标签:blog http io color ar os for sp div
利用Bullet物理引擎实现刚体的自由落体模拟的模板
Bullet下载地址
Main.cpp
#include <GLUT/glut.h>
#include <cstdlib> /* for exit */
#include <vector>
#include "btBulletDynamicsCommon.h"
#include "BulletCollision/Gimpact/btGImpactShape.h"
#include "BulletCollision/Gimpact/btGImpactCollisionAlgorithm.h"
using namespace std;
float zoom = 2000.f;
float rotx = 20;
float roty = 0;
float tx = 0;
float ty = 0;
int lastx=0;
int lasty=0;
unsigned char Buttons[3] = {0};
float lightPosition[] = { -200, 300, 300, 1.0f};
float ambientLight[] = { 0.2f, 0.2f, 0.2f, 1.0f };
float diffuseLight[] = { 0.8f, 0.8f, 0.8, 1.0f };
float specularLight[] = { 0.5f, 0.5f, 0.5f, 1.0f };
btDiscreteDynamicsWorld* mp_btDynamicsWorld = NULL;
btRigidBody *cube = NULL;
btRigidBody *ground = NULL;
void InitWorld()
{
btDefaultCollisionConfiguration *config = new btDefaultCollisionConfiguration();
btCollisionDispatcher *dispatcher = new btCollisionDispatcher(config);
btDbvtBroadphase *broadphase = new btDbvtBroadphase(); // Dynamic AABB tree method
btSequentialImpulseConstraintSolver* solver = new btSequentialImpulseConstraintSolver();
mp_btDynamicsWorld = new btDiscreteDynamicsWorld(dispatcher, broadphase, solver, config);
mp_btDynamicsWorld->setGravity(btVector3(0, -9800, 0)); //millimeter 9.8 * 1000
}
void InitObject()
{
//init cube
btCollisionShape *collisionShape = new btBoxShape(btVector3(300,300,300));
//initial position
btVector3 pos = btVector3(0, 600, 0);
btQuaternion qrot(0, 0, 0, 1);
btDefaultMotionState* motion_state = new btDefaultMotionState(btTransform(qrot, pos));
btScalar mass = btScalar(10);
btVector3 inertia = btVector3(0, 0, 0);//guan xing
collisionShape->calculateLocalInertia(mass, inertia);
cube = new btRigidBody(mass, motion_state, collisionShape, inertia);
btScalar restitution = btScalar(0);
cube->setRestitution(restitution);
//default 0.5
btScalar friction = btScalar(0.8);
cube->setFriction(friction);
mp_btDynamicsWorld->addRigidBody(cube);
//init ground
btCollisionShape *groundShape = new btBoxShape(btVector3(2000,5,2000)); //half size
btVector3 groundpos = btVector3(0,-150,0);
btQuaternion groundrot(0, 0, 0, 1);
btDefaultMotionState* groundMotion = new btDefaultMotionState(btTransform(groundrot, groundpos));
ground = new btRigidBody(0.0, groundMotion, groundShape);//mass = 0 means it is a static object
btScalar rest = btScalar(1);
ground->setRestitution(rest);
mp_btDynamicsWorld->addRigidBody(ground);
}
void DeleteBullet()
{
//cube
delete cube->getMotionState();
mp_btDynamicsWorld->removeRigidBody(cube);
delete cube;
cube = NULL;
//ground
delete ground->getMotionState();
mp_btDynamicsWorld->removeRigidBody(ground);
delete ground;
ground = NULL;
//world
delete mp_btDynamicsWorld->getBroadphase();
delete mp_btDynamicsWorld;
mp_btDynamicsWorld = NULL;
}
void DrawGrid(int _halfLen, int _gridNum)
{
glColor3f(1.0f,1.0f,1.0f);
// draw grid
glLineWidth(2);
glBegin(GL_LINES);
for(int i = -_halfLen;i <= _halfLen; i += (_halfLen/_gridNum)) {
glVertex3f(i,0,-_halfLen);
glVertex3f(i,0,_halfLen);
glVertex3f(_halfLen,0,i);
glVertex3f(-_halfLen,0,i);
}
glEnd();
}
void DrawCoordinate(float _flengthX, float _flengthY, float _flengthZ)
{
glLineWidth(5);
glBegin(GL_LINES);
glColor3f(1,0,0);
glVertex3f(0,0,0);
glVertex3f(_flengthX,0,0);
glEnd();
glBegin(GL_LINES);
