generate contact when body type changes at runtime, decoupling, add first ray cast hit query to world query (more to add later such as sphere/box/convex casts), hotfix
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vendored
@ -1,4 +1,5 @@
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*.sln
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*.VC
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*.vcxproj
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*.vcxproj.user
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*.vcxproj.filters
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@ -8,6 +9,7 @@
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*.opendb
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*.ilk
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*.pdb
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*.ini
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*.idb
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*.pch
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*.ipch
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@ -26,5 +28,6 @@
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*.o
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*.a
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*.i
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*.DS_Store
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build/
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doc/
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@ -49,6 +49,10 @@ public:
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// Return true if the proxy has moved.
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bool MoveProxy(i32 proxyId, const b3AABB3& aabb, const b3Vec3& displacement);
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// Add a proxy to the list of moved proxies.
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// Only moved proxies will be used internally as an AABB query reference object.
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void BufferMove(i32 proxyId);
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// Get the AABB of a given proxy.
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const b3AABB3& GetAABB(i32 proxyId) const;
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@ -77,10 +81,6 @@ public:
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private :
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friend class b3DynamicTree;
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// Add a proxy to the list of moved proxies.
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// Only moved proxies will be used as an AABB query reference object.
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void BufferMove(i32 proxyId);
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// The client callback used to add an overlapping pair
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// to the overlapping pair buffer.
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bool Report(i32 proxyId);
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@ -208,34 +208,6 @@ inline b3Mat33 b3Outer(const b3Vec3& a, const b3Vec3& b)
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return b3Mat33(b.x * a, b.y * a, b.z * a);
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}
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// Move an inertia tensor from the its current center
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// to another.
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inline b3Mat33 b3MoveToCOM(const b3Mat33& inertia, float32 mass, const b3Vec3& center)
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{
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// Paralell Axis Theorem
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// J = I + m * dot(r, r) * E - outer(r, r)
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// where
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// I - inertia about the center of mass
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// m - mass
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// E - identity 3x3
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// r - displacement vector from the current com to the new com
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// J - inertia tensor at the new center of rotation
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float32 dd = b3Dot(center, center);
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b3Mat33 A = b3Diagonal(mass * dd);
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b3Mat33 B = b3Outer(center, center);
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return inertia + A - B;
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}
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// Compute the inertia matrix of a body measured in
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// inertial frame (variable over time) given the
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// inertia matrix in body-fixed frame (constant)
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// and a rotation matrix representing the orientation
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// of the body frame relative to the inertial frame.
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inline b3Mat33 b3RotateToFrame(const b3Mat33& inertia, const b3Mat33& rotation)
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{
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return rotation * inertia * b3Transpose(rotation);
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}
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// Compute an orthogonal basis given one of its vectors.
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// The vector must be normalized.
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inline b3Mat33 b3Basis(const b3Vec3& a)
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@ -250,6 +222,7 @@ inline b3Mat33 b3Basis(const b3Vec3& a)
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{
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A.y.Set(0.0f, a.z, -a.y);
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}
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A.x = a;
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A.y = b3Normalize(A.y);
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A.z = b3Cross(a, A.y);
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return A;
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@ -24,6 +24,7 @@
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#include <bounce/common/math/quat.h>
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#include <bounce/common/math/transform.h>
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#include <bounce/common/template/list.h>
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#include <bounce/dynamics/time_step.h>
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class b3World;
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class b3Shape;
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@ -328,32 +329,6 @@ inline b3BodyType b3Body::GetType() const
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return m_type;
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}
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inline void b3Body::SetType(b3BodyType type)
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{
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if (m_type == type)
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{
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return;
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}
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m_type = type;
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ResetMass();
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if (m_type == e_staticBody)
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{
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m_linearVelocity.SetZero();
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m_angularVelocity.SetZero();
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SynchronizeShapes();
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}
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SetAwake(true);
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m_force.SetZero();
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m_torque.SetZero();
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DestroyContacts();
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}
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inline void* b3Body::GetUserData() const
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{
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return m_userData;
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@ -430,6 +405,11 @@ inline const b3Sweep& b3Body::GetSweep() const
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return m_sweep;
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}
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inline bool b3Body::IsAwake() const
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{
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return (m_flags & e_awakeFlag) != 0;
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}
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inline void b3Body::SetAwake(bool flag)
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{
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if (flag)
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@ -451,11 +431,6 @@ inline void b3Body::SetAwake(bool flag)
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}
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}
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inline bool b3Body::IsAwake() const
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{
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return (m_flags & e_awakeFlag) != 0;
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}
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inline float32 b3Body::GetGravityScale() const
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{
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return m_gravityScale;
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@ -51,6 +51,34 @@ enum b3LimitState
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e_equalLimits
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};
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// Move an inertia tensor from the its current center
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// to another.
