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C++ btRigidBody::setActivationState方法代码示例

本文整理汇总了C++中btRigidBody::setActivationState方法的典型用法代码示例。如果您正苦于以下问题:C++ btRigidBody::setActivationState方法的具体用法?C++ btRigidBody::setActivationState怎么用?C++ btRigidBody::setActivationState使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在btRigidBody的用法示例。


在下文中一共展示了btRigidBody::setActivationState方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: createBulletObject

  void createBulletObject(Shape shape)
  {
    switch (shape) {
      case ConvexHull : {
        btConvexHullShape* bcs = new btConvexHullShape();
        for (size_t i=0; i<data.size(); i++) {
          glm::vec3& v = data[i].vertex;
          bcs->addPoint( glmvec3_to_btVector3(v) );
        }
        btScalar mass(ball_mass);
        btVector3 localInertia(0,0,0);
        //using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
        // position and motion
        btTransform ballTransform;
        ballTransform.setIdentity();
        ballTransform.setOrigin(btVector3(0,ball_initial_height,0));
        btDefaultMotionState* bulletMotionState = new btDefaultMotionState(btTransform(ballTransform));
        // ball rigidbody info
        btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,bulletMotionState,bcs,localInertia);
        // tweak rigidbody info
        rbInfo.m_restitution = grestitution;
        rbInfo.m_friction = gfriction;
        // add ball to the world
        rigidbody = new btRigidBody(rbInfo);
        if(!rigidbody) std::cout << "bulletBallBody pointer null" << std::endl; 
        dynamicsWorld->addRigidBody(rigidbody);
        break;
      }
      case TriangleMesh : { 
        // Shape
        btBvhTriangleMeshShape* boardShape = new btBvhTriangleMeshShape( &bt_triangles, true );

        btScalar mass(board_mass);
        btVector3 localInertia(0,0,0);

        // transform : default position
        btTransform boardTransform;
        boardTransform.setIdentity();
        boardTransform.setOrigin(btVector3(0,0,0));
        btDefaultMotionState* bulletMotionState = new btDefaultMotionState(btTransform(boardTransform));
        btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,bulletMotionState,boardShape,localInertia);

        // tweak rigidbody properties
        rbInfo.m_restitution = grestitution;
        rbInfo.m_friction = gfriction;
        // add to the world
        rigidbody = new btRigidBody(rbInfo);
        if(!rigidbody) std::cout << "bulletBoardBody pointer null" << std::endl; 
        rigidbody->setActivationState(DISABLE_DEACTIVATION);
        dynamicsWorld->addRigidBody(rigidbody);
        break; 
      }
      case None : {
        break;
      }
    } // end switch
    
    

  }
开发者ID:YutaMatsumoto,项目名称:airhocky,代码行数:60,代码来源:j7.cpp

示例2: addPickingConstraint

 void addPickingConstraint(const btVector3& rayFrom, const btVector3& rayTo) {
   if (!dynamicsWorld) {
     return;
   }
   removePickingConstraint();
   if (pickedObjectIndex <= 0 || pickedObjectIndex >= dynamicsWorld->getNumCollisionObjects()) {
     return;
   }
   pickedBody = btRigidBody::upcast(dynamicsWorld->getCollisionObjectArray()[pickedObjectIndex]);
   btVector3 pickPos = rayTo;
   btVector3 localPivot = pickedBody->getCenterOfMassTransform().inverse() * pickPos;
   pickConstraint = new btPoint2PointConstraint(*pickedBody,localPivot);
   pickedBody->setActivationState(DISABLE_DEACTIVATION);
   dynamicsWorld->addConstraint(pickConstraint,true);
   pickingDistance = (rayFrom-rayTo).length();
   pickConstraint->m_setting.m_impulseClamp = 3.0f;
   pickConstraint->m_setting.m_tau = 0.001f;
 }
开发者ID:fedemarino31,项目名称:leaptower,代码行数:18,代码来源:NaClAMBullet.cpp

示例3: rayCallback

	bool	mouseButtonCallback(int button, int state, float x, float y)
	{

		if (state==1)
		{
			if(button==0)// && (m_data->m_altPressed==0 && m_data->m_controlPressed==0))
			{
				btVector3 camPos;
				m_glApp->m_instancingRenderer->getCameraPosition(camPos);

				btVector3 rayFrom = camPos;
				btVector3 rayTo = getRayTo(x,y);

				btCollisionWorld::ClosestRayResultCallback rayCallback(rayFrom,rayTo);
				m_dynamicsWorld->rayTest(rayFrom,rayTo,rayCallback);
				if (rayCallback.hasHit())
				{

