/* Bullet Continuous Collision Detection and Physics Library Copyright (c) 2003-2006,2008 Erwin Coumans http://continuousphysics.com/Bullet/ 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. */ #include "TerrainDemo.h" // always include our own header first! #include "btBulletDynamicsCommon.h" #include "BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h" #include "GLDebugDrawer.h" #include "GL_ShapeDrawer.h" #include "GlutStuff.h" #include "GLDebugFont.h" // constants ------------------------------------------------------------------- static const float s_gravity = 9.8; // 9.8 m/s^2 static const int s_gridSize = 64 + 1; // must be (2^N) + 1 static const float s_gridSpacing = 5.0; static const float s_gridHeightScale = 0.2; // the singularity at the center of the radial model means we need a lot of // finely-spaced time steps to get the physics right. // These numbers are probably too aggressive for a real game! static const int s_requestedHz = 180; static const float s_engineTimeStep = 1.0 / s_requestedHz; // delta phase: radians per second static const float s_deltaPhase = 0.25 * 2.0 * SIMD_PI; // what type of terrain is generated? enum eTerrainModel { eRadial = 1, // deterministic eFractal = 2 // random }; typedef unsigned char byte_t; //////////////////////////////////////////////////////////////////////////////// // // static helper methods // // Only used within this file (helpers and terrain generation, etc) // //////////////////////////////////////////////////////////////////////////////// static const char * getTerrainTypeName ( eTerrainModel model ) { switch (model) { case eRadial: return "Radial"; case eFractal: return "Fractal"; default: btAssert(!"bad terrain model type"); } return NULL; } static const char * getDataTypeName ( PHY_ScalarType type ) { switch (type) { case PHY_UCHAR: return "UnsignedChar"; case PHY_SHORT: return "Short"; case PHY_FLOAT: return "Float"; default: btAssert(!"bad heightfield data type"); } return NULL; } static const char * getUpAxisName ( int axis ) { switch (axis) { case 0: return "X"; case 1: return "Y"; case 2: return "Z"; default: btAssert(!"bad up axis"); } return NULL; } static btVector3 getUpVector ( int upAxis, btScalar regularValue, btScalar upValue ) { btAssert(upAxis >= 0 && upAxis <= 2 && "bad up axis"); btVector3 v(regularValue, regularValue, regularValue); v[upAxis] = upValue; return v; } // TODO: it would probably cleaner to have a struct per data type, so // you could lookup byte sizes, conversion functions, etc. static int getByteSize ( PHY_ScalarType type ) { int size = 0; switch (type) { case PHY_FLOAT: size = sizeof(float); break; case PHY_UCHAR: size = sizeof(unsigned char); break; case PHY_SHORT: size = sizeof(short); break; default: btAssert(!"Bad heightfield data type"); } return size; } static float convertToFloat ( const byte_t * p, PHY_ScalarType type ) { btAssert(p); switch (type) { case PHY_FLOAT: { float * pf = (float *) p; return *pf; } case PHY_UCHAR: { unsigned char * pu = (unsigned char *) p; return ((*pu) * s_gridHeightScale); } case PHY_SHORT: { short * ps = (short *) p; return ((*ps) * s_gridHeightScale); } default: btAssert(!"bad type"); } return 0; } static float getGridHeight ( byte_t * grid, int i, int j, PHY_ScalarType type ) { btAssert(grid); btAssert(i >= 0 && i < s_gridSize); btAssert(j >= 0 && j < s_gridSize); int bpe = getByteSize(type); btAssert(bpe > 0 && "bad bytes per element"); int idx = (j * s_gridSize) + i; long offset = ((long) bpe) * idx; byte_t * p = grid + offset; return convertToFloat(p, type); } static void convertFromFloat ( byte_t * p, float value, PHY_ScalarType type ) { btAssert(p && "null"); switch (type) { case PHY_FLOAT: { float * pf = (float *) p; *pf = value; } break; case PHY_UCHAR: { unsigned char * pu = (unsigned char *) p; *pu = (unsigned char) (value / s_gridHeightScale); } break; case PHY_SHORT: { short * ps = (short *) p; *ps = (short) (value / s_gridHeightScale); } break; default: btAssert(!"bad type"); } } // creates a radially-varying heightfield static void setRadial ( byte_t * grid, int bytesPerElement, PHY_ScalarType type, float phase = 0.0 ) { btAssert(grid); btAssert(bytesPerElement > 0); // min/max float period = 0.5 / s_gridSpacing; float floor = 0.0; float min_r = 3.0 * sqrt(s_gridSpacing); float magnitude = 50.0 * sqrt(s_gridSpacing); // pick a base_phase such that phase = 0 results in max height // (this way, if you create a heightfield with phase = 0, // you can rely on the min/max heights that result) float base_phase = (0.5 * SIMD_PI) - (period * min_r); phase += base_phase; // center of grid float cx = 0.5 * s_gridSize * s_gridSpacing; float cy = cx; // assume square grid byte_t * p = grid; for (int i = 0; i < s_gridSize; ++i) { float x = i * s_gridSpacing; for (int j = 0; j < s_gridSize; ++j) { float y = j * s_gridSpacing; float dx = x - cx; float dy = y - cy; float r = sqrt((dx * dx) + (dy * dy)); float z = period; if (r < min_r) { r = min_r; } z = (1.0 / r) * sin(period * r + phase); if (z > period) { z = period; } else if (z < -period) { z = -period; } z = floor + magnitude * z; convertFromFloat(p, z, type); p += bytesPerElement; } } } static float randomHeight ( int step ) { return (0.33 * s_gridSpacing * s_gridSize * step * (rand() - (0.5 * RAND_MAX))) / (1.0 * RAND_MAX * s_gridSize); } static void dumpGrid ( const byte_t * grid, int bytesPerElement, PHY_ScalarType type, int max ) { //std::cerr << "Grid:\n"; char buffer[32]; for (int j = 0; j < max; ++j) { for (int i = 0; i < max; ++i) { long offset = j * s_gridSize + i; float z = convertToFloat(grid + offset * bytesPerElement, type); sprintf(buffer, "%6.2f", z); //std::cerr << " " << buffer; } //std::cerr << "\n"; } } static void updateHeight ( byte_t * p, float new_val, PHY_ScalarType type ) { float old_val = convertToFloat(p, type); if (!old_val) { convertFromFloat(p, new_val, type); } } // creates a random, fractal heightfield static void setFractal ( byte_t * grid, int bytesPerElement, PHY_ScalarType type, int step ) { btAssert(grid); btAssert(bytesPerElement > 0); btAssert(step > 0); btAssert(step < s_gridSize); int newStep = step / 2; // std::cerr << "Computing grid with step = " << step << ": before\n"; // dumpGrid(grid, bytesPerElement, type, step + 1); // special case: starting (must set four corners) if (s_gridSize - 1 == step) { // pick a non-zero (possibly negative) base elevation for testing float base = randomHeight(step / 2); convertFromFloat(grid, base, type); convertFromFloat(grid + step * bytesPerElement, base, type); convertFromFloat(grid + step * s_gridSize * bytesPerElement, base, type); convertFromFloat(grid + (step * s_gridSize + step) * bytesPerElement, base, type); } // determine elevation of each corner float c00 = convertToFloat(grid, type); float c01 = convertToFloat(grid + step * bytesPerElement, type); float c10 = convertToFloat(grid + (step * s_gridSize) * bytesPerElement, type); float c11 = convertToFloat(grid + (step * s_gridSize + step) * bytesPerElement, type); // set top middle updateHeight(grid + newStep * bytesPerElement, 0.5 * (c00 + c01) + randomHeight(step), type); // set left middle updateHeight(grid + (newStep * s_gridSize) * bytesPerElement, 0.5 * (c00 + c10) + randomHeight(step), type); // set right middle updateHeight(grid + (newStep * s_gridSize + step) * bytesPerElement, 0.5 * (c01 + c11) + randomHeight(step), type); // set bottom middle updateHeight(grid + (step * s_gridSize + newStep) * bytesPerElement, 0.5 * (c10 + c11) + randomHeight(step), type); // set middle updateHeight(grid + (newStep * s_gridSize + newStep) * bytesPerElement, 0.25 * (c00 + c01 + c10 + c11) + randomHeight(step), type); // std::cerr << "Computing grid with step = " << step << ": after\n"; // dumpGrid(grid, bytesPerElement, type, step + 1); // terminate? if (newStep < 2) { return; } // recurse setFractal(grid, bytesPerElement, type, newStep); setFractal(grid + newStep * bytesPerElement, bytesPerElement, type, newStep); setFractal(grid + (newStep * s_gridSize) * bytesPerElement, bytesPerElement, type, newStep); setFractal(grid + ((newStep * s_gridSize) + newStep) * bytesPerElement, bytesPerElement, type, newStep); } static byte_t * getRawHeightfieldData ( eTerrainModel model, PHY_ScalarType type, btScalar& minHeight, btScalar& maxHeight ) { // std::cerr << "\nRegenerating terrain\n"; // std::cerr << " model = " << model << "\n"; // std::cerr << " type = " << type << "\n"; long nElements = ((long) s_gridSize) * s_gridSize; // std::cerr << " nElements = " << nElements << "\n"; int bytesPerElement = getByteSize(type); // std::cerr << " bytesPerElement = " << bytesPerElement << "\n"; btAssert(bytesPerElement > 0 && "bad bytes per element"); long nBytes = nElements * bytesPerElement; // std::cerr << " nBytes = " << nBytes << "\n"; byte_t * raw = new byte_t[nBytes]; btAssert(raw && "out of memory"); // reseed randomization every 30 seconds // srand(time(NULL) / 30); // populate based on model switch (model) { case eRadial: setRadial(raw, bytesPerElement, type); break; case eFractal: for (int i = 0; i < nBytes; i++) { raw[i] = 0; } setFractal(raw, bytesPerElement, type, s_gridSize - 1); break; default: btAssert(!"bad model type"); } if (0) { // inside if(0) so it keeps compiling but isn't // exercised and doesn't cause warnings // std::cerr << "final grid:\n"; dumpGrid(raw, bytesPerElement, type, s_gridSize - 1); } // find min/max for (int i = 0; i < s_gridSize; ++i) { for (int j = 0; j < s_gridSize; ++j) { float z = getGridHeight(raw, i, j, type); // std::cerr << "i=" << i << ", j=" << j << ": z=" << z << "\n"; // update min/max if (!i && !j) { minHeight = z; maxHeight = z; } else { if (z < minHeight) { minHeight = z; } if (z > maxHeight) { maxHeight = z; } } } } if (maxHeight < -minHeight) { maxHeight = -minHeight; } if (minHeight > -maxHeight) { minHeight = -maxHeight; } // std::cerr << " minHeight = " << minHeight << "\n"; // std::cerr << " maxHeight = " << maxHeight << "\n"; return raw; } //////////////////////////////////////////////////////////////////////////////// // // TerrainDemo class // //////////////////////////////////////////////////////////////////////////////// /// class that demonstrates the btHeightfieldTerrainShape object class TerrainDemo : public GlutDemoApplication { public: // constructor, destructor --------------------------------------------- TerrainDemo(void); ~TerrainDemo(void); virtual void initPhysics() {} // public class methods ------------------------------------------------ void initialize(void); // DemoApplication class interface methods ----------------------------- void clientMoveAndDisplay(void); void keyboardCallback(unsigned char key, int x, int y); void renderme(void); private: // private helper methods ---------------------------------------------- void resetPhysics(void); void clearWorld(void); // private data members ------------------------------------------------ btDefaultCollisionConfiguration * m_collisionConfiguration; btCollisionDispatcher * m_dispatcher; btAxisSweep3 * m_overlappingPairCache; btSequentialImpulseConstraintSolver * m_constraintSolver; btAlignedObjectArray m_collisionShapes; int m_upAxis; PHY_ScalarType m_type; eTerrainModel m_model; byte_t * m_rawHeightfieldData; btScalar m_minHeight; btScalar m_maxHeight; float m_phase; // for dynamics bool m_isDynamic; }; TerrainDemo::TerrainDemo(void) : m_collisionConfiguration(NULL), m_dispatcher(NULL), m_overlappingPairCache(NULL), m_constraintSolver(NULL), m_upAxis(1), m_type(PHY_FLOAT), m_model(eFractal), m_rawHeightfieldData(NULL), m_phase(0.0), m_isDynamic(true) { } TerrainDemo::~TerrainDemo(void) { clearWorld(); //delete dynamics world delete m_dynamicsWorld; //delete solver delete m_constraintSolver; //delete broadphase delete m_overlappingPairCache; //delete dispatcher delete m_dispatcher; delete m_collisionConfiguration; } //////////////////////////////////////////////////////////////////////////////// // // TerrainDemo -- public class methods // //////////////////////////////////////////////////////////////////////////////// /// one-time class and physics initialization void TerrainDemo::initialize(void) { // std::cerr << "initializing...\n"; // set up basic state m_upAxis = 1; // start with Y-axis as "up" m_type = PHY_FLOAT; m_model = eRadial;//eFractal; m_isDynamic = true; // set up the physics world m_collisionConfiguration = new btDefaultCollisionConfiguration(); m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration); btVector3 worldMin(-1000,-1000,-1000); btVector3 worldMax(1000,1000,1000); m_overlappingPairCache = new btAxisSweep3(worldMin,worldMax); m_constraintSolver = new btSequentialImpulseConstraintSolver(); m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_overlappingPairCache,m_constraintSolver,m_collisionConfiguration); // initialize axis- or type-dependent physics from here this->resetPhysics(); } //////////////////////////////////////////////////////////////////////////////// // // TerrainDemo -- DemoApplication class interface methods // //////////////////////////////////////////////////////////////////////////////// void TerrainDemo::clientMoveAndDisplay(void) { // elapsed time float us = getDeltaTimeMicroseconds(); float seconds = 1.0e-6 * us; // we'll carefully iterate through each time step so we can update // the dynamic model if necessary long nStepsPerIteration = 1; while (seconds > 1.0e-6) { float dt = nStepsPerIteration * s_engineTimeStep; if (dt > seconds) { dt = seconds; } seconds -= dt; // std::cerr << " Stepping through " << dt << " seconds\n"; // if dynamic and radial, go ahead and update the field if (m_rawHeightfieldData && m_isDynamic && eRadial == m_model) { m_phase += s_deltaPhase * dt; if (m_phase > 2.0 * SIMD_PI) { m_phase -= 2.0 * SIMD_PI; } int bpe = getByteSize(m_type); btAssert(bpe > 0 && "Bad bytes per element"); setRadial(m_rawHeightfieldData, bpe, m_type, m_phase); } if (m_dynamicsWorld) { m_dynamicsWorld->stepSimulation(dt, nStepsPerIteration + 1, s_engineTimeStep); } } // okay, render glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); renderme(); glFlush(); glutSwapBuffers(); } static PHY_ScalarType nextType (PHY_ScalarType type) { switch (type) { case PHY_FLOAT: return PHY_SHORT; break; case PHY_SHORT: return PHY_UCHAR; break; case PHY_UCHAR: return PHY_FLOAT; break; } btAssert (0); return PHY_FLOAT; } void TerrainDemo::keyboardCallback(unsigned char key, int x, int y) { if (',' == key) { // increment model m_model = (eFractal == m_model) ? eRadial : eFractal; this->resetPhysics(); } if ('/' == key) { // increment type m_type = nextType(m_type); this->resetPhysics(); } if ('\\' == key) { // increment axis m_upAxis++; if (m_upAxis > 2) { m_upAxis = 0; } this->resetPhysics(); } if ('[' == key) { // toggle dynamics m_isDynamic = !m_isDynamic; } // let demo base class handle! DemoApplication::keyboardCallback(key, x, y); } static void doPrint(int x,int& y,int dy,const char * text) { GLDebugDrawString(x,y, text); y += dy; } /// override the default display just so we can overlay a bit more text void TerrainDemo::renderme(void) { // give base class a shot DemoApplication::renderme(); // overlay any debug information if (m_dynamicsWorld) m_dynamicsWorld->debugDrawWorld(); // switch to orthographic setOrthographicProjection(); // we'll draw on the right top of the screen const int lineWidth = 200; const int lineHeight = 16; char buffer[256]; int xStart = m_glutScreenWidth - lineWidth; int yStart = lineHeight; sprintf(buffer, "Terrain Type: %s", getTerrainTypeName(m_model)); doPrint(xStart, yStart, lineHeight, buffer); doPrint(xStart, yStart, lineHeight, "Press ',' to cycle terrain types"); doPrint(xStart, yStart, lineHeight, ""); sprintf(buffer, "Data Type: %s", getDataTypeName(m_type)); doPrint(xStart, yStart, lineHeight, buffer); doPrint(xStart, yStart, lineHeight, "Press '/' to cycle data types"); doPrint(xStart, yStart, lineHeight, ""); sprintf(buffer, "'up' axis: %s", getUpAxisName(m_upAxis)); doPrint(xStart, yStart, lineHeight, buffer); doPrint(xStart, yStart, lineHeight, "Press '\\' to cycle 'up' axes"); doPrint(xStart, yStart, lineHeight, ""); if (eRadial == m_model) { sprintf(buffer, "Dynamic: %s", m_isDynamic ? "yes" : "no"); doPrint(xStart, yStart, lineHeight, buffer); doPrint(xStart, yStart, lineHeight, "Press '[' to toggle dynamics"); } } //////////////////////////////////////////////////////////////////////////////// // // TerrainDemo -- private helper methods // //////////////////////////////////////////////////////////////////////////////// /// called whenever key terrain attribute is changed void TerrainDemo::resetPhysics(void) { // remove old heightfield clearWorld(); // reset gravity to point in appropriate direction m_dynamicsWorld->setGravity(getUpVector(m_upAxis, 0.0, -s_gravity)); // get new heightfield of appropriate type m_rawHeightfieldData = getRawHeightfieldData(m_model, m_type, m_minHeight, m_maxHeight); btAssert(m_rawHeightfieldData && "failed to create raw heightfield"); bool flipQuadEdges = false; btHeightfieldTerrainShape * heightfieldShape = new btHeightfieldTerrainShape(s_gridSize, s_gridSize, m_rawHeightfieldData, s_gridHeightScale, m_minHeight, m_maxHeight, m_upAxis, m_type, flipQuadEdges); btAssert(heightfieldShape && "null heightfield"); // scale the shape btVector3 localScaling = getUpVector(m_upAxis, s_gridSpacing, 1.0); heightfieldShape->setLocalScaling(localScaling); // stash this shape away m_collisionShapes.push_back(heightfieldShape); // set origin to middle of heightfield btTransform tr; tr.setIdentity(); tr.setOrigin(btVector3(0,-20,0)); // create ground object float mass = 0.0; localCreateRigidBody(mass, tr, heightfieldShape); } /// removes all objects and shapes from the world void TerrainDemo::clearWorld(void) { //remove the rigidbodies from the dynamics world and delete them int i; for (i=m_dynamicsWorld->getNumCollisionObjects()-1; i>=0 ;i--) { btCollisionObject* obj = m_dynamicsWorld->getCollisionObjectArray()[i]; btRigidBody* body = btRigidBody::upcast(obj); if (body && body->getMotionState()) { delete body->getMotionState(); } m_dynamicsWorld->removeCollisionObject( obj ); delete obj; } //delete collision shapes for (int j=0;jinitialize(); return demo; }