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inline b3Mat33 b3MoveToCOM(const b3Mat33& inertia, float32 mass, const b3Vec3& center)
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{
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// Paralell Axis Theorem
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// J = I + m * dot(r, r) * E - outer(r, r)
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// where
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// I - inertia about the center of mass
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// m - mass
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// E - identity 3x3
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// r - displacement vector from the current com to the new com
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// J - inertia tensor at the new center of rotation
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float32 dd = b3Dot(center, center);
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b3Mat33 A = b3Diagonal(mass * dd);
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b3Mat33 B = b3Outer(center, center);
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return inertia + A - B;
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}
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// Compute the inertia matrix of a body measured in
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// inertial frame (variable over time) given the
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// inertia matrix in body-fixed frame (constant)
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// and a rotation matrix representing the orientation
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// of the body frame relative to the inertial frame.
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inline b3Mat33 b3RotateToFrame(const b3Mat33& inertia, const b3Mat33& rotation)
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{
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return rotation * inertia * b3Transpose(rotation);
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}
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// Compute the time derivative of an orientation given
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// the angular velocity of the rotating frame represented by the orientation.
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inline b3Quat b3Derivative(const b3Quat& orientation, const b3Vec3& velocity)
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@ -85,11 +85,19 @@ public:
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// Perform a ray cast with the world.
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// The given ray cast listener will be notified when a ray intersects a shape
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// in the world. The ray cast output is the intercepted shape, the intersection
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// in the world.
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// The ray cast output is the intercepted shape, the intersection
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// point in world space, the face normal on the shape associated with the point,
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// and the intersection fraction.
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void RayCast(b3RayCastListener* listener, const b3Vec3& p1, const b3Vec3& p2) const;
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// Convenience function.
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// Perform a ray cast with the world.
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// If there is an intersection then the given ray cast listener will be notified once with
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// the shape closest to the ray origin and the associated ray cast output.
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// @todo Centralize all queries to a common scene query class?
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void RayCastFirst(b3RayCastListener* listener, const b3Vec3& p1, const b3Vec3& p2) const;
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// Perform a AABB cast with the world.
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// The query listener will be notified when two shape AABBs are overlapping.
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// If the listener returns false then the query is stopped immediately.
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@ -61,9 +61,9 @@ public:
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void RayHit()
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{
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if (m_rayHit.m_shape)
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if (m_rayHit.shape)
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{
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if (m_rayHit.m_shape->GetBody() != m_character)
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if (m_rayHit.shape->GetBody() != m_character)
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{
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Test::RayHit();
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}
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@ -72,12 +72,12 @@ public:
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void Step()
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{
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if (m_rayHit.m_shape)
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if (m_rayHit.shape)
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{
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if (m_rayHit.m_shape->GetBody() != m_character)
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if (m_rayHit.shape->GetBody() != m_character)
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{
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b3Vec3 point = m_rayHit.m_point;
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b3Vec3 normal = m_rayHit.m_normal;
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b3Vec3 point = m_rayHit.point;
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b3Vec3 normal = m_rayHit.normal;
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const b3Transform& xf = m_character->GetTransform();
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b3Vec3 n = point - xf.position;
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@ -206,16 +206,16 @@ public:
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{
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// Perform the ray cast
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RayCastListener listener;
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m_world.RayCast(&listener, p1, p2);
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listener.hit.shape = NULL;
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m_world.RayCastFirst(&listener, p1, p2);
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i32 hitId = listener.FindClosestHit();
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if (hitId >= 0)
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RayCastHit hit = listener.hit;
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if (hit.shape)
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{
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// Replace current hit
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RayCastHit hit = listener.m_hits[hitId];
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g_debugDraw->DrawSegment(p1, hit.m_point, b3Color(0.0f, 1.0f, 0.0f));
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g_debugDraw->DrawPoint(hit.m_point, b3Color(1.0f, 0.0f, 0.0f));
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g_debugDraw->DrawSegment(hit.m_point, hit.m_point + hit.m_normal, b3Color(1.0f, 1.0f, 1.0f));
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g_debugDraw->DrawSegment(p1, hit.point, b3Color(0.0f, 1.0f, 0.0f));
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g_debugDraw->DrawPoint(hit.point, b3Color(1.0f, 0.0f, 0.0f));
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g_debugDraw->DrawSegment(hit.point, hit.point + hit.normal, b3Color(1.0f, 1.0f, 1.0f));
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}
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else
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{
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@ -19,10 +19,11 @@
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#ifndef TEST_H
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#define TEST_H
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#include <bounce/bounce.h>
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#include <glfw/glfw3.h>
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#include <imgui/imgui.h>
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#include "../framework/debug_draw.h"
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#include <bounce/bounce.h>
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struct Settings
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{
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@ -83,53 +84,14 @@ struct TestEntry
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TestCreate create;
