Hello all,
I have recently made a demo program using the Irrlicht 3D engine and the bullet physics library. However when I try to make the go forward, it won't go forward, but it does go backward. Its also turns left and right. I tried changing values and such, but nothing is working. Maybe I'm overlooking something? I'll post the code. Its a bit sloppy, as I was doing this for prototyping.
EDIT: SOLVED
#include <iostream>
#include <vector>
#include <irrlicht.h>
#include <btBulletDynamicsCommon.h>
#include <BulletSoftBody/btSoftRigidDynamicsWorld.h>
#include <BulletSoftBody/btSoftBodyHelpers.h>
#include <BulletSoftBody/btSoftBodyRigidBodyCollisionConfiguration.h>
using namespace irr;
using namespace core;
using namespace video;
using namespace io;
using namespace scene;
using namespace gui;
class InputHandler : public IEventReceiver
{
public:
virtual bool OnEvent(const SEvent& event)
{
if (event.EventType == EET_KEY_INPUT_EVENT)
{
KeyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
return false;
}
}
virtual bool IsKeyDown(EKEY_CODE keyCode) const
{
bool ret = KeyIsDown[keyCode];
return ret;
}
virtual void Reset(EKEY_CODE keyCode)
{
KeyIsDown[keyCode] = false;
}
InputHandler()
{
for (u32 i = 0; i < KEY_KEY_CODES_COUNT; ++i)
{
KeyIsDown[i] = false;
}
}
private:
bool KeyIsDown[KEY_KEY_CODES_COUNT];
};
btDefaultCollisionConfiguration* collisionConfig;
btCollisionDispatcher* dispatcher;
btBroadphaseInterface* broadphase;
btSequentialImpulseConstraintSolver* solver;
btDiscreteDynamicsWorld* world;
btSoftBodyWorldInfo softBodyWorld;
btAlignedObjectArray<btCollisionShape*> collide_shapes;
int lastFPS = -1;
ISceneManager* Smgr;
IVideoDriver* Driver;
IGUIEnvironment* Env;
class PhysicsM
{
public:
PhysicsM();
~PhysicsM();
void InitSoftPhysics();
void InitPhysics();
void StepPhysics(float timeStep);
void createGroundPhysics(float xRes, float zRes,const btVector3& pos, void* attachedNode);
void createVehicle();
void destroyPhysics();
void updateVehicle();
void updatePhysics();
void moveForward();
void moveBackward();
void turnLeft();
void turnRight();
void setWheelRadius(float radius);
void setWheelWidth(float width);
void setChassisSize(const btVector3& size);
void setAttachedChassisNode(void* chassisAttachedNode) { this->chassisAttachedNode = chassisAttachedNode; }
void setMaxEnginePower(float power) { maxEngineForce = power; }
void setAttachedWheelNodes(void* wheel_1_AttachedNode, void* wheel_2_AttachedNode,
void* wheel_3_AttachedNode, void* wheel_4_AttachedNode)
{
this->wheel_1_AttachedNode = wheel_1_AttachedNode;
this->wheel_2_AttachedNode = wheel_2_AttachedNode;
this->wheel_3_AttachedNode = wheel_3_AttachedNode;
this->wheel_4_AttachedNode = wheel_4_AttachedNode;
}
void createPhysicsBoxFromEye(vector3df& position, vector3df& lookat, void* attachedNode);
private:
btRigidBody* localCreateRigidBody(btScalar mass, const btTransform& startTransform, btCollisionShape* shape);
void* chassisAttachedNode;
void* wheel_1_AttachedNode;
void* wheel_2_AttachedNode;
void* wheel_3_AttachedNode;
void* wheel_4_AttachedNode;
btRigidBody* carChassis;
