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/*
* Copyright (c) 2005 Erwin Coumans <www.erwincoumans.com>
*
* Permission to use, copy, modify, distribute and sell this software
* and its documentation for any purpose is hereby granted without fee,
* provided that the above copyright notice appear in all copies.
* Erwin Coumans makes no representations about the suitability
* of this software for any purpose.
* It is provided "as is" without express or implied warranty.
*/
/*
Raytracer uses the Convex Raycast to visualize the Collision Shapes/Minkowski Sum.
Very basic raytracer, rendering into a texture.
*/
#include "GL_Simplex1to4.h"
#include "SimdQuaternion.h"
#include "SimdTransform.h"
#include "GL_ShapeDrawer.h"
#ifdef WIN32 //needed for glut.h
#include <windows.h>
#endif
//think different
#if defined(__APPLE__) && !defined (VMDMESA)
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif>
#include "GlutStuff.h"
#include "NarrowPhaseCollision/VoronoiSimplexSolver.h"
#include "NarrowPhaseCollision/SubSimplexConvexCast.h"
#include "NarrowPhaseCollision/GjkConvexCast.h"
#include "NarrowPhaseCollision/ContinuousConvexCollision.h"
#ifdef USE_ALGEBRAIC_CCD
#include "NarrowPhaseCollision/BU_CollisionPair.h"
#endif //USE_ALGEBRAIC_CCD
#include "CollisionShapes/SphereShape.h"
#include "CollisionShapes/MultiSphereShape.h"
#include "CollisionShapes/ConvexHullShape.h"
#include "CollisionShapes/BoxShape.h"
#include "CollisionShapes/Simplex1to4Shape.h"
#include "CollisionShapes/ConeShape.h"
#include "CollisionShapes/CylinderShape.h"
#include "CollisionShapes/MinkowskiSumShape.h"
#include "RenderTexture.h"
VoronoiSimplexSolver simplexSolver;
float yaw=0.f,pitch=0.f,roll=0.f;
const int maxNumObjects = 4;
const int numObjects = 4;
/// simplex contains the vertices, and some extra code to draw and debug
GL_Simplex1to4 simplex;
ConvexShape* shapePtr[maxNumObjects];
SimdTransform transforms[maxNumObjects];
RenderTexture* raytracePicture = 0;
int screenWidth = 128;
int screenHeight = 128;
GLuint glTextureId;
SphereShape mySphere(1);
BoxShape myBox(SimdVector3(0.4f,0.4f,0.4f));
CylinderShape myCylinder(SimdVector3(0.3f,0.3f,0.3f));
ConeShape myCone(1,1);
MinkowskiSumShape myMink(&myCylinder,&myBox);
///
///
///
int main(int argc,char** argv)
{
raytracePicture = new RenderTexture(screenWidth,screenHeight);
myBox.SetMargin(0.02f);
myCone.SetMargin(0.2f);
simplex.SetSimplexSolver(&simplexSolver);
simplex.AddVertex(SimdPoint3(-1,0,-1));
simplex.AddVertex(SimdPoint3(1,0,-1));
simplex.AddVertex(SimdPoint3(0,0,1));
simplex.AddVertex(SimdPoint3(0,1,0));
/// convex hull of 5 spheres
#define NUM_SPHERES 5
SimdVector3 inertiaHalfExtents(10.f,10.f,10.f);
SimdVector3 positions[NUM_SPHERES] = {
SimdVector3(-1.2f, -0.3f, 0.f),
SimdVector3(0.8f, -0.3f, 0.f),
SimdVector3(0.5f, 0.6f, 0.f),
SimdVector3(-0.5f, 0.6f, 0.f),
SimdVector3(0.f, 0.f, 0.f)
};
SimdScalar radi[NUM_SPHERES] = { 0.35f,0.35f,0.45f,0.40f,0.40f };
MultiSphereShape multiSphereShape(inertiaHalfExtents,positions,radi,NUM_SPHERES);
ConvexHullShape convexHullShape(positions,3);
//choose shape
shapePtr[0] = &myCone;
shapePtr[1] =&simplex;
shapePtr[2] =&convexHullShape;
shapePtr[3] =&myMink;//myBox;
simplex.SetMargin(0.3f);
setCameraDistance(6.f);
return glutmain(argc, argv,screenWidth,screenHeight,"Minkowski-Sum Raytracer Demo");
}
//to be implemented by the demo
void clientMoveAndDisplay()
{
clientDisplay();
}
int once = 1;
extern float eye[3];
void clientDisplay(void)
{
for (int i=0;i<numObjects;i++)
{
transforms[i].setIdentity();
SimdVector3 pos(-3.5f+i*2.5f,0.f,0.f);
transforms[i].setOrigin( pos );
SimdQuaternion orn;
if (i < 2)
{
orn.setEuler(yaw,pitch,roll);
transforms[i].setRotation(orn);
}
}
myMink.SetTransformA(SimdTransform(transforms[0].getRotation()));
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_LIGHTING);
if (once)
{
glGenTextures(1, &glTextureId);
glBindTexture(GL_TEXTURE_2D,glTextureId );
once = 0;
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
#define RAYTRACER
#ifdef RAYTRACER
SimdVector4 rgba(1.f,0.f,0.f,0.5f);
float top = 1.f;
float bottom = -1.f;
float nearPlane = 1.f;
float tanFov = (top-bottom)*0.5f / nearPlane;
float fov = 2.0 * atanf (tanFov);
SimdVector3 rayFrom(eye[0],eye[1],eye[2]);
SimdVector3 rayForward = -rayFrom;
rayForward.normalize();
float farPlane = 600.f;
rayForward*= farPlane;