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};
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enum TestType
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{
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// Collision
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e_QHull,
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e_Cluster,
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e_Distance,
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e_CapsuleDistance,
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e_CapsuleAndCapsule,
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e_CapsuleAndHull,
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e_HullAndHull,
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// Dynamics
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// Joints
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e_NewtonCradle,
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e_Vehicle,
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e_Door,
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e_HingeChain,
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e_Ragdoll,
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// Contacts
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e_Quadric,
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e_MeshContact,
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// World
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e_SphereStack,
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e_CapsuleStack,
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e_BoxStack,
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e_ShapeStack,
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e_Jenga,
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e_Thin,
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e_Pyramid,
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e_Pyramids,
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// World Queries
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e_RayCast,
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e_SensorTest,
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e_Character,
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e_BodyTypes,
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e_VaryingFriction,
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e_VaryingRestitution,
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e_testCount
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};
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extern TestEntry g_tests[e_testCount];
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extern TestEntry g_tests[];
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struct RayCastHit
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{
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b3Shape* m_shape;
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b3Vec3 m_point;
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b3Vec3 m_normal;
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float32 m_fraction;
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b3Shape* shape;
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b3Vec3 point;
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b3Vec3 normal;
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float32 fraction;
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};
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class RayCastListener : public b3RayCastListener
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@ -137,35 +99,14 @@ class RayCastListener : public b3RayCastListener
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public:
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float32 ReportShape(b3Shape* shape, const b3Vec3& point, const b3Vec3& normal, float32 fraction)
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{
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RayCastHit hit;
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hit.m_shape = shape;
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hit.m_point = point;
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hit.m_normal = normal;
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hit.m_fraction = fraction;
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m_hits.PushBack(hit);
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// Continue.
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hit.shape = shape;
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hit.point = point;
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hit.normal = normal;
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hit.fraction = fraction;
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return 1.0f;
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}
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int FindClosestHit() const
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{
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float32 minFraction = FLT_MAX;
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int minIndex = -1;
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for (u32 i = 0; i < m_hits.Count(); ++i)
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{
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const RayCastHit* hit = m_hits.Get(i);
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if (hit->m_fraction < minFraction)
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{
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minFraction = hit->m_fraction;
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minIndex = i;
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}
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}
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return minIndex;
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}
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b3StackArray<RayCastHit, 256> m_hits;
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RayCastHit hit;
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};
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class Test : public b3ContactListener
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@ -195,7 +195,7 @@ if os.is "windows" then
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newaction
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{
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trigger = "solution",
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description = "Build solution",
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description = "Generate solution",
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execute = function ()
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os.execute ( "premake5 clean" )
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os.execute ( "premake5 vs2015" )
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@ -205,7 +205,7 @@ if os.is "windows" then
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newaction
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{
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trigger = "doc",
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description = "Build documentation",
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description = "Generate documentation",
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execute = function ()
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os.execute ( "doxygen doxyfile" )
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os.execute ( "start doc\\api\\html\\index.html" )
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|
@ -335,6 +335,41 @@ bool b3Body::ShouldCollide(const b3Body* other) const
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return true;
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}
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void b3Body::SetType(b3BodyType type)
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{
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if (m_type == type)
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{
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return;
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}
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m_type = type;
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ResetMass();
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m_force.SetZero();
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m_torque.SetZero();
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if (m_type == e_staticBody)
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{
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m_linearVelocity.SetZero();
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m_angularVelocity.SetZero();
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m_sweep.worldCenter0 = m_sweep.worldCenter;
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m_sweep.orientation0 = m_sweep.orientation;
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SynchronizeShapes();
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}
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SetAwake(true);
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DestroyContacts();
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// Move the shape proxies so new contacts can be created.