btRigidBody* groundBody;
int wheelInstances[4];
btRaycastVehicle::btVehicleTuning tuning;
btVehicleRaycaster* vehicleRayCaster;
btRaycastVehicle* vehicle;
btCollisionShape* wheelShape;
int CUBE_HALF_EXTENTS;
int rightIndex;
int upIndex;
int forwardIndex;
btVector3 wheelDirectionCS0;
btVector3 wheelAxleCS;
btVector3 chassisSize;
bool moveForwardRequested, movebackwardRequested;
float gEngineForce;
float defaultBreakingForce;
float gBreakingForce;
float maxEngineForce;//this should be engine/velocity dependent
float maxBreakingForce;
float gVehicleSteering;
float steeringIncrement;
float steeringClamp;
float wheelRadius;
float wheelWidth;
float wheelFriction;//BT_LARGE_FLOAT;
float suspensionStiffness;
float suspensionDamping;
float suspensionCompression;
float rollInfluence;//1.0f;
btScalar suspensionRestLength;
};
PhysicsM::PhysicsM(void) : vehicle(nullptr), wheelShape(nullptr), vehicleRayCaster(nullptr)
{
rightIndex = 0;
upIndex = 1;
forwardIndex = 2;
wheelDirectionCS0 = btVector3(0, -1, 0);
wheelAxleCS = btVector3(-1, 0, 0);
gEngineForce = 0.f;
gBreakingForce = 100.f;
maxEngineForce = 400.f;
maxBreakingForce = 33.f;
gVehicleSteering = 0.f;
steeringIncrement = 0.05f;
steeringClamp = 0.4f;
wheelRadius = 0.5f;
wheelWidth = 0.4f;
wheelFriction = 400;
suspensionStiffness = 20.f;
suspensionDamping = 2.3f;
suspensionCompression = 4.4f;
rollInfluence = 0.1f;
chassisSize = btVector3(1.f, 0.5f, 2.f);
suspensionRestLength = btScalar(1.1);
CUBE_HALF_EXTENTS = 1;
this->chassisAttachedNode = nullptr;
this->wheel_1_AttachedNode = nullptr;
this->wheel_2_AttachedNode = nullptr;
this->wheel_3_AttachedNode = nullptr;
this->wheel_4_AttachedNode = nullptr;
}
PhysicsM::~PhysicsM(void)
{
}
void PhysicsM::InitPhysics()
{
collisionConfig = new btDefaultCollisionConfiguration();
dispatcher = new btCollisionDispatcher(collisionConfig);
broadphase = new btDbvtBroadphase();
solver = new btSequentialImpulseConstraintSolver;
world = new btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfig);
world->setGravity(btVector3(0, -10, 0));
}
void PhysicsM::destroyPhysics()
{
if (world)
{
int i;
for (i = world->getNumConstraints() - 1; i >= 0; i--)
{
world->removeConstraint(world->getConstraint(i));
}
for (i = world->getNumCollisionObjects() - 1; i >= 0; i--)
{
btCollisionObject* obj = world->getCollisionObjectArray()[i];
btRigidBody* body = btRigidBody::upcast(obj);
if (body && body->getMotionState())
{
delete body->getMotionState();
}
world->removeCollisionObject(obj);
delete obj;
}
}
for (int j = 0; j < collide_shapes.size(); j++)
{
btCollisionShape* shape = collide_shapes[j];
delete shape;
}
collide_shapes.clear();
delete world;
world = 0;
delete vehicleRayCaster;
vehicleRayCaster = 0;
delete vehicle;
vehicle = 0;
delete wheelShape;
wheelShape = 0;
delete solver;
solver = 0;
delete broadphase;
broadphase = 0;
delete dispatcher;
dispatcher = 0;
delete collisionConfig;
collisionConfig = 0;
}
void PhysicsM::StepPhysics(float timeStep)
{
if (vehicle)
{
int wheelIndex = 2;
vehicle->applyEngineForce(gEngineForce, wheelIndex);
vehicle->setBrake(gBreakingForce, wheelIndex);
