Package com.bulletphysics.demos.genericjoint

Source Code of com.bulletphysics.demos.genericjoint.GenericJointDemo

/*
* Java port of Bullet (c) 2008 Martin Dvorak <jezek2@advel.cz>
*
* Bullet Continuous Collision Detection and Physics Library
* Ragdoll Demo
* Copyright (c) 2007 Starbreeze Studios
*
* 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.
*
* Originally Written by: Marten Svanfeldt
* ReWritten by: Francisco Le�n
*/

package com.bulletphysics.demos.genericjoint;

import com.bulletphysics.util.ObjectArrayList;
import com.bulletphysics.collision.broadphase.BroadphaseInterface;
import com.bulletphysics.collision.broadphase.DbvtBroadphase;
import com.bulletphysics.collision.dispatch.CollisionDispatcher;
import com.bulletphysics.collision.dispatch.DefaultCollisionConfiguration;
import com.bulletphysics.collision.shapes.BoxShape;
import com.bulletphysics.collision.shapes.CollisionShape;
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.constraintsolver.ConstraintSolver;
import com.bulletphysics.dynamics.constraintsolver.SequentialImpulseConstraintSolver;
import com.bulletphysics.linearmath.Transform;
import javax.vecmath.Vector3f;
import org.lwjgl.LWJGLException;
import static com.bulletphysics.demos.opengl.IGL.*;

/**
*
* @author jezek2
*/
public class GenericJointDemo extends DemoApplication {

  private ObjectArrayList<RagDoll> ragdolls = new ObjectArrayList<RagDoll>();

  public GenericJointDemo(IGL gl) {
    super(gl);
  }

  public void initPhysics() {
    // Setup the basic world
    DefaultCollisionConfiguration collision_config = new DefaultCollisionConfiguration();

    CollisionDispatcher dispatcher = new CollisionDispatcher(collision_config);

    Vector3f worldAabbMin = new Vector3f(-10000, -10000, -10000);
    Vector3f worldAabbMax = new Vector3f(10000, 10000, 10000);
    //BroadphaseInterface overlappingPairCache = new AxisSweep3(worldAabbMin, worldAabbMax);
    //BroadphaseInterface overlappingPairCache = new SimpleBroadphase();
    BroadphaseInterface overlappingPairCache = new DbvtBroadphase();

    //#ifdef USE_ODE_QUICKSTEP
    //btConstraintSolver* constraintSolver = new OdeConstraintSolver();
    //#else
    ConstraintSolver constraintSolver = new SequentialImpulseConstraintSolver();
    //#endif

    dynamicsWorld = new DiscreteDynamicsWorld(dispatcher, overlappingPairCache, constraintSolver, collision_config);

    dynamicsWorld.setGravity(new Vector3f(0f, -30f, 0f));

    dynamicsWorld.setDebugDrawer(new GLDebugDrawer(gl));

    // Setup a big ground box
    {
      CollisionShape groundShape = new BoxShape(new Vector3f(200f, 10f, 200f));
      Transform groundTransform = new Transform();
      groundTransform.setIdentity();
      groundTransform.origin.set(0f, -15f, 0f);
      localCreateRigidBody(0f, groundTransform, groundShape);
    }

    // Spawn one ragdoll
    spawnRagdoll();

    clientResetScene();
  }

  public void spawnRagdoll() {
    spawnRagdoll(false);
  }
 
  public void spawnRagdoll(boolean random) {
    RagDoll ragDoll = new RagDoll(dynamicsWorld, new Vector3f(0f, 0f, 10f), 5f);
    ragdolls.add(ragDoll);
  }
 
  @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();
    float minFPS = 1000000f / 60f;
    if (ms > minFPS) {
      ms = minFPS;
    }

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

    renderme();

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

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

    if (dynamicsWorld != null) {
      dynamicsWorld.debugDrawWorld();
    }

    renderme();

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

  @Override
  public void keyboardCallback(char key, int x, int y, int modifiers) {
    switch (key) {
      case 'e':
        spawnRagdoll(true);
        break;
      default:
        super.keyboardCallback(key, x, y, modifiers);
    }
  }

  public static void main(String[] args) throws LWJGLException {
    GenericJointDemo demoApp = new GenericJointDemo(LWJGL.getGL());
    demoApp.initPhysics();
    demoApp.setCameraDistance(10f);

    LWJGL.main(args, 800, 600, "Joint 6DOF - Sequencial Impulse Solver", demoApp);
  }
 
}
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