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b3BroadPhase* phase = &m_world->m_contactMan.m_broadPhase;
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for (b3Shape* s = m_shapeList.m_head; s; s = s->m_next)
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{
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phase->BufferMove(s->m_broadPhaseID);
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}
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}
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void b3Body::Dump() const
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{
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i32 bodyIndex = m_islandID;
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|
@ -79,7 +79,7 @@ void b3CollideCapsuleAndCapsule(b3Manifold& manifold,
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float32 d1 = b3Distance(clipEdgeA[0].position, cp1);
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float32 d2 = b3Distance(clipEdgeA[1].position, cp2);
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if (d1 <= totalRadius && d2 <= totalRadius)
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if (d1 > B3_EPSILON && d1 <= totalRadius && d2 > B3_EPSILON && d2 <= totalRadius)
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{
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b3Vec3 n1 = (cp1 - clipEdgeA[0].position) / d1;
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b3Vec3 n2 = (cp2 - clipEdgeA[1].position) / d2;
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@ -123,7 +123,7 @@ void b3CollideCapsuleAndCapsule(b3Manifold& manifold,
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float32 distance = b3Distance(pointA, pointB);
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if (distance > 0.0f)
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if (distance > B3_EPSILON)
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{
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b3Vec3 normal = (pointB - pointA) / distance;
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b3Vec3 center = 0.5f * (pointA + hullA.radius * normal + pointB - hullB.radius * normal);
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|
@ -17,6 +17,7 @@
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*/
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||||
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#include <bounce/dynamics/shapes/capsule_shape.h>
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#include <bounce/dynamics/time_step.h>
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b3CapsuleShape::b3CapsuleShape()
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{
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||||
|
@ -17,6 +17,7 @@
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||||
*/
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||||
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||||
#include <bounce/dynamics/shapes/sphere_shape.h>
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#include <bounce/dynamics/time_step.h>
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||||
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||||
b3SphereShape::b3SphereShape()
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||||
{
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|
@ -377,6 +377,68 @@ void b3World::RayCast(b3RayCastListener* listener, const b3Vec3& p1, const b3Vec
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m_contactMan.m_broadPhase.RayCast(&callback, input);
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}
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struct b3RayCastFirstCallback
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||||
{
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||||
float32 Report(const b3RayCastInput& input, i32 proxyId)
|
||||
{
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||||
// Get shape associated with the proxy.
|
||||
void* userData = broadPhase->GetUserData(proxyId);
|
||||
b3Shape* shape = (b3Shape*)userData;
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||||
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||||
// Get map from shape local space to world space.
|
||||
b3Transform xf = shape->GetBody()->GetTransform();
|
||||
|
||||
b3RayCastOutput output;
|
||||
bool hit = shape->RayCast(&output, input, xf);
|
||||
if (hit)
|
||||
{
|
||||
// Track minimum time of impact to require less memory.
|
||||
if (output.fraction < output0.fraction)
|
||||
{
|
||||
shape0 = shape;
|
||||
output0 = output;
|
||||
}
|
||||
}
|
||||
|
||||
// Continue the search from where we stopped.
|
||||
return input.maxFraction;
|
||||
}
|
||||
|
||||
b3Shape* shape0;
|
||||
b3RayCastOutput output0;
|
||||
const b3BroadPhase* broadPhase;
|
||||
};
|
||||
|
||||
void b3World::RayCastFirst(b3RayCastListener* listener, const b3Vec3& p1, const b3Vec3& p2) const
|
||||
{
|
||||
b3RayCastInput input;
|
||||
input.p1 = p1;
|
||||
input.p2 = p2;
|
||||
input.maxFraction = 1.0f;
|
||||
|
||||
b3RayCastFirstCallback callback;
|
||||
callback.shape0 = NULL;
|
||||
callback.output0.fraction = B3_MAX_FLOAT;
|
||||
callback.broadPhase = &m_contactMan.m_broadPhase;
|
||||
|
||||
// Perform the ray cast.