					btVector3 pickPos = rayCallback.m_hitPointWorld;
					btRigidBody* body = (btRigidBody*)btRigidBody::upcast(rayCallback.m_collisionObject);
					if (body)
					{
						//other exclusions?
						if (!(body->isStaticObject() || body->isKinematicObject()))
						{
							m_pickedBody = body;
							m_pickedBody->setActivationState(DISABLE_DEACTIVATION);
							//printf("pickPos=%f,%f,%f\n",pickPos.getX(),pickPos.getY(),pickPos.getZ());
							btVector3 localPivot = body->getCenterOfMassTransform().inverse() * pickPos;
							btPoint2PointConstraint* p2p = new btPoint2PointConstraint(*body,localPivot);
							m_dynamicsWorld->addConstraint(p2p,true);
							m_pickedConstraint = p2p;
							btScalar mousePickClamping = 30.f;
							p2p->m_setting.m_impulseClamp = mousePickClamping;
							//very weak constraint for picking
							p2p->m_setting.m_tau = 0.001f;
						}
					} else
					{
						btMultiBodyLinkCollider* multiCol = (btMultiBodyLinkCollider*)btMultiBodyLinkCollider::upcast(rayCallback.m_collisionObject);
						if (multiCol && multiCol->m_multiBody)
						{
							multiCol->m_multiBody->setCanSleep(false);

							btVector3 pivotInA = multiCol->m_multiBody->worldPosToLocal(multiCol->m_link, pickPos);

							btMultiBodyPoint2Point* p2p = new btMultiBodyPoint2Point(multiCol->m_multiBody,multiCol->m_link,0,pivotInA,pickPos);
							//if you add too much energy to the system, causing high angular velocities, simulation 'explodes'
							//see also http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=4&t=949
							//so we try to avoid it by clamping the maximum impulse (force) that the mouse pick can apply
							//it is not satisfying, hopefully we find a better solution (higher order integrator, using joint friction using a zero-velocity target motor with limited force etc?)

							p2p->setMaxAppliedImpulse(20*scaling);
		
							btMultiBodyDynamicsWorld* world = (btMultiBodyDynamicsWorld*) m_dynamicsWorld;
							world->addMultiBodyConstraint(p2p);
							m_pickingMultiBodyPoint2Point =p2p; 
						}
					}


//					pickObject(pickPos, rayCallback.m_collisionObject);
					m_oldPickingPos = rayTo;
					m_hitPos = pickPos;
					m_oldPickingDist  = (pickPos-rayFrom).length();
//					printf("hit !\n");
				//add p2p
				}
				
			}
		} else
		{
			if (button==0)
			{
				if (m_pickedConstraint)
				{
					m_dynamicsWorld->removeConstraint(m_pickedConstraint);
					delete m_pickedConstraint;
					m_pickedConstraint=0;
					m_pickedBody = 0;
				}

				if (m_pickingMultiBodyPoint2Point)
				{
					m_pickingMultiBodyPoint2Point->getMultiBodyA()->setCanSleep(true);
					btMultiBodyDynamicsWorld* world = (btMultiBodyDynamicsWorld*) m_dynamicsWorld;
					world->removeMultiBodyConstraint(m_pickingMultiBodyPoint2Point);
					delete m_pickingMultiBodyPoint2Point;
					m_pickingMultiBodyPoint2Point = 0;
				}
				//remove p2p
			}
		}

		//printf("button=%d, state=%d\n",button,state);
		return false;
	}
开发者ID:romance-ii,项目名称:bullet3,代码行数:97,代码来源:main.cpp

示例4: initPhysics


//.........这里部分代码省略.........
		forkLocalTrans.setOrigin(btVector3(0.9f, -0.08f, 0.7f));
		forkCompound->addChildShape(forkLocalTrans, forkShapeC);

		btTransform forkTrans;
		m_forkStartPos = btVector3(0.0f, 0.6f, 3.2f);
		forkTrans.setIdentity();
		forkTrans.setOrigin(m_forkStartPos);
		m_forkBody = localCreateRigidBody(5, forkTrans, forkCompound);

		localA.setIdentity();
		localB.setIdentity();
		localA.getBasis().setEulerZYX(0, 0, M_PI_2);
		localA.setOrigin(btVector3(0.0f, -1.9f, 0.05f));
		localB.getBasis().setEulerZYX(0, 0, M_PI_2);
		localB.setOrigin(btVector3(0.0, 0.0, -0.1));
		m_forkSlider = new btSliderConstraint(*m_liftBody, *m_forkBody, localA, localB, true);
		m_forkSlider->setLowerLinLimit(0.1f);
		m_forkSlider->setUpperLinLimit(0.1f);
//		m_forkSlider->setLowerAngLimit(-LIFT_EPS);
//		m_forkSlider->setUpperAngLimit(LIFT_EPS);
		m_forkSlider->setLowerAngLimit(0.0f);
		m_forkSlider->setUpperAngLimit(0.0f);
		m_dynamicsWorld->addConstraint(m_forkSlider, true);