glColor3f(0,1,0);
glVertex3f(0,0,0);
glVertex3f(0,_flengthY,0);
glEnd();
glBegin(GL_LINES);
glColor3f(0,0,1);
glVertex3f(0,0,0);
glVertex3f(0,0,_flengthZ);
glEnd();
}
void DrawBulletObject()
{
//cube
btTransform trans = cube->getWorldTransform();
btScalar m[16];
trans.getOpenGLMatrix(m);
glColor3f(0, 0, 1);
glPushMatrix();
glMultMatrixf((GLfloat*)m);
glutSolidCube(300);
glPopMatrix();
//ground
glColor3f(0, 1, 0);
glPushMatrix();
glTranslatef(0, -5, 0);
glScalef(1, 0.005, 1);
glutSolidCube(2000); //half size
glPopMatrix();
}
void Simulate()
{
double dt = 1.f/60.0f;
if(mp_btDynamicsWorld)
mp_btDynamicsWorld->stepSimulation(dt,1);
}
//-------------------------------------------------------------------------------
///
void Display()
{
Simulate();
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0,0,-zoom);
glTranslatef(tx,ty,0);
glRotatef(rotx,1,0,0);
glRotatef(roty,0,1,0);
glLightfv(GL_LIGHT1, GL_AMBIENT, ambientLight);
glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuseLight);
glLightfv(GL_LIGHT1, GL_SPECULAR, specularLight);
glLightfv(GL_LIGHT1, GL_POSITION, lightPosition);
glEnable(GL_LIGHT1);
glEnable(GL_LIGHTING);
glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
DrawBulletObject();
glDisable( GL_LIGHTING );
glDisable(GL_COLOR_MATERIAL);
DrawGrid(1000, 10);
//DrawCoordinate(1000,1000,1000);
glutPostRedisplay();
glutSwapBuffers();
}
void Init()
{
glShadeModel(GL_SMOOTH);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepth(1.0f);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glEnable(GL_NORMALIZE);
InitWorld();
InitObject();
}
void Reshape(int w, int h)
{
// prevent divide by 0 error when minimised
if(w==0)
h = 1;
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45,(float)w/h,0.1,5000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
//-------------------------------------------------------------------------------
//
void Motion(int x,int y)
{
int diffx=x-lastx;
int diffy=y-lasty;
lastx=x;
lasty=y;
if( Buttons[2] )
{
zoom -= (float) 1* diffx*2;
}
else
if( Buttons[0] )
{
rotx += (float) 1 * diffy;
roty += (float) 1 * diffx;
}
else
if( Buttons[1] )
{
tx += (float) 1 * diffx;
ty -= (float) 1 * diffy;
}
glutPostRedisplay();
}
//-------------------------------------------------------------------------------
//
void Mouse(int b,int s,int x,int y)
{
lastx=x;
lasty=y;
switch(b)
{
case GLUT_LEFT_BUTTON:
Buttons[0] = ((GLUT_DOWN==s)?1:0);
break;
case GLUT_MIDDLE_BUTTON:
Buttons[1] = ((GLUT_DOWN==s)?1:0);
break;
case GLUT_RIGHT_BUTTON:
Buttons[2] = ((GLUT_DOWN==s)?1:0);
break;
default:
break;
}
glutPostRedisplay();
}
void Keyboard(unsigned char key, int x, int y)
{
switch(key) {
case 'q':
case 'Q':
case 27: // ESC key
exit(0);
break;
case 'r':
DeleteBullet();
InitWorld();
InitObject();
break;
default:
break;
}
}
int main(int argc,char** argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA|GLUT_DEPTH);
glutInitWindowSize(640,480);
glutInitWindowPosition(100,100);
glutCreateWindow("Bullet Framework");
glutDisplayFunc(Display);
glutReshapeFunc(Reshape);
glutMouseFunc(Mouse);
glutMotionFunc(Motion);
glutKeyboardFunc(Keyboard);
Init();
glutMainLoop();
return 0;
}Bullet Physics OpenGL 刚体应用程序模板 Rigid Simulation in Bullet
标签:blog http io color ar os for sp div
原文地址:http://blog.csdn.net/pyang1989/article/details/40722007