wheelIndex = 3;
vehicle->applyEngineForce(gEngineForce, wheelIndex);
vehicle->setBrake(gBreakingForce, wheelIndex);
wheelIndex = 0;
vehicle->setSteeringValue(gVehicleSteering, wheelIndex);
wheelIndex = 1;
vehicle->setSteeringValue(gVehicleSteering, wheelIndex);
if (moveForwardRequested)
{
gEngineForce -= 80 * timeStep;
if (gEngineForce < 0)
{
gEngineForce = 0;
gBreakingForce = maxBreakingForce;
}
else
{
gEngineForce += 80 * timeStep;
if (gEngineForce > 0)
{
gEngineForce = 0;
gBreakingForce = maxBreakingForce;
}
}
}
}
world->stepSimulation(timeStep, 2);
}
void PhysicsM::createGroundPhysics(float xRes, float zRes,const btVector3& pos, void* attachedNode)
{
btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(xRes), btScalar(0.5), btScalar(zRes)));
collide_shapes.push_back(groundShape);
btTransform groundTransform;
groundTransform.setIdentity();
groundTransform.setOrigin(pos);
btScalar mass(0.);
bool isDynamic = (mass != 0.f);
btVector3 localInertia(0, 0, 0);
if (isDynamic)
groundShape->calculateLocalInertia(mass, localInertia);
btDefaultMotionState* MotionState = new btDefaultMotionState(groundTransform);
btRigidBody::btRigidBodyConstructionInfo info(mass, MotionState, groundShape, localInertia);
btRigidBody* body = new btRigidBody(info);
body->setUserPointer(attachedNode);
body->setUserIndex(5);
body->setFriction(1);
groundBody = body;
world->addRigidBody(body);
}
void PhysicsM::createVehicle()
{
int upAxis = 1;
world->getSolverInfo().m_minimumSolverBatchSize = 128;
world->getSolverInfo().m_globalCfm = 0.00001;
btTransform tr;
tr.setIdentity();
tr.setOrigin(btVector3(0, 0, 0));
CUBE_HALF_EXTENTS = chassisSize.x();
btCollisionShape* chassisShape = new btBoxShape(chassisSize);
collide_shapes.push_back(chassisShape);
btCompoundShape* compound = new btCompoundShape();
collide_shapes.push_back(compound);
btTransform localTrans;
localTrans.setIdentity();
localTrans.setOrigin(btVector3(0, 1, 0));
compound->addChildShape(localTrans, chassisShape);
{
btCollisionShape* suppShape = new btBoxShape(btVector3(CUBE_HALF_EXTENTS, 12.f, 2.5));
btTransform suppLocalTrans;
suppLocalTrans.setIdentity();
suppLocalTrans.setOrigin(btVector3(0, 0.50, chassisSize.z() / 2 - 2.5));
compound->addChildShape(suppLocalTrans, suppShape);
}
tr.setOrigin(btVector3(0, -30.f, 100));
carChassis = localCreateRigidBody(450, tr, compound);
carChassis->setUserPointer(chassisAttachedNode);
wheelShape = new btCylinderShapeX(btVector3(wheelWidth, wheelRadius, wheelRadius));
{
vehicleRayCaster = new btDefaultVehicleRaycaster(world);
vehicle = new btRaycastVehicle(tuning, carChassis, vehicleRayCaster);
carChassis->setActivationState(DISABLE_DEACTIVATION);
world->addVehicle(vehicle);
float connectionHeight = -7.0f;
bool isFrontWheel = true;
vehicle->setCoordinateSystem(rightIndex, upIndex, forwardIndex);
btVector3 connectionPointCS0(CUBE_HALF_EXTENTS - (0.3 * wheelWidth), connectionHeight, 2 * CUBE_HALF_EXTENTS - wheelRadius);
vehicle->addWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, tuning, isFrontWheel);
connectionPointCS0 = btVector3(-CUBE_HALF_EXTENTS + (0.3 * wheelWidth), connectionHeight, 2 * CUBE_HALF_EXTENTS - wheelRadius);
