void UnleashedApp::update()
{
uint64_t timeStep = deltaTime();
float dtF = (float)timeStep / 1E9;
printf("dtF:%f\n", dtF);
mScene->simulate(dtF);
//...perform useful work here using previous frame's state data
while(!mScene->fetchResults() )
{
// do something useful
}
if ((mFrameCount % 10) == 0)
{
if (mFrameCount & 1)
{
PxReal density = randf(1.0f);
PxTransform transform(PxVec3(0.0f, 10.0f, 0.0f), PxQuat::createIdentity());
PxSphereGeometry sphere(0.5);
PxRigidDynamic *actor = PxCreateDynamic(*mPhysics, transform, sphere, *mMaterial, density);
actor->setAngularDamping(0.75);
actor->setLinearVelocity(PxVec3(randf(1.0), randf(1.0), randf(1.0)));
if (!actor)
cerr<<"create actor failed!"<<endl;
mScene->addActor(*actor);
}
else
{
PxReal density = 1.0f;
PxTransform transform(PxVec3(0.0f, 10.0f, 0.0f), PxQuat::createIdentity());
PxBoxGeometry box(0.5, 0.5, 0.5);
PxRigidDynamic *actor = PxCreateDynamic(*mPhysics, transform, box, *mMaterial, density);
actor->setAngularDamping(0.75);
actor->setLinearVelocity(PxVec3(randf(1.0), randf(1.0), randf(1.0)));
if (!actor)
cerr<<"create actor failed!"<<endl;
mScene->addActor(*actor);
}
}
mLastUpdate = mach_absolute_time();
}
void clear( const ColorA &color, bool clearDepthBuffer )
{
glClearColor( color.r, color.g, color.b, color.a );
if( clearDepthBuffer )
{
glDepthMask( GL_TRUE );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
}
else
{
glClear( GL_COLOR_BUFFER_BIT );
}
}
void UnleashedApp::getColumnMajor(PxMat33 m, PxVec3 t, float* mat)
{
mat[0] = m.column0[0];
mat[1] = m.column0[1];
mat[2] = m.column0[2];
mat[3] = 0;
mat[4] = m.column1[0];
mat[5] = m.column1[1];
mat[6] = m.column1[2];
mat[7] = 0;
mat[8] = m.column2[0];
mat[9] = m.column2[1];
mat[10] = m.column2[2];
mat[11] = 0;
mat[12] = t[0];
mat[13] = t[1];
mat[14] = t[2];
mat[15] = 1;
}
void UnleashedApp::drawAxis()
{
gl::color(1.0, 0.0, 0.0);
gl::drawLine(Vec3f(0,0,0), Vec3f(1,0,0));
gl::color(0.0, 1.0, 0.0);
gl::drawLine(Vec3f(0,0,0), Vec3f(0,1,0));
gl::color(0.0, 0.0, 1.0);
gl::drawLine(Vec3f(0,0,0), Vec3f(0,0,1));
}
void UnleashedApp::drawGrid(int grid_size)
{
glBegin(GL_LINES);
glColor3f(0.75f, 0.75f, 0.75f);
for(int i=-grid_size;i<=grid_size;i++)
{
glVertex3f((float)i,0,(float)-grid_size);
glVertex3f((float)i,0,(float)grid_size);
glVertex3f((float)-grid_size,0,(float)i);
glVertex3f((float)grid_size,0,(float)i);
}
glEnd();
}
void UnleashedApp::drawBox(PxShape *pShape, PxRigidActor *pActor)
{
PxTransform pT = PxShapeExt::getGlobalPose(*pShape, *pActor);
PxBoxGeometry bg;
pShape->getBoxGeometry(bg);
PxMat33 m = PxMat33(pT.q );
float mat[16];
getColumnMajor(m,pT.p, mat);
glPushMatrix();
glMultMatrixf(mat);
float size = bg.halfExtents.x*2;
gl::drawCube( Vec3f(0,0,0), Vec3f(size, size, size));
glPopMatrix();
}
void UnleashedApp::drawSphere(PxShape *pShape, PxRigidActor *pActor)
{
PxTransform pT = PxShapeExt::getGlobalPose(*pShape, *pActor);
PxSphereGeometry sg;
pShape->getSphereGeometry(sg);
PxMat33 m = PxMat33(pT.q );
float mat[16];
getColumnMajor(m,pT.p, mat);
glPushMatrix();
glMultMatrixf(mat);
gl::drawSphere( Vec3f(0,0,0), sg.radius, 30);
glPopMatrix();
}
void UnleashedApp::drawShape(PxShape *shape, PxRigidActor *actor)
{
PxGeometryType::Enum type = shape->getGeometryType();
switch(type)
{
case PxGeometryType::eBOX:
drawBox(shape, actor);
break;
case PxGeometryType::eSPHERE:
drawSphere(shape, actor);
break;
default:
break;
}
}
void UnleashedApp::drawActor(PxRigidActor* actor)
{
PxU32 nShapes = actor->getNbShapes();
PxShape **shapes=new PxShape*[nShapes];
actor->getShapes(shapes, nShapes);
while (nShapes--)
{
drawShape(shapes[nShapes], actor);
}
delete [] shapes;
}
void UnleashedApp::drawRigidDynamicActors()
{
PxU32 nActors = mScene->getNbActors(physx::PxActorTypeFlag::eRIGID_DYNAMIC);
PxRigidDynamic **actors = new PxRigidDynamic*[nActors];
mScene->getActors(physx::PxActorTypeFlag::eRIGID_DYNAMIC, (PxActor **)actors, nActors, 0);
while (nActors--)
{
drawActor(actors[nActors]);
}
delete [] actors;
}
void UnleashedApp::drawRigidActors()
{
PxU32 nActors = mScene->getNbActors(physx::PxActorTypeFlag::eRIGID_STATIC);
PxRigidActor **actors = new PxRigidActor*[nActors];
mScene->getActors(physx::PxActorTypeFlag::eRIGID_STATIC, (PxActor **)actors, nActors, 0);
while (nActors--)
{
drawActor(actors[nActors]);
}
delete [] actors;
}
void UnleashedApp::drawActors()
{
drawRigidActors();
drawRigidDynamicActors();
}
void UnleashedApp::draw()
{
WindowRef window = getWindow();
Vec2f size = window->getSize();
Rectf frame(0,0, size.x, size.y);
CameraPersp camera(getWindowWidth(), getWindowHeight(), 60.0, 1.0, 1000.0);
float dist=-10;
camera.lookAt(Vec3f(dist, -dist, dist), Vec3f(0,0,0), Vec3f(0,1,0));
glMatrixMode(GL_PROJECTION);
gl::setMatrices(camera);
// clear out the window with black
gl::clear( Color( 0, 0, 0 ) );
// draw axis
drawAxis();
// draw grid
gl::color(0.0, 0.0, 1.0);
drawGrid(10);
gl::color(1.0, 0.0, 0.0);
drawActors();
mFrameCount++;
}
CINDER_APP_NATIVE( UnleashedApp, RendererGl )