|
||||
m_contactMan.m_broadPhase.RayCast(&callback, input);
|
||||
|
||||
if (callback.shape0)
|
||||
{
|
||||
// Ray hits closest shape.
|
||||
float32 fraction = callback.output0.fraction;
|
||||
float32 w1 = 1.0f - fraction;
|
||||
float32 w2 = fraction;
|
||||
|
||||
b3Vec3 point = w1 * input.p1 + w2 * input.p2;
|
||||
b3Vec3 normal = callback.output0.normal;
|
||||
|
||||
// Report the intersection to the user.
|
||||
listener->ReportShape(callback.shape0, point, normal, fraction);
|
||||
}
|
||||
}
|
||||
|
||||
struct b3QueryAABBCallback
|
||||
{
|
||||
bool Report(i32 proxyID)
|
||||
|
@ -25,6 +25,7 @@
|
||||
GLFWwindow* g_window;
|
||||
Settings g_settings;
|
||||
Test* g_test;
|
||||
u32 g_testCount;
|
||||
Camera g_camera;
|
||||
DebugDraw* g_debugDraw;
|
||||
bool g_leftDown;
|
||||
@ -234,7 +235,7 @@ void Interface()
|
||||
ImGui::PushItemWidth(-1.0f);
|
||||
|
||||
ImGui::Text("Test");
|
||||
if (ImGui::Combo("##Test", &g_settings.testID, GetTestName, NULL, e_testCount, e_testCount))
|
||||
if (ImGui::Combo("##Test", &g_settings.testID, GetTestName, NULL, g_testCount, g_testCount))
|
||||
{
|
||||
delete g_test;
|
||||
g_test = g_tests[g_settings.testID].create();
|
||||
@ -248,12 +249,12 @@ void Interface()
|
||||
}
|
||||
if (ImGui::Button("Previous", buttonSize))
|
||||
{
|
||||
g_settings.testID = b3Clamp(g_settings.testID - 1, 0, int(e_testCount) - 1);
|
||||
g_settings.testID = b3Clamp(g_settings.testID - 1, 0, int(g_testCount) - 1);
|
||||
g_settings.lastTestID = -1;
|
||||
}
|
||||
if (ImGui::Button("Next", buttonSize))
|
||||
{
|
||||
g_settings.testID = b3Clamp(g_settings.testID + 1, 0, int(e_testCount) - 1);
|
||||
g_settings.testID = b3Clamp(g_settings.testID + 1, 0, int(g_testCount) - 1);
|
||||
g_settings.lastTestID = -1;
|
||||
}
|
||||
if (ImGui::Button("Exit", buttonSize))
|
||||
@ -419,12 +420,12 @@ int main(int argc, char** args)
|
||||
sprintf(title, "Bounce Testbed Version %d.%d.%d", b3_version.major, b3_version.minor, b3_version.revision);
|
||||
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
|
||||
|
||||
g_window = glfwCreateWindow(1024, 768, title, NULL, NULL);
|
||||
if (g_window == NULL)
|
||||
{
|
||||
fprintf(stderr, "Failed to opengl GLFW window\n");
|
||||
fprintf(stderr, "Failed to open GLFW window\n");
|
||||
glfwTerminate();
|
||||
return -1;
|
||||
}
|
||||
@ -436,11 +437,13 @@ int main(int argc, char** args)
|
||||
glfwSetKeyCallback(g_window, KeyButton);
|
||||
glfwSetCharCallback(g_window, Char);
|
||||
glfwSwapInterval(1);
|
||||
|
||||
if (gladLoadGL() == 0)
|
||||
{
|
||||
fprintf(stderr, "Failed to load OpenGL extensions\n");
|
||||
fprintf(stderr, "Error: %d\n", glad_glGetError());
|
||||
glfwTerminate();
|
||||
exit(EXIT_FAILURE);
|
||||
return -1;
|
||||
}
|
||||
|
||||
printf("OpenGL %s, GLSL %s\n", glGetString(GL_VERSION), glGetString(GL_SHADING_LANGUAGE_VERSION));
|
||||
@ -457,7 +460,13 @@ int main(int argc, char** args)
|
||||