vehicle->addWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, tuning, isFrontWheel);
connectionPointCS0 = btVector3(-CUBE_HALF_EXTENTS + (0.3 * wheelWidth), connectionHeight, -2 * CUBE_HALF_EXTENTS + wheelRadius);
isFrontWheel = false;
vehicle->addWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, tuning, isFrontWheel);
connectionPointCS0 = btVector3(CUBE_HALF_EXTENTS - (0.3 * wheelWidth), connectionHeight, -2 * CUBE_HALF_EXTENTS + wheelRadius);
vehicle->addWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, tuning, isFrontWheel);
for (int i = 0; i < vehicle->getNumWheels(); i++)
{
btWheelInfo& wheel = vehicle->getWheelInfo(i);
wheel.m_suspensionStiffness = suspensionStiffness;
wheel.m_wheelsDampingRelaxation = suspensionDamping;
wheel.m_wheelsDampingCompression = suspensionCompression;
wheel.m_frictionSlip = wheelFriction;
wheel.m_rollInfluence = rollInfluence;
wheel.m_raycastInfo.m_groundObject = groundBody;
}
}
}
void PhysicsM::updateVehicle() {
if (vehicle) {
std::vector<void*> allWheels;
allWheels.push_back(wheel_1_AttachedNode);
allWheels.push_back(wheel_2_AttachedNode);
allWheels.push_back(wheel_3_AttachedNode);
allWheels.push_back(wheel_4_AttachedNode);
for (int i = 0; i < vehicle->getNumWheels(); i++)
{
//synchronize the wheels with the (interpolated) chassis worldtransform
vehicle->updateWheelTransform(i, true);
btTransform tr = vehicle->getWheelInfo(i).m_worldTransform;
btVector3 pos = tr.getOrigin();
btQuaternion orn = tr.getRotation();
quaternion q1(0, 0, 1, PI / 4);
quaternion q(orn.getX(), orn.getY(), orn.getZ(), orn.getW());
vector3df Euler;
q.toEuler(Euler);
Euler *= RADTODEG;
//m_vehicle->getWheelInfo(i).m_raycastInfo.m_groundObject = groundBody;
void* wheel = allWheels.at(i);
ISceneNode* node = reinterpret_cast<ISceneNode*>(wheel);
if (node) {
node->setPosition(vector3df(pos.x(), pos.y(), pos.z()));
node->setRotation(Euler);
}
}
}
}
void PhysicsM::updatePhysics()
{
int numOfObjects = world->getNumCollisionObjects();
for (int j = numOfObjects - 1; j >= 0; j--)
{
btCollisionObject* obj = world->getCollisionObjectArray()[j];
btRigidBody* body = btRigidBody::upcast(obj);
btTransform trans;
if (body && body->getMotionState())
{
body->getMotionState()->getWorldTransform(trans);
ISceneNode* cube = reinterpret_cast<ISceneNode*>(body->getUserPointer());
if (cube != NULL) {//update cubes only
btVector3 origin = trans.getOrigin();
//update rotation
btQuaternion rot = trans.getRotation();
quaternion q(rot.getX(), rot.getY(), rot.getZ(), rot.getW());
vector3df Euler;
q.toEuler(Euler);
Euler *= RADTODEG;
cube->setPosition(vector3df(origin.getX(), origin.getY(), origin.getZ()));
cube->setRotation(Euler);
cube->setVisible(true);
}
}
else
{
trans = obj->getWorldTransform();
}
}
}
void PhysicsM::moveForward()
{
gEngineForce = maxEngineForce;
gBreakingForce = 0.f;
moveForwardRequested = true;
movebackwardRequested = false;
}
void PhysicsM::moveBackward()
{
gEngineForce = -maxEngineForce;
gBreakingForce = 0.f;
moveForwardRequested = false;
movebackwardRequested = true;