SimdVector3 rightOffset;
SimdVector3 vertical(0.f,1.f,0.f);
SimdVector3 hor;
hor = rayForward.cross(vertical);
hor.normalize();
vertical = hor.cross(rayForward);
vertical.normalize();
float tanfov = tanf(0.5f*fov);
hor *= 2.f * farPlane * tanfov;
vertical *= 2.f * farPlane * tanfov;
SimdVector3 rayToCenter = rayFrom + rayForward;
SimdVector3 dHor = hor * 1.f/float(screenWidth);
SimdVector3 dVert = vertical * 1.f/float(screenHeight);
SimdTransform rayFromTrans;
rayFromTrans.setIdentity();
rayFromTrans.setOrigin(rayFrom);
SimdTransform rayFromLocal;
SimdTransform rayToLocal;
SphereShape pointShape(0.0f);
///clear texture
for (int x=0;x<screenWidth;x++)
{
for (int y=0;y<screenHeight;y++)
{
SimdVector4 rgba(0.f,0.f,0.f,0.f);
raytracePicture->SetPixel(x,y,rgba);
}
}
ConvexCast::CastResult rayResult;
SimdTransform rayToTrans;
rayToTrans.setIdentity();
SimdVector3 rayTo;
for (int x=0;x<screenWidth;x++)
{
for (int y=0;y<screenHeight;y++)
{
rayTo = rayToCenter - 0.5f * hor + 0.5f * vertical;
rayTo += x * dHor;
rayTo -= y * dVert;
rayToTrans.setOrigin(rayTo);
for (int s=0;s<numObjects;s++)
{
// rayFromLocal = transforms[s].inverse()* rayFromTrans;
// rayToLocal = transforms[s].inverse()* rayToTrans;
//choose the continuous collision detection method
SubsimplexConvexCast convexCaster(&pointShape,shapePtr[s],&simplexSolver);
//GjkConvexCast convexCaster(&pointShape,shapePtr[0],&simplexSolver);
//ContinuousConvexCollision convexCaster(&pointShape,shapePtr[0],&simplexSolver,0);
// BU_Simplex1to4 ptShape(SimdVector3(0,0,0));//algebraic needs features, doesnt use 'supporting vertex'
// BU_CollisionPair convexCaster(&ptShape,shapePtr[0]);
//reset previous result
rayResult.m_fraction = 1.f;
if (convexCaster.calcTimeOfImpact(rayFromTrans,rayToTrans,transforms[s],transforms[s],rayResult))
{
//float fog = 1.f - 0.1f * rayResult.m_fraction;
rayResult.m_normal.normalize();
SimdVector3 worldNormal;
worldNormal = transforms[s].getBasis() *rayResult.m_normal;
float light = worldNormal.dot(SimdVector3(0.4f,-1.f,-0.4f));
if (light < 0.2f)
light = 0.2f;
if (light > 1.f)
light = 1.f;
rgba = SimdVector4(light,light,light,1.f);
raytracePicture->SetPixel(x,y,rgba);
} else
{
//clear is already done
//rgba = SimdVector4(0.f,0.f,0.f,0.f);
//raytracePicture->SetPixel(x,y,rgba);
}
}
}
}
#define TEST_PRINTF
#ifdef TEST_PRINTF
extern BMF_FontData BMF_font_helv10;
raytracePicture->Printf("CCD RAYTRACER",&BMF_font_helv10);
char buffer[256];
sprintf(buffer,"%d RAYS / Frame",screenWidth*screenHeight*numObjects);
raytracePicture->Printf(buffer,&BMF_font_helv10,0,10);
#endif //TEST_PRINTF
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glFrustum(-1.0,1.0,-1.0,1.0,3,2020.0);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity(); // Reset The Modelview Matrix
glTranslatef(0.0f,0.0f,-3.0f); // Move Into The Screen 5 Units
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,glTextureId );
const unsigned char *ptr = raytracePicture->GetBuffer();
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA,
raytracePicture->GetWidth(),raytracePicture->GetHeight(),
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
ptr);
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f (1,1,1,1); // alpha=0.5=half visible
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex2f(-1,1);
glTexCoord2f(1.0f, 0.0f);
glVertex2f(1,1);
glTexCoord2f(1.0f, 1.0f);
glVertex2f(1,-1);
glTexCoord2f(0.0f, 1.0f);
glVertex2f(-1,-1);
glEnd();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
#endif //RAYRACER
glDisable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
GL_ShapeDrawer::DrawCoordSystem();
glPushMatrix();
/*
/// normal opengl rendering
float m[16];
int i;
for (i=0;i<numObjects;i++)
{
transA.getOpenGLMatrix( m );
/// draw the simplex
GL_ShapeDrawer::DrawOpenGL(m,shapePtr[i],SimdVector3(1,1,1));
/// calculate closest point from simplex to the origin, and draw this vector
simplex.CalcClosest(m);
}
*/
glPopMatrix();
pitch += 0.005f;
yaw += 0.01f;
glFlush();
glutSwapBuffers();
}
void clientResetScene()
{
}
void clientSpecialKeyboard(int key, int x, int y)
{
defaultSpecialKeyboard(key,x,y);
}
void clientKeyboard(unsigned char key, int x, int y)
{
defaultKeyboard(key, x, y);
}
void clientMouseFunc(int button, int state, int x, int y)
{
}
void clientMotionFunc(int x,int y)
{
}
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