g_debugDraw = new DebugDraw();
|
||||
|
||||
// Run the testbed
|
||||
g_testCount = 0;
|
||||
while (g_tests[g_testCount].create != NULL)
|
||||
{
|
||||
++g_testCount;
|
||||
}
|
||||
g_test = NULL;
|
||||
|
||||
Run();
|
||||
|
||||
// Destroy the last test
|
||||
@ -475,4 +484,5 @@ int main(int argc, char** args)
|
||||
|
||||
// Destroy g_window
|
||||
glfwTerminate();
|
||||
}
|
||||
return 0;
|
||||
}
|
@ -49,7 +49,7 @@ Test::Test()
|
||||
g_camera.m_center.SetZero();
|
||||
g_settings.drawGrid = false;
|
||||
|
||||
m_rayHit.m_shape = NULL;
|
||||
m_rayHit.shape = NULL;
|
||||
m_mouseJoint = NULL;
|
||||
|
||||
{
|
||||
@ -358,7 +358,7 @@ void Test::MouseMove(const Ray3& pw)
|
||||
{
|
||||
if (m_mouseJoint)
|
||||
{
|
||||
float32 hitFraction = m_rayHit.m_fraction;
|
||||
float32 hitFraction = m_rayHit.fraction;
|
||||
float32 w1 = 1.0f - hitFraction;
|
||||
float32 w2 = hitFraction;
|
||||
|
||||
@ -370,7 +370,7 @@ void Test::MouseMove(const Ray3& pw)
|
||||
void Test::MouseLeftDown(const Ray3& pw)
|
||||
{
|
||||
// Clear the current hit
|
||||
m_rayHit.m_shape = NULL;
|
||||
m_rayHit.shape = NULL;
|
||||
if (m_mouseJoint)
|
||||
{
|
||||
b3Body* groundBody = m_mouseJoint->GetBodyA();
|
||||
@ -384,25 +384,23 @@ void Test::MouseLeftDown(const Ray3& pw)
|
||||
b3Vec3 p1 = pw.Start();
|
||||
b3Vec3 p2 = pw.End();
|
||||
|
||||
// Perform the ray cast
|
||||
RayCastListener listener;
|
||||
m_world.RayCast(&listener, p1, p2);
|
||||
listener.hit.shape = NULL;
|
||||
|
||||
int hitId = listener.FindClosestHit();
|
||||
// Perform the ray cast
|
||||
m_world.RayCastFirst(&listener, p1, p2);
|
||||
|
||||
if (hitId >= 0)
|
||||
if (listener.hit.shape)
|
||||
{
|
||||
// Hit
|
||||
// Replace current hit
|
||||
m_rayHit = listener.m_hits[hitId];
|
||||
|
||||
m_rayHit = listener.hit;
|
||||
|
||||
RayHit();
|
||||
}
|
||||
}
|
||||
|
||||
void Test::MouseLeftUp(const Ray3& pw)
|
||||
{
|
||||
m_rayHit.m_shape = NULL;
|
||||
m_rayHit.shape = NULL;
|
||||
if (m_mouseJoint)
|
||||
{
|
||||
b3Body* groundBody = m_mouseJoint->GetBodyA();
|
||||
@ -418,12 +416,12 @@ void Test::RayHit()
|
||||
{
|
||||
b3BodyDef bdef;
|
||||
b3Body* bodyA = m_world.CreateBody(bdef);
|
||||
b3Body* bodyB = m_rayHit.m_shape->GetBody();
|
||||
b3Body* bodyB = m_rayHit.shape->GetBody();
|
||||
|
||||
b3MouseJointDef def;
|
||||
def.bodyA = bodyA;
|
||||
def.bodyB = bodyB;
|
||||
def.target = m_rayHit.m_point;
|
||||
def.target = m_rayHit.point;
|
||||
def.maxForce = 2000.0f * bodyB->GetMass();
|
||||
|
||||
m_mouseJoint = (b3MouseJoint*)m_world.CreateJoint(def);
|
||||
|
@ -47,7 +47,7 @@
|
||||
#include <testbed/tests/varying_friction.h>
|
||||
#include <testbed/tests/varying_restitution.h>
|
||||
|
||||
TestEntry g_tests[e_testCount] =
|
||||
TestEntry g_tests[] =
|
||||
{
|
||||
{ "Quickhull Test", &QuickhullTest::Create },
|
||||
{ "Cluster Test", &Cluster::Create },
|
||||
|
Loading…
x
Reference in New Issue
Block a user