}
void PhysicsM::turnRight()
{
gVehicleSteering += steeringIncrement;
if (gVehicleSteering > steeringClamp)
gVehicleSteering = steeringClamp;
}
void PhysicsM::turnLeft()
{
gVehicleSteering -= steeringIncrement;
if (gVehicleSteering < -steeringClamp)
gVehicleSteering = -steeringClamp;
}
void PhysicsM::setWheelRadius(float radius)
{
this->wheelRadius = radius;
}
void PhysicsM::setWheelWidth(float width)
{
this->wheelWidth = width;
}
void PhysicsM::setChassisSize(const btVector3& size)
{
this->chassisSize = size;
}
void PhysicsM::createPhysicsBoxFromEye(vector3df& position, vector3df& lookat, void* attachedNode)
{
btCollisionShape* colShape = new btBoxShape(btVector3(5, 5, 5));
collide_shapes.push_back(colShape);
btTransform Transform;
Transform.setIdentity();
btScalar mass(66.f);
bool isDynamic = (mass != 0.f);
btVector3 localInertia(0, 0, 0);
if (isDynamic)
colShape->calculateLocalInertia(mass, localInertia);
Transform.setOrigin(btVector3(position.X, position.Y, position.Z));
btQuaternion quat(btVector3(0.4, .02, 1), 67);
Transform.setRotation(quat);
btDefaultMotionState* motionState = new btDefaultMotionState(Transform);
btRigidBody::btRigidBodyConstructionInfo info(mass, motionState, colShape, localInertia);
btRigidBody* body = new btRigidBody(info);
body->setUserIndex(10);
body->setDamping(0.01, 0.01);
body->setUserPointer(attachedNode);
body->setFriction(1);
btVector3 force(lookat.X, lookat.Y, lookat.Z);
world->addRigidBody(body);
body->applyImpulse(1350 * force, btVector3(0., 0., 0.));
}
btRigidBody* PhysicsM::localCreateRigidBody(btScalar mass, const btTransform& startTransform, btCollisionShape* shape)
{
btAssert((!shape || shape->getShapeType() != INVALID_SHAPE_PROXYTYPE));
//rigidbody is dynamic if and only if mass is non zero, otherwise static
bool isDynamic = (mass != 0.f);
btVector3 localInertia(0, 0, 0);
if (isDynamic)
shape->calculateLocalInertia(mass, localInertia);
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
#define USE_MOTIONSTATE 1
#ifdef USE_MOTIONSTATE
btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
btRigidBody::btRigidBodyConstructionInfo cInfo(mass, myMotionState, shape, localInertia);
btRigidBody* body = new btRigidBody(cInfo);
//body->setContactProcessingThreshold(m_defaultContactProcessingThreshold);
#else
btRigidBody* body = new btRigidBody(mass, 0, shape, localInertia);
body->setWorldTransform(startTransform);
#endif//
body->setUserIndex(55);
world->addRigidBody(body);
return body;
}
ICameraSceneNode* Cam;
void shootBox(PhysicsM& p)
{
ISceneNode* cube = Smgr->addCubeSceneNode(10.0f, NULL, -1, vector3df(0, 3, 10));
cube->setMaterialType(EMT_SOLID);
cube->setMaterialTexture(0, Driver->getTexture("media/wall.bmp"));
cube->setMaterialFlag(EMF_LIGHTING, false);
vector3df lookat = Cam->getTarget();
vector3df pose = Cam->getPosition();
p.createPhysicsBoxFromEye(pose, (lookat - pose).normalize(), cube);
}
ISceneNode* createWheel()
{
IAnimatedMesh* m = Smgr->getMesh("media/wheel.dae");
IAnimatedMeshSceneNode* animMod = Smgr->addAnimatedMeshSceneNode(m);
animMod->setMaterialTexture(0, Driver->getTexture("media/texture_tire1.jpg"));