		btCompoundShape* loadCompound = new btCompoundShape();
		m_collisionShapes.push_back(loadCompound);
		btCollisionShape* loadShapeA = new btBoxShape(btVector3(2.0f,0.5f,0.5f));
		m_collisionShapes.push_back(loadShapeA);
		btTransform loadTrans;
		loadTrans.setIdentity();
		loadCompound->addChildShape(loadTrans, loadShapeA);
		btCollisionShape* loadShapeB = new btBoxShape(btVector3(0.1f,1.0f,1.0f));
		m_collisionShapes.push_back(loadShapeB);
		loadTrans.setIdentity();
		loadTrans.setOrigin(btVector3(2.1f, 0.0f, 0.0f));
		loadCompound->addChildShape(loadTrans, loadShapeB);
		btCollisionShape* loadShapeC = new btBoxShape(btVector3(0.1f,1.0f,1.0f));
		m_collisionShapes.push_back(loadShapeC);
		loadTrans.setIdentity();
		loadTrans.setOrigin(btVector3(-2.1f, 0.0f, 0.0f));
		loadCompound->addChildShape(loadTrans, loadShapeC);
		loadTrans.setIdentity();
		m_loadStartPos = btVector3(0.0f, 3.5f, 7.0f);
		loadTrans.setOrigin(m_loadStartPos);
		m_loadBody  = localCreateRigidBody(loadMass, loadTrans, loadCompound);
	}



	
	
	/// create vehicle
	{
		
		m_vehicleRayCaster = new btDefaultVehicleRaycaster(m_dynamicsWorld);
		m_vehicle = new btRaycastVehicle(m_tuning,m_carChassis,m_vehicleRayCaster);
		
		///never deactivate the vehicle
		m_carChassis->setActivationState(DISABLE_DEACTIVATION);

		m_dynamicsWorld->addVehicle(m_vehicle);

		float connectionHeight = 1.2f;

	
		bool isFrontWheel=true;

		//choose coordinate system
		m_vehicle->setCoordinateSystem(rightIndex,upIndex,forwardIndex);

		btVector3 connectionPointCS0(CUBE_HALF_EXTENTS-(0.3*wheelWidth),connectionHeight,2*CUBE_HALF_EXTENTS-wheelRadius);

		m_vehicle->addWheel(connectionPointCS0,wheelDirectionCS0,wheelAxleCS,suspensionRestLength,wheelRadius,m_tuning,isFrontWheel);
		connectionPointCS0 = btVector3(-CUBE_HALF_EXTENTS+(0.3*wheelWidth),connectionHeight,2*CUBE_HALF_EXTENTS-wheelRadius);

		m_vehicle->addWheel(connectionPointCS0,wheelDirectionCS0,wheelAxleCS,suspensionRestLength,wheelRadius,m_tuning,isFrontWheel);
		connectionPointCS0 = btVector3(-CUBE_HALF_EXTENTS+(0.3*wheelWidth),connectionHeight,-2*CUBE_HALF_EXTENTS+wheelRadius);
		isFrontWheel = false;
		m_vehicle->addWheel(connectionPointCS0,wheelDirectionCS0,wheelAxleCS,suspensionRestLength,wheelRadius,m_tuning,isFrontWheel);
		connectionPointCS0 = btVector3(CUBE_HALF_EXTENTS-(0.3*wheelWidth),connectionHeight,-2*CUBE_HALF_EXTENTS+wheelRadius);
		m_vehicle->addWheel(connectionPointCS0,wheelDirectionCS0,wheelAxleCS,suspensionRestLength,wheelRadius,m_tuning,isFrontWheel);
		
		for (int i=0;i<m_vehicle->getNumWheels();i++)
		{
			btWheelInfo& wheel = m_vehicle->getWheelInfo(i);
			wheel.m_suspensionStiffness = suspensionStiffness;
			wheel.m_wheelsDampingRelaxation = suspensionDamping;
			wheel.m_wheelsDampingCompression = suspensionCompression;
			wheel.m_frictionSlip = wheelFriction;
			wheel.m_rollInfluence = rollInfluence;
		}
	}

	resetForklift();
	
//	setCameraDistance(26.f);

	m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
}
开发者ID:MixerMovies,项目名称:RedShadow,代码行数:101,代码来源:ForkLiftDemo.cpp


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