animMod->setMaterialFlag(EMF_LIGHTING, false);
return animMod;
}
ISceneNode* createChassis()
{
IMeshSceneNode* chassis = Smgr->addCubeSceneNode(20, NULL, -1, vector3df(0, 0, 0), vector3df(0, 0, 0),
vector3df(1, 0.25, 2));
chassis->setMaterialTexture(0, Driver->getTexture("media/wall.bmp"));
chassis->setMaterialFlag(EMF_LIGHTING, false);
IMeshSceneNode* chassisCab = Smgr->addCubeSceneNode(5, chassis, -1, vector3df(0, 30, 4), vector3df(0, 0, 0),
vector3df(3.5, 10, 1));
chassisCab->setMaterialTexture(0, Driver->getTexture("media/wall.bmp"));
chassisCab->setMaterialFlag(EMF_LIGHTING, false);
return chassis;
}
int main(int argc, char* argv[])
{
PhysicsM pM;
pM.InitPhysics();
InputHandler receiver;
IrrlichtDevice* Device = createDevice(EDT_OPENGL, dimension2d<u32>(1024, 720), 32, false, false, false, &receiver);
if (!Device)
{
return 1;
}
Driver = Device->getVideoDriver();
Smgr = Device->getSceneManager();
Env = Device->getGUIEnvironment();
Cam = Smgr->addCameraSceneNodeFPS(NULL, 20.f, 0.02f);
Cam->setPosition(vector3df(0, -30, -20));
IAnimatedMesh* hillPlaneMesh = Smgr->addHillPlaneMesh("myHill",
dimension2d<f32>(30, 30),
dimension2d<u32>(10, 10), 0, 0,
dimension2d<f32>(0, 0),
dimension2d<f32>(10, 10));
ISceneNode* planeNode = Smgr->addAnimatedMeshSceneNode(hillPlaneMesh);
planeNode->setMaterialTexture(0, Driver->getTexture("media/stones.jpg"));
planeNode->setMaterialFlag(EMF_LIGHTING, false);
planeNode->setPosition(vector3df(0, -50, 150));
pM.createGroundPhysics(30 * 10 / 2, 30 * 10 / 2, btVector3(0, -50, 150), planeNode);
pM.setWheelRadius(3.5f);
pM.setWheelWidth(2.2f);
ISceneNode* chassis = createChassis();
pM.setChassisSize(btVector3(10, 2.5f, 20));
pM.setAttachedChassisNode(chassis);
ISceneNode* wheel1 = createWheel();
ISceneNode* wheel2 = createWheel();
ISceneNode* wheel3 = createWheel();
ISceneNode* wheel4 = createWheel();
pM.setAttachedWheelNodes(wheel1, wheel2, wheel3, wheel4);
pM.setMaxEnginePower(1000);
pM.createVehicle();
u32 then = Device->getTimer()->getTime();
while (Device->run() && Driver)
{
const u32 now = Device->getTimer()->getTime();
Driver->beginScene(true, true, SColor(255, 0, 0, 255));
Smgr->drawAll();
Env->drawAll();
Driver->endScene();
if (receiver.IsKeyDown(KEY_ESCAPE))
break;
if (receiver.IsKeyDown(KEY_KEY_W))
{
pM.moveForward();
receiver.Reset(KEY_KEY_W);
}
if (receiver.IsKeyDown(KEY_KEY_S))
{
pM.moveBackward();
receiver.Reset(KEY_KEY_S);
}
if (receiver.IsKeyDown(KEY_KEY_A))
{
pM.turnLeft();
receiver.Reset(KEY_KEY_A);
}
if (receiver.IsKeyDown(KEY_KEY_D))
{
pM.turnRight();
receiver.Reset(KEY_KEY_D);
}
if (receiver.IsKeyDown(KEY_SPACE))
{
shootBox(pM);
receiver.Reset(KEY_SPACE);
}
int fps = Driver->getFPS();
if (lastFPS != fps)
{
stringw str = L"Irrlicht Vehicle Bullet Physics [";
str += Driver->getName();
str += "] FPS:";
str += fps;
Device->setWindowCaption(str.c_str());
lastFPS = fps;
}
const f32 frameDeltaTime = (f32)(now - then) / 1000.f;
pM.StepPhysics(frameDeltaTime);
pM.updatePhysics();
pM.updateVehicle();
then = now;
}
pM.destroyPhysics();
Device->drop();
return 0;
}